1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 /* for detection of endless loops, caused by custom element programming */
1123 /* (using maximal playfield width x 10 is just a rough approximation) */
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 /* ------------------------------------------------------------------------- */
1153 /* definition of elements that automatically change to other elements after */
1154 /* a specified time, eventually calling a function when changing */
1155 /* ------------------------------------------------------------------------- */
1157 /* forward declaration for changer functions */
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 /* static variables for playfield scan mode (scanning forward or backward) */
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 /* make sure that stepsize value is always a power of 2 */
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 /* do no immediately change move delay -- the player might just be moving */
1623 player->move_delay_value_next = move_delay;
1625 /* information if player can move must be set separately */
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 static void InitGameControlValues(void)
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 static void UpdatePlayfieldElementCount(void)
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 static void UpdateGameControlValues(void)
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* used instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 /* only one player in Supaplex game engine */
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 /* update game panel control frames */
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 static void DisplayGameControlValues(void)
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues(void)
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2771 static void UpdateGameDoorValues(void)
2773 UpdateGameControlValues();
2777 void DrawGameDoorValues(void)
2779 DisplayGameControlValues();
2784 =============================================================================
2786 -----------------------------------------------------------------------------
2787 initialize game engine due to level / tape version number
2788 =============================================================================
2791 static void InitGameEngine(void)
2793 int i, j, k, l, x, y;
2795 /* set game engine from tape file when re-playing, else from level file */
2796 game.engine_version = (tape.playing ? tape.engine_version :
2797 level.game_version);
2799 /* set single or multi-player game mode (needed for re-playing tapes) */
2800 game.team_mode = setup.team_mode;
2804 int num_players = 0;
2806 for (i = 0; i < MAX_PLAYERS; i++)
2807 if (tape.player_participates[i])
2810 /* multi-player tapes contain input data for more than one player */
2811 game.team_mode = (num_players > 1);
2814 /* ---------------------------------------------------------------------- */
2815 /* set flags for bugs and changes according to active game engine version */
2816 /* ---------------------------------------------------------------------- */
2819 Summary of bugfix/change:
2820 Fixed handling for custom elements that change when pushed by the player.
2822 Fixed/changed in version:
2826 Before 3.1.0, custom elements that "change when pushing" changed directly
2827 after the player started pushing them (until then handled in "DigField()").
2828 Since 3.1.0, these custom elements are not changed until the "pushing"
2829 move of the element is finished (now handled in "ContinueMoving()").
2831 Affected levels/tapes:
2832 The first condition is generally needed for all levels/tapes before version
2833 3.1.0, which might use the old behaviour before it was changed; known tapes
2834 that are affected are some tapes from the level set "Walpurgis Gardens" by
2836 The second condition is an exception from the above case and is needed for
2837 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2838 above (including some development versions of 3.1.0), but before it was
2839 known that this change would break tapes like the above and was fixed in
2840 3.1.1, so that the changed behaviour was active although the engine version
2841 while recording maybe was before 3.1.0. There is at least one tape that is
2842 affected by this exception, which is the tape for the one-level set "Bug
2843 Machine" by Juergen Bonhagen.
2846 game.use_change_when_pushing_bug =
2847 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2849 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2850 tape.game_version < VERSION_IDENT(3,1,1,0)));
2853 Summary of bugfix/change:
2854 Fixed handling for blocking the field the player leaves when moving.
2856 Fixed/changed in version:
2860 Before 3.1.1, when "block last field when moving" was enabled, the field
2861 the player is leaving when moving was blocked for the time of the move,
2862 and was directly unblocked afterwards. This resulted in the last field
2863 being blocked for exactly one less than the number of frames of one player
2864 move. Additionally, even when blocking was disabled, the last field was
2865 blocked for exactly one frame.
2866 Since 3.1.1, due to changes in player movement handling, the last field
2867 is not blocked at all when blocking is disabled. When blocking is enabled,
2868 the last field is blocked for exactly the number of frames of one player
2869 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2870 last field is blocked for exactly one more than the number of frames of
2873 Affected levels/tapes:
2874 (!!! yet to be determined -- probably many !!!)
2877 game.use_block_last_field_bug =
2878 (game.engine_version < VERSION_IDENT(3,1,1,0));
2880 game_em.use_single_button =
2881 (game.engine_version > VERSION_IDENT(4,0,0,2));
2883 game_em.use_snap_key_bug =
2884 (game.engine_version < VERSION_IDENT(4,0,1,0));
2886 /* ---------------------------------------------------------------------- */
2888 /* set maximal allowed number of custom element changes per game frame */
2889 game.max_num_changes_per_frame = 1;
2891 /* default scan direction: scan playfield from top/left to bottom/right */
2892 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2894 /* dynamically adjust element properties according to game engine version */
2895 InitElementPropertiesEngine(game.engine_version);
2898 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2899 printf(" tape version == %06d [%s] [file: %06d]\n",
2900 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2902 printf(" => game.engine_version == %06d\n", game.engine_version);
2905 /* ---------- initialize player's initial move delay --------------------- */
2907 /* dynamically adjust player properties according to level information */
2908 for (i = 0; i < MAX_PLAYERS; i++)
2909 game.initial_move_delay_value[i] =
2910 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2912 /* dynamically adjust player properties according to game engine version */
2913 for (i = 0; i < MAX_PLAYERS; i++)
2914 game.initial_move_delay[i] =
2915 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2916 game.initial_move_delay_value[i] : 0);
2918 /* ---------- initialize player's initial push delay --------------------- */
2920 /* dynamically adjust player properties according to game engine version */
2921 game.initial_push_delay_value =
2922 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2924 /* ---------- initialize changing elements ------------------------------- */
2926 /* initialize changing elements information */
2927 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2929 struct ElementInfo *ei = &element_info[i];
2931 /* this pointer might have been changed in the level editor */
2932 ei->change = &ei->change_page[0];
2934 if (!IS_CUSTOM_ELEMENT(i))
2936 ei->change->target_element = EL_EMPTY_SPACE;
2937 ei->change->delay_fixed = 0;
2938 ei->change->delay_random = 0;
2939 ei->change->delay_frames = 1;
2942 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2944 ei->has_change_event[j] = FALSE;
2946 ei->event_page_nr[j] = 0;
2947 ei->event_page[j] = &ei->change_page[0];
2951 /* add changing elements from pre-defined list */
2952 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2954 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2955 struct ElementInfo *ei = &element_info[ch_delay->element];
2957 ei->change->target_element = ch_delay->target_element;
2958 ei->change->delay_fixed = ch_delay->change_delay;
2960 ei->change->pre_change_function = ch_delay->pre_change_function;
2961 ei->change->change_function = ch_delay->change_function;
2962 ei->change->post_change_function = ch_delay->post_change_function;
2964 ei->change->can_change = TRUE;
2965 ei->change->can_change_or_has_action = TRUE;
2967 ei->has_change_event[CE_DELAY] = TRUE;
2969 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2970 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2973 /* ---------- initialize internal run-time variables --------------------- */
2975 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2977 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2979 for (j = 0; j < ei->num_change_pages; j++)
2981 ei->change_page[j].can_change_or_has_action =
2982 (ei->change_page[j].can_change |
2983 ei->change_page[j].has_action);
2987 /* add change events from custom element configuration */
2988 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2990 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2992 for (j = 0; j < ei->num_change_pages; j++)
2994 if (!ei->change_page[j].can_change_or_has_action)
2997 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2999 /* only add event page for the first page found with this event */
3000 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3002 ei->has_change_event[k] = TRUE;
3004 ei->event_page_nr[k] = j;
3005 ei->event_page[k] = &ei->change_page[j];
3011 /* ---------- initialize reference elements in change conditions --------- */
3013 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3015 int element = EL_CUSTOM_START + i;
3016 struct ElementInfo *ei = &element_info[element];
3018 for (j = 0; j < ei->num_change_pages; j++)
3020 int trigger_element = ei->change_page[j].initial_trigger_element;
3022 if (trigger_element >= EL_PREV_CE_8 &&
3023 trigger_element <= EL_NEXT_CE_8)
3024 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3026 ei->change_page[j].trigger_element = trigger_element;
3030 /* ---------- initialize run-time trigger player and element ------------- */
3032 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3034 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3036 for (j = 0; j < ei->num_change_pages; j++)
3038 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3039 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3040 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3041 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3042 ei->change_page[j].actual_trigger_ce_value = 0;
3043 ei->change_page[j].actual_trigger_ce_score = 0;
3047 /* ---------- initialize trigger events ---------------------------------- */
3049 /* initialize trigger events information */
3050 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3051 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3052 trigger_events[i][j] = FALSE;
3054 /* add trigger events from element change event properties */
3055 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3057 struct ElementInfo *ei = &element_info[i];
3059 for (j = 0; j < ei->num_change_pages; j++)
3061 if (!ei->change_page[j].can_change_or_has_action)
3064 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3066 int trigger_element = ei->change_page[j].trigger_element;
3068 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3070 if (ei->change_page[j].has_event[k])
3072 if (IS_GROUP_ELEMENT(trigger_element))
3074 struct ElementGroupInfo *group =
3075 element_info[trigger_element].group;
3077 for (l = 0; l < group->num_elements_resolved; l++)
3078 trigger_events[group->element_resolved[l]][k] = TRUE;
3080 else if (trigger_element == EL_ANY_ELEMENT)
3081 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3082 trigger_events[l][k] = TRUE;
3084 trigger_events[trigger_element][k] = TRUE;
3091 /* ---------- initialize push delay -------------------------------------- */
3093 /* initialize push delay values to default */
3094 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3096 if (!IS_CUSTOM_ELEMENT(i))
3098 /* set default push delay values (corrected since version 3.0.7-1) */
3099 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3101 element_info[i].push_delay_fixed = 2;
3102 element_info[i].push_delay_random = 8;
3106 element_info[i].push_delay_fixed = 8;
3107 element_info[i].push_delay_random = 8;
3112 /* set push delay value for certain elements from pre-defined list */
3113 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3115 int e = push_delay_list[i].element;
3117 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3118 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3121 /* set push delay value for Supaplex elements for newer engine versions */
3122 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3124 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3126 if (IS_SP_ELEMENT(i))
3128 /* set SP push delay to just enough to push under a falling zonk */
3129 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3131 element_info[i].push_delay_fixed = delay;
3132 element_info[i].push_delay_random = 0;
3137 /* ---------- initialize move stepsize ----------------------------------- */
3139 /* initialize move stepsize values to default */
3140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3141 if (!IS_CUSTOM_ELEMENT(i))
3142 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3144 /* set move stepsize value for certain elements from pre-defined list */
3145 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3147 int e = move_stepsize_list[i].element;
3149 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3152 /* ---------- initialize collect score ----------------------------------- */
3154 /* initialize collect score values for custom elements from initial value */
3155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3156 if (IS_CUSTOM_ELEMENT(i))
3157 element_info[i].collect_score = element_info[i].collect_score_initial;
3159 /* ---------- initialize collect count ----------------------------------- */
3161 /* initialize collect count values for non-custom elements */
3162 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3163 if (!IS_CUSTOM_ELEMENT(i))
3164 element_info[i].collect_count_initial = 0;
3166 /* add collect count values for all elements from pre-defined list */
3167 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3168 element_info[collect_count_list[i].element].collect_count_initial =
3169 collect_count_list[i].count;
3171 /* ---------- initialize access direction -------------------------------- */
3173 /* initialize access direction values to default (access from every side) */
3174 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3175 if (!IS_CUSTOM_ELEMENT(i))
3176 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3178 /* set access direction value for certain elements from pre-defined list */
3179 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3180 element_info[access_direction_list[i].element].access_direction =
3181 access_direction_list[i].direction;
3183 /* ---------- initialize explosion content ------------------------------- */
3184 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3186 if (IS_CUSTOM_ELEMENT(i))
3189 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3191 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3193 element_info[i].content.e[x][y] =
3194 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3195 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3196 i == EL_PLAYER_3 ? EL_EMERALD :
3197 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3198 i == EL_MOLE ? EL_EMERALD_RED :
3199 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3200 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3201 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3202 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3203 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3204 i == EL_WALL_EMERALD ? EL_EMERALD :
3205 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3206 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3207 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3208 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3209 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3210 i == EL_WALL_PEARL ? EL_PEARL :
3211 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3216 /* ---------- initialize recursion detection ------------------------------ */
3217 recursion_loop_depth = 0;
3218 recursion_loop_detected = FALSE;
3219 recursion_loop_element = EL_UNDEFINED;
3221 /* ---------- initialize graphics engine ---------------------------------- */
3222 game.scroll_delay_value =
3223 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3224 setup.scroll_delay ? setup.scroll_delay_value : 0);
3225 game.scroll_delay_value =
3226 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3228 /* ---------- initialize game engine snapshots ---------------------------- */
3229 for (i = 0; i < MAX_PLAYERS; i++)
3230 game.snapshot.last_action[i] = 0;
3231 game.snapshot.changed_action = FALSE;
3232 game.snapshot.collected_item = FALSE;
3233 game.snapshot.mode =
3234 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3235 SNAPSHOT_MODE_EVERY_STEP :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3237 SNAPSHOT_MODE_EVERY_MOVE :
3238 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3239 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3240 game.snapshot.save_snapshot = FALSE;
3242 /* ---------- initialize level time for Supaplex engine ------------------- */
3243 /* Supaplex levels with time limit currently unsupported -- should be added */
3244 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3248 static int get_num_special_action(int element, int action_first,
3251 int num_special_action = 0;
3254 for (i = action_first; i <= action_last; i++)
3256 boolean found = FALSE;
3258 for (j = 0; j < NUM_DIRECTIONS; j++)
3259 if (el_act_dir2img(element, i, j) !=
3260 el_act_dir2img(element, ACTION_DEFAULT, j))
3264 num_special_action++;
3269 return num_special_action;
3274 =============================================================================
3276 -----------------------------------------------------------------------------
3277 initialize and start new game
3278 =============================================================================
3281 #if DEBUG_INIT_PLAYER
3282 static void DebugPrintPlayerStatus(char *message)
3289 printf("%s:\n", message);
3291 for (i = 0; i < MAX_PLAYERS; i++)
3293 struct PlayerInfo *player = &stored_player[i];
3295 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3299 player->connected_locally,
3300 player->connected_network,
3303 if (local_player == player)
3304 printf(" (local player)");
3313 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3314 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3315 int fade_mask = REDRAW_FIELD;
3317 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3318 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3319 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3320 int initial_move_dir = MV_DOWN;
3323 // required here to update video display before fading (FIX THIS)
3324 DrawMaskedBorder(REDRAW_DOOR_2);
3326 if (!game.restart_level)
3327 CloseDoor(DOOR_CLOSE_1);
3329 SetGameStatus(GAME_MODE_PLAYING);
3331 if (level_editor_test_game)
3332 FadeSkipNextFadeIn();
3334 FadeSetEnterScreen();
3336 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3337 fade_mask = REDRAW_ALL;
3339 FadeLevelSoundsAndMusic();
3341 ExpireSoundLoops(TRUE);
3345 /* needed if different viewport properties defined for playing */
3346 ChangeViewportPropertiesIfNeeded();
3350 DrawCompleteVideoDisplay();
3352 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3355 InitGameControlValues();
3357 /* don't play tapes over network */
3358 network_playing = (network.enabled && !tape.playing);
3360 for (i = 0; i < MAX_PLAYERS; i++)
3362 struct PlayerInfo *player = &stored_player[i];
3364 player->index_nr = i;
3365 player->index_bit = (1 << i);
3366 player->element_nr = EL_PLAYER_1 + i;
3368 player->present = FALSE;
3369 player->active = FALSE;
3370 player->mapped = FALSE;
3372 player->killed = FALSE;
3373 player->reanimated = FALSE;
3376 player->effective_action = 0;
3377 player->programmed_action = 0;
3379 player->mouse_action.lx = 0;
3380 player->mouse_action.ly = 0;
3381 player->mouse_action.button = 0;
3382 player->mouse_action.button_hint = 0;
3384 player->effective_mouse_action.lx = 0;
3385 player->effective_mouse_action.ly = 0;
3386 player->effective_mouse_action.button = 0;
3387 player->effective_mouse_action.button_hint = 0;
3390 player->score_final = 0;
3392 player->health = MAX_HEALTH;
3393 player->health_final = MAX_HEALTH;
3395 player->gems_still_needed = level.gems_needed;
3396 player->sokobanfields_still_needed = 0;
3397 player->lights_still_needed = 0;
3398 player->players_still_needed = 0;
3399 player->friends_still_needed = 0;
3401 for (j = 0; j < MAX_NUM_KEYS; j++)
3402 player->key[j] = FALSE;
3404 player->num_white_keys = 0;
3406 player->dynabomb_count = 0;
3407 player->dynabomb_size = 1;
3408 player->dynabombs_left = 0;
3409 player->dynabomb_xl = FALSE;
3411 player->MovDir = initial_move_dir;
3414 player->GfxDir = initial_move_dir;
3415 player->GfxAction = ACTION_DEFAULT;
3417 player->StepFrame = 0;
3419 player->initial_element = player->element_nr;
3420 player->artwork_element =
3421 (level.use_artwork_element[i] ? level.artwork_element[i] :
3422 player->element_nr);
3423 player->use_murphy = FALSE;
3425 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3426 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3428 player->gravity = level.initial_player_gravity[i];
3430 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3432 player->actual_frame_counter = 0;
3434 player->step_counter = 0;
3436 player->last_move_dir = initial_move_dir;
3438 player->is_active = FALSE;
3440 player->is_waiting = FALSE;
3441 player->is_moving = FALSE;
3442 player->is_auto_moving = FALSE;
3443 player->is_digging = FALSE;
3444 player->is_snapping = FALSE;
3445 player->is_collecting = FALSE;
3446 player->is_pushing = FALSE;
3447 player->is_switching = FALSE;
3448 player->is_dropping = FALSE;
3449 player->is_dropping_pressed = FALSE;
3451 player->is_bored = FALSE;
3452 player->is_sleeping = FALSE;
3454 player->was_waiting = TRUE;
3455 player->was_moving = FALSE;
3456 player->was_snapping = FALSE;
3457 player->was_dropping = FALSE;
3459 player->force_dropping = FALSE;
3461 player->frame_counter_bored = -1;
3462 player->frame_counter_sleeping = -1;
3464 player->anim_delay_counter = 0;
3465 player->post_delay_counter = 0;
3467 player->dir_waiting = initial_move_dir;
3468 player->action_waiting = ACTION_DEFAULT;
3469 player->last_action_waiting = ACTION_DEFAULT;
3470 player->special_action_bored = ACTION_DEFAULT;
3471 player->special_action_sleeping = ACTION_DEFAULT;
3473 player->switch_x = -1;
3474 player->switch_y = -1;
3476 player->drop_x = -1;
3477 player->drop_y = -1;
3479 player->show_envelope = 0;
3481 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3483 player->push_delay = -1; /* initialized when pushing starts */
3484 player->push_delay_value = game.initial_push_delay_value;
3486 player->drop_delay = 0;
3487 player->drop_pressed_delay = 0;
3489 player->last_jx = -1;
3490 player->last_jy = -1;
3494 player->shield_normal_time_left = 0;
3495 player->shield_deadly_time_left = 0;
3497 player->inventory_infinite_element = EL_UNDEFINED;
3498 player->inventory_size = 0;
3500 if (level.use_initial_inventory[i])
3502 for (j = 0; j < level.initial_inventory_size[i]; j++)
3504 int element = level.initial_inventory_content[i][j];
3505 int collect_count = element_info[element].collect_count_initial;
3508 if (!IS_CUSTOM_ELEMENT(element))
3511 if (collect_count == 0)
3512 player->inventory_infinite_element = element;
3514 for (k = 0; k < collect_count; k++)
3515 if (player->inventory_size < MAX_INVENTORY_SIZE)
3516 player->inventory_element[player->inventory_size++] = element;
3520 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3521 SnapField(player, 0, 0);
3523 player->LevelSolved = FALSE;
3524 player->GameOver = FALSE;
3526 player->LevelSolved_GameWon = FALSE;
3527 player->LevelSolved_GameEnd = FALSE;
3528 player->LevelSolved_PanelOff = FALSE;
3529 player->LevelSolved_SaveTape = FALSE;
3530 player->LevelSolved_SaveScore = FALSE;
3532 player->LevelSolved_CountingTime = 0;
3533 player->LevelSolved_CountingScore = 0;
3534 player->LevelSolved_CountingHealth = 0;
3536 map_player_action[i] = i;
3539 network_player_action_received = FALSE;
3541 /* initial null action */
3542 if (network_playing)
3543 SendToServer_MovePlayer(MV_NONE);
3551 TimeLeft = level.time;
3554 ScreenMovDir = MV_NONE;
3558 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3560 AllPlayersGone = FALSE;
3562 game.no_time_limit = (level.time == 0);
3564 game.yamyam_content_nr = 0;
3565 game.robot_wheel_active = FALSE;
3566 game.magic_wall_active = FALSE;
3567 game.magic_wall_time_left = 0;
3568 game.light_time_left = 0;
3569 game.timegate_time_left = 0;
3570 game.switchgate_pos = 0;
3571 game.wind_direction = level.wind_direction_initial;
3573 game.lenses_time_left = 0;
3574 game.magnify_time_left = 0;
3576 game.ball_state = level.ball_state_initial;
3577 game.ball_content_nr = 0;
3579 game.explosions_delayed = TRUE;
3581 game.envelope_active = FALSE;
3583 for (i = 0; i < NUM_BELTS; i++)
3585 game.belt_dir[i] = MV_NONE;
3586 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3589 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3590 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3592 #if DEBUG_INIT_PLAYER
3593 DebugPrintPlayerStatus("Player status at level initialization");
3596 SCAN_PLAYFIELD(x, y)
3598 Feld[x][y] = Last[x][y] = level.field[x][y];
3599 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3600 ChangeDelay[x][y] = 0;
3601 ChangePage[x][y] = -1;
3602 CustomValue[x][y] = 0; /* initialized in InitField() */
3603 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3605 WasJustMoving[x][y] = 0;
3606 WasJustFalling[x][y] = 0;
3607 CheckCollision[x][y] = 0;
3608 CheckImpact[x][y] = 0;
3610 Pushed[x][y] = FALSE;
3612 ChangeCount[x][y] = 0;
3613 ChangeEvent[x][y] = -1;
3615 ExplodePhase[x][y] = 0;
3616 ExplodeDelay[x][y] = 0;
3617 ExplodeField[x][y] = EX_TYPE_NONE;
3619 RunnerVisit[x][y] = 0;
3620 PlayerVisit[x][y] = 0;
3623 GfxRandom[x][y] = INIT_GFX_RANDOM();
3624 GfxElement[x][y] = EL_UNDEFINED;
3625 GfxAction[x][y] = ACTION_DEFAULT;
3626 GfxDir[x][y] = MV_NONE;
3627 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3630 SCAN_PLAYFIELD(x, y)
3632 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3634 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3636 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3639 InitField(x, y, TRUE);
3641 ResetGfxAnimation(x, y);
3646 for (i = 0; i < MAX_PLAYERS; i++)
3648 struct PlayerInfo *player = &stored_player[i];
3650 /* set number of special actions for bored and sleeping animation */
3651 player->num_special_action_bored =
3652 get_num_special_action(player->artwork_element,
3653 ACTION_BORING_1, ACTION_BORING_LAST);
3654 player->num_special_action_sleeping =
3655 get_num_special_action(player->artwork_element,
3656 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3659 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3660 emulate_sb ? EMU_SOKOBAN :
3661 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3663 /* initialize type of slippery elements */
3664 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3666 if (!IS_CUSTOM_ELEMENT(i))
3668 /* default: elements slip down either to the left or right randomly */
3669 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3671 /* SP style elements prefer to slip down on the left side */
3672 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3673 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3675 /* BD style elements prefer to slip down on the left side */
3676 if (game.emulation == EMU_BOULDERDASH)
3677 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3681 /* initialize explosion and ignition delay */
3682 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3684 if (!IS_CUSTOM_ELEMENT(i))
3687 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3688 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3689 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3690 int last_phase = (num_phase + 1) * delay;
3691 int half_phase = (num_phase / 2) * delay;
3693 element_info[i].explosion_delay = last_phase - 1;
3694 element_info[i].ignition_delay = half_phase;
3696 if (i == EL_BLACK_ORB)
3697 element_info[i].ignition_delay = 1;
3701 /* correct non-moving belts to start moving left */
3702 for (i = 0; i < NUM_BELTS; i++)
3703 if (game.belt_dir[i] == MV_NONE)
3704 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3706 #if USE_NEW_PLAYER_ASSIGNMENTS
3707 for (i = 0; i < MAX_PLAYERS; i++)
3709 stored_player[i].connected = FALSE;
3711 /* in network game mode, the local player might not be the first player */
3712 if (stored_player[i].connected_locally)
3713 local_player = &stored_player[i];
3716 if (!network.enabled)
3717 local_player->connected = TRUE;
3721 for (i = 0; i < MAX_PLAYERS; i++)
3722 stored_player[i].connected = tape.player_participates[i];
3724 else if (network.enabled)
3726 /* add team mode players connected over the network (needed for correct
3727 assignment of player figures from level to locally playing players) */
3729 for (i = 0; i < MAX_PLAYERS; i++)
3730 if (stored_player[i].connected_network)
3731 stored_player[i].connected = TRUE;
3733 else if (game.team_mode)
3735 /* try to guess locally connected team mode players (needed for correct
3736 assignment of player figures from level to locally playing players) */
3738 for (i = 0; i < MAX_PLAYERS; i++)
3739 if (setup.input[i].use_joystick ||
3740 setup.input[i].key.left != KSYM_UNDEFINED)
3741 stored_player[i].connected = TRUE;
3744 #if DEBUG_INIT_PLAYER
3745 DebugPrintPlayerStatus("Player status after level initialization");
3748 #if DEBUG_INIT_PLAYER
3750 printf("Reassigning players ...\n");
3753 /* check if any connected player was not found in playfield */
3754 for (i = 0; i < MAX_PLAYERS; i++)
3756 struct PlayerInfo *player = &stored_player[i];
3758 if (player->connected && !player->present)
3760 struct PlayerInfo *field_player = NULL;
3762 #if DEBUG_INIT_PLAYER
3764 printf("- looking for field player for player %d ...\n", i + 1);
3767 /* assign first free player found that is present in the playfield */
3769 /* first try: look for unmapped playfield player that is not connected */
3770 for (j = 0; j < MAX_PLAYERS; j++)
3771 if (field_player == NULL &&
3772 stored_player[j].present &&
3773 !stored_player[j].mapped &&
3774 !stored_player[j].connected)
3775 field_player = &stored_player[j];
3777 /* second try: look for *any* unmapped playfield player */
3778 for (j = 0; j < MAX_PLAYERS; j++)
3779 if (field_player == NULL &&
3780 stored_player[j].present &&
3781 !stored_player[j].mapped)
3782 field_player = &stored_player[j];
3784 if (field_player != NULL)
3786 int jx = field_player->jx, jy = field_player->jy;
3788 #if DEBUG_INIT_PLAYER
3790 printf("- found player %d\n", field_player->index_nr + 1);
3793 player->present = FALSE;
3794 player->active = FALSE;
3796 field_player->present = TRUE;
3797 field_player->active = TRUE;
3800 player->initial_element = field_player->initial_element;
3801 player->artwork_element = field_player->artwork_element;
3803 player->block_last_field = field_player->block_last_field;
3804 player->block_delay_adjustment = field_player->block_delay_adjustment;
3807 StorePlayer[jx][jy] = field_player->element_nr;
3809 field_player->jx = field_player->last_jx = jx;
3810 field_player->jy = field_player->last_jy = jy;
3812 if (local_player == player)
3813 local_player = field_player;
3815 map_player_action[field_player->index_nr] = i;
3817 field_player->mapped = TRUE;
3819 #if DEBUG_INIT_PLAYER
3821 printf("- map_player_action[%d] == %d\n",
3822 field_player->index_nr + 1, i + 1);
3827 if (player->connected && player->present)
3828 player->mapped = TRUE;
3831 #if DEBUG_INIT_PLAYER
3832 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3837 /* check if any connected player was not found in playfield */
3838 for (i = 0; i < MAX_PLAYERS; i++)
3840 struct PlayerInfo *player = &stored_player[i];
3842 if (player->connected && !player->present)
3844 for (j = 0; j < MAX_PLAYERS; j++)
3846 struct PlayerInfo *field_player = &stored_player[j];
3847 int jx = field_player->jx, jy = field_player->jy;
3849 /* assign first free player found that is present in the playfield */
3850 if (field_player->present && !field_player->connected)
3852 player->present = TRUE;
3853 player->active = TRUE;
3855 field_player->present = FALSE;
3856 field_player->active = FALSE;
3858 player->initial_element = field_player->initial_element;
3859 player->artwork_element = field_player->artwork_element;
3861 player->block_last_field = field_player->block_last_field;
3862 player->block_delay_adjustment = field_player->block_delay_adjustment;
3864 StorePlayer[jx][jy] = player->element_nr;
3866 player->jx = player->last_jx = jx;
3867 player->jy = player->last_jy = jy;
3877 printf("::: local_player->present == %d\n", local_player->present);
3880 /* set focus to local player for network games, else to all players */
3881 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3882 game.centered_player_nr_next = game.centered_player_nr;
3883 game.set_centered_player = FALSE;
3885 if (network_playing && tape.recording)
3887 /* store client dependent player focus when recording network games */
3888 tape.centered_player_nr_next = game.centered_player_nr_next;
3889 tape.set_centered_player = TRUE;
3894 /* when playing a tape, eliminate all players who do not participate */
3896 #if USE_NEW_PLAYER_ASSIGNMENTS
3898 if (!game.team_mode)
3900 for (i = 0; i < MAX_PLAYERS; i++)
3902 if (stored_player[i].active &&
3903 !tape.player_participates[map_player_action[i]])
3905 struct PlayerInfo *player = &stored_player[i];
3906 int jx = player->jx, jy = player->jy;
3908 #if DEBUG_INIT_PLAYER
3910 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3913 player->active = FALSE;
3914 StorePlayer[jx][jy] = 0;
3915 Feld[jx][jy] = EL_EMPTY;
3922 for (i = 0; i < MAX_PLAYERS; i++)
3924 if (stored_player[i].active &&
3925 !tape.player_participates[i])
3927 struct PlayerInfo *player = &stored_player[i];
3928 int jx = player->jx, jy = player->jy;
3930 player->active = FALSE;
3931 StorePlayer[jx][jy] = 0;
3932 Feld[jx][jy] = EL_EMPTY;
3937 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3939 /* when in single player mode, eliminate all but the local player */
3941 for (i = 0; i < MAX_PLAYERS; i++)
3943 struct PlayerInfo *player = &stored_player[i];
3945 if (player->active && player != local_player)
3947 int jx = player->jx, jy = player->jy;
3949 player->active = FALSE;
3950 player->present = FALSE;
3952 StorePlayer[jx][jy] = 0;
3953 Feld[jx][jy] = EL_EMPTY;
3958 for (i = 0; i < MAX_PLAYERS; i++)
3959 if (stored_player[i].active)
3960 local_player->players_still_needed++;
3962 if (level.solved_by_one_player)
3963 local_player->players_still_needed = 1;
3965 /* when recording the game, store which players take part in the game */
3968 #if USE_NEW_PLAYER_ASSIGNMENTS
3969 for (i = 0; i < MAX_PLAYERS; i++)
3970 if (stored_player[i].connected)
3971 tape.player_participates[i] = TRUE;
3973 for (i = 0; i < MAX_PLAYERS; i++)
3974 if (stored_player[i].active)
3975 tape.player_participates[i] = TRUE;
3979 #if DEBUG_INIT_PLAYER
3980 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3983 if (BorderElement == EL_EMPTY)
3986 SBX_Right = lev_fieldx - SCR_FIELDX;
3988 SBY_Lower = lev_fieldy - SCR_FIELDY;
3993 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3995 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3998 if (full_lev_fieldx <= SCR_FIELDX)
3999 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4000 if (full_lev_fieldy <= SCR_FIELDY)
4001 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4003 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4005 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4008 /* if local player not found, look for custom element that might create
4009 the player (make some assumptions about the right custom element) */
4010 if (!local_player->present)
4012 int start_x = 0, start_y = 0;
4013 int found_rating = 0;
4014 int found_element = EL_UNDEFINED;
4015 int player_nr = local_player->index_nr;
4017 SCAN_PLAYFIELD(x, y)
4019 int element = Feld[x][y];
4024 if (level.use_start_element[player_nr] &&
4025 level.start_element[player_nr] == element &&
4032 found_element = element;
4035 if (!IS_CUSTOM_ELEMENT(element))
4038 if (CAN_CHANGE(element))
4040 for (i = 0; i < element_info[element].num_change_pages; i++)
4042 /* check for player created from custom element as single target */
4043 content = element_info[element].change_page[i].target_element;
4044 is_player = ELEM_IS_PLAYER(content);
4046 if (is_player && (found_rating < 3 ||
4047 (found_rating == 3 && element < found_element)))
4053 found_element = element;
4058 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4060 /* check for player created from custom element as explosion content */
4061 content = element_info[element].content.e[xx][yy];
4062 is_player = ELEM_IS_PLAYER(content);
4064 if (is_player && (found_rating < 2 ||
4065 (found_rating == 2 && element < found_element)))
4067 start_x = x + xx - 1;
4068 start_y = y + yy - 1;
4071 found_element = element;
4074 if (!CAN_CHANGE(element))
4077 for (i = 0; i < element_info[element].num_change_pages; i++)
4079 /* check for player created from custom element as extended target */
4081 element_info[element].change_page[i].target_content.e[xx][yy];
4083 is_player = ELEM_IS_PLAYER(content);
4085 if (is_player && (found_rating < 1 ||
4086 (found_rating == 1 && element < found_element)))
4088 start_x = x + xx - 1;
4089 start_y = y + yy - 1;
4092 found_element = element;
4098 scroll_x = SCROLL_POSITION_X(start_x);
4099 scroll_y = SCROLL_POSITION_Y(start_y);
4103 scroll_x = SCROLL_POSITION_X(local_player->jx);
4104 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4107 /* !!! FIX THIS (START) !!! */
4108 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4110 InitGameEngine_EM();
4112 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4114 InitGameEngine_SP();
4116 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4118 InitGameEngine_MM();
4122 DrawLevel(REDRAW_FIELD);
4125 /* after drawing the level, correct some elements */
4126 if (game.timegate_time_left == 0)
4127 CloseAllOpenTimegates();
4130 /* blit playfield from scroll buffer to normal back buffer for fading in */
4131 BlitScreenToBitmap(backbuffer);
4132 /* !!! FIX THIS (END) !!! */
4134 DrawMaskedBorder(fade_mask);
4139 // full screen redraw is required at this point in the following cases:
4140 // - special editor door undrawn when game was started from level editor
4141 // - drawing area (playfield) was changed and has to be removed completely
4142 redraw_mask = REDRAW_ALL;
4146 if (!game.restart_level)
4148 /* copy default game door content to main double buffer */
4150 /* !!! CHECK AGAIN !!! */
4151 SetPanelBackground();
4152 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4153 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4156 SetPanelBackground();
4157 SetDrawBackgroundMask(REDRAW_DOOR_1);
4159 UpdateAndDisplayGameControlValues();
4161 if (!game.restart_level)
4167 CreateGameButtons();
4172 /* copy actual game door content to door double buffer for OpenDoor() */
4173 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4175 OpenDoor(DOOR_OPEN_ALL);
4177 KeyboardAutoRepeatOffUnlessAutoplay();
4179 #if DEBUG_INIT_PLAYER
4180 DebugPrintPlayerStatus("Player status (final)");
4189 if (!game.restart_level && !tape.playing)
4191 LevelStats_incPlayed(level_nr);
4193 SaveLevelSetup_SeriesInfo();
4196 game.restart_level = FALSE;
4197 game.restart_game_message = NULL;
4199 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4200 InitGameActions_MM();
4202 SaveEngineSnapshotToListInitial();
4204 if (!game.restart_level)
4206 PlaySound(SND_GAME_STARTING);
4208 if (setup.sound_music)
4213 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4214 int actual_player_x, int actual_player_y)
4216 /* this is used for non-R'n'D game engines to update certain engine values */
4218 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4220 actual_player_x = correctLevelPosX_EM(actual_player_x);
4221 actual_player_y = correctLevelPosY_EM(actual_player_y);
4224 /* needed to determine if sounds are played within the visible screen area */
4225 scroll_x = actual_scroll_x;
4226 scroll_y = actual_scroll_y;
4228 /* needed to get player position for "follow finger" playing input method */
4229 local_player->jx = actual_player_x;
4230 local_player->jy = actual_player_y;
4233 void InitMovDir(int x, int y)
4235 int i, element = Feld[x][y];
4236 static int xy[4][2] =
4243 static int direction[3][4] =
4245 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4246 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4247 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4256 Feld[x][y] = EL_BUG;
4257 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4260 case EL_SPACESHIP_RIGHT:
4261 case EL_SPACESHIP_UP:
4262 case EL_SPACESHIP_LEFT:
4263 case EL_SPACESHIP_DOWN:
4264 Feld[x][y] = EL_SPACESHIP;
4265 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4268 case EL_BD_BUTTERFLY_RIGHT:
4269 case EL_BD_BUTTERFLY_UP:
4270 case EL_BD_BUTTERFLY_LEFT:
4271 case EL_BD_BUTTERFLY_DOWN:
4272 Feld[x][y] = EL_BD_BUTTERFLY;
4273 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4276 case EL_BD_FIREFLY_RIGHT:
4277 case EL_BD_FIREFLY_UP:
4278 case EL_BD_FIREFLY_LEFT:
4279 case EL_BD_FIREFLY_DOWN:
4280 Feld[x][y] = EL_BD_FIREFLY;
4281 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4284 case EL_PACMAN_RIGHT:
4286 case EL_PACMAN_LEFT:
4287 case EL_PACMAN_DOWN:
4288 Feld[x][y] = EL_PACMAN;
4289 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4292 case EL_YAMYAM_LEFT:
4293 case EL_YAMYAM_RIGHT:
4295 case EL_YAMYAM_DOWN:
4296 Feld[x][y] = EL_YAMYAM;
4297 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4300 case EL_SP_SNIKSNAK:
4301 MovDir[x][y] = MV_UP;
4304 case EL_SP_ELECTRON:
4305 MovDir[x][y] = MV_LEFT;
4312 Feld[x][y] = EL_MOLE;
4313 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4317 if (IS_CUSTOM_ELEMENT(element))
4319 struct ElementInfo *ei = &element_info[element];
4320 int move_direction_initial = ei->move_direction_initial;
4321 int move_pattern = ei->move_pattern;
4323 if (move_direction_initial == MV_START_PREVIOUS)
4325 if (MovDir[x][y] != MV_NONE)
4328 move_direction_initial = MV_START_AUTOMATIC;
4331 if (move_direction_initial == MV_START_RANDOM)
4332 MovDir[x][y] = 1 << RND(4);
4333 else if (move_direction_initial & MV_ANY_DIRECTION)
4334 MovDir[x][y] = move_direction_initial;
4335 else if (move_pattern == MV_ALL_DIRECTIONS ||
4336 move_pattern == MV_TURNING_LEFT ||
4337 move_pattern == MV_TURNING_RIGHT ||
4338 move_pattern == MV_TURNING_LEFT_RIGHT ||
4339 move_pattern == MV_TURNING_RIGHT_LEFT ||
4340 move_pattern == MV_TURNING_RANDOM)
4341 MovDir[x][y] = 1 << RND(4);
