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() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define 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_SaveTape = FALSE;
3529 player->LevelSolved_SaveScore = FALSE;
3531 player->LevelSolved_CountingTime = 0;
3532 player->LevelSolved_CountingScore = 0;
3533 player->LevelSolved_CountingHealth = 0;
3535 map_player_action[i] = i;
3538 network_player_action_received = FALSE;
3540 /* initial null action */
3541 if (network_playing)
3542 SendToServer_MovePlayer(MV_NONE);
3550 TimeLeft = level.time;
3553 ScreenMovDir = MV_NONE;
3557 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3559 AllPlayersGone = FALSE;
3561 game.panel.active = TRUE;
3563 game.no_time_limit = (level.time == 0);
3565 game.yamyam_content_nr = 0;
3566 game.robot_wheel_active = FALSE;
3567 game.magic_wall_active = FALSE;
3568 game.magic_wall_time_left = 0;
3569 game.light_time_left = 0;
3570 game.timegate_time_left = 0;
3571 game.switchgate_pos = 0;
3572 game.wind_direction = level.wind_direction_initial;
3574 game.lenses_time_left = 0;
3575 game.magnify_time_left = 0;
3577 game.ball_state = level.ball_state_initial;
3578 game.ball_content_nr = 0;
3580 game.explosions_delayed = TRUE;
3582 game.envelope_active = FALSE;
3584 for (i = 0; i < NUM_BELTS; i++)
3586 game.belt_dir[i] = MV_NONE;
3587 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3590 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3591 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3593 #if DEBUG_INIT_PLAYER
3594 DebugPrintPlayerStatus("Player status at level initialization");
3597 SCAN_PLAYFIELD(x, y)
3599 Feld[x][y] = Last[x][y] = level.field[x][y];
3600 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3601 ChangeDelay[x][y] = 0;
3602 ChangePage[x][y] = -1;
3603 CustomValue[x][y] = 0; /* initialized in InitField() */
3604 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3606 WasJustMoving[x][y] = 0;
3607 WasJustFalling[x][y] = 0;
3608 CheckCollision[x][y] = 0;
3609 CheckImpact[x][y] = 0;
3611 Pushed[x][y] = FALSE;
3613 ChangeCount[x][y] = 0;
3614 ChangeEvent[x][y] = -1;
3616 ExplodePhase[x][y] = 0;
3617 ExplodeDelay[x][y] = 0;
3618 ExplodeField[x][y] = EX_TYPE_NONE;
3620 RunnerVisit[x][y] = 0;
3621 PlayerVisit[x][y] = 0;
3624 GfxRandom[x][y] = INIT_GFX_RANDOM();
3625 GfxElement[x][y] = EL_UNDEFINED;
3626 GfxAction[x][y] = ACTION_DEFAULT;
3627 GfxDir[x][y] = MV_NONE;
3628 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3631 SCAN_PLAYFIELD(x, y)
3633 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3635 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3637 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3640 InitField(x, y, TRUE);
3642 ResetGfxAnimation(x, y);
3647 for (i = 0; i < MAX_PLAYERS; i++)
3649 struct PlayerInfo *player = &stored_player[i];
3651 /* set number of special actions for bored and sleeping animation */
3652 player->num_special_action_bored =
3653 get_num_special_action(player->artwork_element,
3654 ACTION_BORING_1, ACTION_BORING_LAST);
3655 player->num_special_action_sleeping =
3656 get_num_special_action(player->artwork_element,
3657 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3660 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3661 emulate_sb ? EMU_SOKOBAN :
3662 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3664 /* initialize type of slippery elements */
3665 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3667 if (!IS_CUSTOM_ELEMENT(i))
3669 /* default: elements slip down either to the left or right randomly */
3670 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3672 /* SP style elements prefer to slip down on the left side */
3673 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3674 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3676 /* BD style elements prefer to slip down on the left side */
3677 if (game.emulation == EMU_BOULDERDASH)
3678 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3682 /* initialize explosion and ignition delay */