4342 else if (move_pattern == MV_HORIZONTAL)
4343 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4344 else if (move_pattern == MV_VERTICAL)
4345 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4346 else if (move_pattern & MV_ANY_DIRECTION)
4347 MovDir[x][y] = element_info[element].move_pattern;
4348 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4349 move_pattern == MV_ALONG_RIGHT_SIDE)
4351 /* use random direction as default start direction */
4352 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4353 MovDir[x][y] = 1 << RND(4);
4355 for (i = 0; i < NUM_DIRECTIONS; i++)
4357 int x1 = x + xy[i][0];
4358 int y1 = y + xy[i][1];
4360 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4362 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4363 MovDir[x][y] = direction[0][i];
4365 MovDir[x][y] = direction[1][i];
4374 MovDir[x][y] = 1 << RND(4);
4376 if (element != EL_BUG &&
4377 element != EL_SPACESHIP &&
4378 element != EL_BD_BUTTERFLY &&
4379 element != EL_BD_FIREFLY)
4382 for (i = 0; i < NUM_DIRECTIONS; i++)
4384 int x1 = x + xy[i][0];
4385 int y1 = y + xy[i][1];
4387 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4389 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4391 MovDir[x][y] = direction[0][i];
4394 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4395 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4397 MovDir[x][y] = direction[1][i];
4406 GfxDir[x][y] = MovDir[x][y];
4409 void InitAmoebaNr(int x, int y)
4412 int group_nr = AmoebeNachbarNr(x, y);
4416 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4418 if (AmoebaCnt[i] == 0)
4426 AmoebaNr[x][y] = group_nr;
4427 AmoebaCnt[group_nr]++;
4428 AmoebaCnt2[group_nr]++;
4431 static void PlayerWins(struct PlayerInfo *player)
4433 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4434 local_player->players_still_needed > 0)
4437 player->LevelSolved = TRUE;
4438 player->GameOver = TRUE;
4440 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4441 level.native_em_level->lev->score :
4442 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4445 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4446 MM_HEALTH(game_mm.laser_overload_value) :
4449 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4451 player->LevelSolved_CountingScore = player->score_final;
4452 player->LevelSolved_CountingHealth = player->health_final;
4457 static int time_count_steps;
4458 static int time, time_final;
4459 static int score, score_final;
4460 static int health, health_final;
4461 static int game_over_delay_1 = 0;
4462 static int game_over_delay_2 = 0;
4463 static int game_over_delay_3 = 0;
4464 int game_over_delay_value_1 = 50;
4465 int game_over_delay_value_2 = 25;
4466 int game_over_delay_value_3 = 50;
4468 if (!local_player->LevelSolved_GameWon)
4472 /* do not start end game actions before the player stops moving (to exit) */
4473 if (local_player->MovPos)
4476 local_player->LevelSolved_GameWon = TRUE;
4477 local_player->LevelSolved_SaveTape = tape.recording;
4478 local_player->LevelSolved_SaveScore = !tape.playing;
4482 LevelStats_incSolved(level_nr);
4484 SaveLevelSetup_SeriesInfo();
4487 if (tape.auto_play) /* tape might already be stopped here */
4488 tape.auto_play_level_solved = TRUE;
4492 game_over_delay_1 = 0;
4493 game_over_delay_2 = 0;
4494 game_over_delay_3 = game_over_delay_value_3;
4496 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4497 score = score_final = local_player->score_final;
4498 health = health_final = local_player->health_final;
4500 if (level.score[SC_TIME_BONUS] > 0)
4505 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4507 else if (game.no_time_limit && TimePlayed < 999)
4510 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4513 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4515 game_over_delay_1 = game_over_delay_value_1;
4517 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4520 score_final += health * level.score[SC_TIME_BONUS];
4522 game_over_delay_2 = game_over_delay_value_2;
4525 local_player->score_final = score_final;
4526 local_player->health_final = health_final;
4529 if (level_editor_test_game)
4532 score = score_final;
4534 local_player->LevelSolved_CountingTime = time;
4535 local_player->LevelSolved_CountingScore = score;
4537 game_panel_controls[GAME_PANEL_TIME].value = time;
4538 game_panel_controls[GAME_PANEL_SCORE].value = score;
4540 DisplayGameControlValues();
4543 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4545 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4547 /* close exit door after last player */
4548 if ((AllPlayersGone &&
4549 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4550 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4551 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4552 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4553 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4555 int element = Feld[ExitX][ExitY];
4557 Feld[ExitX][ExitY] =
4558 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4559 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4560 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4561 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4562 EL_EM_STEEL_EXIT_CLOSING);
4564 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4567 /* player disappears */
4568 DrawLevelField(ExitX, ExitY);
4571 for (i = 0; i < MAX_PLAYERS; i++)
4573 struct PlayerInfo *player = &stored_player[i];
4575 if (player->present)
4577 RemovePlayer(player);
4579 /* player disappears */
4580 DrawLevelField(player->jx, player->jy);
4585 PlaySound(SND_GAME_WINNING);
4588 if (game_over_delay_1 > 0)
4590 game_over_delay_1--;
4595 if (time != time_final)
4597 int time_to_go = ABS(time_final - time);
4598 int time_count_dir = (time < time_final ? +1 : -1);
4600 if (time_to_go < time_count_steps)
4601 time_count_steps = 1;
4603 time += time_count_steps * time_count_dir;
4604 score += time_count_steps * level.score[SC_TIME_BONUS];
4606 local_player->LevelSolved_CountingTime = time;
4607 local_player->LevelSolved_CountingScore = score;
4609 game_panel_controls[GAME_PANEL_TIME].value = time;
4610 game_panel_controls[GAME_PANEL_SCORE].value = score;
4612 DisplayGameControlValues();
4614 if (time == time_final)
4615 StopSound(SND_GAME_LEVELTIME_BONUS);
4616 else if (setup.sound_loops)
4617 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4619 PlaySound(SND_GAME_LEVELTIME_BONUS);
4624 if (game_over_delay_2 > 0)
4626 game_over_delay_2--;
4631 if (health != health_final)
4633 int health_count_dir = (health < health_final ? +1 : -1);
4635 health += health_count_dir;
4636 score += level.score[SC_TIME_BONUS];
4638 local_player->LevelSolved_CountingHealth = health;
4639 local_player->LevelSolved_CountingScore = score;
4641 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4642 game_panel_controls[GAME_PANEL_SCORE].value = score;
4644 DisplayGameControlValues();
4646 if (health == health_final)
4647 StopSound(SND_GAME_LEVELTIME_BONUS);
4648 else if (setup.sound_loops)
4649 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4651 PlaySound(SND_GAME_LEVELTIME_BONUS);
4656 local_player->LevelSolved_PanelOff = TRUE;
4658 if (game_over_delay_3 > 0)
4660 game_over_delay_3--;
4672 local_player->LevelSolved_GameEnd = TRUE;
4674 if (local_player->LevelSolved_SaveTape)
4676 /* make sure that request dialog to save tape does not open door again */
4677 if (!global.use_envelope_request)
4678 CloseDoor(DOOR_CLOSE_1);
4680 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4683 /* if no tape is to be saved, close both doors simultaneously */
4684 CloseDoor(DOOR_CLOSE_ALL);
4686 if (level_editor_test_game)
4688 SetGameStatus(GAME_MODE_MAIN);
4695 if (!local_player->LevelSolved_SaveScore)
4697 SetGameStatus(GAME_MODE_MAIN);
4704 if (level_nr == leveldir_current->handicap_level)
4706 leveldir_current->handicap_level++;
4708 SaveLevelSetup_SeriesInfo();
4711 if (setup.increment_levels &&
4712 level_nr < leveldir_current->last_level &&
4715 level_nr++; /* advance to next level */
4716 TapeErase(); /* start with empty tape */
4718 if (setup.auto_play_next_level)
4720 LoadLevel(level_nr);
4722 SaveLevelSetup_SeriesInfo();
4726 /* used instead of last "level_nr" (for network games) */
4727 hi_pos = NewHiScore(levelset.level_nr);
4729 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4731 SetGameStatus(GAME_MODE_SCORES);
4733 DrawHallOfFame(levelset.level_nr, hi_pos);
4735 else if (setup.auto_play_next_level && setup.increment_levels &&
4738 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4742 SetGameStatus(GAME_MODE_MAIN);
4748 int NewHiScore(int level_nr)
4752 boolean one_score_entry_per_name = !program.many_scores_per_name;
4754 LoadScore(level_nr);
4756 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4757 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4760 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4762 if (local_player->score_final > highscore[k].Score)
4764 /* player has made it to the hall of fame */
4766 if (k < MAX_SCORE_ENTRIES - 1)
4768 int m = MAX_SCORE_ENTRIES - 1;
4770 if (one_score_entry_per_name)
4772 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4773 if (strEqual(setup.player_name, highscore[l].Name))
4776 if (m == k) /* player's new highscore overwrites his old one */
4780 for (l = m; l > k; l--)
4782 strcpy(highscore[l].Name, highscore[l - 1].Name);
4783 highscore[l].Score = highscore[l - 1].Score;
4789 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4790 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4791 highscore[k].Score = local_player->score_final;
4796 else if (one_score_entry_per_name &&
4797 !strncmp(setup.player_name, highscore[k].Name,
4798 MAX_PLAYER_NAME_LEN))
4799 break; /* player already there with a higher score */
4803 SaveScore(level_nr);
4808 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4810 int element = Feld[x][y];
4811 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4812 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4813 int horiz_move = (dx != 0);
4814 int sign = (horiz_move ? dx : dy);
4815 int step = sign * element_info[element].move_stepsize;
4817 /* special values for move stepsize for spring and things on conveyor belt */
4820 if (CAN_FALL(element) &&
4821 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4822 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4823 else if (element == EL_SPRING)
4824 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4830 inline static int getElementMoveStepsize(int x, int y)
4832 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4835 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4837 if (player->GfxAction != action || player->GfxDir != dir)
4839 player->GfxAction = action;
4840 player->GfxDir = dir;
4842 player->StepFrame = 0;
4846 static void ResetGfxFrame(int x, int y)
4848 // profiling showed that "autotest" spends 10~20% of its time in this function
4849 if (DrawingDeactivatedField())
4852 int element = Feld[x][y];
4853 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4855 if (graphic_info[graphic].anim_global_sync)
4856 GfxFrame[x][y] = FrameCounter;
4857 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4858 GfxFrame[x][y] = CustomValue[x][y];
4859 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4860 GfxFrame[x][y] = element_info[element].collect_score;
4861 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4862 GfxFrame[x][y] = ChangeDelay[x][y];
4865 static void ResetGfxAnimation(int x, int y)
4867 GfxAction[x][y] = ACTION_DEFAULT;
4868 GfxDir[x][y] = MovDir[x][y];
4871 ResetGfxFrame(x, y);
4874 static void ResetRandomAnimationValue(int x, int y)
4876 GfxRandom[x][y] = INIT_GFX_RANDOM();
4879 static void InitMovingField(int x, int y, int direction)
4881 int element = Feld[x][y];
4882 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4883 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4886 boolean is_moving_before, is_moving_after;
4888 /* check if element was/is moving or being moved before/after mode change */
4889 is_moving_before = (WasJustMoving[x][y] != 0);
4890 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4892 /* reset animation only for moving elements which change direction of moving
4893 or which just started or stopped moving
4894 (else CEs with property "can move" / "not moving" are reset each frame) */
4895 if (is_moving_before != is_moving_after ||
4896 direction != MovDir[x][y])
4897 ResetGfxAnimation(x, y);
4899 MovDir[x][y] = direction;
4900 GfxDir[x][y] = direction;
4902 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4903 direction == MV_DOWN && CAN_FALL(element) ?
4904 ACTION_FALLING : ACTION_MOVING);
4906 /* this is needed for CEs with property "can move" / "not moving" */
4908 if (is_moving_after)
4910 if (Feld[newx][newy] == EL_EMPTY)
4911 Feld[newx][newy] = EL_BLOCKED;
4913 MovDir[newx][newy] = MovDir[x][y];
4915 CustomValue[newx][newy] = CustomValue[x][y];
4917 GfxFrame[newx][newy] = GfxFrame[x][y];
4918 GfxRandom[newx][newy] = GfxRandom[x][y];
4919 GfxAction[newx][newy] = GfxAction[x][y];
4920 GfxDir[newx][newy] = GfxDir[x][y];
4924 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4926 int direction = MovDir[x][y];
4927 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4928 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4934 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4936 int oldx = x, oldy = y;
4937 int direction = MovDir[x][y];
4939 if (direction == MV_LEFT)
4941 else if (direction == MV_RIGHT)
4943 else if (direction == MV_UP)
4945 else if (direction == MV_DOWN)
4948 *comes_from_x = oldx;
4949 *comes_from_y = oldy;
4952 static int MovingOrBlocked2Element(int x, int y)
4954 int element = Feld[x][y];
4956 if (element == EL_BLOCKED)
4960 Blocked2Moving(x, y, &oldx, &oldy);
4961 return Feld[oldx][oldy];
4967 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4969 /* like MovingOrBlocked2Element(), but if element is moving
4970 and (x,y) is the field the moving element is just leaving,
4971 return EL_BLOCKED instead of the element value */
4972 int element = Feld[x][y];
4974 if (IS_MOVING(x, y))
4976 if (element == EL_BLOCKED)
4980 Blocked2Moving(x, y, &oldx, &oldy);
4981 return Feld[oldx][oldy];
4990 static void RemoveField(int x, int y)
4992 Feld[x][y] = EL_EMPTY;
4998 CustomValue[x][y] = 0;
5001 ChangeDelay[x][y] = 0;
5002 ChangePage[x][y] = -1;
5003 Pushed[x][y] = FALSE;
5005 GfxElement[x][y] = EL_UNDEFINED;
5006 GfxAction[x][y] = ACTION_DEFAULT;
5007 GfxDir[x][y] = MV_NONE;
5010 static void RemoveMovingField(int x, int y)
5012 int oldx = x, oldy = y, newx = x, newy = y;
5013 int element = Feld[x][y];
5014 int next_element = EL_UNDEFINED;
5016 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5019 if (IS_MOVING(x, y))
5021 Moving2Blocked(x, y, &newx, &newy);
5023 if (Feld[newx][newy] != EL_BLOCKED)
5025 /* element is moving, but target field is not free (blocked), but
5026 already occupied by something different (example: acid pool);
5027 in this case, only remove the moving field, but not the target */
5029 RemoveField(oldx, oldy);
5031 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5033 TEST_DrawLevelField(oldx, oldy);
5038 else if (element == EL_BLOCKED)
5040 Blocked2Moving(x, y, &oldx, &oldy);
5041 if (!IS_MOVING(oldx, oldy))
5045 if (element == EL_BLOCKED &&
5046 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5047 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5048 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5049 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5050 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5051 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5052 next_element = get_next_element(Feld[oldx][oldy]);
5054 RemoveField(oldx, oldy);
5055 RemoveField(newx, newy);
5057 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5059 if (next_element != EL_UNDEFINED)
5060 Feld[oldx][oldy] = next_element;
5062 TEST_DrawLevelField(oldx, oldy);
5063 TEST_DrawLevelField(newx, newy);
5066 void DrawDynamite(int x, int y)
5068 int sx = SCREENX(x), sy = SCREENY(y);
5069 int graphic = el2img(Feld[x][y]);
5072 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5075 if (IS_WALKABLE_INSIDE(Back[x][y]))
5079 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5080 else if (Store[x][y])
5081 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5083 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5085 if (Back[x][y] || Store[x][y])
5086 DrawGraphicThruMask(sx, sy, graphic, frame);
5088 DrawGraphic(sx, sy, graphic, frame);
5091 static void CheckDynamite(int x, int y)
5093 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5097 if (MovDelay[x][y] != 0)
5100 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5106 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5111 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5113 boolean num_checked_players = 0;
5116 for (i = 0; i < MAX_PLAYERS; i++)
5118 if (stored_player[i].active)
5120 int sx = stored_player[i].jx;
5121 int sy = stored_player[i].jy;
5123 if (num_checked_players == 0)
5130 *sx1 = MIN(*sx1, sx);
5131 *sy1 = MIN(*sy1, sy);
5132 *sx2 = MAX(*sx2, sx);
5133 *sy2 = MAX(*sy2, sy);
5136 num_checked_players++;
5141 static boolean checkIfAllPlayersFitToScreen_RND(void)
5143 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5145 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5147 return (sx2 - sx1 < SCR_FIELDX &&
5148 sy2 - sy1 < SCR_FIELDY);
5151 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5153 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5155 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5157 *sx = (sx1 + sx2) / 2;
5158 *sy = (sy1 + sy2) / 2;
5161 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5162 boolean center_screen, boolean quick_relocation)
5164 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5165 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5166 boolean no_delay = (tape.warp_forward);
5167 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5168 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5169 int new_scroll_x, new_scroll_y;
5171 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5173 /* case 1: quick relocation inside visible screen (without scrolling) */
5180 if (!level.shifted_relocation || center_screen)
5182 /* relocation _with_ centering of screen */
5184 new_scroll_x = SCROLL_POSITION_X(x);
5185 new_scroll_y = SCROLL_POSITION_Y(y);
5189 /* relocation _without_ centering of screen */
5191 int center_scroll_x = SCROLL_POSITION_X(old_x);
5192 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5193 int offset_x = x + (scroll_x - center_scroll_x);
5194 int offset_y = y + (scroll_y - center_scroll_y);
5196 /* for new screen position, apply previous offset to center position */
5197 new_scroll_x = SCROLL_POSITION_X(offset_x);
5198 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5201 if (quick_relocation)
5203 /* case 2: quick relocation (redraw without visible scrolling) */
5205 scroll_x = new_scroll_x;
5206 scroll_y = new_scroll_y;
5213 /* case 3: visible relocation (with scrolling to new position) */
5215 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5217 SetVideoFrameDelay(wait_delay_value);
5219 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5222 int fx = FX, fy = FY;
5224 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5225 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5227 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5233 fx += dx * TILEX / 2;
5234 fy += dy * TILEY / 2;
5236 ScrollLevel(dx, dy);
5239 /* scroll in two steps of half tile size to make things smoother */
5240 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5242 /* scroll second step to align at full tile size */
5243 BlitScreenToBitmap(window);
5249 SetVideoFrameDelay(frame_delay_value_old);
5252 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5254 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5255 int player_nr = GET_PLAYER_NR(el_player);
5256 struct PlayerInfo *player = &stored_player[player_nr];
5257 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5258 boolean no_delay = (tape.warp_forward);
5259 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5260 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5261 int old_jx = player->jx;
5262 int old_jy = player->jy;
5263 int old_element = Feld[old_jx][old_jy];
5264 int element = Feld[jx][jy];
5265 boolean player_relocated = (old_jx != jx || old_jy != jy);
5267 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5268 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5269 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5270 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5271 int leave_side_horiz = move_dir_horiz;
5272 int leave_side_vert = move_dir_vert;
5273 int enter_side = enter_side_horiz | enter_side_vert;
5274 int leave_side = leave_side_horiz | leave_side_vert;
5276 if (player->GameOver) /* do not reanimate dead player */
5279 if (!player_relocated) /* no need to relocate the player */
5282 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5284 RemoveField(jx, jy); /* temporarily remove newly placed player */
5285 DrawLevelField(jx, jy);
5288 if (player->present)
5290 while (player->MovPos)
5292 ScrollPlayer(player, SCROLL_GO_ON);
5293 ScrollScreen(NULL, SCROLL_GO_ON);
5295 AdvanceFrameAndPlayerCounters(player->index_nr);
5299 BackToFront_WithFrameDelay(wait_delay_value);
5302 DrawPlayer(player); /* needed here only to cleanup last field */
5303 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5305 player->is_moving = FALSE;
5308 if (IS_CUSTOM_ELEMENT(old_element))
5309 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5311 player->index_bit, leave_side);
5313 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5315 player->index_bit, leave_side);
5317 Feld[jx][jy] = el_player;
5318 InitPlayerField(jx, jy, el_player, TRUE);
5320 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5321 possible that the relocation target field did not contain a player element,
5322 but a walkable element, to which the new player was relocated -- in this
5323 case, restore that (already initialized!) element on the player field */
5324 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5326 Feld[jx][jy] = element; /* restore previously existing element */
5329 /* only visually relocate centered player */
5330 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5331 FALSE, level.instant_relocation);
5333 TestIfPlayerTouchesBadThing(jx, jy);
5334 TestIfPlayerTouchesCustomElement(jx, jy);
5336 if (IS_CUSTOM_ELEMENT(element))
5337 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5338 player->index_bit, enter_side);
5340 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5341 player->index_bit, enter_side);
5343 if (player->is_switching)
5345 /* ensure that relocation while still switching an element does not cause
5346 a new element to be treated as also switched directly after relocation
5347 (this is important for teleporter switches that teleport the player to
5348 a place where another teleporter switch is in the same direction, which
5349 would then incorrectly be treated as immediately switched before the
5350 direction key that caused the switch was released) */
5352 player->switch_x += jx - old_jx;
5353 player->switch_y += jy - old_jy;
5357 static void Explode(int ex, int ey, int phase, int mode)
5363 /* !!! eliminate this variable !!! */
5364 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5366 if (game.explosions_delayed)
5368 ExplodeField[ex][ey] = mode;
5372 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5374 int center_element = Feld[ex][ey];
5375 int artwork_element, explosion_element; /* set these values later */
5377 /* remove things displayed in background while burning dynamite */
5378 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5381 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5383 /* put moving element to center field (and let it explode there) */
5384 center_element = MovingOrBlocked2Element(ex, ey);
5385 RemoveMovingField(ex, ey);
5386 Feld[ex][ey] = center_element;
5389 /* now "center_element" is finally determined -- set related values now */
5390 artwork_element = center_element; /* for custom player artwork */
5391 explosion_element = center_element; /* for custom player artwork */
5393 if (IS_PLAYER(ex, ey))
5395 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5397 artwork_element = stored_player[player_nr].artwork_element;
5399 if (level.use_explosion_element[player_nr])
5401 explosion_element = level.explosion_element[player_nr];
5402 artwork_element = explosion_element;
5406 if (mode == EX_TYPE_NORMAL ||
5407 mode == EX_TYPE_CENTER ||
5408 mode == EX_TYPE_CROSS)
5409 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5411 last_phase = element_info[explosion_element].explosion_delay + 1;
5413 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5415 int xx = x - ex + 1;
5416 int yy = y - ey + 1;
5419 if (!IN_LEV_FIELD(x, y) ||
5420 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5421 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5424 element = Feld[x][y];
5426 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5428 element = MovingOrBlocked2Element(x, y);
5430 if (!IS_EXPLOSION_PROOF(element))
5431 RemoveMovingField(x, y);
5434 /* indestructible elements can only explode in center (but not flames) */
5435 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5436 mode == EX_TYPE_BORDER)) ||
5437 element == EL_FLAMES)
5440 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5441 behaviour, for example when touching a yamyam that explodes to rocks
5442 with active deadly shield, a rock is created under the player !!! */
5443 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5445 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5446 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5447 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5449 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5452 if (IS_ACTIVE_BOMB(element))
5454 /* re-activate things under the bomb like gate or penguin */
5455 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5462 /* save walkable background elements while explosion on same tile */
5463 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5464 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5465 Back[x][y] = element;
5467 /* ignite explodable elements reached by other explosion */
5468 if (element == EL_EXPLOSION)
5469 element = Store2[x][y];
5471 if (AmoebaNr[x][y] &&
5472 (element == EL_AMOEBA_FULL ||
5473 element == EL_BD_AMOEBA ||
5474 element == EL_AMOEBA_GROWING))
5476 AmoebaCnt[AmoebaNr[x][y]]--;
5477 AmoebaCnt2[AmoebaNr[x][y]]--;
5482 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5484 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5486 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5488 if (PLAYERINFO(ex, ey)->use_murphy)
5489 Store[x][y] = EL_EMPTY;
5492 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5493 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5494 else if (ELEM_IS_PLAYER(center_element))
5495 Store[x][y] = EL_EMPTY;
5496 else if (center_element == EL_YAMYAM)
5497 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5498 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5499 Store[x][y] = element_info[center_element].content.e[xx][yy];
5501 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5502 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5503 otherwise) -- FIX THIS !!! */
5504 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5505 Store[x][y] = element_info[element].content.e[1][1];
5507 else if (!CAN_EXPLODE(element))
5508 Store[x][y] = element_info[element].content.e[1][1];
5511 Store[x][y] = EL_EMPTY;
5513 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5514 center_element == EL_AMOEBA_TO_DIAMOND)
5515 Store2[x][y] = element;
5517 Feld[x][y] = EL_EXPLOSION;
5518 GfxElement[x][y] = artwork_element;
5520 ExplodePhase[x][y] = 1;
5521 ExplodeDelay[x][y] = last_phase;
5526 if (center_element == EL_YAMYAM)
5527 game.yamyam_content_nr =
5528 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5540 GfxFrame[x][y] = 0; /* restart explosion animation */
5542 last_phase = ExplodeDelay[x][y];
5544 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5546 /* this can happen if the player leaves an explosion just in time */
5547 if (GfxElement[x][y] == EL_UNDEFINED)
5548 GfxElement[x][y] = EL_EMPTY;
5550 border_element = Store2[x][y];
5551 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5552 border_element = StorePlayer[x][y];
5554 if (phase == element_info[border_element].ignition_delay ||
5555 phase == last_phase)
5557 boolean border_explosion = FALSE;
5559 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5560 !PLAYER_EXPLOSION_PROTECTED(x, y))
5562 KillPlayerUnlessExplosionProtected(x, y);
5563 border_explosion = TRUE;
5565 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5567 Feld[x][y] = Store2[x][y];
5570 border_explosion = TRUE;
5572 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5574 AmoebeUmwandeln(x, y);
5576 border_explosion = TRUE;
5579 /* if an element just explodes due to another explosion (chain-reaction),
5580 do not immediately end the new explosion when it was the last frame of
5581 the explosion (as it would be done in the following "if"-statement!) */
5582 if (border_explosion && phase == last_phase)
5586 if (phase == last_phase)
5590 element = Feld[x][y] = Store[x][y];
5591 Store[x][y] = Store2[x][y] = 0;
5592 GfxElement[x][y] = EL_UNDEFINED;
5594 /* player can escape from explosions and might therefore be still alive */
5595 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5596 element <= EL_PLAYER_IS_EXPLODING_4)
5598 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5599 int explosion_element = EL_PLAYER_1 + player_nr;
5600 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5601 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5603 if (level.use_explosion_element[player_nr])
5604 explosion_element = level.explosion_element[player_nr];
5606 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5607 element_info[explosion_element].content.e[xx][yy]);
5610 /* restore probably existing indestructible background element */
5611 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5612 element = Feld[x][y] = Back[x][y];
5615 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5616 GfxDir[x][y] = MV_NONE;
5617 ChangeDelay[x][y] = 0;
5618 ChangePage[x][y] = -1;
5620 CustomValue[x][y] = 0;
5622 InitField_WithBug2(x, y, FALSE);
5624 TEST_DrawLevelField(x, y);
5626 TestIfElementTouchesCustomElement(x, y);
5628 if (GFX_CRUMBLED(element))
5629 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5631 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5632 StorePlayer[x][y] = 0;
5634 if (ELEM_IS_PLAYER(element))
5635 RelocatePlayer(x, y, element);
5637 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5639 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5640 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5643 TEST_DrawLevelFieldCrumbled(x, y);
5645 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5647 DrawLevelElement(x, y, Back[x][y]);
5648 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5650 else if (IS_WALKABLE_UNDER(Back[x][y]))
5652 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5653 DrawLevelElementThruMask(x, y, Back[x][y]);
5655 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5656 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5660 static void DynaExplode(int ex, int ey)
5663 int dynabomb_element = Feld[ex][ey];
5664 int dynabomb_size = 1;
5665 boolean dynabomb_xl = FALSE;
5666 struct PlayerInfo *player;
5667 static int xy[4][2] =
5675 if (IS_ACTIVE_BOMB(dynabomb_element))
5677 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5678 dynabomb_size = player->dynabomb_size;
5679 dynabomb_xl = player->dynabomb_xl;
5680 player->dynabombs_left++;
5683 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5685 for (i = 0; i < NUM_DIRECTIONS; i++)
5687 for (j = 1; j <= dynabomb_size; j++)
5689 int x = ex + j * xy[i][0];
5690 int y = ey + j * xy[i][1];
5693 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5696 element = Feld[x][y];
5698 /* do not restart explosions of fields with active bombs */
5699 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5702 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5704 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5705 !IS_DIGGABLE(element) && !dynabomb_xl)
5711 void Bang(int x, int y)
5713 int element = MovingOrBlocked2Element(x, y);
5714 int explosion_type = EX_TYPE_NORMAL;
5716 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5718 struct PlayerInfo *player = PLAYERINFO(x, y);
5720 element = Feld[x][y] = player->initial_element;
5722 if (level.use_explosion_element[player->index_nr])
5724 int explosion_element = level.explosion_element[player->index_nr];
5726 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5727 explosion_type = EX_TYPE_CROSS;
5728 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5729 explosion_type = EX_TYPE_CENTER;
5737 case EL_BD_BUTTERFLY:
5740 case EL_DARK_YAMYAM:
5744 RaiseScoreElement(element);
5747 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5748 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5749 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5750 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5751 case EL_DYNABOMB_INCREASE_NUMBER:
5752 case EL_DYNABOMB_INCREASE_SIZE:
5753 case EL_DYNABOMB_INCREASE_POWER:
5754 explosion_type = EX_TYPE_DYNA;
5757 case EL_DC_LANDMINE:
5758 explosion_type = EX_TYPE_CENTER;
5763 case EL_LAMP_ACTIVE:
5764 case EL_AMOEBA_TO_DIAMOND:
5765 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5766 explosion_type = EX_TYPE_CENTER;
5770 if (element_info[element].explosion_type == EXPLODES_CROSS)
5771 explosion_type = EX_TYPE_CROSS;
5772 else if (element_info[element].explosion_type == EXPLODES_1X1)
5773 explosion_type = EX_TYPE_CENTER;
5777 if (explosion_type == EX_TYPE_DYNA)
5780 Explode(x, y, EX_PHASE_START, explosion_type);
5782 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5785 static void SplashAcid(int x, int y)
5787 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5788 (!IN_LEV_FIELD(x - 1, y - 2) ||
5789 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5790 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5792 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5793 (!IN_LEV_FIELD(x + 1, y - 2) ||
5794 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5795 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5797 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5800 static void InitBeltMovement(void)
5802 static int belt_base_element[4] =
5804 EL_CONVEYOR_BELT_1_LEFT,
5805 EL_CONVEYOR_BELT_2_LEFT,
5806 EL_CONVEYOR_BELT_3_LEFT,
5807 EL_CONVEYOR_BELT_4_LEFT
5809 static int belt_base_active_element[4] =
5811 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5812 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5813 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5814 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5819 /* set frame order for belt animation graphic according to belt direction */
5820 for (i = 0; i < NUM_BELTS; i++)
5824 for (j = 0; j < NUM_BELT_PARTS; j++)
5826 int element = belt_base_active_element[belt_nr] + j;
5827 int graphic_1 = el2img(element);
5828 int graphic_2 = el2panelimg(element);
5830 if (game.belt_dir[i] == MV_LEFT)
5832 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5833 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5837 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5838 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5843 SCAN_PLAYFIELD(x, y)
5845 int element = Feld[x][y];
5847 for (i = 0; i < NUM_BELTS; i++)
5849 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5851 int e_belt_nr = getBeltNrFromBeltElement(element);
5854 if (e_belt_nr == belt_nr)
5856 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5858 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5865 static void ToggleBeltSwitch(int x, int y)
5867 static int belt_base_element[4] =
5869 EL_CONVEYOR_BELT_1_LEFT,
5870 EL_CONVEYOR_BELT_2_LEFT,
5871 EL_CONVEYOR_BELT_3_LEFT,
5872 EL_CONVEYOR_BELT_4_LEFT
5874 static int belt_base_active_element[4] =
5876 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5877 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5878 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5879 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5881 static int belt_base_switch_element[4] =
5883 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5884 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5885 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5886 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5888 static int belt_move_dir[4] =
5896 int element = Feld[x][y];
5897 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5898 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5899 int belt_dir = belt_move_dir[belt_dir_nr];
5902 if (!IS_BELT_SWITCH(element))
5905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5906 game.belt_dir[belt_nr] = belt_dir;
5908 if (belt_dir_nr == 3)
5911 /* set frame order for belt animation graphic according to belt direction */
5912 for (i = 0; i < NUM_BELT_PARTS; i++)
5914 int element = belt_base_active_element[belt_nr] + i;
5915 int graphic_1 = el2img(element);
5916 int graphic_2 = el2panelimg(element);
5918 if (belt_dir == MV_LEFT)
5920 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5921 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5925 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5926 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5930 SCAN_PLAYFIELD(xx, yy)
5932 int element = Feld[xx][yy];
5934 if (IS_BELT_SWITCH(element))
5936 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5938 if (e_belt_nr == belt_nr)
5940 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5941 TEST_DrawLevelField(xx, yy);
5944 else if (IS_BELT(element) && belt_dir != MV_NONE)
5946 int e_belt_nr = getBeltNrFromBeltElement(element);
5948 if (e_belt_nr == belt_nr)
5950 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5952 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5953 TEST_DrawLevelField(xx, yy);
5956 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5958 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5960 if (e_belt_nr == belt_nr)
5962 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5964 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5965 TEST_DrawLevelField(xx, yy);
5971 static void ToggleSwitchgateSwitch(int x, int y)
5975 game.switchgate_pos = !game.switchgate_pos;
5977 SCAN_PLAYFIELD(xx, yy)
5979 int element = Feld[xx][yy];
5981 if (element == EL_SWITCHGATE_SWITCH_UP)
5983 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5984 TEST_DrawLevelField(xx, yy);
5986 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5988 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5989 TEST_DrawLevelField(xx, yy);
5991 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5993 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5994 TEST_DrawLevelField(xx, yy);
5996 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
5998 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
5999 TEST_DrawLevelField(xx, yy);
6001 else if (element == EL_SWITCHGATE_OPEN ||
6002 element == EL_SWITCHGATE_OPENING)
6004 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6006 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6008 else if (element == EL_SWITCHGATE_CLOSED ||
6009 element == EL_SWITCHGATE_CLOSING)
6011 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6013 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6018 static int getInvisibleActiveFromInvisibleElement(int element)
6020 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6021 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6022 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6026 static int getInvisibleFromInvisibleActiveElement(int element)
6028 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6029 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6030 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6034 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6038 SCAN_PLAYFIELD(x, y)
6040 int element = Feld[x][y];
6042 if (element == EL_LIGHT_SWITCH &&
6043 game.light_time_left > 0)
6045 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6046 TEST_DrawLevelField(x, y);
6048 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6049 game.light_time_left == 0)
6051 Feld[x][y] = EL_LIGHT_SWITCH;
6052 TEST_DrawLevelField(x, y);
6054 else if (element == EL_EMC_DRIPPER &&
6055 game.light_time_left > 0)
6057 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6058 TEST_DrawLevelField(x, y);
6060 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6061 game.light_time_left == 0)
6063 Feld[x][y] = EL_EMC_DRIPPER;
6064 TEST_DrawLevelField(x, y);
6066 else if (element == EL_INVISIBLE_STEELWALL ||
6067 element == EL_INVISIBLE_WALL ||
6068 element == EL_INVISIBLE_SAND)
6070 if (game.light_time_left > 0)
6071 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6073 TEST_DrawLevelField(x, y);
6075 /* uncrumble neighbour fields, if needed */
6076 if (element == EL_INVISIBLE_SAND)
6077 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6079 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6080 element == EL_INVISIBLE_WALL_ACTIVE ||
6081 element == EL_INVISIBLE_SAND_ACTIVE)
6083 if (game.light_time_left == 0)
6084 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6086 TEST_DrawLevelField(x, y);
6088 /* re-crumble neighbour fields, if needed */
6089 if (element == EL_INVISIBLE_SAND)
6090 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6095 static void RedrawAllInvisibleElementsForLenses(void)
6099 SCAN_PLAYFIELD(x, y)
6101 int element = Feld[x][y];
6103 if (element == EL_EMC_DRIPPER &&
6104 game.lenses_time_left > 0)
6106 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6107 TEST_DrawLevelField(x, y);
6109 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6110 game.lenses_time_left == 0)
6112 Feld[x][y] = EL_EMC_DRIPPER;
6113 TEST_DrawLevelField(x, y);
6115 else if (element == EL_INVISIBLE_STEELWALL ||
6116 element == EL_INVISIBLE_WALL ||
6117 element == EL_INVISIBLE_SAND)
6119 if (game.lenses_time_left > 0)
6120 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6122 TEST_DrawLevelField(x, y);
6124 /* uncrumble neighbour fields, if needed */
6125 if (element == EL_INVISIBLE_SAND)
6126 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6128 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6129 element == EL_INVISIBLE_WALL_ACTIVE ||
6130 element == EL_INVISIBLE_SAND_ACTIVE)
6132 if (game.lenses_time_left == 0)
6133 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6135 TEST_DrawLevelField(x, y);
6137 /* re-crumble neighbour fields, if needed */
6138 if (element == EL_INVISIBLE_SAND)
6139 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6144 static void RedrawAllInvisibleElementsForMagnifier(void)
6148 SCAN_PLAYFIELD(x, y)
6150 int element = Feld[x][y];
6152 if (element == EL_EMC_FAKE_GRASS &&
6153 game.magnify_time_left > 0)
6155 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6156 TEST_DrawLevelField(x, y);
6158 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6159 game.magnify_time_left == 0)
6161 Feld[x][y] = EL_EMC_FAKE_GRASS;
6162 TEST_DrawLevelField(x, y);
6164 else if (IS_GATE_GRAY(element) &&
6165 game.magnify_time_left > 0)
6167 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6168 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6169 IS_EM_GATE_GRAY(element) ?