3683 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3685 if (!IS_CUSTOM_ELEMENT(i))
3688 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3689 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3690 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3691 int last_phase = (num_phase + 1) * delay;
3692 int half_phase = (num_phase / 2) * delay;
3694 element_info[i].explosion_delay = last_phase - 1;
3695 element_info[i].ignition_delay = half_phase;
3697 if (i == EL_BLACK_ORB)
3698 element_info[i].ignition_delay = 1;
3702 /* correct non-moving belts to start moving left */
3703 for (i = 0; i < NUM_BELTS; i++)
3704 if (game.belt_dir[i] == MV_NONE)
3705 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3707 #if USE_NEW_PLAYER_ASSIGNMENTS
3708 for (i = 0; i < MAX_PLAYERS; i++)
3710 stored_player[i].connected = FALSE;
3712 /* in network game mode, the local player might not be the first player */
3713 if (stored_player[i].connected_locally)
3714 local_player = &stored_player[i];
3717 if (!network.enabled)
3718 local_player->connected = TRUE;
3722 for (i = 0; i < MAX_PLAYERS; i++)
3723 stored_player[i].connected = tape.player_participates[i];
3725 else if (network.enabled)
3727 /* add team mode players connected over the network (needed for correct
3728 assignment of player figures from level to locally playing players) */
3730 for (i = 0; i < MAX_PLAYERS; i++)
3731 if (stored_player[i].connected_network)
3732 stored_player[i].connected = TRUE;
3734 else if (game.team_mode)
3736 /* try to guess locally connected team mode players (needed for correct
3737 assignment of player figures from level to locally playing players) */
3739 for (i = 0; i < MAX_PLAYERS; i++)
3740 if (setup.input[i].use_joystick ||
3741 setup.input[i].key.left != KSYM_UNDEFINED)
3742 stored_player[i].connected = TRUE;
3745 #if DEBUG_INIT_PLAYER
3746 DebugPrintPlayerStatus("Player status after level initialization");
3749 #if DEBUG_INIT_PLAYER
3751 printf("Reassigning players ...\n");
3754 /* check if any connected player was not found in playfield */
3755 for (i = 0; i < MAX_PLAYERS; i++)
3757 struct PlayerInfo *player = &stored_player[i];
3759 if (player->connected && !player->present)
3761 struct PlayerInfo *field_player = NULL;
3763 #if DEBUG_INIT_PLAYER
3765 printf("- looking for field player for player %d ...\n", i + 1);
3768 /* assign first free player found that is present in the playfield */
3770 /* first try: look for unmapped playfield player that is not connected */
3771 for (j = 0; j < MAX_PLAYERS; j++)
3772 if (field_player == NULL &&
3773 stored_player[j].present &&
3774 !stored_player[j].mapped &&
3775 !stored_player[j].connected)
3776 field_player = &stored_player[j];
3778 /* second try: look for *any* unmapped playfield player */
3779 for (j = 0; j < MAX_PLAYERS; j++)
3780 if (field_player == NULL &&
3781 stored_player[j].present &&
3782 !stored_player[j].mapped)
3783 field_player = &stored_player[j];
3785 if (field_player != NULL)
3787 int jx = field_player->jx, jy = field_player->jy;
3789 #if DEBUG_INIT_PLAYER
3791 printf("- found player %d\n", field_player->index_nr + 1);
3794 player->present = FALSE;
3795 player->active = FALSE;
3797 field_player->present = TRUE;
3798 field_player->active = TRUE;
3801 player->initial_element = field_player->initial_element;
3802 player->artwork_element = field_player->artwork_element;
3804 player->block_last_field = field_player->block_last_field;
3805 player->block_delay_adjustment = field_player->block_delay_adjustment;
3808 StorePlayer[jx][jy] = field_player->element_nr;
3810 field_player->jx = field_player->last_jx = jx;
3811 field_player->jy = field_player->last_jy = jy;
3813 if (local_player == player)
3814 local_player = field_player;
3816 map_player_action[field_player->index_nr] = i;
3818 field_player->mapped = TRUE;
3820 #if DEBUG_INIT_PLAYER
3822 printf("- map_player_action[%d] == %d\n",
3823 field_player->index_nr + 1, i + 1);
3828 if (player->connected && player->present)
3829 player->mapped = TRUE;
3832 #if DEBUG_INIT_PLAYER