6170 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6171 IS_EMC_GATE_GRAY(element) ?
6172 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6173 IS_DC_GATE_GRAY(element) ?
6174 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6176 TEST_DrawLevelField(x, y);
6178 else if (IS_GATE_GRAY_ACTIVE(element) &&
6179 game.magnify_time_left == 0)
6181 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6182 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6183 IS_EM_GATE_GRAY_ACTIVE(element) ?
6184 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6185 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6186 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6187 IS_DC_GATE_GRAY_ACTIVE(element) ?
6188 EL_DC_GATE_WHITE_GRAY :
6190 TEST_DrawLevelField(x, y);
6195 static void ToggleLightSwitch(int x, int y)
6197 int element = Feld[x][y];
6199 game.light_time_left =
6200 (element == EL_LIGHT_SWITCH ?
6201 level.time_light * FRAMES_PER_SECOND : 0);
6203 RedrawAllLightSwitchesAndInvisibleElements();
6206 static void ActivateTimegateSwitch(int x, int y)
6210 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6212 SCAN_PLAYFIELD(xx, yy)
6214 int element = Feld[xx][yy];
6216 if (element == EL_TIMEGATE_CLOSED ||
6217 element == EL_TIMEGATE_CLOSING)
6219 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6220 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6224 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6226 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6227 TEST_DrawLevelField(xx, yy);
6233 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6234 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6237 static void Impact(int x, int y)
6239 boolean last_line = (y == lev_fieldy - 1);
6240 boolean object_hit = FALSE;
6241 boolean impact = (last_line || object_hit);
6242 int element = Feld[x][y];
6243 int smashed = EL_STEELWALL;
6245 if (!last_line) /* check if element below was hit */
6247 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6250 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6251 MovDir[x][y + 1] != MV_DOWN ||
6252 MovPos[x][y + 1] <= TILEY / 2));
6254 /* do not smash moving elements that left the smashed field in time */
6255 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6256 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6259 #if USE_QUICKSAND_IMPACT_BUGFIX
6260 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6262 RemoveMovingField(x, y + 1);
6263 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6264 Feld[x][y + 2] = EL_ROCK;
6265 TEST_DrawLevelField(x, y + 2);
6270 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6272 RemoveMovingField(x, y + 1);
6273 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6274 Feld[x][y + 2] = EL_ROCK;
6275 TEST_DrawLevelField(x, y + 2);
6282 smashed = MovingOrBlocked2Element(x, y + 1);
6284 impact = (last_line || object_hit);
6287 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6289 SplashAcid(x, y + 1);
6293 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6294 /* only reset graphic animation if graphic really changes after impact */
6296 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6298 ResetGfxAnimation(x, y);
6299 TEST_DrawLevelField(x, y);
6302 if (impact && CAN_EXPLODE_IMPACT(element))
6307 else if (impact && element == EL_PEARL &&
6308 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6310 ResetGfxAnimation(x, y);
6312 Feld[x][y] = EL_PEARL_BREAKING;
6313 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6316 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6318 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6323 if (impact && element == EL_AMOEBA_DROP)
6325 if (object_hit && IS_PLAYER(x, y + 1))
6326 KillPlayerUnlessEnemyProtected(x, y + 1);
6327 else if (object_hit && smashed == EL_PENGUIN)
6331 Feld[x][y] = EL_AMOEBA_GROWING;
6332 Store[x][y] = EL_AMOEBA_WET;
6334 ResetRandomAnimationValue(x, y);
6339 if (object_hit) /* check which object was hit */
6341 if ((CAN_PASS_MAGIC_WALL(element) &&
6342 (smashed == EL_MAGIC_WALL ||
6343 smashed == EL_BD_MAGIC_WALL)) ||
6344 (CAN_PASS_DC_MAGIC_WALL(element) &&
6345 smashed == EL_DC_MAGIC_WALL))
6348 int activated_magic_wall =
6349 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6350 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6351 EL_DC_MAGIC_WALL_ACTIVE);
6353 /* activate magic wall / mill */
6354 SCAN_PLAYFIELD(xx, yy)
6356 if (Feld[xx][yy] == smashed)
6357 Feld[xx][yy] = activated_magic_wall;
6360 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6361 game.magic_wall_active = TRUE;
6363 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6364 SND_MAGIC_WALL_ACTIVATING :
6365 smashed == EL_BD_MAGIC_WALL ?
6366 SND_BD_MAGIC_WALL_ACTIVATING :
6367 SND_DC_MAGIC_WALL_ACTIVATING));
6370 if (IS_PLAYER(x, y + 1))
6372 if (CAN_SMASH_PLAYER(element))
6374 KillPlayerUnlessEnemyProtected(x, y + 1);
6378 else if (smashed == EL_PENGUIN)
6380 if (CAN_SMASH_PLAYER(element))
6386 else if (element == EL_BD_DIAMOND)
6388 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6394 else if (((element == EL_SP_INFOTRON ||
6395 element == EL_SP_ZONK) &&
6396 (smashed == EL_SP_SNIKSNAK ||
6397 smashed == EL_SP_ELECTRON ||
6398 smashed == EL_SP_DISK_ORANGE)) ||
6399 (element == EL_SP_INFOTRON &&
6400 smashed == EL_SP_DISK_YELLOW))
6405 else if (CAN_SMASH_EVERYTHING(element))
6407 if (IS_CLASSIC_ENEMY(smashed) ||
6408 CAN_EXPLODE_SMASHED(smashed))
6413 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6415 if (smashed == EL_LAMP ||
6416 smashed == EL_LAMP_ACTIVE)
6421 else if (smashed == EL_NUT)
6423 Feld[x][y + 1] = EL_NUT_BREAKING;
6424 PlayLevelSound(x, y, SND_NUT_BREAKING);
6425 RaiseScoreElement(EL_NUT);
6428 else if (smashed == EL_PEARL)
6430 ResetGfxAnimation(x, y);
6432 Feld[x][y + 1] = EL_PEARL_BREAKING;
6433 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6436 else if (smashed == EL_DIAMOND)
6438 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6439 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6442 else if (IS_BELT_SWITCH(smashed))
6444 ToggleBeltSwitch(x, y + 1);
6446 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6447 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6448 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6449 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6451 ToggleSwitchgateSwitch(x, y + 1);
6453 else if (smashed == EL_LIGHT_SWITCH ||
6454 smashed == EL_LIGHT_SWITCH_ACTIVE)
6456 ToggleLightSwitch(x, y + 1);
6460 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6462 CheckElementChangeBySide(x, y + 1, smashed, element,
6463 CE_SWITCHED, CH_SIDE_TOP);
6464 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6470 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6475 /* play sound of magic wall / mill */
6477 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6478 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6479 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6481 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6482 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6483 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6484 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6485 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6486 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6491 /* play sound of object that hits the ground */
6492 if (last_line || object_hit)
6493 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6496 inline static void TurnRoundExt(int x, int y)
6508 { 0, 0 }, { 0, 0 }, { 0, 0 },
6513 int left, right, back;
6517 { MV_DOWN, MV_UP, MV_RIGHT },
6518 { MV_UP, MV_DOWN, MV_LEFT },
6520 { MV_LEFT, MV_RIGHT, MV_DOWN },
6524 { MV_RIGHT, MV_LEFT, MV_UP }
6527 int element = Feld[x][y];
6528 int move_pattern = element_info[element].move_pattern;
6530 int old_move_dir = MovDir[x][y];
6531 int left_dir = turn[old_move_dir].left;
6532 int right_dir = turn[old_move_dir].right;
6533 int back_dir = turn[old_move_dir].back;
6535 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6536 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6537 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6538 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6540 int left_x = x + left_dx, left_y = y + left_dy;
6541 int right_x = x + right_dx, right_y = y + right_dy;
6542 int move_x = x + move_dx, move_y = y + move_dy;
6546 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6548 TestIfBadThingTouchesOtherBadThing(x, y);
6550 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6551 MovDir[x][y] = right_dir;
6552 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6553 MovDir[x][y] = left_dir;
6555 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6557 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6560 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6562 TestIfBadThingTouchesOtherBadThing(x, y);
6564 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6565 MovDir[x][y] = left_dir;
6566 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6567 MovDir[x][y] = right_dir;
6569 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6571 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6574 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6576 TestIfBadThingTouchesOtherBadThing(x, y);
6578 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6579 MovDir[x][y] = left_dir;
6580 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6581 MovDir[x][y] = right_dir;
6583 if (MovDir[x][y] != old_move_dir)
6586 else if (element == EL_YAMYAM)
6588 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6589 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6591 if (can_turn_left && can_turn_right)
6592 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6593 else if (can_turn_left)
6594 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6595 else if (can_turn_right)
6596 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6598 MovDir[x][y] = back_dir;
6600 MovDelay[x][y] = 16 + 16 * RND(3);
6602 else if (element == EL_DARK_YAMYAM)
6604 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6606 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6609 if (can_turn_left && can_turn_right)
6610 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6611 else if (can_turn_left)
6612 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6613 else if (can_turn_right)
6614 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6616 MovDir[x][y] = back_dir;
6618 MovDelay[x][y] = 16 + 16 * RND(3);
6620 else if (element == EL_PACMAN)
6622 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6623 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6625 if (can_turn_left && can_turn_right)
6626 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6627 else if (can_turn_left)
6628 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6629 else if (can_turn_right)
6630 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6632 MovDir[x][y] = back_dir;
6634 MovDelay[x][y] = 6 + RND(40);
6636 else if (element == EL_PIG)
6638 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6639 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6640 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6641 boolean should_turn_left, should_turn_right, should_move_on;
6643 int rnd = RND(rnd_value);
6645 should_turn_left = (can_turn_left &&
6647 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6648 y + back_dy + left_dy)));
6649 should_turn_right = (can_turn_right &&
6651 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6652 y + back_dy + right_dy)));
6653 should_move_on = (can_move_on &&
6656 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6657 y + move_dy + left_dy) ||
6658 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6659 y + move_dy + right_dy)));
6661 if (should_turn_left || should_turn_right || should_move_on)
6663 if (should_turn_left && should_turn_right && should_move_on)
6664 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6665 rnd < 2 * rnd_value / 3 ? right_dir :
6667 else if (should_turn_left && should_turn_right)
6668 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6669 else if (should_turn_left && should_move_on)
6670 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6671 else if (should_turn_right && should_move_on)
6672 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6673 else if (should_turn_left)
6674 MovDir[x][y] = left_dir;
6675 else if (should_turn_right)
6676 MovDir[x][y] = right_dir;
6677 else if (should_move_on)
6678 MovDir[x][y] = old_move_dir;
6680 else if (can_move_on && rnd > rnd_value / 8)
6681 MovDir[x][y] = old_move_dir;
6682 else if (can_turn_left && can_turn_right)
6683 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6684 else if (can_turn_left && rnd > rnd_value / 8)
6685 MovDir[x][y] = left_dir;
6686 else if (can_turn_right && rnd > rnd_value/8)
6687 MovDir[x][y] = right_dir;
6689 MovDir[x][y] = back_dir;
6691 xx = x + move_xy[MovDir[x][y]].dx;
6692 yy = y + move_xy[MovDir[x][y]].dy;
6694 if (!IN_LEV_FIELD(xx, yy) ||
6695 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6696 MovDir[x][y] = old_move_dir;
6700 else if (element == EL_DRAGON)
6702 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6703 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6704 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6706 int rnd = RND(rnd_value);
6708 if (can_move_on && rnd > rnd_value / 8)
6709 MovDir[x][y] = old_move_dir;
6710 else if (can_turn_left && can_turn_right)
6711 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6712 else if (can_turn_left && rnd > rnd_value / 8)
6713 MovDir[x][y] = left_dir;
6714 else if (can_turn_right && rnd > rnd_value / 8)
6715 MovDir[x][y] = right_dir;
6717 MovDir[x][y] = back_dir;
6719 xx = x + move_xy[MovDir[x][y]].dx;
6720 yy = y + move_xy[MovDir[x][y]].dy;
6722 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6723 MovDir[x][y] = old_move_dir;
6727 else if (element == EL_MOLE)
6729 boolean can_move_on =
6730 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6731 IS_AMOEBOID(Feld[move_x][move_y]) ||
6732 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6735 boolean can_turn_left =
6736 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6737 IS_AMOEBOID(Feld[left_x][left_y])));
6739 boolean can_turn_right =
6740 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6741 IS_AMOEBOID(Feld[right_x][right_y])));
6743 if (can_turn_left && can_turn_right)
6744 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6745 else if (can_turn_left)
6746 MovDir[x][y] = left_dir;
6748 MovDir[x][y] = right_dir;
6751 if (MovDir[x][y] != old_move_dir)
6754 else if (element == EL_BALLOON)
6756 MovDir[x][y] = game.wind_direction;
6759 else if (element == EL_SPRING)
6761 if (MovDir[x][y] & MV_HORIZONTAL)
6763 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6764 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6766 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6767 ResetGfxAnimation(move_x, move_y);
6768 TEST_DrawLevelField(move_x, move_y);
6770 MovDir[x][y] = back_dir;
6772 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6773 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6774 MovDir[x][y] = MV_NONE;
6779 else if (element == EL_ROBOT ||
6780 element == EL_SATELLITE ||
6781 element == EL_PENGUIN ||
6782 element == EL_EMC_ANDROID)
6784 int attr_x = -1, attr_y = -1;
6795 for (i = 0; i < MAX_PLAYERS; i++)
6797 struct PlayerInfo *player = &stored_player[i];
6798 int jx = player->jx, jy = player->jy;
6800 if (!player->active)
6804 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6812 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6813 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6814 game.engine_version < VERSION_IDENT(3,1,0,0)))
6820 if (element == EL_PENGUIN)
6823 static int xy[4][2] =
6831 for (i = 0; i < NUM_DIRECTIONS; i++)
6833 int ex = x + xy[i][0];
6834 int ey = y + xy[i][1];
6836 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6837 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6838 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6839 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6848 MovDir[x][y] = MV_NONE;
6850 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6851 else if (attr_x > x)
6852 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6854 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6855 else if (attr_y > y)
6856 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6858 if (element == EL_ROBOT)
6862 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6863 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6864 Moving2Blocked(x, y, &newx, &newy);
6866 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6867 MovDelay[x][y] = 8 + 8 * !RND(3);
6869 MovDelay[x][y] = 16;
6871 else if (element == EL_PENGUIN)
6877 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6879 boolean first_horiz = RND(2);
6880 int new_move_dir = MovDir[x][y];
6883 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6884 Moving2Blocked(x, y, &newx, &newy);
6886 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6890 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6891 Moving2Blocked(x, y, &newx, &newy);
6893 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6896 MovDir[x][y] = old_move_dir;
6900 else if (element == EL_SATELLITE)
6906 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6908 boolean first_horiz = RND(2);
6909 int new_move_dir = MovDir[x][y];
6912 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6913 Moving2Blocked(x, y, &newx, &newy);
6915 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6919 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6920 Moving2Blocked(x, y, &newx, &newy);
6922 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6925 MovDir[x][y] = old_move_dir;
6929 else if (element == EL_EMC_ANDROID)
6931 static int check_pos[16] =
6933 -1, /* 0 => (invalid) */
6934 7, /* 1 => MV_LEFT */
6935 3, /* 2 => MV_RIGHT */
6936 -1, /* 3 => (invalid) */
6938 0, /* 5 => MV_LEFT | MV_UP */
6939 2, /* 6 => MV_RIGHT | MV_UP */
6940 -1, /* 7 => (invalid) */
6941 5, /* 8 => MV_DOWN */
6942 6, /* 9 => MV_LEFT | MV_DOWN */
6943 4, /* 10 => MV_RIGHT | MV_DOWN */
6944 -1, /* 11 => (invalid) */
6945 -1, /* 12 => (invalid) */
6946 -1, /* 13 => (invalid) */
6947 -1, /* 14 => (invalid) */
6948 -1, /* 15 => (invalid) */
6956 { -1, -1, MV_LEFT | MV_UP },
6958 { +1, -1, MV_RIGHT | MV_UP },
6959 { +1, 0, MV_RIGHT },
6960 { +1, +1, MV_RIGHT | MV_DOWN },
6962 { -1, +1, MV_LEFT | MV_DOWN },
6965 int start_pos, check_order;
6966 boolean can_clone = FALSE;
6969 /* check if there is any free field around current position */
6970 for (i = 0; i < 8; i++)
6972 int newx = x + check_xy[i].dx;
6973 int newy = y + check_xy[i].dy;
6975 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6983 if (can_clone) /* randomly find an element to clone */
6987 start_pos = check_pos[RND(8)];
6988 check_order = (RND(2) ? -1 : +1);
6990 for (i = 0; i < 8; i++)
6992 int pos_raw = start_pos + i * check_order;
6993 int pos = (pos_raw + 8) % 8;
6994 int newx = x + check_xy[pos].dx;
6995 int newy = y + check_xy[pos].dy;
6997 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
6999 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7000 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7002 Store[x][y] = Feld[newx][newy];
7011 if (can_clone) /* randomly find a direction to move */
7015 start_pos = check_pos[RND(8)];
7016 check_order = (RND(2) ? -1 : +1);
7018 for (i = 0; i < 8; i++)
7020 int pos_raw = start_pos + i * check_order;
7021 int pos = (pos_raw + 8) % 8;
7022 int newx = x + check_xy[pos].dx;
7023 int newy = y + check_xy[pos].dy;
7024 int new_move_dir = check_xy[pos].dir;
7026 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7028 MovDir[x][y] = new_move_dir;
7029 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7038 if (can_clone) /* cloning and moving successful */
7041 /* cannot clone -- try to move towards player */
7043 start_pos = check_pos[MovDir[x][y] & 0x0f];
7044 check_order = (RND(2) ? -1 : +1);
7046 for (i = 0; i < 3; i++)
7048 /* first check start_pos, then previous/next or (next/previous) pos */
7049 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7050 int pos = (pos_raw + 8) % 8;
7051 int newx = x + check_xy[pos].dx;
7052 int newy = y + check_xy[pos].dy;
7053 int new_move_dir = check_xy[pos].dir;
7055 if (IS_PLAYER(newx, newy))
7058 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7060 MovDir[x][y] = new_move_dir;
7061 MovDelay[x][y] = level.android_move_time * 8 + 1;
7068 else if (move_pattern == MV_TURNING_LEFT ||
7069 move_pattern == MV_TURNING_RIGHT ||
7070 move_pattern == MV_TURNING_LEFT_RIGHT ||
7071 move_pattern == MV_TURNING_RIGHT_LEFT ||
7072 move_pattern == MV_TURNING_RANDOM ||
7073 move_pattern == MV_ALL_DIRECTIONS)
7075 boolean can_turn_left =
7076 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7077 boolean can_turn_right =
7078 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7080 if (element_info[element].move_stepsize == 0) /* "not moving" */
7083 if (move_pattern == MV_TURNING_LEFT)
7084 MovDir[x][y] = left_dir;
7085 else if (move_pattern == MV_TURNING_RIGHT)
7086 MovDir[x][y] = right_dir;
7087 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7088 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7089 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7090 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7091 else if (move_pattern == MV_TURNING_RANDOM)
7092 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7093 can_turn_right && !can_turn_left ? right_dir :
7094 RND(2) ? left_dir : right_dir);
7095 else if (can_turn_left && can_turn_right)
7096 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7097 else if (can_turn_left)
7098 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7099 else if (can_turn_right)
7100 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7102 MovDir[x][y] = back_dir;
7104 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7106 else if (move_pattern == MV_HORIZONTAL ||
7107 move_pattern == MV_VERTICAL)
7109 if (move_pattern & old_move_dir)
7110 MovDir[x][y] = back_dir;
7111 else if (move_pattern == MV_HORIZONTAL)
7112 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7113 else if (move_pattern == MV_VERTICAL)
7114 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7116 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7118 else if (move_pattern & MV_ANY_DIRECTION)
7120 MovDir[x][y] = move_pattern;
7121 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7123 else if (move_pattern & MV_WIND_DIRECTION)
7125 MovDir[x][y] = game.wind_direction;
7126 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7128 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7130 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7131 MovDir[x][y] = left_dir;
7132 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7133 MovDir[x][y] = right_dir;
7135 if (MovDir[x][y] != old_move_dir)
7136 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7138 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7140 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7141 MovDir[x][y] = right_dir;
7142 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7143 MovDir[x][y] = left_dir;
7145 if (MovDir[x][y] != old_move_dir)
7146 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7148 else if (move_pattern == MV_TOWARDS_PLAYER ||
7149 move_pattern == MV_AWAY_FROM_PLAYER)
7151 int attr_x = -1, attr_y = -1;
7153 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7164 for (i = 0; i < MAX_PLAYERS; i++)
7166 struct PlayerInfo *player = &stored_player[i];
7167 int jx = player->jx, jy = player->jy;
7169 if (!player->active)
7173 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7181 MovDir[x][y] = MV_NONE;
7183 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7184 else if (attr_x > x)
7185 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7187 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7188 else if (attr_y > y)
7189 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7191 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7193 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7195 boolean first_horiz = RND(2);
7196 int new_move_dir = MovDir[x][y];
7198 if (element_info[element].move_stepsize == 0) /* "not moving" */
7200 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7201 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7207 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7208 Moving2Blocked(x, y, &newx, &newy);
7210 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7214 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7215 Moving2Blocked(x, y, &newx, &newy);
7217 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7220 MovDir[x][y] = old_move_dir;
7223 else if (move_pattern == MV_WHEN_PUSHED ||
7224 move_pattern == MV_WHEN_DROPPED)
7226 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7227 MovDir[x][y] = MV_NONE;
7231 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7233 static int test_xy[7][2] =
7243 static int test_dir[7] =
7253 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7254 int move_preference = -1000000; /* start with very low preference */
7255 int new_move_dir = MV_NONE;
7256 int start_test = RND(4);
7259 for (i = 0; i < NUM_DIRECTIONS; i++)
7261 int move_dir = test_dir[start_test + i];
7262 int move_dir_preference;
7264 xx = x + test_xy[start_test + i][0];
7265 yy = y + test_xy[start_test + i][1];
7267 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7268 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7270 new_move_dir = move_dir;
7275 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7278 move_dir_preference = -1 * RunnerVisit[xx][yy];
7279 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7280 move_dir_preference = PlayerVisit[xx][yy];
7282 if (move_dir_preference > move_preference)
7284 /* prefer field that has not been visited for the longest time */
7285 move_preference = move_dir_preference;
7286 new_move_dir = move_dir;
7288 else if (move_dir_preference == move_preference &&
7289 move_dir == old_move_dir)
7291 /* prefer last direction when all directions are preferred equally */
7292 move_preference = move_dir_preference;
7293 new_move_dir = move_dir;
7297 MovDir[x][y] = new_move_dir;
7298 if (old_move_dir != new_move_dir)
7299 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7303 static void TurnRound(int x, int y)
7305 int direction = MovDir[x][y];
7309 GfxDir[x][y] = MovDir[x][y];
7311 if (direction != MovDir[x][y])
7315 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7317 ResetGfxFrame(x, y);
7320 static boolean JustBeingPushed(int x, int y)
7324 for (i = 0; i < MAX_PLAYERS; i++)
7326 struct PlayerInfo *player = &stored_player[i];
7328 if (player->active && player->is_pushing && player->MovPos)
7330 int next_jx = player->jx + (player->jx - player->last_jx);
7331 int next_jy = player->jy + (player->jy - player->last_jy);
7333 if (x == next_jx && y == next_jy)
7341 static void StartMoving(int x, int y)
7343 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7344 int element = Feld[x][y];
7349 if (MovDelay[x][y] == 0)
7350 GfxAction[x][y] = ACTION_DEFAULT;
7352 if (CAN_FALL(element) && y < lev_fieldy - 1)
7354 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7355 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7356 if (JustBeingPushed(x, y))
7359 if (element == EL_QUICKSAND_FULL)
7361 if (IS_FREE(x, y + 1))
7363 InitMovingField(x, y, MV_DOWN);
7364 started_moving = TRUE;
7366 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7367 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7368 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7369 Store[x][y] = EL_ROCK;
7371 Store[x][y] = EL_ROCK;
7374 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7376 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7378 if (!MovDelay[x][y])
7380 MovDelay[x][y] = TILEY + 1;
7382 ResetGfxAnimation(x, y);
7383 ResetGfxAnimation(x, y + 1);
7388 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7389 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7396 Feld[x][y] = EL_QUICKSAND_EMPTY;
7397 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7398 Store[x][y + 1] = Store[x][y];
7401 PlayLevelSoundAction(x, y, ACTION_FILLING);
7403 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7405 if (!MovDelay[x][y])
7407 MovDelay[x][y] = TILEY + 1;
7409 ResetGfxAnimation(x, y);
7410 ResetGfxAnimation(x, y + 1);
7415 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7416 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7423 Feld[x][y] = EL_QUICKSAND_EMPTY;
7424 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7425 Store[x][y + 1] = Store[x][y];
7428 PlayLevelSoundAction(x, y, ACTION_FILLING);
7431 else if (element == EL_QUICKSAND_FAST_FULL)
7433 if (IS_FREE(x, y + 1))
7435 InitMovingField(x, y, MV_DOWN);
7436 started_moving = TRUE;
7438 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7439 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7440 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7441 Store[x][y] = EL_ROCK;
7443 Store[x][y] = EL_ROCK;
7446 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7448 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7450 if (!MovDelay[x][y])
7452 MovDelay[x][y] = TILEY + 1;
7454 ResetGfxAnimation(x, y);
7455 ResetGfxAnimation(x, y + 1);
7460 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7461 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7468 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7469 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7470 Store[x][y + 1] = Store[x][y];
7473 PlayLevelSoundAction(x, y, ACTION_FILLING);
7475 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7477 if (!MovDelay[x][y])
7479 MovDelay[x][y] = TILEY + 1;
7481 ResetGfxAnimation(x, y);
7482 ResetGfxAnimation(x, y + 1);
7487 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7488 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7495 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7496 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7497 Store[x][y + 1] = Store[x][y];
7500 PlayLevelSoundAction(x, y, ACTION_FILLING);
7503 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7504 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7506 InitMovingField(x, y, MV_DOWN);
7507 started_moving = TRUE;
7509 Feld[x][y] = EL_QUICKSAND_FILLING;
7510 Store[x][y] = element;
7512 PlayLevelSoundAction(x, y, ACTION_FILLING);
7514 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7515 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7517 InitMovingField(x, y, MV_DOWN);
7518 started_moving = TRUE;
7520 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7521 Store[x][y] = element;
7523 PlayLevelSoundAction(x, y, ACTION_FILLING);
7525 else if (element == EL_MAGIC_WALL_FULL)
7527 if (IS_FREE(x, y + 1))
7529 InitMovingField(x, y, MV_DOWN);
7530 started_moving = TRUE;
7532 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7533 Store[x][y] = EL_CHANGED(Store[x][y]);
7535 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7537 if (!MovDelay[x][y])
7538 MovDelay[x][y] = TILEY / 4 + 1;
7547 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7548 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7549 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7553 else if (element == EL_BD_MAGIC_WALL_FULL)
7555 if (IS_FREE(x, y + 1))
7557 InitMovingField(x, y, MV_DOWN);
7558 started_moving = TRUE;
7560 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7561 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7563 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7565 if (!MovDelay[x][y])
7566 MovDelay[x][y] = TILEY / 4 + 1;
7575 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7576 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7577 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7581 else if (element == EL_DC_MAGIC_WALL_FULL)
7583 if (IS_FREE(x, y + 1))
7585 InitMovingField(x, y, MV_DOWN);
7586 started_moving = TRUE;
7588 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7589 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7591 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7593 if (!MovDelay[x][y])
7594 MovDelay[x][y] = TILEY / 4 + 1;
7603 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7604 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7605 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7609 else if ((CAN_PASS_MAGIC_WALL(element) &&
7610 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7611 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7612 (CAN_PASS_DC_MAGIC_WALL(element) &&
7613 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7616 InitMovingField(x, y, MV_DOWN);
7617 started_moving = TRUE;
7620 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7621 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7622 EL_DC_MAGIC_WALL_FILLING);
7623 Store[x][y] = element;
7625 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7627 SplashAcid(x, y + 1);
7629 InitMovingField(x, y, MV_DOWN);
7630 started_moving = TRUE;
7632 Store[x][y] = EL_ACID;
7635 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7636 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7637 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7638 CAN_FALL(element) && WasJustFalling[x][y] &&
7639 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7641 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7642 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7643 (Feld[x][y + 1] == EL_BLOCKED)))
7645 /* this is needed for a special case not covered by calling "Impact()"
7646 from "ContinueMoving()": if an element moves to a tile directly below
7647 another element which was just falling on that tile (which was empty
7648 in the previous frame), the falling element above would just stop
7649 instead of smashing the element below (in previous version, the above
7650 element was just checked for "moving" instead of "falling", resulting
7651 in incorrect smashes caused by horizontal movement of the above
7652 element; also, the case of the player being the element to smash was
7653 simply not covered here... :-/ ) */
7655 CheckCollision[x][y] = 0;
7656 CheckImpact[x][y] = 0;
7660 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7662 if (MovDir[x][y] == MV_NONE)
7664 InitMovingField(x, y, MV_DOWN);
7665 started_moving = TRUE;
7668 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7670 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7671 MovDir[x][y] = MV_DOWN;
7673 InitMovingField(x, y, MV_DOWN);
7674 started_moving = TRUE;
7676 else if (element == EL_AMOEBA_DROP)
7678 Feld[x][y] = EL_AMOEBA_GROWING;
7679 Store[x][y] = EL_AMOEBA_WET;
7681 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7682 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7683 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7684 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7686 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7687 (IS_FREE(x - 1, y + 1) ||
7688 Feld[x - 1][y + 1] == EL_ACID));
7689 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7690 (IS_FREE(x + 1, y + 1) ||
7691 Feld[x + 1][y + 1] == EL_ACID));
7692 boolean can_fall_any = (can_fall_left || can_fall_right);
7693 boolean can_fall_both = (can_fall_left && can_fall_right);
7694 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7696 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7698 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7699 can_fall_right = FALSE;
7700 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7701 can_fall_left = FALSE;
7702 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7703 can_fall_right = FALSE;
7704 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7705 can_fall_left = FALSE;
7707 can_fall_any = (can_fall_left || can_fall_right);
7708 can_fall_both = FALSE;
7713 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7714 can_fall_right = FALSE; /* slip down on left side */
7716 can_fall_left = !(can_fall_right = RND(2));
7718 can_fall_both = FALSE;
7723 /* if not determined otherwise, prefer left side for slipping down */
7724 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7725 started_moving = TRUE;
7728 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7730 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7731 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7732 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7733 int belt_dir = game.belt_dir[belt_nr];
7735 if ((belt_dir == MV_LEFT && left_is_free) ||
7736 (belt_dir == MV_RIGHT && right_is_free))
7738 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7740 InitMovingField(x, y, belt_dir);
7741 started_moving = TRUE;
7743 Pushed[x][y] = TRUE;
7744 Pushed[nextx][y] = TRUE;
7746 GfxAction[x][y] = ACTION_DEFAULT;
7750 MovDir[x][y] = 0; /* if element was moving, stop it */
7755 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7756 if (CAN_MOVE(element) && !started_moving)
7758 int move_pattern = element_info[element].move_pattern;
7761 Moving2Blocked(x, y, &newx, &newy);
7763 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7766 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7767 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7769 WasJustMoving[x][y] = 0;
7770 CheckCollision[x][y] = 0;
7772 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7774 if (Feld[x][y] != element) /* element has changed */
7778 if (!MovDelay[x][y]) /* start new movement phase */
7780 /* all objects that can change their move direction after each step
7781 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7783 if (element != EL_YAMYAM &&
7784 element != EL_DARK_YAMYAM &&
7785 element != EL_PACMAN &&
7786 !(move_pattern & MV_ANY_DIRECTION) &&
7787 move_pattern != MV_TURNING_LEFT &&
7788 move_pattern != MV_TURNING_RIGHT &&
7789 move_pattern != MV_TURNING_LEFT_RIGHT &&
7790 move_pattern != MV_TURNING_RIGHT_LEFT &&
7791 move_pattern != MV_TURNING_RANDOM)
7795 if (MovDelay[x][y] && (element == EL_BUG ||
7796 element == EL_SPACESHIP ||
7797 element == EL_SP_SNIKSNAK ||
7798 element == EL_SP_ELECTRON ||
7799 element == EL_MOLE))
7800 TEST_DrawLevelField(x, y);
7804 if (MovDelay[x][y]) /* wait some time before next movement */
7808 if (element == EL_ROBOT ||
7809 element == EL_YAMYAM ||
7810 element == EL_DARK_YAMYAM)
7812 DrawLevelElementAnimationIfNeeded(x, y, element);
7813 PlayLevelSoundAction(x, y, ACTION_WAITING);
7815 else if (element == EL_SP_ELECTRON)
7816 DrawLevelElementAnimationIfNeeded(x, y, element);
7817 else if (element == EL_DRAGON)
7820 int dir = MovDir[x][y];
7821 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7822 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7823 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7824 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7825 dir == MV_UP ? IMG_FLAMES_1_UP :
7826 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7827 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7829 GfxAction[x][y] = ACTION_ATTACKING;
7831 if (IS_PLAYER(x, y))
7832 DrawPlayerField(x, y);
7834 TEST_DrawLevelField(x, y);
7836 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7838 for (i = 1; i <= 3; i++)
7840 int xx = x + i * dx;
7841 int yy = y + i * dy;
7842 int sx = SCREENX(xx);
7843 int sy = SCREENY(yy);
7844 int flame_graphic = graphic + (i - 1);
7846 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7851 int flamed = MovingOrBlocked2Element(xx, yy);
7853 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7856 RemoveMovingField(xx, yy);
7858 ChangeDelay[xx][yy] = 0;
7860 Feld[xx][yy] = EL_FLAMES;
7862 if (IN_SCR_FIELD(sx, sy))
7864 TEST_DrawLevelFieldCrumbled(xx, yy);
7865 DrawGraphic(sx, sy, flame_graphic, frame);
7870 if (Feld[xx][yy] == EL_FLAMES)
7871 Feld[xx][yy] = EL_EMPTY;
7872 TEST_DrawLevelField(xx, yy);
7877 if (MovDelay[x][y]) /* element still has to wait some time */
7879 PlayLevelSoundAction(x, y, ACTION_WAITING);
7885 /* now make next step */
7887 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7889 if (DONT_COLLIDE_WITH(element) &&
7890 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7891 !PLAYER_ENEMY_PROTECTED(newx, newy))
7893 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7898 else if (CAN_MOVE_INTO_ACID(element) &&
7899 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7900 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7901 (MovDir[x][y] == MV_DOWN ||
7902 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7904 SplashAcid(newx, newy);
7905 Store[x][y] = EL_ACID;
7907 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7909 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7910 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7911 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7912 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7915 TEST_DrawLevelField(x, y);
7917 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7918 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7919 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7921 local_player->friends_still_needed--;
7922 if (!local_player->friends_still_needed &&
7923 !local_player->GameOver && AllPlayersGone)
7924 PlayerWins(local_player);
7928 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7930 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7931 TEST_DrawLevelField(newx, newy);
7933 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7935 else if (!IS_FREE(newx, newy))
7937 GfxAction[x][y] = ACTION_WAITING;
7939 if (IS_PLAYER(x, y))
7940 DrawPlayerField(x, y);
7942 TEST_DrawLevelField(x, y);
7947 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7949 if (IS_FOOD_PIG(Feld[newx][newy]))
7951 if (IS_MOVING(newx, newy))
7952 RemoveMovingField(newx, newy);
7955 Feld[newx][newy] = EL_EMPTY;
7956 TEST_DrawLevelField(newx, newy);
7959 PlayLevelSound(x, y, SND_PIG_DIGGING);
7961 else if (!IS_FREE(newx, newy))
7963 if (IS_PLAYER(x, y))
7964 DrawPlayerField(x, y);
7966 TEST_DrawLevelField(x, y);
7971 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7973 if (Store[x][y] != EL_EMPTY)
7975 boolean can_clone = FALSE;
7978 /* check if element to clone is still there */
7979 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7981 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7989 /* cannot clone or target field not free anymore -- do not clone */
7990 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7991 Store[x][y] = EL_EMPTY;
7994 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7996 if (IS_MV_DIAGONAL(MovDir[x][y]))
7998 int diagonal_move_dir = MovDir[x][y];
7999 int stored = Store[x][y];
8000 int change_delay = 8;
8003 /* android is moving diagonally */
8005 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8007 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8008 GfxElement[x][y] = EL_EMC_ANDROID;
8009 GfxAction[x][y] = ACTION_SHRINKING;
8010 GfxDir[x][y] = diagonal_move_dir;
8011 ChangeDelay[x][y] = change_delay;
8013 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8016 DrawLevelGraphicAnimation(x, y, graphic);
8017 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8019 if (Feld[newx][newy] == EL_ACID)
8021 SplashAcid(newx, newy);
8026 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8028 Store[newx][newy] = EL_EMC_ANDROID;
8029 GfxElement[newx][newy] = EL_EMC_ANDROID;
8030 GfxAction[newx][newy] = ACTION_GROWING;
8031 GfxDir[newx][newy] = diagonal_move_dir;
8032 ChangeDelay[newx][newy] = change_delay;
8034 graphic = el_act_dir2img(GfxElement[newx][newy],
8035 GfxAction[newx][newy], GfxDir[newx][newy]);
8037 DrawLevelGraphicAnimation(newx, newy, graphic);
8038 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8044 Feld[newx][newy] = EL_EMPTY;
8045 TEST_DrawLevelField(newx, newy);
8047 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8050 else if (!IS_FREE(newx, newy))
8055 else if (IS_CUSTOM_ELEMENT(element) &&
8056 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8058 if (!DigFieldByCE(newx, newy, element))
8061 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8063 RunnerVisit[x][y] = FrameCounter;
8064 PlayerVisit[x][y] /= 8; /* expire player visit path */
8067 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8069 if (!IS_FREE(newx, newy))
8071 if (IS_PLAYER(x, y))
8072 DrawPlayerField(x, y);
8074 TEST_DrawLevelField(x, y);
8080 boolean wanna_flame = !RND(10);
8081 int dx = newx - x, dy = newy - y;
8082 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8083 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8084 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8085 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8086 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8087 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8090 IS_CLASSIC_ENEMY(element1) ||
8091 IS_CLASSIC_ENEMY(element2)) &&
8092 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8093 element1 != EL_FLAMES && element2 != EL_FLAMES)
8095 ResetGfxAnimation(x, y);
8096 GfxAction[x][y] = ACTION_ATTACKING;
8098 if (IS_PLAYER(x, y))
8099 DrawPlayerField(x, y);
8101 TEST_DrawLevelField(x, y);
8103 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8105 MovDelay[x][y] = 50;
8107 Feld[newx][newy] = EL_FLAMES;
8108 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8109 Feld[newx1][newy1] = EL_FLAMES;
8110 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8111 Feld[newx2][newy2] = EL_FLAMES;
8117 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8118 Feld[newx][newy] == EL_DIAMOND)
8120 if (IS_MOVING(newx, newy))
8121 RemoveMovingField(newx, newy);
8124 Feld[newx][newy] = EL_EMPTY;
8125 TEST_DrawLevelField(newx, newy);
8128 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8130 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8131 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8133 if (AmoebaNr[newx][newy])
8135 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8136 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8137 Feld[newx][newy] == EL_BD_AMOEBA)
8138 AmoebaCnt[AmoebaNr[newx][newy]]--;
8141 if (IS_MOVING(newx, newy))
8143 RemoveMovingField(newx, newy);
8147 Feld[newx][newy] = EL_EMPTY;
8148 TEST_DrawLevelField(newx, newy);
8151 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8153 else if ((element == EL_PACMAN || element == EL_MOLE)
8154 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8156 if (AmoebaNr[newx][newy])
8158 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8159 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8160 Feld[newx][newy] == EL_BD_AMOEBA)
8161 AmoebaCnt[AmoebaNr[newx][newy]]--;
8164 if (element == EL_MOLE)
8166 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8167 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8169 ResetGfxAnimation(x, y);
8170 GfxAction[x][y] = ACTION_DIGGING;
8171 TEST_DrawLevelField(x, y);
8173 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8175 return; /* wait for shrinking amoeba */
8177 else /* element == EL_PACMAN */
8179 Feld[newx][newy] = EL_EMPTY;
8180 TEST_DrawLevelField(newx, newy);
8181 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8184 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8185 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8186 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8188 /* wait for shrinking amoeba to completely disappear */
8191 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8193 /* object was running against a wall */
8197 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8198 DrawLevelElementAnimation(x, y, element);
8200 if (DONT_TOUCH(element))
8201 TestIfBadThingTouchesPlayer(x, y);
8206 InitMovingField(x, y, MovDir[x][y]);
8208 PlayLevelSoundAction(x, y, ACTION_MOVING);
8212 ContinueMoving(x, y);
8215 void ContinueMoving(int x, int y)
8217 int element = Feld[x][y];
8218 struct ElementInfo *ei = &element_info[element];
8219 int direction = MovDir[x][y];
8220 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8221 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8222 int newx = x + dx, newy = y + dy;
8223 int stored = Store[x][y];
8224 int stored_new = Store[newx][newy];
8225 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8226 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8227 boolean last_line = (newy == lev_fieldy - 1);
8229 MovPos[x][y] += getElementMoveStepsize(x, y);
8231 if (pushed_by_player) /* special case: moving object pushed by player */
8232 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8234 if (ABS(MovPos[x][y]) < TILEX)
8236 TEST_DrawLevelField(x, y);
8238 return; /* element is still moving */
8241 /* element reached destination field */
8243 Feld[x][y] = EL_EMPTY;
8244 Feld[newx][newy] = element;
8245 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8247 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8249 element = Feld[newx][newy] = EL_ACID;
8251 else if (element == EL_MOLE)
8253 Feld[x][y] = EL_SAND;
8255 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8257 else if (element == EL_QUICKSAND_FILLING)
8259 element = Feld[newx][newy] = get_next_element(element);
8260 Store[newx][newy] = Store[x][y];
8262 else if (element == EL_QUICKSAND_EMPTYING)
8264 Feld[x][y] = get_next_element(element);
8265 element = Feld[newx][newy] = Store[x][y];
8267 else if (element == EL_QUICKSAND_FAST_FILLING)
8269 element = Feld[newx][newy] = get_next_element(element);
8270 Store[newx][newy] = Store[x][y];
8272 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8274 Feld[x][y] = get_next_element(element);
8275 element = Feld[newx][newy] = Store[x][y];
8277 else if (element == EL_MAGIC_WALL_FILLING)
8279 element = Feld[newx][newy] = get_next_element(element);
8280 if (!game.magic_wall_active)
8281 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8282 Store[newx][newy] = Store[x][y];
8284 else if (element == EL_MAGIC_WALL_EMPTYING)
8286 Feld[x][y] = get_next_element(element);
8287 if (!game.magic_wall_active)
8288 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8289 element = Feld[newx][newy] = Store[x][y];
8291 InitField(newx, newy, FALSE);
8293 else if (element == EL_BD_MAGIC_WALL_FILLING)
8295 element = Feld[newx][newy] = get_next_element(element);
8296 if (!game.magic_wall_active)
8297 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8298 Store[newx][newy] = Store[x][y];
8300 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8302 Feld[x][y] = get_next_element(element);
8303 if (!game.magic_wall_active)
8304 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8305 element = Feld[newx][newy] = Store[x][y];
8307 InitField(newx, newy, FALSE);
8309 else if (element == EL_DC_MAGIC_WALL_FILLING)
8311 element = Feld[newx][newy] = get_next_element(element);
8312 if (!game.magic_wall_active)
8313 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8314 Store[newx][newy] = Store[x][y];
8316 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8318 Feld[x][y] = get_next_element(element);
8319 if (!game.magic_wall_active)
8320 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8321 element = Feld[newx][newy] = Store[x][y];
8323 InitField(newx, newy, FALSE);
8325 else if (element == EL_AMOEBA_DROPPING)
8327 Feld[x][y] = get_next_element(element);
8328 element = Feld[newx][newy] = Store[x][y];
8330 else if (element == EL_SOKOBAN_OBJECT)
8333 Feld[x][y] = Back[x][y];
8335 if (Back[newx][newy])
8336 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8338 Back[x][y] = Back[newx][newy] = 0;
8341 Store[x][y] = EL_EMPTY;
8346 MovDelay[newx][newy] = 0;
8348 if (CAN_CHANGE_OR_HAS_ACTION(element))
8350 /* copy element change control values to new field */
8351 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8352 ChangePage[newx][newy] = ChangePage[x][y];
8353 ChangeCount[newx][newy] = ChangeCount[x][y];
8354 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8357 CustomValue[newx][newy] = CustomValue[x][y];
8359 ChangeDelay[x][y] = 0;
8360 ChangePage[x][y] = -1;
8361 ChangeCount[x][y] = 0;
8362 ChangeEvent[x][y] = -1;
8364 CustomValue[x][y] = 0;
8366 /* copy animation control values to new field */
8367 GfxFrame[newx][newy] = GfxFrame[x][y];
8368 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8369 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8370 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8372 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8374 /* some elements can leave other elements behind after moving */
8375 if (ei->move_leave_element != EL_EMPTY &&
8376 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8377 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8379 int move_leave_element = ei->move_leave_element;
8381 /* this makes it possible to leave the removed element again */
8382 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8383 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8385 Feld[x][y] = move_leave_element;
8387 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8388 MovDir[x][y] = direction;
8390 InitField(x, y, FALSE);
8392 if (GFX_CRUMBLED(Feld[x][y]))
8393 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8395 if (ELEM_IS_PLAYER(move_leave_element))
8396 RelocatePlayer(x, y, move_leave_element);
8399 /* do this after checking for left-behind element */
8400 ResetGfxAnimation(x, y); /* reset animation values for old field */
8402 if (!CAN_MOVE(element) ||
8403 (CAN_FALL(element) && direction == MV_DOWN &&
8404 (element == EL_SPRING ||
8405 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8406 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8407 GfxDir[x][y] = MovDir[newx][newy] = 0;
8409 TEST_DrawLevelField(x, y);
8410 TEST_DrawLevelField(newx, newy);
8412 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8414 /* prevent pushed element from moving on in pushed direction */
8415 if (pushed_by_player && CAN_MOVE(element) &&
8416 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8417 !(element_info[element].move_pattern & direction))
8418 TurnRound(newx, newy);
8420 /* prevent elements on conveyor belt from moving on in last direction */
8421 if (pushed_by_conveyor && CAN_FALL(element) &&
8422 direction & MV_HORIZONTAL)
8423 MovDir[newx][newy] = 0;
8425 if (!pushed_by_player)
8427 int nextx = newx + dx, nexty = newy + dy;
8428 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8430 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8432 if (CAN_FALL(element) && direction == MV_DOWN)
8433 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8435 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8436 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8438 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8439 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8442 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8444 TestIfBadThingTouchesPlayer(newx, newy);
8445 TestIfBadThingTouchesFriend(newx, newy);
8447 if (!IS_CUSTOM_ELEMENT(element))
8448 TestIfBadThingTouchesOtherBadThing(newx, newy);
8450 else if (element == EL_PENGUIN)
8451 TestIfFriendTouchesBadThing(newx, newy);
8453 if (DONT_GET_HIT_BY(element))
8455 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8458 /* give the player one last chance (one more frame) to move away */
8459 if (CAN_FALL(element) && direction == MV_DOWN &&
8460 (last_line || (!IS_FREE(x, newy + 1) &&
8461 (!IS_PLAYER(x, newy + 1) ||
8462 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8465 if (pushed_by_player && !game.use_change_when_pushing_bug)
8467 int push_side = MV_DIR_OPPOSITE(direction);
8468 struct PlayerInfo *player = PLAYERINFO(x, y);
8470 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8471 player->index_bit, push_side);
8472 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8473 player->index_bit, push_side);
8476 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8477 MovDelay[newx][newy] = 1;
8479 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8481 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8482 TestIfElementHitsCustomElement(newx, newy, direction);
8483 TestIfPlayerTouchesCustomElement(newx, newy);
8484 TestIfElementTouchesCustomElement(newx, newy);
8486 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8487 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8488 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8489 MV_DIR_OPPOSITE(direction));
8492 int AmoebeNachbarNr(int ax, int ay)
8495 int element = Feld[ax][ay];
8497 static int xy[4][2] =
8505 for (i = 0; i < NUM_DIRECTIONS; i++)
8507 int x = ax + xy[i][0];
8508 int y = ay + xy[i][1];
8510 if (!IN_LEV_FIELD(x, y))
8513 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8514 group_nr = AmoebaNr[x][y];
8520 static void AmoebenVereinigen(int ax, int ay)
8522 int i, x, y, xx, yy;
8523 int new_group_nr = AmoebaNr[ax][ay];
8524 static int xy[4][2] =
8532 if (new_group_nr == 0)
8535 for (i = 0; i < NUM_DIRECTIONS; i++)
8540 if (!IN_LEV_FIELD(x, y))
8543 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8544 Feld[x][y] == EL_BD_AMOEBA ||
8545 Feld[x][y] == EL_AMOEBA_DEAD) &&
8546 AmoebaNr[x][y] != new_group_nr)
8548 int old_group_nr = AmoebaNr[x][y];
8550 if (old_group_nr == 0)
8553 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8554 AmoebaCnt[old_group_nr] = 0;
8555 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8556 AmoebaCnt2[old_group_nr] = 0;
8558 SCAN_PLAYFIELD(xx, yy)
8560 if (AmoebaNr[xx][yy] == old_group_nr)
8561 AmoebaNr[xx][yy] = new_group_nr;
8567 void AmoebeUmwandeln(int ax, int ay)
8571 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8573 int group_nr = AmoebaNr[ax][ay];
8578 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8579 printf("AmoebeUmwandeln(): This should never happen!\n");
8584 SCAN_PLAYFIELD(x, y)
8586 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8589 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8593 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8594 SND_AMOEBA_TURNING_TO_GEM :
8595 SND_AMOEBA_TURNING_TO_ROCK));
8600 static int xy[4][2] =
8608 for (i = 0; i < NUM_DIRECTIONS; i++)
8613 if (!IN_LEV_FIELD(x, y))
8616 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8618 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8619 SND_AMOEBA_TURNING_TO_GEM :
8620 SND_AMOEBA_TURNING_TO_ROCK));
8627 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8630 int group_nr = AmoebaNr[ax][ay];
8631 boolean done = FALSE;
8636 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8637 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8642 SCAN_PLAYFIELD(x, y)
8644 if (AmoebaNr[x][y] == group_nr &&
8645 (Feld[x][y] == EL_AMOEBA_DEAD ||
8646 Feld[x][y] == EL_BD_AMOEBA ||
8647 Feld[x][y] == EL_AMOEBA_GROWING))
8650 Feld[x][y] = new_element;
8651 InitField(x, y, FALSE);
8652 TEST_DrawLevelField(x, y);
8658 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8659 SND_BD_AMOEBA_TURNING_TO_ROCK :
8660 SND_BD_AMOEBA_TURNING_TO_GEM));
8663 static void AmoebeWaechst(int x, int y)
8665 static unsigned int sound_delay = 0;
8666 static unsigned int sound_delay_value = 0;
8668 if (!MovDelay[x][y]) /* start new growing cycle */
8672 if (DelayReached(&sound_delay, sound_delay_value))
8674 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8675 sound_delay_value = 30;
8679 if (MovDelay[x][y]) /* wait some time before growing bigger */
8682 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8684 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8685 6 - MovDelay[x][y]);
8687 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8690 if (!MovDelay[x][y])
8692 Feld[x][y] = Store[x][y];
8694 TEST_DrawLevelField(x, y);
8699 static void AmoebaDisappearing(int x, int y)
8701 static unsigned int sound_delay = 0;
8702 static unsigned int sound_delay_value = 0;
8704 if (!MovDelay[x][y]) /* start new shrinking cycle */
8708 if (DelayReached(&sound_delay, sound_delay_value))
8709 sound_delay_value = 30;
8712 if (MovDelay[x][y]) /* wait some time before shrinking */
8715 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8717 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8718 6 - MovDelay[x][y]);
8720 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8723 if (!MovDelay[x][y])
8725 Feld[x][y] = EL_EMPTY;
8726 TEST_DrawLevelField(x, y);
8728 /* don't let mole enter this field in this cycle;
8729 (give priority to objects falling to this field from above) */
8735 static void AmoebeAbleger(int ax, int ay)
8738 int element = Feld[ax][ay];
8739 int graphic = el2img(element);
8740 int newax = ax, neway = ay;
8741 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8742 static int xy[4][2] =
8750 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8752 Feld[ax][ay] = EL_AMOEBA_DEAD;
8753 TEST_DrawLevelField(ax, ay);
8757 if (IS_ANIMATED(graphic))
8758 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8760 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8761 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8763 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8766 if (MovDelay[ax][ay])
8770 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8773 int x = ax + xy[start][0];
8774 int y = ay + xy[start][1];
8776 if (!IN_LEV_FIELD(x, y))
8779 if (IS_FREE(x, y) ||
8780 CAN_GROW_INTO(Feld[x][y]) ||
8781 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8782 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8788 if (newax == ax && neway == ay)
8791 else /* normal or "filled" (BD style) amoeba */
8794 boolean waiting_for_player = FALSE;
8796 for (i = 0; i < NUM_DIRECTIONS; i++)
8798 int j = (start + i) % 4;
8799 int x = ax + xy[j][0];
8800 int y = ay + xy[j][1];
8802 if (!IN_LEV_FIELD(x, y))
8805 if (IS_FREE(x, y) ||
8806 CAN_GROW_INTO(Feld[x][y]) ||
8807 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8808 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8814 else if (IS_PLAYER(x, y))
8815 waiting_for_player = TRUE;
8818 if (newax == ax && neway == ay) /* amoeba cannot grow */
8820 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8822 Feld[ax][ay] = EL_AMOEBA_DEAD;
8823 TEST_DrawLevelField(ax, ay);
8824 AmoebaCnt[AmoebaNr[ax][ay]]--;
8826 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8828 if (element == EL_AMOEBA_FULL)
8829 AmoebeUmwandeln(ax, ay);
8830 else if (element == EL_BD_AMOEBA)
8831 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8836 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8838 /* amoeba gets larger by growing in some direction */
8840 int new_group_nr = AmoebaNr[ax][ay];
8843 if (new_group_nr == 0)
8845 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8846 printf("AmoebeAbleger(): This should never happen!\n");
8851 AmoebaNr[newax][neway] = new_group_nr;
8852 AmoebaCnt[new_group_nr]++;
8853 AmoebaCnt2[new_group_nr]++;
8855 /* if amoeba touches other amoeba(s) after growing, unify them */
8856 AmoebenVereinigen(newax, neway);
8858 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8860 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8866 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8867 (neway == lev_fieldy - 1 && newax != ax))
8869 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8870 Store[newax][neway] = element;
8872 else if (neway == ay || element == EL_EMC_DRIPPER)
8874 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8876 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8880 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8881 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8882 Store[ax][ay] = EL_AMOEBA_DROP;
8883 ContinueMoving(ax, ay);
8887 TEST_DrawLevelField(newax, neway);
8890 static void Life(int ax, int ay)
8894 int element = Feld[ax][ay];
8895 int graphic = el2img(element);
8896 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8898 boolean changed = FALSE;
8900 if (IS_ANIMATED(graphic))
8901 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8906 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8907 MovDelay[ax][ay] = life_time;
8909 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8912 if (MovDelay[ax][ay])
8916 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8918 int xx = ax+x1, yy = ay+y1;
8919 int old_element = Feld[xx][yy];
8920 int num_neighbours = 0;
8922 if (!IN_LEV_FIELD(xx, yy))
8925 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8927 int x = xx+x2, y = yy+y2;
8929 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8932 if (((Feld[x][y] == element ||
8933 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
8935 (IS_FREE(x, y) && Stop[x][y]))
8939 if (xx == ax && yy == ay) /* field in the middle */
8941 if (num_neighbours < life_parameter[0] ||
8942 num_neighbours > life_parameter[1])
8944 Feld[xx][yy] = EL_EMPTY;
8945 if (Feld[xx][yy] != old_element)
8946 TEST_DrawLevelField(xx, yy);
8947 Stop[xx][yy] = TRUE;
8951 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
8952 { /* free border field */
8953 if (num_neighbours >= life_parameter[2] &&
8954 num_neighbours <= life_parameter[3])
8956 Feld[xx][yy] = element;
8957 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8958 if (Feld[xx][yy] != old_element)
8959 TEST_DrawLevelField(xx, yy);
8960 Stop[xx][yy] = TRUE;
8967 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8968 SND_GAME_OF_LIFE_GROWING);
8971 static void InitRobotWheel(int x, int y)
8973 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8976 static void RunRobotWheel(int x, int y)
8978 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8981 static void StopRobotWheel(int x, int y)
8983 if (ZX == x && ZY == y)
8987 game.robot_wheel_active = FALSE;
8991 static void InitTimegateWheel(int x, int y)
8993 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
8996 static void RunTimegateWheel(int x, int y)
8998 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9001 static void InitMagicBallDelay(int x, int y)
9003 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9006 static void ActivateMagicBall(int bx, int by)
9010 if (level.ball_random)
9012 int pos_border = RND(8); /* select one of the eight border elements */
9013 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9014 int xx = pos_content % 3;
9015 int yy = pos_content / 3;
9020 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9021 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9025 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9027 int xx = x - bx + 1;
9028 int yy = y - by + 1;
9030 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9031 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9035 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9038 static void CheckExit(int x, int y)
9040 if (local_player->gems_still_needed > 0 ||
9041 local_player->sokobanfields_still_needed > 0 ||
9042 local_player->lights_still_needed > 0)
9044 int element = Feld[x][y];
9045 int graphic = el2img(element);
9047 if (IS_ANIMATED(graphic))
9048 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9053 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9056 Feld[x][y] = EL_EXIT_OPENING;
9058 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9061 static void CheckExitEM(int x, int y)
9063 if (local_player->gems_still_needed > 0 ||
9064 local_player->sokobanfields_still_needed > 0 ||
9065 local_player->lights_still_needed > 0)
9067 int element = Feld[x][y];
9068 int graphic = el2img(element);
9070 if (IS_ANIMATED(graphic))
9071 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9076 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9079 Feld[x][y] = EL_EM_EXIT_OPENING;
9081 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9084 static void CheckExitSteel(int x, int y)
9086 if (local_player->gems_still_needed > 0 ||
9087 local_player->sokobanfields_still_needed > 0 ||
9088 local_player->lights_still_needed > 0)
9090 int element = Feld[x][y];
9091 int graphic = el2img(element);
9093 if (IS_ANIMATED(graphic))
9094 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9099 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9102 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9104 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9107 static void CheckExitSteelEM(int x, int y)
9109 if (local_player->gems_still_needed > 0 ||
9110 local_player->sokobanfields_still_needed > 0 ||
9111 local_player->lights_still_needed > 0)
9113 int element = Feld[x][y];
9114 int graphic = el2img(element);
9116 if (IS_ANIMATED(graphic))
9117 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9122 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9125 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9127 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9130 static void CheckExitSP(int x, int y)
9132 if (local_player->gems_still_needed > 0)
9134 int element = Feld[x][y];
9135 int graphic = el2img(element);
9137 if (IS_ANIMATED(graphic))
9138 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9143 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9146 Feld[x][y] = EL_SP_EXIT_OPENING;
9148 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9151 static void CloseAllOpenTimegates(void)
9155 SCAN_PLAYFIELD(x, y)
9157 int element = Feld[x][y];
9159 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9161 Feld[x][y] = EL_TIMEGATE_CLOSING;
9163 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9168 static void DrawTwinkleOnField(int x, int y)
9170 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9173 if (Feld[x][y] == EL_BD_DIAMOND)
9176 if (MovDelay[x][y] == 0) /* next animation frame */
9177 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9179 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9183 DrawLevelElementAnimation(x, y, Feld[x][y]);
9185 if (MovDelay[x][y] != 0)
9187 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9188 10 - MovDelay[x][y]);
9190 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9195 static void MauerWaechst(int x, int y)
9199 if (!MovDelay[x][y]) /* next animation frame */
9200 MovDelay[x][y] = 3 * delay;
9202 if (MovDelay[x][y]) /* wait some time before next frame */
9206 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9208 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9209 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9211 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9214 if (!MovDelay[x][y])
9216 if (MovDir[x][y] == MV_LEFT)
9218 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9219 TEST_DrawLevelField(x - 1, y);
9221 else if (MovDir[x][y] == MV_RIGHT)
9223 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9224 TEST_DrawLevelField(x + 1, y);
9226 else if (MovDir[x][y] == MV_UP)
9228 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9229 TEST_DrawLevelField(x, y - 1);
9233 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9234 TEST_DrawLevelField(x, y + 1);
9237 Feld[x][y] = Store[x][y];
9239 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9240 TEST_DrawLevelField(x, y);
9245 static void MauerAbleger(int ax, int ay)
9247 int element = Feld[ax][ay];
9248 int graphic = el2img(element);
9249 boolean oben_frei = FALSE, unten_frei = FALSE;
9250 boolean links_frei = FALSE, rechts_frei = FALSE;
9251 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9252 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9253 boolean new_wall = FALSE;
9255 if (IS_ANIMATED(graphic))
9256 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9258 if (!MovDelay[ax][ay]) /* start building new wall */
9259 MovDelay[ax][ay] = 6;
9261 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9264 if (MovDelay[ax][ay])
9268 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9270 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9272 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9274 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9277 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9278 element == EL_EXPANDABLE_WALL_ANY)
9282 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9283 Store[ax][ay-1] = element;
9284 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9285 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9286 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9287 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9292 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9293 Store[ax][ay+1] = element;
9294 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9295 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9296 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9297 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9302 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9303 element == EL_EXPANDABLE_WALL_ANY ||
9304 element == EL_EXPANDABLE_WALL ||
9305 element == EL_BD_EXPANDABLE_WALL)
9309 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9310 Store[ax-1][ay] = element;
9311 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9312 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9313 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9314 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9320 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9321 Store[ax+1][ay] = element;
9322 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9323 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9324 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9325 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9330 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9331 TEST_DrawLevelField(ax, ay);
9333 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9335 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9336 unten_massiv = TRUE;
9337 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9338 links_massiv = TRUE;
9339 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9340 rechts_massiv = TRUE;
9342 if (((oben_massiv && unten_massiv) ||
9343 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9344 element == EL_EXPANDABLE_WALL) &&
9345 ((links_massiv && rechts_massiv) ||
9346 element == EL_EXPANDABLE_WALL_VERTICAL))
9347 Feld[ax][ay] = EL_WALL;
9350 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9353 static void MauerAblegerStahl(int ax, int ay)
9355 int element = Feld[ax][ay];
9356 int graphic = el2img(element);
9357 boolean oben_frei = FALSE, unten_frei = FALSE;
9358 boolean links_frei = FALSE, rechts_frei = FALSE;
9359 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9360 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9361 boolean new_wall = FALSE;
9363 if (IS_ANIMATED(graphic))
9364 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9366 if (!MovDelay[ax][ay]) /* start building new wall */
9367 MovDelay[ax][ay] = 6;
9369 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9372 if (MovDelay[ax][ay])
9376 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9378 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9380 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9382 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9385 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9386 element == EL_EXPANDABLE_STEELWALL_ANY)
9390 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9391 Store[ax][ay-1] = element;
9392 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9393 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9394 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9395 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9400 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9401 Store[ax][ay+1] = element;
9402 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9403 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9404 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9405 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9410 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9411 element == EL_EXPANDABLE_STEELWALL_ANY)
9415 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9416 Store[ax-1][ay] = element;
9417 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9418 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9419 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9420 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9426 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9427 Store[ax+1][ay] = element;
9428 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9429 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9430 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9431 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9436 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9438 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9439 unten_massiv = TRUE;
9440 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9441 links_massiv = TRUE;
9442 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9443 rechts_massiv = TRUE;
9445 if (((oben_massiv && unten_massiv) ||
9446 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9447 ((links_massiv && rechts_massiv) ||
9448 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9449 Feld[ax][ay] = EL_STEELWALL;
9452 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9455 static void CheckForDragon(int x, int y)
9458 boolean dragon_found = FALSE;
9459 static int xy[4][2] =
9467 for (i = 0; i < NUM_DIRECTIONS; i++)
9469 for (j = 0; j < 4; j++)
9471 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9473 if (IN_LEV_FIELD(xx, yy) &&
9474 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9476 if (Feld[xx][yy] == EL_DRAGON)
9477 dragon_found = TRUE;
9486 for (i = 0; i < NUM_DIRECTIONS; i++)
9488 for (j = 0; j < 3; j++)
9490 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9492 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9494 Feld[xx][yy] = EL_EMPTY;
9495 TEST_DrawLevelField(xx, yy);
9504 static void InitBuggyBase(int x, int y)
9506 int element = Feld[x][y];
9507 int activating_delay = FRAMES_PER_SECOND / 4;
9510 (element == EL_SP_BUGGY_BASE ?