3833 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3838 /* check if any connected player was not found in playfield */
3839 for (i = 0; i < MAX_PLAYERS; i++)
3841 struct PlayerInfo *player = &stored_player[i];
3843 if (player->connected && !player->present)
3845 for (j = 0; j < MAX_PLAYERS; j++)
3847 struct PlayerInfo *field_player = &stored_player[j];
3848 int jx = field_player->jx, jy = field_player->jy;
3850 /* assign first free player found that is present in the playfield */
3851 if (field_player->present && !field_player->connected)
3853 player->present = TRUE;
3854 player->active = TRUE;
3856 field_player->present = FALSE;
3857 field_player->active = FALSE;
3859 player->initial_element = field_player->initial_element;
3860 player->artwork_element = field_player->artwork_element;
3862 player->block_last_field = field_player->block_last_field;
3863 player->block_delay_adjustment = field_player->block_delay_adjustment;
3865 StorePlayer[jx][jy] = player->element_nr;
3867 player->jx = player->last_jx = jx;
3868 player->jy = player->last_jy = jy;
3878 printf("::: local_player->present == %d\n", local_player->present);
3881 /* set focus to local player for network games, else to all players */
3882 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3883 game.centered_player_nr_next = game.centered_player_nr;
3884 game.set_centered_player = FALSE;
3886 if (network_playing && tape.recording)
3888 /* store client dependent player focus when recording network games */
3889 tape.centered_player_nr_next = game.centered_player_nr_next;
3890 tape.set_centered_player = TRUE;
3895 /* when playing a tape, eliminate all players who do not participate */
3897 #if USE_NEW_PLAYER_ASSIGNMENTS
3899 if (!game.team_mode)
3901 for (i = 0; i < MAX_PLAYERS; i++)
3903 if (stored_player[i].active &&
3904 !tape.player_participates[map_player_action[i]])
3906 struct PlayerInfo *player = &stored_player[i];
3907 int jx = player->jx, jy = player->jy;
3909 #if DEBUG_INIT_PLAYER
3911 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3914 player->active = FALSE;
3915 StorePlayer[jx][jy] = 0;
3916 Feld[jx][jy] = EL_EMPTY;
3923 for (i = 0; i < MAX_PLAYERS; i++)
3925 if (stored_player[i].active &&
3926 !tape.player_participates[i])
3928 struct PlayerInfo *player = &stored_player[i];
3929 int jx = player->jx, jy = player->jy;
3931 player->active = FALSE;
3932 StorePlayer[jx][jy] = 0;
3933 Feld[jx][jy] = EL_EMPTY;
3938 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3940 /* when in single player mode, eliminate all but the local player */
3942 for (i = 0; i < MAX_PLAYERS; i++)
3944 struct PlayerInfo *player = &stored_player[i];
3946 if (player->active && player != local_player)
3948 int jx = player->jx, jy = player->jy;
3950 player->active = FALSE;
3951 player->present = FALSE;
3953 StorePlayer[jx][jy] = 0;
3954 Feld[jx][jy] = EL_EMPTY;
3959 for (i = 0; i < MAX_PLAYERS; i++)
3960 if (stored_player[i].active)
3961 local_player->players_still_needed++;
3963 if (level.solved_by_one_player)
3964 local_player->players_still_needed = 1;
3966 /* when recording the game, store which players take part in the game */
3969 #if USE_NEW_PLAYER_ASSIGNMENTS
3970 for (i = 0; i < MAX_PLAYERS; i++)
3971 if (stored_player[i].connected)
3972 tape.player_participates[i] = TRUE;
3974 for (i = 0; i < MAX_PLAYERS; i++)
3975 if (stored_player[i].active)
3976 tape.player_participates[i] = TRUE;
3980 #if DEBUG_INIT_PLAYER
3981 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3984 if (BorderElement == EL_EMPTY)
3987 SBX_Right = lev_fieldx - SCR_FIELDX;
3989 SBY_Lower = lev_fieldy - SCR_FIELDY;
3994 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3996 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3999 if (full_lev_fieldx <= SCR_FIELDX)
4000 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4001 if (full_lev_fieldy <= SCR_FIELDY)
4002 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4004 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4006 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4009 /* if local player not found, look for custom element that might create