9511 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9512 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9514 element == EL_SP_BUGGY_BASE_ACTIVE ?
9515 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9518 static void WarnBuggyBase(int x, int y)
9521 static int xy[4][2] =
9529 for (i = 0; i < NUM_DIRECTIONS; i++)
9531 int xx = x + xy[i][0];
9532 int yy = y + xy[i][1];
9534 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9536 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9543 static void InitTrap(int x, int y)
9545 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9548 static void ActivateTrap(int x, int y)
9550 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9553 static void ChangeActiveTrap(int x, int y)
9555 int graphic = IMG_TRAP_ACTIVE;
9557 /* if new animation frame was drawn, correct crumbled sand border */
9558 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9559 TEST_DrawLevelFieldCrumbled(x, y);
9562 static int getSpecialActionElement(int element, int number, int base_element)
9564 return (element != EL_EMPTY ? element :
9565 number != -1 ? base_element + number - 1 :
9569 static int getModifiedActionNumber(int value_old, int operator, int operand,
9570 int value_min, int value_max)
9572 int value_new = (operator == CA_MODE_SET ? operand :
9573 operator == CA_MODE_ADD ? value_old + operand :
9574 operator == CA_MODE_SUBTRACT ? value_old - operand :
9575 operator == CA_MODE_MULTIPLY ? value_old * operand :
9576 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9577 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9580 return (value_new < value_min ? value_min :
9581 value_new > value_max ? value_max :
9585 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9587 struct ElementInfo *ei = &element_info[element];
9588 struct ElementChangeInfo *change = &ei->change_page[page];
9589 int target_element = change->target_element;
9590 int action_type = change->action_type;
9591 int action_mode = change->action_mode;
9592 int action_arg = change->action_arg;
9593 int action_element = change->action_element;
9596 if (!change->has_action)
9599 /* ---------- determine action paramater values -------------------------- */
9601 int level_time_value =
9602 (level.time > 0 ? TimeLeft :
9605 int action_arg_element_raw =
9606 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9607 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9608 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9609 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9610 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9611 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9612 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9614 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9616 int action_arg_direction =
9617 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9618 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9619 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9620 change->actual_trigger_side :
9621 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9622 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9625 int action_arg_number_min =
9626 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9629 int action_arg_number_max =
9630 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9631 action_type == CA_SET_LEVEL_GEMS ? 999 :
9632 action_type == CA_SET_LEVEL_TIME ? 9999 :
9633 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9634 action_type == CA_SET_CE_VALUE ? 9999 :
9635 action_type == CA_SET_CE_SCORE ? 9999 :
9638 int action_arg_number_reset =
9639 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9640 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9641 action_type == CA_SET_LEVEL_TIME ? level.time :
9642 action_type == CA_SET_LEVEL_SCORE ? 0 :
9643 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9644 action_type == CA_SET_CE_SCORE ? 0 :
9647 int action_arg_number =
9648 (action_arg <= CA_ARG_MAX ? action_arg :
9649 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9650 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9651 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9652 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9653 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9654 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9655 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9656 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9657 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9658 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9659 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9660 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9661 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9662 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9663 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9664 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9665 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9666 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9667 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9668 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9669 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9672 int action_arg_number_old =
9673 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9674 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9675 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9676 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9677 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9680 int action_arg_number_new =
9681 getModifiedActionNumber(action_arg_number_old,
9682 action_mode, action_arg_number,
9683 action_arg_number_min, action_arg_number_max);
9685 int trigger_player_bits =
9686 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9687 change->actual_trigger_player_bits : change->trigger_player);
9689 int action_arg_player_bits =
9690 (action_arg >= CA_ARG_PLAYER_1 &&
9691 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9692 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9693 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9696 /* ---------- execute action -------------------------------------------- */
9698 switch (action_type)
9705 /* ---------- level actions ------------------------------------------- */
9707 case CA_RESTART_LEVEL:
9709 game.restart_level = TRUE;
9714 case CA_SHOW_ENVELOPE:
9716 int element = getSpecialActionElement(action_arg_element,
9717 action_arg_number, EL_ENVELOPE_1);
9719 if (IS_ENVELOPE(element))
9720 local_player->show_envelope = element;
9725 case CA_SET_LEVEL_TIME:
9727 if (level.time > 0) /* only modify limited time value */
9729 TimeLeft = action_arg_number_new;
9731 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9733 DisplayGameControlValues();
9735 if (!TimeLeft && setup.time_limit)
9736 for (i = 0; i < MAX_PLAYERS; i++)
9737 KillPlayer(&stored_player[i]);
9743 case CA_SET_LEVEL_SCORE:
9745 local_player->score = action_arg_number_new;
9747 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9749 DisplayGameControlValues();
9754 case CA_SET_LEVEL_GEMS:
9756 local_player->gems_still_needed = action_arg_number_new;
9758 game.snapshot.collected_item = TRUE;
9760 game_panel_controls[GAME_PANEL_GEMS].value =
9761 local_player->gems_still_needed;
9763 DisplayGameControlValues();
9768 case CA_SET_LEVEL_WIND:
9770 game.wind_direction = action_arg_direction;
9775 case CA_SET_LEVEL_RANDOM_SEED:
9777 /* ensure that setting a new random seed while playing is predictable */
9778 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9783 /* ---------- player actions ------------------------------------------ */
9785 case CA_MOVE_PLAYER:
9787 /* automatically move to the next field in specified direction */
9788 for (i = 0; i < MAX_PLAYERS; i++)
9789 if (trigger_player_bits & (1 << i))
9790 stored_player[i].programmed_action = action_arg_direction;
9795 case CA_EXIT_PLAYER:
9797 for (i = 0; i < MAX_PLAYERS; i++)
9798 if (action_arg_player_bits & (1 << i))
9799 ExitPlayer(&stored_player[i]);
9802 PlayerWins(local_player);
9807 case CA_KILL_PLAYER:
9809 for (i = 0; i < MAX_PLAYERS; i++)
9810 if (action_arg_player_bits & (1 << i))
9811 KillPlayer(&stored_player[i]);
9816 case CA_SET_PLAYER_KEYS:
9818 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9819 int element = getSpecialActionElement(action_arg_element,
9820 action_arg_number, EL_KEY_1);
9822 if (IS_KEY(element))
9824 for (i = 0; i < MAX_PLAYERS; i++)
9826 if (trigger_player_bits & (1 << i))
9828 stored_player[i].key[KEY_NR(element)] = key_state;
9830 DrawGameDoorValues();
9838 case CA_SET_PLAYER_SPEED:
9840 for (i = 0; i < MAX_PLAYERS; i++)
9842 if (trigger_player_bits & (1 << i))
9844 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9846 if (action_arg == CA_ARG_SPEED_FASTER &&
9847 stored_player[i].cannot_move)
9849 action_arg_number = STEPSIZE_VERY_SLOW;
9851 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9852 action_arg == CA_ARG_SPEED_FASTER)
9854 action_arg_number = 2;
9855 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9858 else if (action_arg == CA_ARG_NUMBER_RESET)
9860 action_arg_number = level.initial_player_stepsize[i];
9864 getModifiedActionNumber(move_stepsize,
9867 action_arg_number_min,
9868 action_arg_number_max);
9870 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9877 case CA_SET_PLAYER_SHIELD:
9879 for (i = 0; i < MAX_PLAYERS; i++)
9881 if (trigger_player_bits & (1 << i))
9883 if (action_arg == CA_ARG_SHIELD_OFF)
9885 stored_player[i].shield_normal_time_left = 0;
9886 stored_player[i].shield_deadly_time_left = 0;
9888 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9890 stored_player[i].shield_normal_time_left = 999999;
9892 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9894 stored_player[i].shield_normal_time_left = 999999;
9895 stored_player[i].shield_deadly_time_left = 999999;
9903 case CA_SET_PLAYER_GRAVITY:
9905 for (i = 0; i < MAX_PLAYERS; i++)
9907 if (trigger_player_bits & (1 << i))
9909 stored_player[i].gravity =
9910 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9911 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9912 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9913 stored_player[i].gravity);
9920 case CA_SET_PLAYER_ARTWORK:
9922 for (i = 0; i < MAX_PLAYERS; i++)
9924 if (trigger_player_bits & (1 << i))
9926 int artwork_element = action_arg_element;
9928 if (action_arg == CA_ARG_ELEMENT_RESET)
9930 (level.use_artwork_element[i] ? level.artwork_element[i] :
9931 stored_player[i].element_nr);
9933 if (stored_player[i].artwork_element != artwork_element)
9934 stored_player[i].Frame = 0;
9936 stored_player[i].artwork_element = artwork_element;
9938 SetPlayerWaiting(&stored_player[i], FALSE);
9940 /* set number of special actions for bored and sleeping animation */
9941 stored_player[i].num_special_action_bored =
9942 get_num_special_action(artwork_element,
9943 ACTION_BORING_1, ACTION_BORING_LAST);
9944 stored_player[i].num_special_action_sleeping =
9945 get_num_special_action(artwork_element,
9946 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9953 case CA_SET_PLAYER_INVENTORY:
9955 for (i = 0; i < MAX_PLAYERS; i++)
9957 struct PlayerInfo *player = &stored_player[i];
9960 if (trigger_player_bits & (1 << i))
9962 int inventory_element = action_arg_element;
9964 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9965 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9966 action_arg == CA_ARG_ELEMENT_ACTION)
9968 int element = inventory_element;
9969 int collect_count = element_info[element].collect_count_initial;
9971 if (!IS_CUSTOM_ELEMENT(element))
9974 if (collect_count == 0)
9975 player->inventory_infinite_element = element;
9977 for (k = 0; k < collect_count; k++)
9978 if (player->inventory_size < MAX_INVENTORY_SIZE)
9979 player->inventory_element[player->inventory_size++] =
9982 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
9983 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
9984 action_arg == CA_ARG_INVENTORY_RM_ACTION)
9986 if (player->inventory_infinite_element != EL_UNDEFINED &&
9987 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
9988 action_arg_element_raw))
9989 player->inventory_infinite_element = EL_UNDEFINED;
9991 for (k = 0, j = 0; j < player->inventory_size; j++)
9993 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
9994 action_arg_element_raw))
9995 player->inventory_element[k++] = player->inventory_element[j];
9998 player->inventory_size = k;
10000 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10002 if (player->inventory_size > 0)
10004 for (j = 0; j < player->inventory_size - 1; j++)
10005 player->inventory_element[j] = player->inventory_element[j + 1];
10007 player->inventory_size--;
10010 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10012 if (player->inventory_size > 0)
10013 player->inventory_size--;
10015 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10017 player->inventory_infinite_element = EL_UNDEFINED;
10018 player->inventory_size = 0;
10020 else if (action_arg == CA_ARG_INVENTORY_RESET)
10022 player->inventory_infinite_element = EL_UNDEFINED;
10023 player->inventory_size = 0;
10025 if (level.use_initial_inventory[i])
10027 for (j = 0; j < level.initial_inventory_size[i]; j++)
10029 int element = level.initial_inventory_content[i][j];
10030 int collect_count = element_info[element].collect_count_initial;
10032 if (!IS_CUSTOM_ELEMENT(element))
10035 if (collect_count == 0)
10036 player->inventory_infinite_element = element;
10038 for (k = 0; k < collect_count; k++)
10039 if (player->inventory_size < MAX_INVENTORY_SIZE)
10040 player->inventory_element[player->inventory_size++] =
10051 /* ---------- CE actions ---------------------------------------------- */
10053 case CA_SET_CE_VALUE:
10055 int last_ce_value = CustomValue[x][y];
10057 CustomValue[x][y] = action_arg_number_new;
10059 if (CustomValue[x][y] != last_ce_value)
10061 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10062 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10064 if (CustomValue[x][y] == 0)
10066 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10067 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10074 case CA_SET_CE_SCORE:
10076 int last_ce_score = ei->collect_score;
10078 ei->collect_score = action_arg_number_new;
10080 if (ei->collect_score != last_ce_score)
10082 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10083 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10085 if (ei->collect_score == 0)
10089 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10090 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10093 This is a very special case that seems to be a mixture between
10094 CheckElementChange() and CheckTriggeredElementChange(): while
10095 the first one only affects single elements that are triggered
10096 directly, the second one affects multiple elements in the playfield
10097 that are triggered indirectly by another element. This is a third
10098 case: Changing the CE score always affects multiple identical CEs,
10099 so every affected CE must be checked, not only the single CE for
10100 which the CE score was changed in the first place (as every instance
10101 of that CE shares the same CE score, and therefore also can change)!
10103 SCAN_PLAYFIELD(xx, yy)
10105 if (Feld[xx][yy] == element)
10106 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10107 CE_SCORE_GETS_ZERO);
10115 case CA_SET_CE_ARTWORK:
10117 int artwork_element = action_arg_element;
10118 boolean reset_frame = FALSE;
10121 if (action_arg == CA_ARG_ELEMENT_RESET)
10122 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10125 if (ei->gfx_element != artwork_element)
10126 reset_frame = TRUE;
10128 ei->gfx_element = artwork_element;
10130 SCAN_PLAYFIELD(xx, yy)
10132 if (Feld[xx][yy] == element)
10136 ResetGfxAnimation(xx, yy);
10137 ResetRandomAnimationValue(xx, yy);
10140 TEST_DrawLevelField(xx, yy);
10147 /* ---------- engine actions ------------------------------------------ */
10149 case CA_SET_ENGINE_SCAN_MODE:
10151 InitPlayfieldScanMode(action_arg);
10161 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10163 int old_element = Feld[x][y];
10164 int new_element = GetElementFromGroupElement(element);
10165 int previous_move_direction = MovDir[x][y];
10166 int last_ce_value = CustomValue[x][y];
10167 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10168 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10169 boolean add_player_onto_element = (new_element_is_player &&
10170 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10171 IS_WALKABLE(old_element));
10173 if (!add_player_onto_element)
10175 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10176 RemoveMovingField(x, y);
10180 Feld[x][y] = new_element;
10182 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10183 MovDir[x][y] = previous_move_direction;
10185 if (element_info[new_element].use_last_ce_value)
10186 CustomValue[x][y] = last_ce_value;
10188 InitField_WithBug1(x, y, FALSE);
10190 new_element = Feld[x][y]; /* element may have changed */
10192 ResetGfxAnimation(x, y);
10193 ResetRandomAnimationValue(x, y);
10195 TEST_DrawLevelField(x, y);
10197 if (GFX_CRUMBLED(new_element))
10198 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10201 /* check if element under the player changes from accessible to unaccessible
10202 (needed for special case of dropping element which then changes) */
10203 /* (must be checked after creating new element for walkable group elements) */
10204 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10205 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10212 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10213 if (new_element_is_player)
10214 RelocatePlayer(x, y, new_element);
10217 ChangeCount[x][y]++; /* count number of changes in the same frame */
10219 TestIfBadThingTouchesPlayer(x, y);
10220 TestIfPlayerTouchesCustomElement(x, y);
10221 TestIfElementTouchesCustomElement(x, y);
10224 static void CreateField(int x, int y, int element)
10226 CreateFieldExt(x, y, element, FALSE);
10229 static void CreateElementFromChange(int x, int y, int element)
10231 element = GET_VALID_RUNTIME_ELEMENT(element);
10233 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10235 int old_element = Feld[x][y];
10237 /* prevent changed element from moving in same engine frame
10238 unless both old and new element can either fall or move */
10239 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10240 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10244 CreateFieldExt(x, y, element, TRUE);
10247 static boolean ChangeElement(int x, int y, int element, int page)
10249 struct ElementInfo *ei = &element_info[element];
10250 struct ElementChangeInfo *change = &ei->change_page[page];
10251 int ce_value = CustomValue[x][y];
10252 int ce_score = ei->collect_score;
10253 int target_element;
10254 int old_element = Feld[x][y];
10256 /* always use default change event to prevent running into a loop */
10257 if (ChangeEvent[x][y] == -1)
10258 ChangeEvent[x][y] = CE_DELAY;
10260 if (ChangeEvent[x][y] == CE_DELAY)
10262 /* reset actual trigger element, trigger player and action element */
10263 change->actual_trigger_element = EL_EMPTY;
10264 change->actual_trigger_player = EL_EMPTY;
10265 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10266 change->actual_trigger_side = CH_SIDE_NONE;
10267 change->actual_trigger_ce_value = 0;
10268 change->actual_trigger_ce_score = 0;
10271 /* do not change elements more than a specified maximum number of changes */
10272 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10275 ChangeCount[x][y]++; /* count number of changes in the same frame */
10277 if (change->explode)
10284 if (change->use_target_content)
10286 boolean complete_replace = TRUE;
10287 boolean can_replace[3][3];
10290 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10293 boolean is_walkable;
10294 boolean is_diggable;
10295 boolean is_collectible;
10296 boolean is_removable;
10297 boolean is_destructible;
10298 int ex = x + xx - 1;
10299 int ey = y + yy - 1;
10300 int content_element = change->target_content.e[xx][yy];
10303 can_replace[xx][yy] = TRUE;
10305 if (ex == x && ey == y) /* do not check changing element itself */
10308 if (content_element == EL_EMPTY_SPACE)
10310 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10315 if (!IN_LEV_FIELD(ex, ey))
10317 can_replace[xx][yy] = FALSE;
10318 complete_replace = FALSE;
10325 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10326 e = MovingOrBlocked2Element(ex, ey);
10328 is_empty = (IS_FREE(ex, ey) ||
10329 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10331 is_walkable = (is_empty || IS_WALKABLE(e));
10332 is_diggable = (is_empty || IS_DIGGABLE(e));
10333 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10334 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10335 is_removable = (is_diggable || is_collectible);
10337 can_replace[xx][yy] =
10338 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10339 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10340 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10341 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10342 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10343 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10344 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10346 if (!can_replace[xx][yy])
10347 complete_replace = FALSE;
10350 if (!change->only_if_complete || complete_replace)
10352 boolean something_has_changed = FALSE;
10354 if (change->only_if_complete && change->use_random_replace &&
10355 RND(100) < change->random_percentage)
10358 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10360 int ex = x + xx - 1;
10361 int ey = y + yy - 1;
10362 int content_element;
10364 if (can_replace[xx][yy] && (!change->use_random_replace ||
10365 RND(100) < change->random_percentage))
10367 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10368 RemoveMovingField(ex, ey);
10370 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10372 content_element = change->target_content.e[xx][yy];
10373 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10374 ce_value, ce_score);
10376 CreateElementFromChange(ex, ey, target_element);
10378 something_has_changed = TRUE;
10380 /* for symmetry reasons, freeze newly created border elements */
10381 if (ex != x || ey != y)
10382 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10386 if (something_has_changed)
10388 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10389 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10395 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10396 ce_value, ce_score);
10398 if (element == EL_DIAGONAL_GROWING ||
10399 element == EL_DIAGONAL_SHRINKING)
10401 target_element = Store[x][y];
10403 Store[x][y] = EL_EMPTY;
10406 CreateElementFromChange(x, y, target_element);
10408 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10409 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10412 /* this uses direct change before indirect change */
10413 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10418 static void HandleElementChange(int x, int y, int page)
10420 int element = MovingOrBlocked2Element(x, y);
10421 struct ElementInfo *ei = &element_info[element];
10422 struct ElementChangeInfo *change = &ei->change_page[page];
10423 boolean handle_action_before_change = FALSE;
10426 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10427 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10430 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10431 x, y, element, element_info[element].token_name);
10432 printf("HandleElementChange(): This should never happen!\n");
10437 /* this can happen with classic bombs on walkable, changing elements */
10438 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10443 if (ChangeDelay[x][y] == 0) /* initialize element change */
10445 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10447 if (change->can_change)
10449 /* !!! not clear why graphic animation should be reset at all here !!! */
10450 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10451 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10454 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10456 When using an animation frame delay of 1 (this only happens with
10457 "sp_zonk.moving.left/right" in the classic graphics), the default
10458 (non-moving) animation shows wrong animation frames (while the
10459 moving animation, like "sp_zonk.moving.left/right", is correct,
10460 so this graphical bug never shows up with the classic graphics).
10461 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10462 be drawn instead of the correct frames 0,1,2,3. This is caused by
10463 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10464 an element change: First when the change delay ("ChangeDelay[][]")
10465 counter has reached zero after decrementing, then a second time in
10466 the next frame (after "GfxFrame[][]" was already incremented) when
10467 "ChangeDelay[][]" is reset to the initial delay value again.
10469 This causes frame 0 to be drawn twice, while the last frame won't
10470 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10472 As some animations may already be cleverly designed around this bug
10473 (at least the "Snake Bite" snake tail animation does this), it cannot
10474 simply be fixed here without breaking such existing animations.
10475 Unfortunately, it cannot easily be detected if a graphics set was
10476 designed "before" or "after" the bug was fixed. As a workaround,
10477 a new graphics set option "game.graphics_engine_version" was added
10478 to be able to specify the game's major release version for which the
10479 graphics set was designed, which can then be used to decide if the
10480 bugfix should be used (version 4 and above) or not (version 3 or
10481 below, or if no version was specified at all, as with old sets).
10483 (The wrong/fixed animation frames can be tested with the test level set
10484 "test_gfxframe" and level "000", which contains a specially prepared
10485 custom element at level position (x/y) == (11/9) which uses the zonk
10486 animation mentioned above. Using "game.graphics_engine_version: 4"
10487 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10488 This can also be seen from the debug output for this test element.)
10491 /* when a custom element is about to change (for example by change delay),
10492 do not reset graphic animation when the custom element is moving */
10493 if (game.graphics_engine_version < 4 &&
10496 ResetGfxAnimation(x, y);
10497 ResetRandomAnimationValue(x, y);
10500 if (change->pre_change_function)
10501 change->pre_change_function(x, y);
10505 ChangeDelay[x][y]--;
10507 if (ChangeDelay[x][y] != 0) /* continue element change */
10509 if (change->can_change)
10511 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10513 if (IS_ANIMATED(graphic))
10514 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10516 if (change->change_function)
10517 change->change_function(x, y);
10520 else /* finish element change */
10522 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10524 page = ChangePage[x][y];
10525 ChangePage[x][y] = -1;
10527 change = &ei->change_page[page];
10530 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10532 ChangeDelay[x][y] = 1; /* try change after next move step */
10533 ChangePage[x][y] = page; /* remember page to use for change */
10538 /* special case: set new level random seed before changing element */
10539 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10540 handle_action_before_change = TRUE;
10542 if (change->has_action && handle_action_before_change)
10543 ExecuteCustomElementAction(x, y, element, page);
10545 if (change->can_change)
10547 if (ChangeElement(x, y, element, page))
10549 if (change->post_change_function)
10550 change->post_change_function(x, y);
10554 if (change->has_action && !handle_action_before_change)
10555 ExecuteCustomElementAction(x, y, element, page);
10559 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10560 int trigger_element,
10562 int trigger_player,
10566 boolean change_done_any = FALSE;
10567 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10570 if (!(trigger_events[trigger_element][trigger_event]))
10573 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10575 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10577 int element = EL_CUSTOM_START + i;
10578 boolean change_done = FALSE;
10581 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10582 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10585 for (p = 0; p < element_info[element].num_change_pages; p++)
10587 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10589 if (change->can_change_or_has_action &&
10590 change->has_event[trigger_event] &&
10591 change->trigger_side & trigger_side &&
10592 change->trigger_player & trigger_player &&
10593 change->trigger_page & trigger_page_bits &&
10594 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10596 change->actual_trigger_element = trigger_element;
10597 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10598 change->actual_trigger_player_bits = trigger_player;
10599 change->actual_trigger_side = trigger_side;
10600 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10601 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10603 if ((change->can_change && !change_done) || change->has_action)
10607 SCAN_PLAYFIELD(x, y)
10609 if (Feld[x][y] == element)
10611 if (change->can_change && !change_done)
10613 /* if element already changed in this frame, not only prevent
10614 another element change (checked in ChangeElement()), but
10615 also prevent additional element actions for this element */
10617 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10618 !level.use_action_after_change_bug)
10621 ChangeDelay[x][y] = 1;
10622 ChangeEvent[x][y] = trigger_event;
10624 HandleElementChange(x, y, p);
10626 else if (change->has_action)
10628 /* if element already changed in this frame, not only prevent
10629 another element change (checked in ChangeElement()), but
10630 also prevent additional element actions for this element */
10632 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10633 !level.use_action_after_change_bug)
10636 ExecuteCustomElementAction(x, y, element, p);
10637 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10642 if (change->can_change)
10644 change_done = TRUE;
10645 change_done_any = TRUE;
10652 RECURSION_LOOP_DETECTION_END();
10654 return change_done_any;
10657 static boolean CheckElementChangeExt(int x, int y,
10659 int trigger_element,
10661 int trigger_player,
10664 boolean change_done = FALSE;
10667 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10668 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10671 if (Feld[x][y] == EL_BLOCKED)
10673 Blocked2Moving(x, y, &x, &y);
10674 element = Feld[x][y];
10677 /* check if element has already changed or is about to change after moving */
10678 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10679 Feld[x][y] != element) ||
10681 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10682 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10683 ChangePage[x][y] != -1)))
10686 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10688 for (p = 0; p < element_info[element].num_change_pages; p++)
10690 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10692 /* check trigger element for all events where the element that is checked
10693 for changing interacts with a directly adjacent element -- this is
10694 different to element changes that affect other elements to change on the
10695 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10696 boolean check_trigger_element =
10697 (trigger_event == CE_TOUCHING_X ||
10698 trigger_event == CE_HITTING_X ||
10699 trigger_event == CE_HIT_BY_X ||
10700 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10702 if (change->can_change_or_has_action &&
10703 change->has_event[trigger_event] &&
10704 change->trigger_side & trigger_side &&
10705 change->trigger_player & trigger_player &&
10706 (!check_trigger_element ||
10707 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10709 change->actual_trigger_element = trigger_element;
10710 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10711 change->actual_trigger_player_bits = trigger_player;
10712 change->actual_trigger_side = trigger_side;
10713 change->actual_trigger_ce_value = CustomValue[x][y];
10714 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10716 /* special case: trigger element not at (x,y) position for some events */
10717 if (check_trigger_element)
10729 { 0, 0 }, { 0, 0 }, { 0, 0 },
10733 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10734 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10736 change->actual_trigger_ce_value = CustomValue[xx][yy];
10737 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10740 if (change->can_change && !change_done)
10742 ChangeDelay[x][y] = 1;
10743 ChangeEvent[x][y] = trigger_event;
10745 HandleElementChange(x, y, p);
10747 change_done = TRUE;
10749 else if (change->has_action)
10751 ExecuteCustomElementAction(x, y, element, p);
10752 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10757 RECURSION_LOOP_DETECTION_END();
10759 return change_done;
10762 static void PlayPlayerSound(struct PlayerInfo *player)
10764 int jx = player->jx, jy = player->jy;
10765 int sound_element = player->artwork_element;
10766 int last_action = player->last_action_waiting;
10767 int action = player->action_waiting;
10769 if (player->is_waiting)
10771 if (action != last_action)
10772 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10774 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10778 if (action != last_action)
10779 StopSound(element_info[sound_element].sound[last_action]);
10781 if (last_action == ACTION_SLEEPING)
10782 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10786 static void PlayAllPlayersSound(void)
10790 for (i = 0; i < MAX_PLAYERS; i++)
10791 if (stored_player[i].active)
10792 PlayPlayerSound(&stored_player[i]);
10795 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10797 boolean last_waiting = player->is_waiting;
10798 int move_dir = player->MovDir;
10800 player->dir_waiting = move_dir;
10801 player->last_action_waiting = player->action_waiting;
10805 if (!last_waiting) /* not waiting -> waiting */
10807 player->is_waiting = TRUE;
10809 player->frame_counter_bored =
10811 game.player_boring_delay_fixed +
10812 GetSimpleRandom(game.player_boring_delay_random);
10813 player->frame_counter_sleeping =
10815 game.player_sleeping_delay_fixed +
10816 GetSimpleRandom(game.player_sleeping_delay_random);
10818 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10821 if (game.player_sleeping_delay_fixed +
10822 game.player_sleeping_delay_random > 0 &&
10823 player->anim_delay_counter == 0 &&
10824 player->post_delay_counter == 0 &&
10825 FrameCounter >= player->frame_counter_sleeping)
10826 player->is_sleeping = TRUE;
10827 else if (game.player_boring_delay_fixed +
10828 game.player_boring_delay_random > 0 &&
10829 FrameCounter >= player->frame_counter_bored)
10830 player->is_bored = TRUE;
10832 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10833 player->is_bored ? ACTION_BORING :
10836 if (player->is_sleeping && player->use_murphy)
10838 /* special case for sleeping Murphy when leaning against non-free tile */
10840 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10841 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10842 !IS_MOVING(player->jx - 1, player->jy)))
10843 move_dir = MV_LEFT;
10844 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10845 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10846 !IS_MOVING(player->jx + 1, player->jy)))
10847 move_dir = MV_RIGHT;
10849 player->is_sleeping = FALSE;
10851 player->dir_waiting = move_dir;
10854 if (player->is_sleeping)
10856 if (player->num_special_action_sleeping > 0)
10858 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10860 int last_special_action = player->special_action_sleeping;
10861 int num_special_action = player->num_special_action_sleeping;
10862 int special_action =
10863 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10864 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10865 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10866 last_special_action + 1 : ACTION_SLEEPING);
10867 int special_graphic =
10868 el_act_dir2img(player->artwork_element, special_action, move_dir);
10870 player->anim_delay_counter =
10871 graphic_info[special_graphic].anim_delay_fixed +
10872 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10873 player->post_delay_counter =
10874 graphic_info[special_graphic].post_delay_fixed +
10875 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10877 player->special_action_sleeping = special_action;
10880 if (player->anim_delay_counter > 0)
10882 player->action_waiting = player->special_action_sleeping;
10883 player->anim_delay_counter--;
10885 else if (player->post_delay_counter > 0)
10887 player->post_delay_counter--;
10891 else if (player->is_bored)
10893 if (player->num_special_action_bored > 0)
10895 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10897 int special_action =
10898 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10899 int special_graphic =
10900 el_act_dir2img(player->artwork_element, special_action, move_dir);
10902 player->anim_delay_counter =
10903 graphic_info[special_graphic].anim_delay_fixed +
10904 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10905 player->post_delay_counter =
10906 graphic_info[special_graphic].post_delay_fixed +
10907 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10909 player->special_action_bored = special_action;
10912 if (player->anim_delay_counter > 0)
10914 player->action_waiting = player->special_action_bored;
10915 player->anim_delay_counter--;
10917 else if (player->post_delay_counter > 0)
10919 player->post_delay_counter--;
10924 else if (last_waiting) /* waiting -> not waiting */
10926 player->is_waiting = FALSE;
10927 player->is_bored = FALSE;
10928 player->is_sleeping = FALSE;
10930 player->frame_counter_bored = -1;
10931 player->frame_counter_sleeping = -1;
10933 player->anim_delay_counter = 0;
10934 player->post_delay_counter = 0;
10936 player->dir_waiting = player->MovDir;
10937 player->action_waiting = ACTION_DEFAULT;
10939 player->special_action_bored = ACTION_DEFAULT;
10940 player->special_action_sleeping = ACTION_DEFAULT;
10944 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10946 if ((!player->is_moving && player->was_moving) ||
10947 (player->MovPos == 0 && player->was_moving) ||
10948 (player->is_snapping && !player->was_snapping) ||
10949 (player->is_dropping && !player->was_dropping))
10951 if (!CheckSaveEngineSnapshotToList())
10954 player->was_moving = FALSE;
10955 player->was_snapping = TRUE;
10956 player->was_dropping = TRUE;
10960 if (player->is_moving)
10961 player->was_moving = TRUE;
10963 if (!player->is_snapping)
10964 player->was_snapping = FALSE;
10966 if (!player->is_dropping)
10967 player->was_dropping = FALSE;
10971 static void CheckSingleStepMode(struct PlayerInfo *player)
10973 if (tape.single_step && tape.recording && !tape.pausing)
10975 /* as it is called "single step mode", just return to pause mode when the
10976 player stopped moving after one tile (or never starts moving at all) */
10977 if (!player->is_moving &&
10978 !player->is_pushing &&
10979 !player->is_dropping_pressed)
10981 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10982 SnapField(player, 0, 0); /* stop snapping */
10986 CheckSaveEngineSnapshot(player);
10989 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
10991 int left = player_action & JOY_LEFT;
10992 int right = player_action & JOY_RIGHT;
10993 int up = player_action & JOY_UP;
10994 int down = player_action & JOY_DOWN;
10995 int button1 = player_action & JOY_BUTTON_1;
10996 int button2 = player_action & JOY_BUTTON_2;
10997 int dx = (left ? -1 : right ? 1 : 0);
10998 int dy = (up ? -1 : down ? 1 : 0);
11000 if (!player->active || tape.pausing)
11006 SnapField(player, dx, dy);
11010 DropElement(player);
11012 MovePlayer(player, dx, dy);
11015 CheckSingleStepMode(player);
11017 SetPlayerWaiting(player, FALSE);
11019 return player_action;
11023 /* no actions for this player (no input at player's configured device) */
11025 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11026 SnapField(player, 0, 0);
11027 CheckGravityMovementWhenNotMoving(player);
11029 if (player->MovPos == 0)
11030 SetPlayerWaiting(player, TRUE);
11032 if (player->MovPos == 0) /* needed for tape.playing */
11033 player->is_moving = FALSE;
11035 player->is_dropping = FALSE;
11036 player->is_dropping_pressed = FALSE;
11037 player->drop_pressed_delay = 0;
11039 CheckSingleStepMode(player);
11045 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11048 if (!tape.use_mouse)
11051 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11052 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11053 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11056 static void SetTapeActionFromMouseAction(byte *tape_action,
11057 struct MouseActionInfo *mouse_action)
11059 if (!tape.use_mouse)
11062 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11063 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11064 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11067 static void CheckLevelTime(void)
11071 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11072 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11074 if (level.native_em_level->lev->home == 0) /* all players at home */
11076 PlayerWins(local_player);
11078 AllPlayersGone = TRUE;
11080 level.native_em_level->lev->home = -1;
11083 if (level.native_em_level->ply[0]->alive == 0 &&
11084 level.native_em_level->ply[1]->alive == 0 &&
11085 level.native_em_level->ply[2]->alive == 0 &&
11086 level.native_em_level->ply[3]->alive == 0) /* all dead */
11087 AllPlayersGone = TRUE;
11089 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11091 if (game_sp.LevelSolved &&
11092 !game_sp.GameOver) /* game won */
11094 PlayerWins(local_player);
11096 game_sp.GameOver = TRUE;
11098 AllPlayersGone = TRUE;
11101 if (game_sp.GameOver) /* game lost */
11102 AllPlayersGone = TRUE;
11104 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11106 if (game_mm.level_solved &&
11107 !game_mm.game_over) /* game won */
11109 PlayerWins(local_player);
11111 game_mm.game_over = TRUE;
11113 AllPlayersGone = TRUE;
11116 if (game_mm.game_over) /* game lost */
11117 AllPlayersGone = TRUE;
11120 if (TimeFrames >= FRAMES_PER_SECOND)
11125 for (i = 0; i < MAX_PLAYERS; i++)
11127 struct PlayerInfo *player = &stored_player[i];
11129 if (SHIELD_ON(player))
11131 player->shield_normal_time_left--;
11133 if (player->shield_deadly_time_left > 0)
11134 player->shield_deadly_time_left--;
11138 if (!local_player->LevelSolved && !level.use_step_counter)
11146 if (TimeLeft <= 10 && setup.time_limit)
11147 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11149 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11150 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11152 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11154 if (!TimeLeft && setup.time_limit)
11156 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11157 level.native_em_level->lev->killed_out_of_time = TRUE;
11159 for (i = 0; i < MAX_PLAYERS; i++)
11160 KillPlayer(&stored_player[i]);
11163 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11165 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11168 level.native_em_level->lev->time =
11169 (game.no_time_limit ? TimePlayed : TimeLeft);
11172 if (tape.recording || tape.playing)
11173 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11176 if (tape.recording || tape.playing)
11177 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11179 UpdateAndDisplayGameControlValues();
11182 void AdvanceFrameAndPlayerCounters(int player_nr)
11186 /* advance frame counters (global frame counter and time frame counter) */
11190 /* advance player counters (counters for move delay, move animation etc.) */
11191 for (i = 0; i < MAX_PLAYERS; i++)
11193 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11194 int move_delay_value = stored_player[i].move_delay_value;
11195 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11197 if (!advance_player_counters) /* not all players may be affected */
11200 if (move_frames == 0) /* less than one move per game frame */
11202 int stepsize = TILEX / move_delay_value;
11203 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11204 int count = (stored_player[i].is_moving ?
11205 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11207 if (count % delay == 0)
11211 stored_player[i].Frame += move_frames;
11213 if (stored_player[i].MovPos != 0)
11214 stored_player[i].StepFrame += move_frames;
11216 if (stored_player[i].move_delay > 0)
11217 stored_player[i].move_delay--;
11219 /* due to bugs in previous versions, counter must count up, not down */
11220 if (stored_player[i].push_delay != -1)
11221 stored_player[i].push_delay++;
11223 if (stored_player[i].drop_delay > 0)
11224 stored_player[i].drop_delay--;
11226 if (stored_player[i].is_dropping_pressed)
11227 stored_player[i].drop_pressed_delay++;
11231 void StartGameActions(boolean init_network_game, boolean record_tape,
11234 unsigned int new_random_seed = InitRND(random_seed);
11237 TapeStartRecording(new_random_seed);
11239 if (init_network_game)
11241 SendToServer_LevelFile();
11242 SendToServer_StartPlaying();
11250 static void GameActionsExt(void)
11253 static unsigned int game_frame_delay = 0;
11255 unsigned int game_frame_delay_value;
11256 byte *recorded_player_action;
11257 byte summarized_player_action = 0;
11258 byte tape_action[MAX_PLAYERS];
11261 /* detect endless loops, caused by custom element programming */
11262 if (recursion_loop_detected && recursion_loop_depth == 0)
11264 char *message = getStringCat3("Internal Error! Element ",
11265 EL_NAME(recursion_loop_element),
11266 " caused endless loop! Quit the game?");
11268 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11269 EL_NAME(recursion_loop_element));
11271 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11273 recursion_loop_detected = FALSE; /* if game should be continued */
11280 if (game.restart_level)
11281 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11283 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11284 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11286 if (level.native_em_level->lev->home == 0) /* all players at home */
11288 PlayerWins(local_player);
11290 AllPlayersGone = TRUE;
11292 level.native_em_level->lev->home = -1;
11295 if (level.native_em_level->ply[0]->alive == 0 &&
11296 level.native_em_level->ply[1]->alive == 0 &&
11297 level.native_em_level->ply[2]->alive == 0 &&
11298 level.native_em_level->ply[3]->alive == 0) /* all dead */
11299 AllPlayersGone = TRUE;
11301 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11303 if (game_sp.LevelSolved &&
11304 !game_sp.GameOver) /* game won */
11306 PlayerWins(local_player);
11308 game_sp.GameOver = TRUE;
11310 AllPlayersGone = TRUE;
11313 if (game_sp.GameOver) /* game lost */
11314 AllPlayersGone = TRUE;
11316 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11318 if (game_mm.level_solved &&
11319 !game_mm.game_over) /* game won */
11321 PlayerWins(local_player);
11323 game_mm.game_over = TRUE;
11325 AllPlayersGone = TRUE;
11328 if (game_mm.game_over) /* game lost */
11329 AllPlayersGone = TRUE;
11332 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11335 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11338 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11341 game_frame_delay_value =
11342 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11344 if (tape.playing && tape.warp_forward && !tape.pausing)
11345 game_frame_delay_value = 0;
11347 SetVideoFrameDelay(game_frame_delay_value);
11351 /* ---------- main game synchronization point ---------- */
11353 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11355 printf("::: skip == %d\n", skip);
11358 /* ---------- main game synchronization point ---------- */
11360 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11364 if (network_playing && !network_player_action_received)
11366 /* try to get network player actions in time */
11368 /* last chance to get network player actions without main loop delay */
11369 HandleNetworking();
11371 /* game was quit by network peer */
11372 if (game_status != GAME_MODE_PLAYING)
11375 if (!network_player_action_received)
11376 return; /* failed to get network player actions in time */
11378 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11384 /* at this point we know that we really continue executing the game */
11386 network_player_action_received = FALSE;
11388 /* when playing tape, read previously recorded player input from tape data */
11389 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11391 local_player->effective_mouse_action = local_player->mouse_action;
11393 if (recorded_player_action != NULL)
11394 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11395 recorded_player_action);
11397 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11401 if (tape.set_centered_player)
11403 game.centered_player_nr_next = tape.centered_player_nr_next;
11404 game.set_centered_player = TRUE;
11407 for (i = 0; i < MAX_PLAYERS; i++)
11409 summarized_player_action |= stored_player[i].action;
11411 if (!network_playing && (game.team_mode || tape.playing))
11412 stored_player[i].effective_action = stored_player[i].action;
11415 if (network_playing)
11416 SendToServer_MovePlayer(summarized_player_action);
11418 // summarize all actions at local players mapped input device position
11419 // (this allows using different input devices in single player mode)
11420 if (!network.enabled && !game.team_mode)
11421 stored_player[map_player_action[local_player->index_nr]].effective_action =
11422 summarized_player_action;
11424 if (tape.recording &&
11426 setup.input_on_focus &&
11427 game.centered_player_nr != -1)
11429 for (i = 0; i < MAX_PLAYERS; i++)
11430 stored_player[i].effective_action =
11431 (i == game.centered_player_nr ? summarized_player_action : 0);
11434 if (recorded_player_action != NULL)
11435 for (i = 0; i < MAX_PLAYERS; i++)
11436 stored_player[i].effective_action = recorded_player_action[i];
11438 for (i = 0; i < MAX_PLAYERS; i++)
11440 tape_action[i] = stored_player[i].effective_action;
11442 /* (this may happen in the RND game engine if a player was not present on
11443 the playfield on level start, but appeared later from a custom element */
11444 if (setup.team_mode &&
11447 !tape.player_participates[i])
11448 tape.player_participates[i] = TRUE;
11451 SetTapeActionFromMouseAction(tape_action,
11452 &local_player->effective_mouse_action);
11454 /* only record actions from input devices, but not programmed actions */
11455 if (tape.recording)
11456 TapeRecordAction(tape_action);
11458 #if USE_NEW_PLAYER_ASSIGNMENTS
11459 // !!! also map player actions in single player mode !!!
11460 // if (game.team_mode)
11463 byte mapped_action[MAX_PLAYERS];
11465 #if DEBUG_PLAYER_ACTIONS
11467 for (i = 0; i < MAX_PLAYERS; i++)
11468 printf(" %d, ", stored_player[i].effective_action);
11471 for (i = 0; i < MAX_PLAYERS; i++)
11472 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11474 for (i = 0; i < MAX_PLAYERS; i++)
11475 stored_player[i].effective_action = mapped_action[i];
11477 #if DEBUG_PLAYER_ACTIONS
11479 for (i = 0; i < MAX_PLAYERS; i++)
11480 printf(" %d, ", stored_player[i].effective_action);
11484 #if DEBUG_PLAYER_ACTIONS
11488 for (i = 0; i < MAX_PLAYERS; i++)
11489 printf(" %d, ", stored_player[i].effective_action);
11495 for (i = 0; i < MAX_PLAYERS; i++)
11497 // allow engine snapshot in case of changed movement attempt
11498 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11499 (stored_player[i].effective_action & KEY_MOTION))
11500 game.snapshot.changed_action = TRUE;
11502 // allow engine snapshot in case of snapping/dropping attempt
11503 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11504 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11505 game.snapshot.changed_action = TRUE;
11507 game.snapshot.last_action[i] = stored_player[i].effective_action;
11510 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11512 GameActions_EM_Main();
11514 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11516 GameActions_SP_Main();
11518 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11520 GameActions_MM_Main();
11524 GameActions_RND_Main();
11527 BlitScreenToBitmap(backbuffer);
11531 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11533 if (global.show_frames_per_second)
11535 static unsigned int fps_counter = 0;
11536 static int fps_frames = 0;
11537 unsigned int fps_delay_ms = Counter() - fps_counter;
11541 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11543 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11546 fps_counter = Counter();
11548 /* always draw FPS to screen after FPS value was updated */
11549 redraw_mask |= REDRAW_FPS;
11552 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11553 if (GetDrawDeactivationMask() == REDRAW_NONE)
11554 redraw_mask |= REDRAW_FPS;
11558 static void GameActions_CheckSaveEngineSnapshot(void)
11560 if (!game.snapshot.save_snapshot)
11563 // clear flag for saving snapshot _before_ saving snapshot
11564 game.snapshot.save_snapshot = FALSE;
11566 SaveEngineSnapshotToList();
11569 void GameActions(void)
11573 GameActions_CheckSaveEngineSnapshot();
11576 void GameActions_EM_Main(void)
11578 byte effective_action[MAX_PLAYERS];
11579 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11582 for (i = 0; i < MAX_PLAYERS; i++)
11583 effective_action[i] = stored_player[i].effective_action;
11585 GameActions_EM(effective_action, warp_mode);
11588 void GameActions_SP_Main(void)
11590 byte effective_action[MAX_PLAYERS];
11591 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11594 for (i = 0; i < MAX_PLAYERS; i++)
11595 effective_action[i] = stored_player[i].effective_action;
11597 GameActions_SP(effective_action, warp_mode);
11599 for (i = 0; i < MAX_PLAYERS; i++)
11601 if (stored_player[i].force_dropping)
11602 stored_player[i].action |= KEY_BUTTON_DROP;
11604 stored_player[i].force_dropping = FALSE;
11608 void GameActions_MM_Main(void)
11610 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11612 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11615 void GameActions_RND_Main(void)
11620 void GameActions_RND(void)
11622 int magic_wall_x = 0, magic_wall_y = 0;
11623 int i, x, y, element, graphic, last_gfx_frame;
11625 InitPlayfieldScanModeVars();
11627 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11629 SCAN_PLAYFIELD(x, y)
11631 ChangeCount[x][y] = 0;
11632 ChangeEvent[x][y] = -1;
11636 if (game.set_centered_player)
11638 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11640 /* switching to "all players" only possible if all players fit to screen */
11641 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11643 game.centered_player_nr_next = game.centered_player_nr;
11644 game.set_centered_player = FALSE;
11647 /* do not switch focus to non-existing (or non-active) player */
11648 if (game.centered_player_nr_next >= 0 &&
11649 !stored_player[game.centered_player_nr_next].active)
11651 game.centered_player_nr_next = game.centered_player_nr;
11652 game.set_centered_player = FALSE;
11656 if (game.set_centered_player &&
11657 ScreenMovPos == 0) /* screen currently aligned at tile position */
11661 if (game.centered_player_nr_next == -1)
11663 setScreenCenteredToAllPlayers(&sx, &sy);
11667 sx = stored_player[game.centered_player_nr_next].jx;
11668 sy = stored_player[game.centered_player_nr_next].jy;
11671 game.centered_player_nr = game.centered_player_nr_next;
11672 game.set_centered_player = FALSE;
11674 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11675 DrawGameDoorValues();
11678 for (i = 0; i < MAX_PLAYERS; i++)
11680 int actual_player_action = stored_player[i].effective_action;
11683 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11684 - rnd_equinox_tetrachloride 048
11685 - rnd_equinox_tetrachloride_ii 096
11686 - rnd_emanuel_schmieg 002
11687 - doctor_sloan_ww 001, 020
11689 if (stored_player[i].MovPos == 0)
11690 CheckGravityMovement(&stored_player[i]);
11693 /* overwrite programmed action with tape action */
11694 if (stored_player[i].programmed_action)
11695 actual_player_action = stored_player[i].programmed_action;
11697 PlayerActions(&stored_player[i], actual_player_action);
11699 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11702 ScrollScreen(NULL, SCROLL_GO_ON);
11704 /* for backwards compatibility, the following code emulates a fixed bug that
11705 occured when pushing elements (causing elements that just made their last
11706 pushing step to already (if possible) make their first falling step in the
11707 same game frame, which is bad); this code is also needed to use the famous
11708 "spring push bug" which is used in older levels and might be wanted to be
11709 used also in newer levels, but in this case the buggy pushing code is only
11710 affecting the "spring" element and no other elements */
11712 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11714 for (i = 0; i < MAX_PLAYERS; i++)
11716 struct PlayerInfo *player = &stored_player[i];
11717 int x = player->jx;
11718 int y = player->jy;
11720 if (player->active && player->is_pushing && player->is_moving &&
11722 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11723 Feld[x][y] == EL_SPRING))
11725 ContinueMoving(x, y);
11727 /* continue moving after pushing (this is actually a bug) */
11728 if (!IS_MOVING(x, y))
11729 Stop[x][y] = FALSE;
11734 SCAN_PLAYFIELD(x, y)
11736 Last[x][y] = Feld[x][y];
11738 ChangeCount[x][y] = 0;
11739 ChangeEvent[x][y] = -1;
11741 /* this must be handled before main playfield loop */
11742 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11745 if (MovDelay[x][y] <= 0)
11749 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11752 if (MovDelay[x][y] <= 0)
11755 TEST_DrawLevelField(x, y);
11757 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11762 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11764 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11765 printf("GameActions(): This should never happen!\n");
11767 ChangePage[x][y] = -1;
11771 Stop[x][y] = FALSE;
11772 if (WasJustMoving[x][y] > 0)
11773 WasJustMoving[x][y]--;
11774 if (WasJustFalling[x][y] > 0)
11775 WasJustFalling[x][y]--;
11776 if (CheckCollision[x][y] > 0)
11777 CheckCollision[x][y]--;
11778 if (CheckImpact[x][y] > 0)
11779 CheckImpact[x][y]--;
11783 /* reset finished pushing action (not done in ContinueMoving() to allow
11784 continuous pushing animation for elements with zero push delay) */
11785 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11787 ResetGfxAnimation(x, y);
11788 TEST_DrawLevelField(x, y);
11792 if (IS_BLOCKED(x, y))
11796 Blocked2Moving(x, y, &oldx, &oldy);
11797 if (!IS_MOVING(oldx, oldy))
11799 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11800 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11801 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11802 printf("GameActions(): This should never happen!\n");
11808 SCAN_PLAYFIELD(x, y)
11810 element = Feld[x][y];
11811 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11812 last_gfx_frame = GfxFrame[x][y];
11814 ResetGfxFrame(x, y);
11816 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11817 DrawLevelGraphicAnimation(x, y, graphic);
11819 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11820 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11821 ResetRandomAnimationValue(x, y);
11823 SetRandomAnimationValue(x, y);
11825 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11827 if (IS_INACTIVE(element))
11829 if (IS_ANIMATED(graphic))
11830 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11835 /* this may take place after moving, so 'element' may have changed */
11836 if (IS_CHANGING(x, y) &&
11837 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11839 int page = element_info[element].event_page_nr[CE_DELAY];
11841 HandleElementChange(x, y, page);
11843 element = Feld[x][y];
11844 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11847 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11851 element = Feld[x][y];
11852 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11854 if (IS_ANIMATED(graphic) &&
11855 !IS_MOVING(x, y) &&
11857 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11859 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11860 TEST_DrawTwinkleOnField(x, y);
11862 else if (element == EL_ACID)
11865 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11867 else if ((element == EL_EXIT_OPEN ||
11868 element == EL_EM_EXIT_OPEN ||
11869 element == EL_SP_EXIT_OPEN ||
11870 element == EL_STEEL_EXIT_OPEN ||
11871 element == EL_EM_STEEL_EXIT_OPEN ||
11872 element == EL_SP_TERMINAL ||
11873 element == EL_SP_TERMINAL_ACTIVE ||
11874 element == EL_EXTRA_TIME ||
11875 element == EL_SHIELD_NORMAL ||
11876 element == EL_SHIELD_DEADLY) &&
11877 IS_ANIMATED(graphic))
11878 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11879 else if (IS_MOVING(x, y))
11880 ContinueMoving(x, y);
11881 else if (IS_ACTIVE_BOMB(element))
11882 CheckDynamite(x, y);
11883 else if (element == EL_AMOEBA_GROWING)
11884 AmoebeWaechst(x, y);
11885 else if (element == EL_AMOEBA_SHRINKING)
11886 AmoebaDisappearing(x, y);
11888 #if !USE_NEW_AMOEBA_CODE
11889 else if (IS_AMOEBALIVE(element))
11890 AmoebeAbleger(x, y);
11893 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11895 else if (element == EL_EXIT_CLOSED)
11897 else if (element == EL_EM_EXIT_CLOSED)
11899 else if (element == EL_STEEL_EXIT_CLOSED)
11900 CheckExitSteel(x, y);
11901 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11902 CheckExitSteelEM(x, y);
11903 else if (element == EL_SP_EXIT_CLOSED)
11905 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11906 element == EL_EXPANDABLE_STEELWALL_GROWING)
11907 MauerWaechst(x, y);
11908 else if (element == EL_EXPANDABLE_WALL ||
11909 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11910 element == EL_EXPANDABLE_WALL_VERTICAL ||
11911 element == EL_EXPANDABLE_WALL_ANY ||
11912 element == EL_BD_EXPANDABLE_WALL)
11913 MauerAbleger(x, y);
11914 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11915 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11916 element == EL_EXPANDABLE_STEELWALL_ANY)
11917 MauerAblegerStahl(x, y);
11918 else if (element == EL_FLAMES)
11919 CheckForDragon(x, y);
11920 else if (element == EL_EXPLOSION)
11921 ; /* drawing of correct explosion animation is handled separately */
11922 else if (element == EL_ELEMENT_SNAPPING ||
11923 element == EL_DIAGONAL_SHRINKING ||
11924 element == EL_DIAGONAL_GROWING)
11926 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11928 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11930 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11931 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11933 if (IS_BELT_ACTIVE(element))
11934 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11936 if (game.magic_wall_active)
11938 int jx = local_player->jx, jy = local_player->jy;
11940 /* play the element sound at the position nearest to the player */
11941 if ((element == EL_MAGIC_WALL_FULL ||
11942 element == EL_MAGIC_WALL_ACTIVE ||
11943 element == EL_MAGIC_WALL_EMPTYING ||
11944 element == EL_BD_MAGIC_WALL_FULL ||
11945 element == EL_BD_MAGIC_WALL_ACTIVE ||
11946 element == EL_BD_MAGIC_WALL_EMPTYING ||
11947 element == EL_DC_MAGIC_WALL_FULL ||
11948 element == EL_DC_MAGIC_WALL_ACTIVE ||
11949 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11950 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11958 #if USE_NEW_AMOEBA_CODE
11959 /* new experimental amoeba growth stuff */
11960 if (!(FrameCounter % 8))
11962 static unsigned int random = 1684108901;
11964 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11966 x = RND(lev_fieldx);
11967 y = RND(lev_fieldy);
11968 element = Feld[x][y];
11970 if (!IS_PLAYER(x,y) &&
11971 (element == EL_EMPTY ||
11972 CAN_GROW_INTO(element) ||
11973 element == EL_QUICKSAND_EMPTY ||
11974 element == EL_QUICKSAND_FAST_EMPTY ||
11975 element == EL_ACID_SPLASH_LEFT ||
11976 element == EL_ACID_SPLASH_RIGHT))
11978 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11979 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11980 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11981 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11982 Feld[x][y] = EL_AMOEBA_DROP;
11985 random = random * 129 + 1;
11990 game.explosions_delayed = FALSE;
11992 SCAN_PLAYFIELD(x, y)
11994 element = Feld[x][y];
11996 if (ExplodeField[x][y])
11997 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11998 else if (element == EL_EXPLOSION)
11999 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12001 ExplodeField[x][y] = EX_TYPE_NONE;
12004 game.explosions_delayed = TRUE;
12006 if (game.magic_wall_active)
12008 if (!(game.magic_wall_time_left % 4))
12010 int element = Feld[magic_wall_x][magic_wall_y];
12012 if (element == EL_BD_MAGIC_WALL_FULL ||
12013 element == EL_BD_MAGIC_WALL_ACTIVE ||
12014 element == EL_BD_MAGIC_WALL_EMPTYING)
12015 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12016 else if (element == EL_DC_MAGIC_WALL_FULL ||
12017 element == EL_DC_MAGIC_WALL_ACTIVE ||
12018 element == EL_DC_MAGIC_WALL_EMPTYING)
12019 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12021 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12024 if (game.magic_wall_time_left > 0)
12026 game.magic_wall_time_left--;
12028 if (!game.magic_wall_time_left)
12030 SCAN_PLAYFIELD(x, y)
12032 element = Feld[x][y];
12034 if (element == EL_MAGIC_WALL_ACTIVE ||
12035 element == EL_MAGIC_WALL_FULL)
12037 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12038 TEST_DrawLevelField(x, y);
12040 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12041 element == EL_BD_MAGIC_WALL_FULL)
12043 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12044 TEST_DrawLevelField(x, y);
12046 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12047 element == EL_DC_MAGIC_WALL_FULL)
12049 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12050 TEST_DrawLevelField(x, y);
12054 game.magic_wall_active = FALSE;
12059 if (game.light_time_left > 0)
12061 game.light_time_left--;
12063 if (game.light_time_left == 0)
12064 RedrawAllLightSwitchesAndInvisibleElements();
12067 if (game.timegate_time_left > 0)
12069 game.timegate_time_left--;
12071 if (game.timegate_time_left == 0)
12072 CloseAllOpenTimegates();
12075 if (game.lenses_time_left > 0)
12077 game.lenses_time_left--;
12079 if (game.lenses_time_left == 0)
12080 RedrawAllInvisibleElementsForLenses();
12083 if (game.magnify_time_left > 0)
12085 game.magnify_time_left--;
12087 if (game.magnify_time_left == 0)
12088 RedrawAllInvisibleElementsForMagnifier();
12091 for (i = 0; i < MAX_PLAYERS; i++)
12093 struct PlayerInfo *player = &stored_player[i];
12095 if (SHIELD_ON(player))
12097 if (player->shield_deadly_time_left)
12098 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12099 else if (player->shield_normal_time_left)
12100 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12104 #if USE_DELAYED_GFX_REDRAW
12105 SCAN_PLAYFIELD(x, y)
12107 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12109 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12110 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12112 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12113 DrawLevelField(x, y);
12115 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12116 DrawLevelFieldCrumbled(x, y);
12118 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12119 DrawLevelFieldCrumbledNeighbours(x, y);
12121 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12122 DrawTwinkleOnField(x, y);
12125 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12130 PlayAllPlayersSound();
12132 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12134 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12136 local_player->show_envelope = 0;
12139 /* use random number generator in every frame to make it less predictable */
12140 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12144 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12146 int min_x = x, min_y = y, max_x = x, max_y = y;
12149 for (i = 0; i < MAX_PLAYERS; i++)
12151 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12153 if (!stored_player[i].active || &stored_player[i] == player)
12156 min_x = MIN(min_x, jx);
12157 min_y = MIN(min_y, jy);
12158 max_x = MAX(max_x, jx);
12159 max_y = MAX(max_y, jy);
12162 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12165 static boolean AllPlayersInVisibleScreen(void)
12169 for (i = 0; i < MAX_PLAYERS; i++)
12171 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12173 if (!stored_player[i].active)
12176 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12183 void ScrollLevel(int dx, int dy)
12185 int scroll_offset = 2 * TILEX_VAR;
12188 BlitBitmap(drawto_field, drawto_field,
12189 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12190 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12191 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12192 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12193 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12194 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12198 x = (dx == 1 ? BX1 : BX2);
12199 for (y = BY1; y <= BY2; y++)
12200 DrawScreenField(x, y);
12205 y = (dy == 1 ? BY1 : BY2);
12206 for (x = BX1; x <= BX2; x++)
12207 DrawScreenField(x, y);
12210 redraw_mask |= REDRAW_FIELD;
12213 static boolean canFallDown(struct PlayerInfo *player)
12215 int jx = player->jx, jy = player->jy;
12217 return (IN_LEV_FIELD(jx, jy + 1) &&
12218 (IS_FREE(jx, jy + 1) ||
12219 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12220 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12221 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12224 static boolean canPassField(int x, int y, int move_dir)
12226 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12227 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12228 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12229 int nextx = x + dx;
12230 int nexty = y + dy;
12231 int element = Feld[x][y];
12233 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12234 !CAN_MOVE(element) &&
12235 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12236 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12237 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12240 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12242 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12243 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12244 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12248 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12249 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12250 (IS_DIGGABLE(Feld[newx][newy]) ||
12251 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12252 canPassField(newx, newy, move_dir)));
12255 static void CheckGravityMovement(struct PlayerInfo *player)
12257 if (player->gravity && !player->programmed_action)
12259 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12260 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12261 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12262 int jx = player->jx, jy = player->jy;
12263 boolean player_is_moving_to_valid_field =
12264 (!player_is_snapping &&
12265 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12266 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12267 boolean player_can_fall_down = canFallDown(player);
12269 if (player_can_fall_down &&
12270 !player_is_moving_to_valid_field)
12271 player->programmed_action = MV_DOWN;
12275 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12277 return CheckGravityMovement(player);
12279 if (player->gravity && !player->programmed_action)
12281 int jx = player->jx, jy = player->jy;
12282 boolean field_under_player_is_free =
12283 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12284 boolean player_is_standing_on_valid_field =
12285 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12286 (IS_WALKABLE(Feld[jx][jy]) &&
12287 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12289 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12290 player->programmed_action = MV_DOWN;
12295 MovePlayerOneStep()
12296 -----------------------------------------------------------------------------
12297 dx, dy: direction (non-diagonal) to try to move the player to
12298 real_dx, real_dy: direction as read from input device (can be diagonal)
12301 boolean MovePlayerOneStep(struct PlayerInfo *player,
12302 int dx, int dy, int real_dx, int real_dy)
12304 int jx = player->jx, jy = player->jy;
12305 int new_jx = jx + dx, new_jy = jy + dy;
12307 boolean player_can_move = !player->cannot_move;
12309 if (!player->active || (!dx && !dy))
12310 return MP_NO_ACTION;
12312 player->MovDir = (dx < 0 ? MV_LEFT :
12313 dx > 0 ? MV_RIGHT :
12315 dy > 0 ? MV_DOWN : MV_NONE);
12317 if (!IN_LEV_FIELD(new_jx, new_jy))
12318 return MP_NO_ACTION;
12320 if (!player_can_move)
12322 if (player->MovPos == 0)
12324 player->is_moving = FALSE;
12325 player->is_digging = FALSE;
12326 player->is_collecting = FALSE;
12327 player->is_snapping = FALSE;
12328 player->is_pushing = FALSE;
12332 if (!network.enabled && game.centered_player_nr == -1 &&
12333 !AllPlayersInSight(player, new_jx, new_jy))
12334 return MP_NO_ACTION;
12336 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12337 if (can_move != MP_MOVING)
12340 /* check if DigField() has caused relocation of the player */
12341 if (player->jx != jx || player->jy != jy)
12342 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12344 StorePlayer[jx][jy] = 0;
12345 player->last_jx = jx;
12346 player->last_jy = jy;
12347 player->jx = new_jx;
12348 player->jy = new_jy;
12349 StorePlayer[new_jx][new_jy] = player->element_nr;
12351 if (player->move_delay_value_next != -1)
12353 player->move_delay_value = player->move_delay_value_next;
12354 player->move_delay_value_next = -1;
12358 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12360 player->step_counter++;
12362 PlayerVisit[jx][jy] = FrameCounter;
12364 player->is_moving = TRUE;
12367 /* should better be called in MovePlayer(), but this breaks some tapes */
12368 ScrollPlayer(player, SCROLL_INIT);
12374 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12376 int jx = player->jx, jy = player->jy;
12377 int old_jx = jx, old_jy = jy;
12378 int moved = MP_NO_ACTION;
12380 if (!player->active)
12385 if (player->MovPos == 0)
12387 player->is_moving = FALSE;
12388 player->is_digging = FALSE;
12389 player->is_collecting = FALSE;
12390 player->is_snapping = FALSE;
12391 player->is_pushing = FALSE;
12397 if (player->move_delay > 0)
12400 player->move_delay = -1; /* set to "uninitialized" value */
12402 /* store if player is automatically moved to next field */
12403 player->is_auto_moving = (player->programmed_action != MV_NONE);
12405 /* remove the last programmed player action */
12406 player->programmed_action = 0;
12408 if (player->MovPos)
12410 /* should only happen if pre-1.2 tape recordings are played */
12411 /* this is only for backward compatibility */
12413 int original_move_delay_value = player->move_delay_value;
12416 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12420 /* scroll remaining steps with finest movement resolution */
12421 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12423 while (player->MovPos)
12425 ScrollPlayer(player, SCROLL_GO_ON);
12426 ScrollScreen(NULL, SCROLL_GO_ON);
12428 AdvanceFrameAndPlayerCounters(player->index_nr);
12431 BackToFront_WithFrameDelay(0);
12434 player->move_delay_value = original_move_delay_value;
12437 player->is_active = FALSE;
12439 if (player->last_move_dir & MV_HORIZONTAL)
12441 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12442 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12446 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12447 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12450 if (!moved && !player->is_active)
12452 player->is_moving = FALSE;
12453 player->is_digging = FALSE;
12454 player->is_collecting = FALSE;
12455 player->is_snapping = FALSE;
12456 player->is_pushing = FALSE;
12462 if (moved & MP_MOVING && !ScreenMovPos &&
12463 (player->index_nr == game.centered_player_nr ||
12464 game.centered_player_nr == -1))
12466 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12467 int offset = game.scroll_delay_value;
12469 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12471 /* actual player has left the screen -- scroll in that direction */
12472 if (jx != old_jx) /* player has moved horizontally */
12473 scroll_x += (jx - old_jx);
12474 else /* player has moved vertically */
12475 scroll_y += (jy - old_jy);
12479 if (jx != old_jx) /* player has moved horizontally */
12481 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12482 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12483 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12485 /* don't scroll over playfield boundaries */
12486 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12487 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12489 /* don't scroll more than one field at a time */
12490 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12492 /* don't scroll against the player's moving direction */
12493 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12494 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12495 scroll_x = old_scroll_x;
12497 else /* player has moved vertically */
12499 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12500 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12501 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12503 /* don't scroll over playfield boundaries */
12504 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12505 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12507 /* don't scroll more than one field at a time */
12508 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12510 /* don't scroll against the player's moving direction */
12511 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12512 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12513 scroll_y = old_scroll_y;
12517 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12519 if (!network.enabled && game.centered_player_nr == -1 &&
12520 !AllPlayersInVisibleScreen())
12522 scroll_x = old_scroll_x;
12523 scroll_y = old_scroll_y;
12527 ScrollScreen(player, SCROLL_INIT);
12528 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12533 player->StepFrame = 0;
12535 if (moved & MP_MOVING)
12537 if (old_jx != jx && old_jy == jy)
12538 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12539 else if (old_jx == jx && old_jy != jy)
12540 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12542 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12544 player->last_move_dir = player->MovDir;
12545 player->is_moving = TRUE;
12546 player->is_snapping = FALSE;
12547 player->is_switching = FALSE;
12548 player->is_dropping = FALSE;
12549 player->is_dropping_pressed = FALSE;
12550 player->drop_pressed_delay = 0;
12553 /* should better be called here than above, but this breaks some tapes */
12554 ScrollPlayer(player, SCROLL_INIT);
12559 CheckGravityMovementWhenNotMoving(player);
12561 player->is_moving = FALSE;
12563 /* at this point, the player is allowed to move, but cannot move right now
12564 (e.g. because of something blocking the way) -- ensure that the player
12565 is also allowed to move in the next frame (in old versions before 3.1.1,
12566 the player was forced to wait again for eight frames before next try) */
12568 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12569 player->move_delay = 0; /* allow direct movement in the next frame */
12572 if (player->move_delay == -1) /* not yet initialized by DigField() */
12573 player->move_delay = player->move_delay_value;
12575 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12577 TestIfPlayerTouchesBadThing(jx, jy);
12578 TestIfPlayerTouchesCustomElement(jx, jy);
12581 if (!player->active)
12582 RemovePlayer(player);
12587 void ScrollPlayer(struct PlayerInfo *player, int mode)
12589 int jx = player->jx, jy = player->jy;
12590 int last_jx = player->last_jx, last_jy = player->last_jy;
12591 int move_stepsize = TILEX / player->move_delay_value;
12593 if (!player->active)
12596 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12599 if (mode == SCROLL_INIT)
12601 player->actual_frame_counter = FrameCounter;
12602 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12604 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12605 Feld[last_jx][last_jy] == EL_EMPTY)
12607 int last_field_block_delay = 0; /* start with no blocking at all */
12608 int block_delay_adjustment = player->block_delay_adjustment;
12610 /* if player blocks last field, add delay for exactly one move */
12611 if (player->block_last_field)
12613 last_field_block_delay += player->move_delay_value;
12615 /* when blocking enabled, prevent moving up despite gravity */
12616 if (player->gravity && player->MovDir == MV_UP)
12617 block_delay_adjustment = -1;
12620 /* add block delay adjustment (also possible when not blocking) */
12621 last_field_block_delay += block_delay_adjustment;
12623 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12624 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12627 if (player->MovPos != 0) /* player has not yet reached destination */
12630 else if (!FrameReached(&player->actual_frame_counter, 1))
12633 if (player->MovPos != 0)
12635 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12636 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12638 /* before DrawPlayer() to draw correct player graphic for this case */
12639 if (player->MovPos == 0)
12640 CheckGravityMovement(player);
12643 if (player->MovPos == 0) /* player reached destination field */
12645 if (player->move_delay_reset_counter > 0)
12647 player->move_delay_reset_counter--;
12649 if (player->move_delay_reset_counter == 0)
12651 /* continue with normal speed after quickly moving through gate */
12652 HALVE_PLAYER_SPEED(player);
12654 /* be able to make the next move without delay */
12655 player->move_delay = 0;
12659 player->last_jx = jx;
12660 player->last_jy = jy;
12662 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12663 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12664 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12665 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12666 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12667 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12668 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12669 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12671 ExitPlayer(player);
12673 if ((local_player->friends_still_needed == 0 ||
12674 IS_SP_ELEMENT(Feld[jx][jy])) &&
12676 PlayerWins(local_player);
12679 /* this breaks one level: "machine", level 000 */
12681 int move_direction = player->MovDir;
12682 int enter_side = MV_DIR_OPPOSITE(move_direction);