4010 the player (make some assumptions about the right custom element) */
4011 if (!local_player->present)
4013 int start_x = 0, start_y = 0;
4014 int found_rating = 0;
4015 int found_element = EL_UNDEFINED;
4016 int player_nr = local_player->index_nr;
4018 SCAN_PLAYFIELD(x, y)
4020 int element = Feld[x][y];
4025 if (level.use_start_element[player_nr] &&
4026 level.start_element[player_nr] == element &&
4033 found_element = element;
4036 if (!IS_CUSTOM_ELEMENT(element))
4039 if (CAN_CHANGE(element))
4041 for (i = 0; i < element_info[element].num_change_pages; i++)
4043 /* check for player created from custom element as single target */
4044 content = element_info[element].change_page[i].target_element;
4045 is_player = ELEM_IS_PLAYER(content);
4047 if (is_player && (found_rating < 3 ||
4048 (found_rating == 3 && element < found_element)))
4054 found_element = element;
4059 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4061 /* check for player created from custom element as explosion content */
4062 content = element_info[element].content.e[xx][yy];
4063 is_player = ELEM_IS_PLAYER(content);
4065 if (is_player && (found_rating < 2 ||
4066 (found_rating == 2 && element < found_element)))
4068 start_x = x + xx - 1;
4069 start_y = y + yy - 1;
4072 found_element = element;
4075 if (!CAN_CHANGE(element))
4078 for (i = 0; i < element_info[element].num_change_pages; i++)
4080 /* check for player created from custom element as extended target */
4082 element_info[element].change_page[i].target_content.e[xx][yy];
4084 is_player = ELEM_IS_PLAYER(content);
4086 if (is_player && (found_rating < 1 ||
4087 (found_rating == 1 && element < found_element)))
4089 start_x = x + xx - 1;
4090 start_y = y + yy - 1;
4093 found_element = element;
4099 scroll_x = SCROLL_POSITION_X(start_x);
4100 scroll_y = SCROLL_POSITION_Y(start_y);
4104 scroll_x = SCROLL_POSITION_X(local_player->jx);
4105 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4108 /* !!! FIX THIS (START) !!! */
4109 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4111 InitGameEngine_EM();
4113 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4115 InitGameEngine_SP();
4117 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4119 InitGameEngine_MM();
4123 DrawLevel(REDRAW_FIELD);
4126 /* after drawing the level, correct some elements */
4127 if (game.timegate_time_left == 0)
4128 CloseAllOpenTimegates();
4131 /* blit playfield from scroll buffer to normal back buffer for fading in */
4132 BlitScreenToBitmap(backbuffer);
4133 /* !!! FIX THIS (END) !!! */
4135 DrawMaskedBorder(fade_mask);
4140 // full screen redraw is required at this point in the following cases:
4141 // - special editor door undrawn when game was started from level editor
4142 // - drawing area (playfield) was changed and has to be removed completely
4143 redraw_mask = REDRAW_ALL;
4147 if (!game.restart_level)
4149 /* copy default game door content to main double buffer */
4151 /* !!! CHECK AGAIN !!! */
4152 SetPanelBackground();
4153 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4154 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4157 SetPanelBackground();
4158 SetDrawBackgroundMask(REDRAW_DOOR_1);
4160 UpdateAndDisplayGameControlValues();
4162 if (!game.restart_level)
4168 CreateGameButtons();
4173 /* copy actual game door content to door double buffer for OpenDoor() */
4174 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4176 OpenDoor(DOOR_OPEN_ALL);
4178 KeyboardAutoRepeatOffUnlessAutoplay();
4180 #if DEBUG_INIT_PLAYER
4181 DebugPrintPlayerStatus("Player status (final)");
4190 if (!game.restart_level && !tape.playing)
4192 LevelStats_incPlayed(level_nr);
4194 SaveLevelSetup_SeriesInfo();
4197 game.restart_level = FALSE;
4198 game.restart_game_message = NULL;
4200 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4201 InitGameActions_MM();
4203 SaveEngineSnapshotToListInitial();
4205 if (!game.restart_level)
4207 PlaySound(SND_GAME_STARTING);
4209 if (setup.sound_music)
4214 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4215 int actual_player_x, int actual_player_y)
4217 /* this is used for non-R'n'D game engines to update certain engine values */
4219 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4221 actual_player_x = correctLevelPosX_EM(actual_player_x);
4222 actual_player_y = correctLevelPosY_EM(actual_player_y);
4225 /* needed to determine if sounds are played within the visible screen area */
4226 scroll_x = actual_scroll_x;
4227 scroll_y = actual_scroll_y;
4229 /* needed to get player position for "follow finger" playing input method */
4230 local_player->jx = actual_player_x;
4231 local_player->jy = actual_player_y;
4234 void InitMovDir(int x, int y)
4236 int i, element = Feld[x][y];
4237 static int xy[4][2] =
4244 static int direction[3][4] =
4246 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4247 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4248 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4257 Feld[x][y] = EL_BUG;
4258 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4261 case EL_SPACESHIP_RIGHT:
4262 case EL_SPACESHIP_UP:
4263 case EL_SPACESHIP_LEFT:
4264 case EL_SPACESHIP_DOWN:
4265 Feld[x][y] = EL_SPACESHIP;
4266 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4269 case EL_BD_BUTTERFLY_RIGHT:
4270 case EL_BD_BUTTERFLY_UP:
4271 case EL_BD_BUTTERFLY_LEFT:
4272 case EL_BD_BUTTERFLY_DOWN:
4273 Feld[x][y] = EL_BD_BUTTERFLY;
4274 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4277 case EL_BD_FIREFLY_RIGHT:
4278 case EL_BD_FIREFLY_UP:
4279 case EL_BD_FIREFLY_LEFT:
4280 case EL_BD_FIREFLY_DOWN:
4281 Feld[x][y] = EL_BD_FIREFLY;
4282 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4285 case EL_PACMAN_RIGHT:
4287 case EL_PACMAN_LEFT:
4288 case EL_PACMAN_DOWN:
4289 Feld[x][y] = EL_PACMAN;
4290 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4293 case EL_YAMYAM_LEFT:
4294 case EL_YAMYAM_RIGHT:
4296 case EL_YAMYAM_DOWN:
4297 Feld[x][y] = EL_YAMYAM;
4298 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4301 case EL_SP_SNIKSNAK:
4302 MovDir[x][y] = MV_UP;
4305 case EL_SP_ELECTRON:
4306 MovDir[x][y] = MV_LEFT;
4313 Feld[x][y] = EL_MOLE;
4314 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4318 if (IS_CUSTOM_ELEMENT(element))
4320 struct ElementInfo *ei = &element_info[element];
4321 int move_direction_initial = ei->move_direction_initial;
4322 int move_pattern = ei->move_pattern;
4324 if (move_direction_initial == MV_START_PREVIOUS)
4326 if (MovDir[x][y] != MV_NONE)
4329 move_direction_initial = MV_START_AUTOMATIC;
4332 if (move_direction_initial == MV_START_RANDOM)
4333 MovDir[x][y] = 1 << RND(4);
4334 else if (move_direction_initial & MV_ANY_DIRECTION)
4335 MovDir[x][y] = move_direction_initial;
4336 else if (move_pattern == MV_ALL_DIRECTIONS ||
4337 move_pattern == MV_TURNING_LEFT ||
4338 move_pattern == MV_TURNING_RIGHT ||
4339 move_pattern == MV_TURNING_LEFT_RIGHT ||
4340 move_pattern == MV_TURNING_RIGHT_LEFT ||
4341 move_pattern == MV_TURNING_RANDOM)
4342 MovDir[x][y] = 1 << RND(4);
4343 else if (move_pattern == MV_HORIZONTAL)
4344 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4345 else if (move_pattern == MV_VERTICAL)
4346 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4347 else if (move_pattern & MV_ANY_DIRECTION)
4348 MovDir[x][y] = element_info[element].move_pattern;
4349 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4350 move_pattern == MV_ALONG_RIGHT_SIDE)
4352 /* use random direction as default start direction */
4353 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4354 MovDir[x][y] = 1 << RND(4);
4356 for (i = 0; i < NUM_DIRECTIONS; i++)
4358 int x1 = x + xy[i][0];
4359 int y1 = y + xy[i][1];
4361 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4363 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4364 MovDir[x][y] = direction[0][i];
4366 MovDir[x][y] = direction[1][i];
4375 MovDir[x][y] = 1 << RND(4);
4377 if (element != EL_BUG &&
4378 element != EL_SPACESHIP &&
4379 element != EL_BD_BUTTERFLY &&