12683 int leave_side = move_direction;
12684 int old_jx = last_jx;
12685 int old_jy = last_jy;
12686 int old_element = Feld[old_jx][old_jy];
12687 int new_element = Feld[jx][jy];
12689 if (IS_CUSTOM_ELEMENT(old_element))
12690 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12692 player->index_bit, leave_side);
12694 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12695 CE_PLAYER_LEAVES_X,
12696 player->index_bit, leave_side);
12698 if (IS_CUSTOM_ELEMENT(new_element))
12699 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12700 player->index_bit, enter_side);
12702 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12703 CE_PLAYER_ENTERS_X,
12704 player->index_bit, enter_side);
12706 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12707 CE_MOVE_OF_X, move_direction);
12710 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12712 TestIfPlayerTouchesBadThing(jx, jy);
12713 TestIfPlayerTouchesCustomElement(jx, jy);
12715 /* needed because pushed element has not yet reached its destination,
12716 so it would trigger a change event at its previous field location */
12717 if (!player->is_pushing)
12718 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12720 if (!player->active)
12721 RemovePlayer(player);
12724 if (!local_player->LevelSolved && level.use_step_counter)
12734 if (TimeLeft <= 10 && setup.time_limit)
12735 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12737 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12739 DisplayGameControlValues();
12741 if (!TimeLeft && setup.time_limit)
12742 for (i = 0; i < MAX_PLAYERS; i++)
12743 KillPlayer(&stored_player[i]);
12745 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12747 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12749 DisplayGameControlValues();
12753 if (tape.single_step && tape.recording && !tape.pausing &&
12754 !player->programmed_action)
12755 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12757 if (!player->programmed_action)
12758 CheckSaveEngineSnapshot(player);
12762 void ScrollScreen(struct PlayerInfo *player, int mode)
12764 static unsigned int screen_frame_counter = 0;
12766 if (mode == SCROLL_INIT)
12768 /* set scrolling step size according to actual player's moving speed */
12769 ScrollStepSize = TILEX / player->move_delay_value;
12771 screen_frame_counter = FrameCounter;
12772 ScreenMovDir = player->MovDir;
12773 ScreenMovPos = player->MovPos;
12774 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12777 else if (!FrameReached(&screen_frame_counter, 1))
12782 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12783 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12784 redraw_mask |= REDRAW_FIELD;
12787 ScreenMovDir = MV_NONE;
12790 void TestIfPlayerTouchesCustomElement(int x, int y)
12792 static int xy[4][2] =
12799 static int trigger_sides[4][2] =
12801 /* center side border side */
12802 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12803 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12804 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12805 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12807 static int touch_dir[4] =
12809 MV_LEFT | MV_RIGHT,
12814 int center_element = Feld[x][y]; /* should always be non-moving! */
12817 for (i = 0; i < NUM_DIRECTIONS; i++)
12819 int xx = x + xy[i][0];
12820 int yy = y + xy[i][1];
12821 int center_side = trigger_sides[i][0];
12822 int border_side = trigger_sides[i][1];
12823 int border_element;
12825 if (!IN_LEV_FIELD(xx, yy))
12828 if (IS_PLAYER(x, y)) /* player found at center element */
12830 struct PlayerInfo *player = PLAYERINFO(x, y);
12832 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12833 border_element = Feld[xx][yy]; /* may be moving! */
12834 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12835 border_element = Feld[xx][yy];
12836 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12837 border_element = MovingOrBlocked2Element(xx, yy);
12839 continue; /* center and border element do not touch */
12841 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12842 player->index_bit, border_side);
12843 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12844 CE_PLAYER_TOUCHES_X,
12845 player->index_bit, border_side);
12848 /* use player element that is initially defined in the level playfield,
12849 not the player element that corresponds to the runtime player number
12850 (example: a level that contains EL_PLAYER_3 as the only player would
12851 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12852 int player_element = PLAYERINFO(x, y)->initial_element;
12854 CheckElementChangeBySide(xx, yy, border_element, player_element,
12855 CE_TOUCHING_X, border_side);
12858 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12860 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12862 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12864 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12865 continue; /* center and border element do not touch */
12868 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12869 player->index_bit, center_side);
12870 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12871 CE_PLAYER_TOUCHES_X,
12872 player->index_bit, center_side);
12875 /* use player element that is initially defined in the level playfield,
12876 not the player element that corresponds to the runtime player number
12877 (example: a level that contains EL_PLAYER_3 as the only player would
12878 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12879 int player_element = PLAYERINFO(xx, yy)->initial_element;
12881 CheckElementChangeBySide(x, y, center_element, player_element,
12882 CE_TOUCHING_X, center_side);
12890 void TestIfElementTouchesCustomElement(int x, int y)
12892 static int xy[4][2] =
12899 static int trigger_sides[4][2] =
12901 /* center side border side */
12902 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12903 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12904 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12905 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12907 static int touch_dir[4] =
12909 MV_LEFT | MV_RIGHT,
12914 boolean change_center_element = FALSE;
12915 int center_element = Feld[x][y]; /* should always be non-moving! */
12916 int border_element_old[NUM_DIRECTIONS];
12919 for (i = 0; i < NUM_DIRECTIONS; i++)
12921 int xx = x + xy[i][0];
12922 int yy = y + xy[i][1];
12923 int border_element;
12925 border_element_old[i] = -1;
12927 if (!IN_LEV_FIELD(xx, yy))
12930 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12931 border_element = Feld[xx][yy]; /* may be moving! */
12932 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12933 border_element = Feld[xx][yy];
12934 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12935 border_element = MovingOrBlocked2Element(xx, yy);
12937 continue; /* center and border element do not touch */
12939 border_element_old[i] = border_element;
12942 for (i = 0; i < NUM_DIRECTIONS; i++)
12944 int xx = x + xy[i][0];
12945 int yy = y + xy[i][1];
12946 int center_side = trigger_sides[i][0];
12947 int border_element = border_element_old[i];
12949 if (border_element == -1)
12952 /* check for change of border element */
12953 CheckElementChangeBySide(xx, yy, border_element, center_element,
12954 CE_TOUCHING_X, center_side);
12956 /* (center element cannot be player, so we dont have to check this here) */
12959 for (i = 0; i < NUM_DIRECTIONS; i++)
12961 int xx = x + xy[i][0];
12962 int yy = y + xy[i][1];
12963 int border_side = trigger_sides[i][1];
12964 int border_element = border_element_old[i];
12966 if (border_element == -1)
12969 /* check for change of center element (but change it only once) */
12970 if (!change_center_element)
12971 change_center_element =
12972 CheckElementChangeBySide(x, y, center_element, border_element,
12973 CE_TOUCHING_X, border_side);
12975 if (IS_PLAYER(xx, yy))
12977 /* use player element that is initially defined in the level playfield,
12978 not the player element that corresponds to the runtime player number
12979 (example: a level that contains EL_PLAYER_3 as the only player would
12980 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12981 int player_element = PLAYERINFO(xx, yy)->initial_element;
12983 CheckElementChangeBySide(x, y, center_element, player_element,
12984 CE_TOUCHING_X, border_side);
12989 void TestIfElementHitsCustomElement(int x, int y, int direction)
12991 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12992 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12993 int hitx = x + dx, hity = y + dy;
12994 int hitting_element = Feld[x][y];
12995 int touched_element;
12997 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13000 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13001 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13003 if (IN_LEV_FIELD(hitx, hity))
13005 int opposite_direction = MV_DIR_OPPOSITE(direction);
13006 int hitting_side = direction;
13007 int touched_side = opposite_direction;
13008 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13009 MovDir[hitx][hity] != direction ||
13010 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13016 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13017 CE_HITTING_X, touched_side);
13019 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13020 CE_HIT_BY_X, hitting_side);
13022 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13023 CE_HIT_BY_SOMETHING, opposite_direction);
13025 if (IS_PLAYER(hitx, hity))
13027 /* use player element that is initially defined in the level playfield,
13028 not the player element that corresponds to the runtime player number
13029 (example: a level that contains EL_PLAYER_3 as the only player would
13030 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13031 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13033 CheckElementChangeBySide(x, y, hitting_element, player_element,
13034 CE_HITTING_X, touched_side);
13039 /* "hitting something" is also true when hitting the playfield border */
13040 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13041 CE_HITTING_SOMETHING, direction);
13044 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13046 int i, kill_x = -1, kill_y = -1;
13048 int bad_element = -1;
13049 static int test_xy[4][2] =
13056 static int test_dir[4] =
13064 for (i = 0; i < NUM_DIRECTIONS; i++)
13066 int test_x, test_y, test_move_dir, test_element;
13068 test_x = good_x + test_xy[i][0];
13069 test_y = good_y + test_xy[i][1];
13071 if (!IN_LEV_FIELD(test_x, test_y))
13075 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13077 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13079 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13080 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13082 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13083 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13087 bad_element = test_element;
13093 if (kill_x != -1 || kill_y != -1)
13095 if (IS_PLAYER(good_x, good_y))
13097 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13099 if (player->shield_deadly_time_left > 0 &&
13100 !IS_INDESTRUCTIBLE(bad_element))
13101 Bang(kill_x, kill_y);
13102 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13103 KillPlayer(player);
13106 Bang(good_x, good_y);
13110 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13112 int i, kill_x = -1, kill_y = -1;
13113 int bad_element = Feld[bad_x][bad_y];
13114 static int test_xy[4][2] =
13121 static int touch_dir[4] =
13123 MV_LEFT | MV_RIGHT,
13128 static int test_dir[4] =
13136 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13139 for (i = 0; i < NUM_DIRECTIONS; i++)
13141 int test_x, test_y, test_move_dir, test_element;
13143 test_x = bad_x + test_xy[i][0];
13144 test_y = bad_y + test_xy[i][1];
13146 if (!IN_LEV_FIELD(test_x, test_y))
13150 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13152 test_element = Feld[test_x][test_y];
13154 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13155 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13157 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13158 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13160 /* good thing is player or penguin that does not move away */
13161 if (IS_PLAYER(test_x, test_y))
13163 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13165 if (bad_element == EL_ROBOT && player->is_moving)
13166 continue; /* robot does not kill player if he is moving */
13168 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13170 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13171 continue; /* center and border element do not touch */
13179 else if (test_element == EL_PENGUIN)
13189 if (kill_x != -1 || kill_y != -1)
13191 if (IS_PLAYER(kill_x, kill_y))
13193 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13195 if (player->shield_deadly_time_left > 0 &&
13196 !IS_INDESTRUCTIBLE(bad_element))
13197 Bang(bad_x, bad_y);
13198 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13199 KillPlayer(player);
13202 Bang(kill_x, kill_y);
13206 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13208 int bad_element = Feld[bad_x][bad_y];
13209 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13210 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13211 int test_x = bad_x + dx, test_y = bad_y + dy;
13212 int test_move_dir, test_element;
13213 int kill_x = -1, kill_y = -1;
13215 if (!IN_LEV_FIELD(test_x, test_y))
13219 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13221 test_element = Feld[test_x][test_y];
13223 if (test_move_dir != bad_move_dir)
13225 /* good thing can be player or penguin that does not move away */
13226 if (IS_PLAYER(test_x, test_y))
13228 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13230 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13231 player as being hit when he is moving towards the bad thing, because
13232 the "get hit by" condition would be lost after the player stops) */
13233 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13234 return; /* player moves away from bad thing */
13239 else if (test_element == EL_PENGUIN)
13246 if (kill_x != -1 || kill_y != -1)
13248 if (IS_PLAYER(kill_x, kill_y))
13250 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13252 if (player->shield_deadly_time_left > 0 &&
13253 !IS_INDESTRUCTIBLE(bad_element))
13254 Bang(bad_x, bad_y);
13255 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13256 KillPlayer(player);
13259 Bang(kill_x, kill_y);
13263 void TestIfPlayerTouchesBadThing(int x, int y)
13265 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13268 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13270 TestIfGoodThingHitsBadThing(x, y, move_dir);
13273 void TestIfBadThingTouchesPlayer(int x, int y)
13275 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13278 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13280 TestIfBadThingHitsGoodThing(x, y, move_dir);
13283 void TestIfFriendTouchesBadThing(int x, int y)
13285 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13288 void TestIfBadThingTouchesFriend(int x, int y)
13290 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13293 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13295 int i, kill_x = bad_x, kill_y = bad_y;
13296 static int xy[4][2] =
13304 for (i = 0; i < NUM_DIRECTIONS; i++)
13308 x = bad_x + xy[i][0];
13309 y = bad_y + xy[i][1];
13310 if (!IN_LEV_FIELD(x, y))
13313 element = Feld[x][y];
13314 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13315 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13323 if (kill_x != bad_x || kill_y != bad_y)
13324 Bang(bad_x, bad_y);
13327 void KillPlayer(struct PlayerInfo *player)
13329 int jx = player->jx, jy = player->jy;
13331 if (!player->active)
13335 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13336 player->killed, player->active, player->reanimated);
13339 /* the following code was introduced to prevent an infinite loop when calling
13341 -> CheckTriggeredElementChangeExt()
13342 -> ExecuteCustomElementAction()
13344 -> (infinitely repeating the above sequence of function calls)
13345 which occurs when killing the player while having a CE with the setting
13346 "kill player X when explosion of <player X>"; the solution using a new
13347 field "player->killed" was chosen for backwards compatibility, although
13348 clever use of the fields "player->active" etc. would probably also work */
13350 if (player->killed)
13354 player->killed = TRUE;
13356 /* remove accessible field at the player's position */
13357 Feld[jx][jy] = EL_EMPTY;
13359 /* deactivate shield (else Bang()/Explode() would not work right) */
13360 player->shield_normal_time_left = 0;
13361 player->shield_deadly_time_left = 0;
13364 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13365 player->killed, player->active, player->reanimated);
13371 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13372 player->killed, player->active, player->reanimated);
13375 if (player->reanimated) /* killed player may have been reanimated */
13376 player->killed = player->reanimated = FALSE;
13378 BuryPlayer(player);
13381 static void KillPlayerUnlessEnemyProtected(int x, int y)
13383 if (!PLAYER_ENEMY_PROTECTED(x, y))
13384 KillPlayer(PLAYERINFO(x, y));
13387 static void KillPlayerUnlessExplosionProtected(int x, int y)
13389 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13390 KillPlayer(PLAYERINFO(x, y));
13393 void BuryPlayer(struct PlayerInfo *player)
13395 int jx = player->jx, jy = player->jy;
13397 if (!player->active)
13400 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13401 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13403 player->GameOver = TRUE;
13404 RemovePlayer(player);
13407 void RemovePlayer(struct PlayerInfo *player)
13409 int jx = player->jx, jy = player->jy;
13410 int i, found = FALSE;
13412 player->present = FALSE;
13413 player->active = FALSE;
13415 if (!ExplodeField[jx][jy])
13416 StorePlayer[jx][jy] = 0;
13418 if (player->is_moving)
13419 TEST_DrawLevelField(player->last_jx, player->last_jy);
13421 for (i = 0; i < MAX_PLAYERS; i++)
13422 if (stored_player[i].active)
13426 AllPlayersGone = TRUE;
13432 void ExitPlayer(struct PlayerInfo *player)
13434 DrawPlayer(player); /* needed here only to cleanup last field */
13435 RemovePlayer(player);
13437 if (local_player->players_still_needed > 0)
13438 local_player->players_still_needed--;
13440 /* also set if some players not yet gone, but not needed to solve level */
13441 if (local_player->players_still_needed == 0)
13442 AllPlayersGone = TRUE;
13445 static void setFieldForSnapping(int x, int y, int element, int direction)
13447 struct ElementInfo *ei = &element_info[element];
13448 int direction_bit = MV_DIR_TO_BIT(direction);
13449 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13450 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13451 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13453 Feld[x][y] = EL_ELEMENT_SNAPPING;
13454 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13456 ResetGfxAnimation(x, y);
13458 GfxElement[x][y] = element;
13459 GfxAction[x][y] = action;
13460 GfxDir[x][y] = direction;
13461 GfxFrame[x][y] = -1;
13465 =============================================================================
13466 checkDiagonalPushing()
13467 -----------------------------------------------------------------------------
13468 check if diagonal input device direction results in pushing of object
13469 (by checking if the alternative direction is walkable, diggable, ...)
13470 =============================================================================
13473 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13474 int x, int y, int real_dx, int real_dy)
13476 int jx, jy, dx, dy, xx, yy;
13478 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13481 /* diagonal direction: check alternative direction */
13486 xx = jx + (dx == 0 ? real_dx : 0);
13487 yy = jy + (dy == 0 ? real_dy : 0);
13489 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13493 =============================================================================
13495 -----------------------------------------------------------------------------
13496 x, y: field next to player (non-diagonal) to try to dig to
13497 real_dx, real_dy: direction as read from input device (can be diagonal)
13498 =============================================================================
13501 static int DigField(struct PlayerInfo *player,
13502 int oldx, int oldy, int x, int y,
13503 int real_dx, int real_dy, int mode)
13505 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13506 boolean player_was_pushing = player->is_pushing;
13507 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13508 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13509 int jx = oldx, jy = oldy;
13510 int dx = x - jx, dy = y - jy;
13511 int nextx = x + dx, nexty = y + dy;
13512 int move_direction = (dx == -1 ? MV_LEFT :
13513 dx == +1 ? MV_RIGHT :
13515 dy == +1 ? MV_DOWN : MV_NONE);
13516 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13517 int dig_side = MV_DIR_OPPOSITE(move_direction);
13518 int old_element = Feld[jx][jy];
13519 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13522 if (is_player) /* function can also be called by EL_PENGUIN */
13524 if (player->MovPos == 0)
13526 player->is_digging = FALSE;
13527 player->is_collecting = FALSE;
13530 if (player->MovPos == 0) /* last pushing move finished */
13531 player->is_pushing = FALSE;
13533 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13535 player->is_switching = FALSE;
13536 player->push_delay = -1;
13538 return MP_NO_ACTION;
13542 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13543 old_element = Back[jx][jy];
13545 /* in case of element dropped at player position, check background */
13546 else if (Back[jx][jy] != EL_EMPTY &&
13547 game.engine_version >= VERSION_IDENT(2,2,0,0))
13548 old_element = Back[jx][jy];
13550 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13551 return MP_NO_ACTION; /* field has no opening in this direction */
13553 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13554 return MP_NO_ACTION; /* field has no opening in this direction */
13556 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13560 Feld[jx][jy] = player->artwork_element;
13561 InitMovingField(jx, jy, MV_DOWN);
13562 Store[jx][jy] = EL_ACID;
13563 ContinueMoving(jx, jy);
13564 BuryPlayer(player);
13566 return MP_DONT_RUN_INTO;
13569 if (player_can_move && DONT_RUN_INTO(element))
13571 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13573 return MP_DONT_RUN_INTO;
13576 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13577 return MP_NO_ACTION;
13579 collect_count = element_info[element].collect_count_initial;
13581 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13582 return MP_NO_ACTION;
13584 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13585 player_can_move = player_can_move_or_snap;
13587 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13588 game.engine_version >= VERSION_IDENT(2,2,0,0))
13590 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13591 player->index_bit, dig_side);
13592 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13593 player->index_bit, dig_side);
13595 if (element == EL_DC_LANDMINE)
13598 if (Feld[x][y] != element) /* field changed by snapping */
13601 return MP_NO_ACTION;
13604 if (player->gravity && is_player && !player->is_auto_moving &&
13605 canFallDown(player) && move_direction != MV_DOWN &&
13606 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13607 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13609 if (player_can_move &&
13610 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13612 int sound_element = SND_ELEMENT(element);
13613 int sound_action = ACTION_WALKING;
13615 if (IS_RND_GATE(element))
13617 if (!player->key[RND_GATE_NR(element)])
13618 return MP_NO_ACTION;
13620 else if (IS_RND_GATE_GRAY(element))
13622 if (!player->key[RND_GATE_GRAY_NR(element)])
13623 return MP_NO_ACTION;
13625 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13627 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13628 return MP_NO_ACTION;
13630 else if (element == EL_EXIT_OPEN ||
13631 element == EL_EM_EXIT_OPEN ||
13632 element == EL_EM_EXIT_OPENING ||
13633 element == EL_STEEL_EXIT_OPEN ||
13634 element == EL_EM_STEEL_EXIT_OPEN ||
13635 element == EL_EM_STEEL_EXIT_OPENING ||
13636 element == EL_SP_EXIT_OPEN ||
13637 element == EL_SP_EXIT_OPENING)
13639 sound_action = ACTION_PASSING; /* player is passing exit */
13641 else if (element == EL_EMPTY)
13643 sound_action = ACTION_MOVING; /* nothing to walk on */
13646 /* play sound from background or player, whatever is available */
13647 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13648 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13650 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13652 else if (player_can_move &&
13653 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13655 if (!ACCESS_FROM(element, opposite_direction))
13656 return MP_NO_ACTION; /* field not accessible from this direction */
13658 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13659 return MP_NO_ACTION;
13661 if (IS_EM_GATE(element))
13663 if (!player->key[EM_GATE_NR(element)])
13664 return MP_NO_ACTION;
13666 else if (IS_EM_GATE_GRAY(element))
13668 if (!player->key[EM_GATE_GRAY_NR(element)])
13669 return MP_NO_ACTION;
13671 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13673 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13674 return MP_NO_ACTION;
13676 else if (IS_EMC_GATE(element))
13678 if (!player->key[EMC_GATE_NR(element)])
13679 return MP_NO_ACTION;
13681 else if (IS_EMC_GATE_GRAY(element))
13683 if (!player->key[EMC_GATE_GRAY_NR(element)])
13684 return MP_NO_ACTION;
13686 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13688 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13689 return MP_NO_ACTION;
13691 else if (element == EL_DC_GATE_WHITE ||
13692 element == EL_DC_GATE_WHITE_GRAY ||
13693 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13695 if (player->num_white_keys == 0)
13696 return MP_NO_ACTION;
13698 player->num_white_keys--;
13700 else if (IS_SP_PORT(element))
13702 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13703 element == EL_SP_GRAVITY_PORT_RIGHT ||
13704 element == EL_SP_GRAVITY_PORT_UP ||
13705 element == EL_SP_GRAVITY_PORT_DOWN)
13706 player->gravity = !player->gravity;
13707 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13708 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13709 element == EL_SP_GRAVITY_ON_PORT_UP ||
13710 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13711 player->gravity = TRUE;
13712 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13713 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13714 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13715 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13716 player->gravity = FALSE;
13719 /* automatically move to the next field with double speed */
13720 player->programmed_action = move_direction;
13722 if (player->move_delay_reset_counter == 0)
13724 player->move_delay_reset_counter = 2; /* two double speed steps */
13726 DOUBLE_PLAYER_SPEED(player);
13729 PlayLevelSoundAction(x, y, ACTION_PASSING);
13731 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13735 if (mode != DF_SNAP)
13737 GfxElement[x][y] = GFX_ELEMENT(element);
13738 player->is_digging = TRUE;
13741 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13743 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13744 player->index_bit, dig_side);
13746 if (mode == DF_SNAP)
13748 if (level.block_snap_field)
13749 setFieldForSnapping(x, y, element, move_direction);
13751 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13753 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13754 player->index_bit, dig_side);
13757 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13761 if (is_player && mode != DF_SNAP)
13763 GfxElement[x][y] = element;
13764 player->is_collecting = TRUE;
13767 if (element == EL_SPEED_PILL)
13769 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13771 else if (element == EL_EXTRA_TIME && level.time > 0)
13773 TimeLeft += level.extra_time;
13775 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13777 DisplayGameControlValues();
13779 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13781 player->shield_normal_time_left += level.shield_normal_time;
13782 if (element == EL_SHIELD_DEADLY)
13783 player->shield_deadly_time_left += level.shield_deadly_time;
13785 else if (element == EL_DYNAMITE ||
13786 element == EL_EM_DYNAMITE ||
13787 element == EL_SP_DISK_RED)
13789 if (player->inventory_size < MAX_INVENTORY_SIZE)
13790 player->inventory_element[player->inventory_size++] = element;
13792 DrawGameDoorValues();
13794 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13796 player->dynabomb_count++;
13797 player->dynabombs_left++;
13799 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13801 player->dynabomb_size++;
13803 else if (element == EL_DYNABOMB_INCREASE_POWER)
13805 player->dynabomb_xl = TRUE;
13807 else if (IS_KEY(element))
13809 player->key[KEY_NR(element)] = TRUE;
13811 DrawGameDoorValues();
13813 else if (element == EL_DC_KEY_WHITE)
13815 player->num_white_keys++;
13817 /* display white keys? */
13818 /* DrawGameDoorValues(); */
13820 else if (IS_ENVELOPE(element))
13822 player->show_envelope = element;
13824 else if (element == EL_EMC_LENSES)
13826 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13828 RedrawAllInvisibleElementsForLenses();
13830 else if (element == EL_EMC_MAGNIFIER)
13832 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13834 RedrawAllInvisibleElementsForMagnifier();
13836 else if (IS_DROPPABLE(element) ||
13837 IS_THROWABLE(element)) /* can be collected and dropped */
13841 if (collect_count == 0)
13842 player->inventory_infinite_element = element;
13844 for (i = 0; i < collect_count; i++)
13845 if (player->inventory_size < MAX_INVENTORY_SIZE)
13846 player->inventory_element[player->inventory_size++] = element;
13848 DrawGameDoorValues();
13850 else if (collect_count > 0)
13852 local_player->gems_still_needed -= collect_count;
13853 if (local_player->gems_still_needed < 0)
13854 local_player->gems_still_needed = 0;
13856 game.snapshot.collected_item = TRUE;
13858 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13860 DisplayGameControlValues();
13863 RaiseScoreElement(element);
13864 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13867 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13868 player->index_bit, dig_side);
13870 if (mode == DF_SNAP)
13872 if (level.block_snap_field)
13873 setFieldForSnapping(x, y, element, move_direction);
13875 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13877 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13878 player->index_bit, dig_side);
13881 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13883 if (mode == DF_SNAP && element != EL_BD_ROCK)
13884 return MP_NO_ACTION;
13886 if (CAN_FALL(element) && dy)
13887 return MP_NO_ACTION;
13889 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13890 !(element == EL_SPRING && level.use_spring_bug))
13891 return MP_NO_ACTION;
13893 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13894 ((move_direction & MV_VERTICAL &&
13895 ((element_info[element].move_pattern & MV_LEFT &&
13896 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13897 (element_info[element].move_pattern & MV_RIGHT &&
13898 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13899 (move_direction & MV_HORIZONTAL &&
13900 ((element_info[element].move_pattern & MV_UP &&
13901 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13902 (element_info[element].move_pattern & MV_DOWN &&
13903 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13904 return MP_NO_ACTION;
13906 /* do not push elements already moving away faster than player */
13907 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13908 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13909 return MP_NO_ACTION;
13911 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13913 if (player->push_delay_value == -1 || !player_was_pushing)
13914 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13916 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13918 if (player->push_delay_value == -1)
13919 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13921 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13923 if (!player->is_pushing)
13924 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13927 player->is_pushing = TRUE;
13928 player->is_active = TRUE;
13930 if (!(IN_LEV_FIELD(nextx, nexty) &&
13931 (IS_FREE(nextx, nexty) ||
13932 (IS_SB_ELEMENT(element) &&
13933 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13934 (IS_CUSTOM_ELEMENT(element) &&
13935 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13936 return MP_NO_ACTION;
13938 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13939 return MP_NO_ACTION;
13941 if (player->push_delay == -1) /* new pushing; restart delay */
13942 player->push_delay = 0;
13944 if (player->push_delay < player->push_delay_value &&
13945 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13946 element != EL_SPRING && element != EL_BALLOON)
13948 /* make sure that there is no move delay before next try to push */
13949 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13950 player->move_delay = 0;
13952 return MP_NO_ACTION;
13955 if (IS_CUSTOM_ELEMENT(element) &&
13956 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13958 if (!DigFieldByCE(nextx, nexty, element))
13959 return MP_NO_ACTION;
13962 if (IS_SB_ELEMENT(element))
13964 if (element == EL_SOKOBAN_FIELD_FULL)
13966 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13967 local_player->sokobanfields_still_needed++;
13970 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13972 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13973 local_player->sokobanfields_still_needed--;
13976 Feld[x][y] = EL_SOKOBAN_OBJECT;
13978 if (Back[x][y] == Back[nextx][nexty])
13979 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13980 else if (Back[x][y] != 0)
13981 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13984 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13987 if (local_player->sokobanfields_still_needed == 0 &&
13988 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13990 local_player->players_still_needed = 0;
13992 PlayerWins(player);
13994 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13998 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14000 InitMovingField(x, y, move_direction);
14001 GfxAction[x][y] = ACTION_PUSHING;
14003 if (mode == DF_SNAP)
14004 ContinueMoving(x, y);
14006 MovPos[x][y] = (dx != 0 ? dx : dy);
14008 Pushed[x][y] = TRUE;
14009 Pushed[nextx][nexty] = TRUE;
14011 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14012 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14014 player->push_delay_value = -1; /* get new value later */
14016 /* check for element change _after_ element has been pushed */
14017 if (game.use_change_when_pushing_bug)
14019 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14020 player->index_bit, dig_side);
14021 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14022 player->index_bit, dig_side);
14025 else if (IS_SWITCHABLE(element))
14027 if (PLAYER_SWITCHING(player, x, y))
14029 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14030 player->index_bit, dig_side);
14035 player->is_switching = TRUE;
14036 player->switch_x = x;
14037 player->switch_y = y;
14039 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14041 if (element == EL_ROBOT_WHEEL)
14043 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14047 game.robot_wheel_active = TRUE;
14049 TEST_DrawLevelField(x, y);
14051 else if (element == EL_SP_TERMINAL)
14055 SCAN_PLAYFIELD(xx, yy)
14057 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14061 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14063 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14065 ResetGfxAnimation(xx, yy);
14066 TEST_DrawLevelField(xx, yy);
14070 else if (IS_BELT_SWITCH(element))
14072 ToggleBeltSwitch(x, y);
14074 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14075 element == EL_SWITCHGATE_SWITCH_DOWN ||
14076 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14077 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14079 ToggleSwitchgateSwitch(x, y);
14081 else if (element == EL_LIGHT_SWITCH ||
14082 element == EL_LIGHT_SWITCH_ACTIVE)
14084 ToggleLightSwitch(x, y);
14086 else if (element == EL_TIMEGATE_SWITCH ||
14087 element == EL_DC_TIMEGATE_SWITCH)
14089 ActivateTimegateSwitch(x, y);
14091 else if (element == EL_BALLOON_SWITCH_LEFT ||
14092 element == EL_BALLOON_SWITCH_RIGHT ||
14093 element == EL_BALLOON_SWITCH_UP ||
14094 element == EL_BALLOON_SWITCH_DOWN ||
14095 element == EL_BALLOON_SWITCH_NONE ||
14096 element == EL_BALLOON_SWITCH_ANY)
14098 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14099 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14100 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14101 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14102 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14105 else if (element == EL_LAMP)
14107 Feld[x][y] = EL_LAMP_ACTIVE;
14108 local_player->lights_still_needed--;
14110 ResetGfxAnimation(x, y);
14111 TEST_DrawLevelField(x, y);
14113 else if (element == EL_TIME_ORB_FULL)
14115 Feld[x][y] = EL_TIME_ORB_EMPTY;
14117 if (level.time > 0 || level.use_time_orb_bug)
14119 TimeLeft += level.time_orb_time;
14120 game.no_time_limit = FALSE;
14122 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14124 DisplayGameControlValues();
14127 ResetGfxAnimation(x, y);
14128 TEST_DrawLevelField(x, y);
14130 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14131 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14135 game.ball_state = !game.ball_state;
14137 SCAN_PLAYFIELD(xx, yy)
14139 int e = Feld[xx][yy];
14141 if (game.ball_state)
14143 if (e == EL_EMC_MAGIC_BALL)
14144 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14145 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14146 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14150 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14151 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14152 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14153 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14158 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14159 player->index_bit, dig_side);
14161 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14162 player->index_bit, dig_side);
14164 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14165 player->index_bit, dig_side);