4380 element != EL_BD_FIREFLY)
4383 for (i = 0; i < NUM_DIRECTIONS; i++)
4385 int x1 = x + xy[i][0];
4386 int y1 = y + xy[i][1];
4388 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4390 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4392 MovDir[x][y] = direction[0][i];
4395 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4396 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4398 MovDir[x][y] = direction[1][i];
4407 GfxDir[x][y] = MovDir[x][y];
4410 void InitAmoebaNr(int x, int y)
4413 int group_nr = AmoebeNachbarNr(x, y);
4417 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4419 if (AmoebaCnt[i] == 0)
4427 AmoebaNr[x][y] = group_nr;
4428 AmoebaCnt[group_nr]++;
4429 AmoebaCnt2[group_nr]++;
4432 static void PlayerWins(struct PlayerInfo *player)
4434 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4435 local_player->players_still_needed > 0)
4438 player->LevelSolved = TRUE;
4439 player->GameOver = TRUE;
4441 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4442 level.native_em_level->lev->score :
4443 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4446 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4447 MM_HEALTH(game_mm.laser_overload_value) :
4450 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4452 player->LevelSolved_CountingScore = player->score_final;
4453 player->LevelSolved_CountingHealth = player->health_final;
4458 static int time_count_steps;
4459 static int time, time_final;
4460 static int score, score_final;
4461 static int health, health_final;
4462 static int game_over_delay_1 = 0;
4463 static int game_over_delay_2 = 0;
4464 static int game_over_delay_3 = 0;
4465 int game_over_delay_value_1 = 50;
4466 int game_over_delay_value_2 = 25;
4467 int game_over_delay_value_3 = 50;
4469 if (!local_player->LevelSolved_GameWon)
4473 /* do not start end game actions before the player stops moving (to exit) */
4474 if (local_player->MovPos)
4477 local_player->LevelSolved_GameWon = TRUE;
4478 local_player->LevelSolved_SaveTape = tape.recording;
4479 local_player->LevelSolved_SaveScore = !tape.playing;
4483 LevelStats_incSolved(level_nr);
4485 SaveLevelSetup_SeriesInfo();
4488 if (tape.auto_play) /* tape might already be stopped here */
4489 tape.auto_play_level_solved = TRUE;
4493 game_over_delay_1 = 0;
4494 game_over_delay_2 = 0;
4495 game_over_delay_3 = game_over_delay_value_3;
4497 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4498 score = score_final = local_player->score_final;
4499 health = health_final = local_player->health_final;
4501 if (level.score[SC_TIME_BONUS] > 0)
4506 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4508 else if (game.no_time_limit && TimePlayed < 999)
4511 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4514 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4516 game_over_delay_1 = game_over_delay_value_1;
4518 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4521 score_final += health * level.score[SC_TIME_BONUS];
4523 game_over_delay_2 = game_over_delay_value_2;
4526 local_player->score_final = score_final;
4527 local_player->health_final = health_final;
4530 if (level_editor_test_game)
4533 score = score_final;
4535 local_player->LevelSolved_CountingTime = time;
4536 local_player->LevelSolved_CountingScore = score;
4538 game_panel_controls[GAME_PANEL_TIME].value = time;
4539 game_panel_controls[GAME_PANEL_SCORE].value = score;
4541 DisplayGameControlValues();
4544 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4546 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4548 /* close exit door after last player */
4549 if ((AllPlayersGone &&
4550 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4551 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4552 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4553 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4554 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4556 int element = Feld[ExitX][ExitY];
4558 Feld[ExitX][ExitY] =
4559 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4560 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4561 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4562 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4563 EL_EM_STEEL_EXIT_CLOSING);
4565 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4568 /* player disappears */
4569 DrawLevelField(ExitX, ExitY);
4572 for (i = 0; i < MAX_PLAYERS; i++)
4574 struct PlayerInfo *player = &stored_player[i];
4576 if (player->present)
4578 RemovePlayer(player);
4580 /* player disappears */
4581 DrawLevelField(player->jx, player->jy);
4586 PlaySound(SND_GAME_WINNING);
4589 if (game_over_delay_1 > 0)
4591 game_over_delay_1--;
4596 if (time != time_final)
4598 int time_to_go = ABS(time_final - time);
4599 int time_count_dir = (time < time_final ? +1 : -1);
4601 if (time_to_go < time_count_steps)
4602 time_count_steps = 1;
4604 time += time_count_steps * time_count_dir;
4605 score += time_count_steps * level.score[SC_TIME_BONUS];
4607 local_player->LevelSolved_CountingTime = time;
4608 local_player->LevelSolved_CountingScore = score;
4610 game_panel_controls[GAME_PANEL_TIME].value = time;
4611 game_panel_controls[GAME_PANEL_SCORE].value = score;
4613 DisplayGameControlValues();
4615 if (time == time_final)
4616 StopSound(SND_GAME_LEVELTIME_BONUS);
4617 else if (setup.sound_loops)
4618 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4620 PlaySound(SND_GAME_LEVELTIME_BONUS);
4625 if (game_over_delay_2 > 0)
4627 game_over_delay_2--;
4632 if (health != health_final)
4634 int health_count_dir = (health < health_final ? +1 : -1);
4636 health += health_count_dir;
4637 score += level.score[SC_TIME_BONUS];
4639 local_player->LevelSolved_CountingHealth = health;
4640 local_player->LevelSolved_CountingScore = score;
4642 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4643 game_panel_controls[GAME_PANEL_SCORE].value = score;
4645 DisplayGameControlValues();
4647 if (health == health_final)
4648 StopSound(SND_GAME_LEVELTIME_BONUS);
4649 else if (setup.sound_loops)
4650 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4652 PlaySound(SND_GAME_LEVELTIME_BONUS);
4657 game.panel.active = FALSE;
4659 if (game_over_delay_3 > 0)
4661 game_over_delay_3--;
4671 /* used instead of "level_nr" (needed for network games) */
4672 int last_level_nr = levelset.level_nr;
4675 local_player->LevelSolved_GameEnd = TRUE;
4677 if (local_player->LevelSolved_SaveTape)
4679 /* make sure that request dialog to save tape does not open door again */
4680 if (!global.use_envelope_request)
4681 CloseDoor(DOOR_CLOSE_1);
4683 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4686 /* if no tape is to be saved, close both doors simultaneously */
4687 CloseDoor(DOOR_CLOSE_ALL);
4689 if (level_editor_test_game)
4691 SetGameStatus(GAME_MODE_MAIN);
4698 if (!local_player->LevelSolved_SaveScore)
4700 SetGameStatus(GAME_MODE_MAIN);
4707 if (level_nr == leveldir_current->handicap_level)
4709 leveldir_current->handicap_level++;
4711 SaveLevelSetup_SeriesInfo();
4714 if (setup.increment_levels &&
4715 level_nr < leveldir_current->last_level &&
4718 level_nr++; /* advance to next level */
4719 TapeErase(); /* start with empty tape */
4721 if (setup.auto_play_next_level)
4723 LoadLevel(level_nr);
4725 SaveLevelSetup_SeriesInfo();
4729 hi_pos = NewHiScore(last_level_nr);
4731 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4733 SetGameStatus(GAME_MODE_SCORES);
4735 DrawHallOfFame(last_level_nr, hi_pos);
4737 else if (setup.auto_play_next_level && setup.increment_levels &&
4738 last_level_nr < leveldir_current->last_level &&
4741 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4745 SetGameStatus(GAME_MODE_MAIN);
4751 int NewHiScore(int level_nr)
4755 boolean one_score_entry_per_name = !program.many_scores_per_name;
4757 LoadScore(level_nr);
4759 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4760 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4763 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4765 if (local_player->score_final > highscore[k].Score)
4767 /* player has made it to the hall of fame */