14171 if (!PLAYER_SWITCHING(player, x, y))
14173 player->is_switching = TRUE;
14174 player->switch_x = x;
14175 player->switch_y = y;
14177 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14178 player->index_bit, dig_side);
14179 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14180 player->index_bit, dig_side);
14182 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14183 player->index_bit, dig_side);
14184 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14185 player->index_bit, dig_side);
14188 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14189 player->index_bit, dig_side);
14190 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14191 player->index_bit, dig_side);
14193 return MP_NO_ACTION;
14196 player->push_delay = -1;
14198 if (is_player) /* function can also be called by EL_PENGUIN */
14200 if (Feld[x][y] != element) /* really digged/collected something */
14202 player->is_collecting = !player->is_digging;
14203 player->is_active = TRUE;
14210 static boolean DigFieldByCE(int x, int y, int digging_element)
14212 int element = Feld[x][y];
14214 if (!IS_FREE(x, y))
14216 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14217 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14220 /* no element can dig solid indestructible elements */
14221 if (IS_INDESTRUCTIBLE(element) &&
14222 !IS_DIGGABLE(element) &&
14223 !IS_COLLECTIBLE(element))
14226 if (AmoebaNr[x][y] &&
14227 (element == EL_AMOEBA_FULL ||
14228 element == EL_BD_AMOEBA ||
14229 element == EL_AMOEBA_GROWING))
14231 AmoebaCnt[AmoebaNr[x][y]]--;
14232 AmoebaCnt2[AmoebaNr[x][y]]--;
14235 if (IS_MOVING(x, y))
14236 RemoveMovingField(x, y);
14240 TEST_DrawLevelField(x, y);
14243 /* if digged element was about to explode, prevent the explosion */
14244 ExplodeField[x][y] = EX_TYPE_NONE;
14246 PlayLevelSoundAction(x, y, action);
14249 Store[x][y] = EL_EMPTY;
14251 /* this makes it possible to leave the removed element again */
14252 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14253 Store[x][y] = element;
14258 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14260 int jx = player->jx, jy = player->jy;
14261 int x = jx + dx, y = jy + dy;
14262 int snap_direction = (dx == -1 ? MV_LEFT :
14263 dx == +1 ? MV_RIGHT :
14265 dy == +1 ? MV_DOWN : MV_NONE);
14266 boolean can_continue_snapping = (level.continuous_snapping &&
14267 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14269 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14272 if (!player->active || !IN_LEV_FIELD(x, y))
14280 if (player->MovPos == 0)
14281 player->is_pushing = FALSE;
14283 player->is_snapping = FALSE;
14285 if (player->MovPos == 0)
14287 player->is_moving = FALSE;
14288 player->is_digging = FALSE;
14289 player->is_collecting = FALSE;
14295 /* prevent snapping with already pressed snap key when not allowed */
14296 if (player->is_snapping && !can_continue_snapping)
14299 player->MovDir = snap_direction;
14301 if (player->MovPos == 0)
14303 player->is_moving = FALSE;
14304 player->is_digging = FALSE;
14305 player->is_collecting = FALSE;
14308 player->is_dropping = FALSE;
14309 player->is_dropping_pressed = FALSE;
14310 player->drop_pressed_delay = 0;
14312 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14315 player->is_snapping = TRUE;
14316 player->is_active = TRUE;
14318 if (player->MovPos == 0)
14320 player->is_moving = FALSE;
14321 player->is_digging = FALSE;
14322 player->is_collecting = FALSE;
14325 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14326 TEST_DrawLevelField(player->last_jx, player->last_jy);
14328 TEST_DrawLevelField(x, y);
14333 static boolean DropElement(struct PlayerInfo *player)
14335 int old_element, new_element;
14336 int dropx = player->jx, dropy = player->jy;
14337 int drop_direction = player->MovDir;
14338 int drop_side = drop_direction;
14339 int drop_element = get_next_dropped_element(player);
14341 /* do not drop an element on top of another element; when holding drop key
14342 pressed without moving, dropped element must move away before the next
14343 element can be dropped (this is especially important if the next element
14344 is dynamite, which can be placed on background for historical reasons) */
14345 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14348 if (IS_THROWABLE(drop_element))
14350 dropx += GET_DX_FROM_DIR(drop_direction);
14351 dropy += GET_DY_FROM_DIR(drop_direction);
14353 if (!IN_LEV_FIELD(dropx, dropy))
14357 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14358 new_element = drop_element; /* default: no change when dropping */
14360 /* check if player is active, not moving and ready to drop */
14361 if (!player->active || player->MovPos || player->drop_delay > 0)
14364 /* check if player has anything that can be dropped */
14365 if (new_element == EL_UNDEFINED)
14368 /* only set if player has anything that can be dropped */
14369 player->is_dropping_pressed = TRUE;
14371 /* check if drop key was pressed long enough for EM style dynamite */
14372 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14375 /* check if anything can be dropped at the current position */
14376 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14379 /* collected custom elements can only be dropped on empty fields */
14380 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14383 if (old_element != EL_EMPTY)
14384 Back[dropx][dropy] = old_element; /* store old element on this field */
14386 ResetGfxAnimation(dropx, dropy);
14387 ResetRandomAnimationValue(dropx, dropy);
14389 if (player->inventory_size > 0 ||
14390 player->inventory_infinite_element != EL_UNDEFINED)
14392 if (player->inventory_size > 0)
14394 player->inventory_size--;
14396 DrawGameDoorValues();
14398 if (new_element == EL_DYNAMITE)
14399 new_element = EL_DYNAMITE_ACTIVE;
14400 else if (new_element == EL_EM_DYNAMITE)
14401 new_element = EL_EM_DYNAMITE_ACTIVE;
14402 else if (new_element == EL_SP_DISK_RED)
14403 new_element = EL_SP_DISK_RED_ACTIVE;
14406 Feld[dropx][dropy] = new_element;
14408 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14409 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14410 el2img(Feld[dropx][dropy]), 0);
14412 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14414 /* needed if previous element just changed to "empty" in the last frame */
14415 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14417 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14418 player->index_bit, drop_side);
14419 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14421 player->index_bit, drop_side);
14423 TestIfElementTouchesCustomElement(dropx, dropy);
14425 else /* player is dropping a dyna bomb */
14427 player->dynabombs_left--;
14429 Feld[dropx][dropy] = new_element;
14431 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14432 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14433 el2img(Feld[dropx][dropy]), 0);
14435 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14438 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14439 InitField_WithBug1(dropx, dropy, FALSE);
14441 new_element = Feld[dropx][dropy]; /* element might have changed */
14443 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14444 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14446 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14447 MovDir[dropx][dropy] = drop_direction;
14449 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14451 /* do not cause impact style collision by dropping elements that can fall */
14452 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14455 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14456 player->is_dropping = TRUE;
14458 player->drop_pressed_delay = 0;
14459 player->is_dropping_pressed = FALSE;
14461 player->drop_x = dropx;
14462 player->drop_y = dropy;
14467 /* ------------------------------------------------------------------------- */
14468 /* game sound playing functions */
14469 /* ------------------------------------------------------------------------- */
14471 static int *loop_sound_frame = NULL;
14472 static int *loop_sound_volume = NULL;
14474 void InitPlayLevelSound(void)
14476 int num_sounds = getSoundListSize();
14478 checked_free(loop_sound_frame);
14479 checked_free(loop_sound_volume);
14481 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14482 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14485 static void PlayLevelSound(int x, int y, int nr)
14487 int sx = SCREENX(x), sy = SCREENY(y);
14488 int volume, stereo_position;
14489 int max_distance = 8;
14490 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14492 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14493 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14496 if (!IN_LEV_FIELD(x, y) ||
14497 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14498 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14501 volume = SOUND_MAX_VOLUME;
14503 if (!IN_SCR_FIELD(sx, sy))
14505 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14506 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14508 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14511 stereo_position = (SOUND_MAX_LEFT +
14512 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14513 (SCR_FIELDX + 2 * max_distance));
14515 if (IS_LOOP_SOUND(nr))
14517 /* This assures that quieter loop sounds do not overwrite louder ones,
14518 while restarting sound volume comparison with each new game frame. */
14520 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14523 loop_sound_volume[nr] = volume;
14524 loop_sound_frame[nr] = FrameCounter;
14527 PlaySoundExt(nr, volume, stereo_position, type);
14530 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14532 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14533 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14534 y < LEVELY(BY1) ? LEVELY(BY1) :
14535 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14539 static void PlayLevelSoundAction(int x, int y, int action)
14541 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14544 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14546 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14548 if (sound_effect != SND_UNDEFINED)
14549 PlayLevelSound(x, y, sound_effect);
14552 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14555 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14557 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14558 PlayLevelSound(x, y, sound_effect);
14561 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14563 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14565 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14566 PlayLevelSound(x, y, sound_effect);
14569 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14571 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14573 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14574 StopSound(sound_effect);
14577 static int getLevelMusicNr(void)
14579 if (levelset.music[level_nr] != MUS_UNDEFINED)
14580 return levelset.music[level_nr]; /* from config file */
14582 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14585 static void FadeLevelSounds(void)
14590 static void FadeLevelMusic(void)
14592 int music_nr = getLevelMusicNr();
14593 char *curr_music = getCurrentlyPlayingMusicFilename();
14594 char *next_music = getMusicInfoEntryFilename(music_nr);
14596 if (!strEqual(curr_music, next_music))
14600 void FadeLevelSoundsAndMusic(void)
14606 static void PlayLevelMusic(void)
14608 int music_nr = getLevelMusicNr();
14609 char *curr_music = getCurrentlyPlayingMusicFilename();
14610 char *next_music = getMusicInfoEntryFilename(music_nr);
14612 if (!strEqual(curr_music, next_music))
14613 PlayMusicLoop(music_nr);
14616 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14618 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14619 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14620 int x = xx - 1 - offset;
14621 int y = yy - 1 - offset;
14626 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14630 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14634 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14638 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14642 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14646 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14650 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14653 case SAMPLE_android_clone:
14654 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14657 case SAMPLE_android_move:
14658 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14661 case SAMPLE_spring:
14662 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14666 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14670 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14673 case SAMPLE_eater_eat:
14674 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14678 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14681 case SAMPLE_collect:
14682 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14685 case SAMPLE_diamond:
14686 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14689 case SAMPLE_squash:
14690 /* !!! CHECK THIS !!! */
14692 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14694 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14698 case SAMPLE_wonderfall:
14699 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14703 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14707 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14711 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14715 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14719 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14723 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14726 case SAMPLE_wonder:
14727 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14731 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14734 case SAMPLE_exit_open:
14735 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14738 case SAMPLE_exit_leave:
14739 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14742 case SAMPLE_dynamite:
14743 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14747 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14751 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14755 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14759 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14763 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14767 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14771 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14776 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14778 int element = map_element_SP_to_RND(element_sp);
14779 int action = map_action_SP_to_RND(action_sp);
14780 int offset = (setup.sp_show_border_elements ? 0 : 1);
14781 int x = xx - offset;
14782 int y = yy - offset;
14784 PlayLevelSoundElementAction(x, y, element, action);
14787 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14789 int element = map_element_MM_to_RND(element_mm);
14790 int action = map_action_MM_to_RND(action_mm);
14792 int x = xx - offset;
14793 int y = yy - offset;
14795 if (!IS_MM_ELEMENT(element))
14796 element = EL_MM_DEFAULT;
14798 PlayLevelSoundElementAction(x, y, element, action);
14801 void PlaySound_MM(int sound_mm)
14803 int sound = map_sound_MM_to_RND(sound_mm);
14805 if (sound == SND_UNDEFINED)
14811 void PlaySoundLoop_MM(int sound_mm)
14813 int sound = map_sound_MM_to_RND(sound_mm);
14815 if (sound == SND_UNDEFINED)
14818 PlaySoundLoop(sound);
14821 void StopSound_MM(int sound_mm)
14823 int sound = map_sound_MM_to_RND(sound_mm);
14825 if (sound == SND_UNDEFINED)
14831 void RaiseScore(int value)
14833 local_player->score += value;
14835 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14837 DisplayGameControlValues();
14840 void RaiseScoreElement(int element)
14845 case EL_BD_DIAMOND:
14846 case EL_EMERALD_YELLOW:
14847 case EL_EMERALD_RED:
14848 case EL_EMERALD_PURPLE:
14849 case EL_SP_INFOTRON:
14850 RaiseScore(level.score[SC_EMERALD]);
14853 RaiseScore(level.score[SC_DIAMOND]);
14856 RaiseScore(level.score[SC_CRYSTAL]);
14859 RaiseScore(level.score[SC_PEARL]);
14862 case EL_BD_BUTTERFLY:
14863 case EL_SP_ELECTRON:
14864 RaiseScore(level.score[SC_BUG]);
14867 case EL_BD_FIREFLY:
14868 case EL_SP_SNIKSNAK:
14869 RaiseScore(level.score[SC_SPACESHIP]);
14872 case EL_DARK_YAMYAM:
14873 RaiseScore(level.score[SC_YAMYAM]);
14876 RaiseScore(level.score[SC_ROBOT]);
14879 RaiseScore(level.score[SC_PACMAN]);
14882 RaiseScore(level.score[SC_NUT]);
14885 case EL_EM_DYNAMITE:
14886 case EL_SP_DISK_RED:
14887 case EL_DYNABOMB_INCREASE_NUMBER:
14888 case EL_DYNABOMB_INCREASE_SIZE:
14889 case EL_DYNABOMB_INCREASE_POWER:
14890 RaiseScore(level.score[SC_DYNAMITE]);
14892 case EL_SHIELD_NORMAL:
14893 case EL_SHIELD_DEADLY:
14894 RaiseScore(level.score[SC_SHIELD]);
14896 case EL_EXTRA_TIME:
14897 RaiseScore(level.extra_time_score);
14911 case EL_DC_KEY_WHITE:
14912 RaiseScore(level.score[SC_KEY]);
14915 RaiseScore(element_info[element].collect_score);
14920 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14922 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14924 /* closing door required in case of envelope style request dialogs */
14926 CloseDoor(DOOR_CLOSE_1);
14928 if (network.enabled)
14929 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14933 FadeSkipNextFadeIn();
14935 SetGameStatus(GAME_MODE_MAIN);
14940 else /* continue playing the game */
14942 if (tape.playing && tape.deactivate_display)
14943 TapeDeactivateDisplayOff(TRUE);
14945 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14947 if (tape.playing && tape.deactivate_display)
14948 TapeDeactivateDisplayOn();
14952 void RequestQuitGame(boolean ask_if_really_quit)
14954 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14955 boolean skip_request = AllPlayersGone || quick_quit;
14957 RequestQuitGameExt(skip_request, quick_quit,
14958 "Do you really want to quit the game?");
14961 void RequestRestartGame(char *message)
14963 game.restart_game_message = NULL;
14965 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14967 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14971 SetGameStatus(GAME_MODE_MAIN);
14978 /* ------------------------------------------------------------------------- */
14979 /* random generator functions */
14980 /* ------------------------------------------------------------------------- */
14982 unsigned int InitEngineRandom_RND(int seed)
14984 game.num_random_calls = 0;
14986 return InitEngineRandom(seed);
14989 unsigned int RND(int max)
14993 game.num_random_calls++;
14995 return GetEngineRandom(max);
15002 /* ------------------------------------------------------------------------- */
15003 /* game engine snapshot handling functions */
15004 /* ------------------------------------------------------------------------- */
15006 struct EngineSnapshotInfo
15008 /* runtime values for custom element collect score */
15009 int collect_score[NUM_CUSTOM_ELEMENTS];
15011 /* runtime values for group element choice position */
15012 int choice_pos[NUM_GROUP_ELEMENTS];
15014 /* runtime values for belt position animations */
15015 int belt_graphic[4][NUM_BELT_PARTS];
15016 int belt_anim_mode[4][NUM_BELT_PARTS];
15019 static struct EngineSnapshotInfo engine_snapshot_rnd;
15020 static char *snapshot_level_identifier = NULL;
15021 static int snapshot_level_nr = -1;
15023 static void SaveEngineSnapshotValues_RND(void)
15025 static int belt_base_active_element[4] =
15027 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15028 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15029 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15030 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15034 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15036 int element = EL_CUSTOM_START + i;
15038 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15041 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15043 int element = EL_GROUP_START + i;
15045 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15048 for (i = 0; i < 4; i++)
15050 for (j = 0; j < NUM_BELT_PARTS; j++)
15052 int element = belt_base_active_element[i] + j;
15053 int graphic = el2img(element);
15054 int anim_mode = graphic_info[graphic].anim_mode;
15056 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15057 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15062 static void LoadEngineSnapshotValues_RND(void)
15064 unsigned int num_random_calls = game.num_random_calls;
15067 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15069 int element = EL_CUSTOM_START + i;
15071 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15074 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15076 int element = EL_GROUP_START + i;
15078 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15081 for (i = 0; i < 4; i++)
15083 for (j = 0; j < NUM_BELT_PARTS; j++)
15085 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15086 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15088 graphic_info[graphic].anim_mode = anim_mode;
15092 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15094 InitRND(tape.random_seed);
15095 for (i = 0; i < num_random_calls; i++)
15099 if (game.num_random_calls != num_random_calls)
15101 Error(ERR_INFO, "number of random calls out of sync");
15102 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15103 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15104 Error(ERR_EXIT, "this should not happen -- please debug");
15108 void FreeEngineSnapshotSingle(void)
15110 FreeSnapshotSingle();
15112 setString(&snapshot_level_identifier, NULL);
15113 snapshot_level_nr = -1;
15116 void FreeEngineSnapshotList(void)
15118 FreeSnapshotList();
15121 static ListNode *SaveEngineSnapshotBuffers(void)
15123 ListNode *buffers = NULL;
15125 /* copy some special values to a structure better suited for the snapshot */
15127 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15128 SaveEngineSnapshotValues_RND();
15129 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15130 SaveEngineSnapshotValues_EM();
15131 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15132 SaveEngineSnapshotValues_SP(&buffers);
15133 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15134 SaveEngineSnapshotValues_MM(&buffers);
15136 /* save values stored in special snapshot structure */
15138 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15139 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15140 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15141 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15142 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15143 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15144 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15145 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15147 /* save further RND engine values */
15149 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15150 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15151 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15153 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15154 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15156 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15164 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15186 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15188 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15191 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15197 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15198 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15199 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15201 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15202 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15204 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15205 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15206 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15207 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15208 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15210 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15211 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15214 ListNode *node = engine_snapshot_list_rnd;
15217 while (node != NULL)
15219 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15224 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15230 void SaveEngineSnapshotSingle(void)
15232 ListNode *buffers = SaveEngineSnapshotBuffers();
15234 /* finally save all snapshot buffers to single snapshot */
15235 SaveSnapshotSingle(buffers);
15237 /* save level identification information */
15238 setString(&snapshot_level_identifier, leveldir_current->identifier);
15239 snapshot_level_nr = level_nr;
15242 boolean CheckSaveEngineSnapshotToList(void)
15244 boolean save_snapshot =
15245 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15246 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15247 game.snapshot.changed_action) ||
15248 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15249 game.snapshot.collected_item));
15251 game.snapshot.changed_action = FALSE;
15252 game.snapshot.collected_item = FALSE;
15253 game.snapshot.save_snapshot = save_snapshot;
15255 return save_snapshot;
15258 void SaveEngineSnapshotToList(void)
15260 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15264 ListNode *buffers = SaveEngineSnapshotBuffers();
15266 /* finally save all snapshot buffers to snapshot list */
15267 SaveSnapshotToList(buffers);
15270 void SaveEngineSnapshotToListInitial(void)
15272 FreeEngineSnapshotList();
15274 SaveEngineSnapshotToList();
15277 static void LoadEngineSnapshotValues(void)
15279 /* restore special values from snapshot structure */
15281 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15282 LoadEngineSnapshotValues_RND();
15283 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15284 LoadEngineSnapshotValues_EM();
15285 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15286 LoadEngineSnapshotValues_SP();
15287 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15288 LoadEngineSnapshotValues_MM();
15291 void LoadEngineSnapshotSingle(void)
15293 LoadSnapshotSingle();
15295 LoadEngineSnapshotValues();
15298 static void LoadEngineSnapshot_Undo(int steps)
15300 LoadSnapshotFromList_Older(steps);
15302 LoadEngineSnapshotValues();
15305 static void LoadEngineSnapshot_Redo(int steps)
15307 LoadSnapshotFromList_Newer(steps);
15309 LoadEngineSnapshotValues();
15312 boolean CheckEngineSnapshotSingle(void)
15314 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15315 snapshot_level_nr == level_nr);
15318 boolean CheckEngineSnapshotList(void)
15320 return CheckSnapshotList();
15324 /* ---------- new game button stuff ---------------------------------------- */
15331 boolean *setup_value;
15332 boolean allowed_on_tape;
15334 } gamebutton_info[NUM_GAME_BUTTONS] =
15337 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15338 GAME_CTRL_ID_STOP, NULL,
15342 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15343 GAME_CTRL_ID_PAUSE, NULL,
15347 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15348 GAME_CTRL_ID_PLAY, NULL,
15352 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15353 GAME_CTRL_ID_UNDO, NULL,
15357 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15358 GAME_CTRL_ID_REDO, NULL,
15362 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15363 GAME_CTRL_ID_SAVE, NULL,
15367 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15368 GAME_CTRL_ID_PAUSE2, NULL,
15372 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15373 GAME_CTRL_ID_LOAD, NULL,
15377 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15378 GAME_CTRL_ID_PANEL_STOP, NULL,
15382 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15383 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15384 FALSE, "pause game"
15387 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15388 GAME_CTRL_ID_PANEL_PLAY, NULL,
15392 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15393 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15394 TRUE, "background music on/off"
15397 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15398 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15399 TRUE, "sound loops on/off"
15402 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15403 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15404 TRUE, "normal sounds on/off"
15407 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15408 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15409 FALSE, "background music on/off"
15412 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15413 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15414 FALSE, "sound loops on/off"
15417 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15418 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15419 FALSE, "normal sounds on/off"
15423 void CreateGameButtons(void)
15427 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15429 int graphic = gamebutton_info[i].graphic;
15430 struct GraphicInfo *gfx = &graphic_info[graphic];
15431 struct XY *pos = gamebutton_info[i].pos;
15432 struct GadgetInfo *gi;
15435 unsigned int event_mask;
15436 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15437 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15438 int base_x = (on_tape ? VX : DX);
15439 int base_y = (on_tape ? VY : DY);
15440 int gd_x = gfx->src_x;
15441 int gd_y = gfx->src_y;
15442 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15443 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15444 int gd_xa = gfx->src_x + gfx->active_xoffset;
15445 int gd_ya = gfx->src_y + gfx->active_yoffset;
15446 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15447 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15450 if (gfx->bitmap == NULL)
15452 game_gadget[id] = NULL;
15457 if (id == GAME_CTRL_ID_STOP ||
15458 id == GAME_CTRL_ID_PANEL_STOP ||
15459 id == GAME_CTRL_ID_PLAY ||
15460 id == GAME_CTRL_ID_PANEL_PLAY ||
15461 id == GAME_CTRL_ID_SAVE ||
15462 id == GAME_CTRL_ID_LOAD)
15464 button_type = GD_TYPE_NORMAL_BUTTON;
15466 event_mask = GD_EVENT_RELEASED;
15468 else if (id == GAME_CTRL_ID_UNDO ||
15469 id == GAME_CTRL_ID_REDO)
15471 button_type = GD_TYPE_NORMAL_BUTTON;
15473 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15477 button_type = GD_TYPE_CHECK_BUTTON;
15478 checked = (gamebutton_info[i].setup_value != NULL ?
15479 *gamebutton_info[i].setup_value : FALSE);
15480 event_mask = GD_EVENT_PRESSED;
15483 gi = CreateGadget(GDI_CUSTOM_ID, id,
15484 GDI_IMAGE_ID, graphic,
15485 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15486 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15487 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15488 GDI_WIDTH, gfx->width,
15489 GDI_HEIGHT, gfx->height,
15490 GDI_TYPE, button_type,
15491 GDI_STATE, GD_BUTTON_UNPRESSED,
15492 GDI_CHECKED, checked,
15493 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15494 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15495 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15496 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15497 GDI_DIRECT_DRAW, FALSE,
15498 GDI_EVENT_MASK, event_mask,
15499 GDI_CALLBACK_ACTION, HandleGameButtons,
15503 Error(ERR_EXIT, "cannot create gadget");
15505 game_gadget[id] = gi;
15509 void FreeGameButtons(void)
15513 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15514 FreeGadget(game_gadget[i]);
15517 static void UnmapGameButtonsAtSamePosition(int id)
15521 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15523 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15524 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15525 UnmapGadget(game_gadget[i]);
15528 static void UnmapGameButtonsAtSamePosition_All(void)
15530 if (setup.show_snapshot_buttons)
15532 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15533 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15534 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15538 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15539 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15540 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15542 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15543 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15544 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15548 static void MapGameButtonsAtSamePosition(int id)
15552 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15554 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15555 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15556 MapGadget(game_gadget[i]);
15558 UnmapGameButtonsAtSamePosition_All();
15561 void MapUndoRedoButtons(void)
15563 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15564 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15566 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15567 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15569 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15572 void UnmapUndoRedoButtons(void)
15574 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15575 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15577 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15578 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15580 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15583 static void MapGameButtonsExt(boolean on_tape)
15587 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15588 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15589 i != GAME_CTRL_ID_UNDO &&
15590 i != GAME_CTRL_ID_REDO)
15591 MapGadget(game_gadget[i]);
15593 UnmapGameButtonsAtSamePosition_All();
15595 RedrawGameButtons();
15598 static void UnmapGameButtonsExt(boolean on_tape)
15602 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15603 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15604 UnmapGadget(game_gadget[i]);
15607 static void RedrawGameButtonsExt(boolean on_tape)
15611 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15612 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15613 RedrawGadget(game_gadget[i]);
15615 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15616 redraw_mask &= ~REDRAW_ALL;
15619 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15624 gi->checked = state;
15627 static void RedrawSoundButtonGadget(int id)
15629 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15630 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15631 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15632 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15633 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15634 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15637 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15638 RedrawGadget(game_gadget[id2]);
15641 void MapGameButtons(void)
15643 MapGameButtonsExt(FALSE);
15646 void UnmapGameButtons(void)
15648 UnmapGameButtonsExt(FALSE);
15651 void RedrawGameButtons(void)
15653 RedrawGameButtonsExt(FALSE);
15656 void MapGameButtonsOnTape(void)
15658 MapGameButtonsExt(TRUE);
15661 void UnmapGameButtonsOnTape(void)
15663 UnmapGameButtonsExt(TRUE);
15666 void RedrawGameButtonsOnTape(void)
15668 RedrawGameButtonsExt(TRUE);
15671 static void GameUndoRedoExt(void)
15673 ClearPlayerAction();
15675 tape.pausing = TRUE;
15678 UpdateAndDisplayGameControlValues();
15680 DrawCompleteVideoDisplay();
15681 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15682 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15683 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15688 static void GameUndo(int steps)
15690 if (!CheckEngineSnapshotList())
15693 LoadEngineSnapshot_Undo(steps);
15698 static void GameRedo(int steps)
15700 if (!CheckEngineSnapshotList())
15703 LoadEngineSnapshot_Redo(steps);
15708 static void HandleGameButtonsExt(int id, int button)
15710 static boolean game_undo_executed = FALSE;
15711 int steps = BUTTON_STEPSIZE(button);
15712 boolean handle_game_buttons =
15713 (game_status == GAME_MODE_PLAYING ||
15714 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15716 if (!handle_game_buttons)
15721 case GAME_CTRL_ID_STOP:
15722 case GAME_CTRL_ID_PANEL_STOP:
15723 if (game_status == GAME_MODE_MAIN)
15729 RequestQuitGame(TRUE);
15733 case GAME_CTRL_ID_PAUSE:
15734 case GAME_CTRL_ID_PAUSE2:
15735 case GAME_CTRL_ID_PANEL_PAUSE:
15736 if (network.enabled && game_status == GAME_MODE_PLAYING)
15739 SendToServer_ContinuePlaying();
15741 SendToServer_PausePlaying();
15744 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15746 game_undo_executed = FALSE;
15750 case GAME_CTRL_ID_PLAY:
15751 case GAME_CTRL_ID_PANEL_PLAY:
15752 if (game_status == GAME_MODE_MAIN)
15754 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15756 else if (tape.pausing)
15758 if (network.enabled)
15759 SendToServer_ContinuePlaying();
15761 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15765 case GAME_CTRL_ID_UNDO:
15766 // Important: When using "save snapshot when collecting an item" mode,
15767 // load last (current) snapshot for first "undo" after pressing "pause"
15768 // (else the last-but-one snapshot would be loaded, because the snapshot
15769 // pointer already points to the last snapshot when pressing "pause",
15770 // which is fine for "every step/move" mode, but not for "every collect")
15771 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15772 !game_undo_executed)
15775 game_undo_executed = TRUE;
15780 case GAME_CTRL_ID_REDO:
15784 case GAME_CTRL_ID_SAVE:
15788 case GAME_CTRL_ID_LOAD:
15792 case SOUND_CTRL_ID_MUSIC:
15793 case SOUND_CTRL_ID_PANEL_MUSIC:
15794 if (setup.sound_music)
15796 setup.sound_music = FALSE;
15800 else if (audio.music_available)
15802 setup.sound = setup.sound_music = TRUE;
15804 SetAudioMode(setup.sound);
15806 if (game_status == GAME_MODE_PLAYING)
15810 RedrawSoundButtonGadget(id);
15814 case SOUND_CTRL_ID_LOOPS:
15815 case SOUND_CTRL_ID_PANEL_LOOPS:
15816 if (setup.sound_loops)
15817 setup.sound_loops = FALSE;
15818 else if (audio.loops_available)
15820 setup.sound = setup.sound_loops = TRUE;
15822 SetAudioMode(setup.sound);
15825 RedrawSoundButtonGadget(id);
15829 case SOUND_CTRL_ID_SIMPLE:
15830 case SOUND_CTRL_ID_PANEL_SIMPLE:
15831 if (setup.sound_simple)
15832 setup.sound_simple = FALSE;
15833 else if (audio.sound_available)
15835 setup.sound = setup.sound_simple = TRUE;
15837 SetAudioMode(setup.sound);
15840 RedrawSoundButtonGadget(id);
15849 static void HandleGameButtons(struct GadgetInfo *gi)
15851 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15854 void HandleSoundButtonKeys(Key key)
15856 if (key == setup.shortcut.sound_simple)
15857 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15858 else if (key == setup.shortcut.sound_loops)
15859 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15860 else if (key == setup.shortcut.sound_music)
15861 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);