4769 if (k < MAX_SCORE_ENTRIES - 1)
4771 int m = MAX_SCORE_ENTRIES - 1;
4773 if (one_score_entry_per_name)
4775 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4776 if (strEqual(setup.player_name, highscore[l].Name))
4779 if (m == k) /* player's new highscore overwrites his old one */
4783 for (l = m; l > k; l--)
4785 strcpy(highscore[l].Name, highscore[l - 1].Name);
4786 highscore[l].Score = highscore[l - 1].Score;
4792 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4793 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4794 highscore[k].Score = local_player->score_final;
4799 else if (one_score_entry_per_name &&
4800 !strncmp(setup.player_name, highscore[k].Name,
4801 MAX_PLAYER_NAME_LEN))
4802 break; /* player already there with a higher score */
4806 SaveScore(level_nr);
4811 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4813 int element = Feld[x][y];
4814 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4815 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4816 int horiz_move = (dx != 0);
4817 int sign = (horiz_move ? dx : dy);
4818 int step = sign * element_info[element].move_stepsize;
4820 /* special values for move stepsize for spring and things on conveyor belt */
4823 if (CAN_FALL(element) &&
4824 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4825 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4826 else if (element == EL_SPRING)
4827 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4833 inline static int getElementMoveStepsize(int x, int y)
4835 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4838 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4840 if (player->GfxAction != action || player->GfxDir != dir)
4842 player->GfxAction = action;
4843 player->GfxDir = dir;
4845 player->StepFrame = 0;
4849 static void ResetGfxFrame(int x, int y)
4851 // profiling showed that "autotest" spends 10~20% of its time in this function
4852 if (DrawingDeactivatedField())
4855 int element = Feld[x][y];
4856 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4858 if (graphic_info[graphic].anim_global_sync)
4859 GfxFrame[x][y] = FrameCounter;
4860 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4861 GfxFrame[x][y] = CustomValue[x][y];
4862 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4863 GfxFrame[x][y] = element_info[element].collect_score;
4864 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4865 GfxFrame[x][y] = ChangeDelay[x][y];
4868 static void ResetGfxAnimation(int x, int y)
4870 GfxAction[x][y] = ACTION_DEFAULT;
4871 GfxDir[x][y] = MovDir[x][y];
4874 ResetGfxFrame(x, y);
4877 static void ResetRandomAnimationValue(int x, int y)
4879 GfxRandom[x][y] = INIT_GFX_RANDOM();
4882 static void InitMovingField(int x, int y, int direction)
4884 int element = Feld[x][y];
4885 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4886 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4889 boolean is_moving_before, is_moving_after;
4891 /* check if element was/is moving or being moved before/after mode change */
4892 is_moving_before = (WasJustMoving[x][y] != 0);
4893 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4895 /* reset animation only for moving elements which change direction of moving
4896 or which just started or stopped moving
4897 (else CEs with property "can move" / "not moving" are reset each frame) */
4898 if (is_moving_before != is_moving_after ||
4899 direction != MovDir[x][y])
4900 ResetGfxAnimation(x, y);
4902 MovDir[x][y] = direction;
4903 GfxDir[x][y] = direction;
4905 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4906 direction == MV_DOWN && CAN_FALL(element) ?
4907 ACTION_FALLING : ACTION_MOVING);
4909 /* this is needed for CEs with property "can move" / "not moving" */
4911 if (is_moving_after)
4913 if (Feld[newx][newy] == EL_EMPTY)
4914 Feld[newx][newy] = EL_BLOCKED;
4916 MovDir[newx][newy] = MovDir[x][y];
4918 CustomValue[newx][newy] = CustomValue[x][y];
4920 GfxFrame[newx][newy] = GfxFrame[x][y];
4921 GfxRandom[newx][newy] = GfxRandom[x][y];
4922 GfxAction[newx][newy] = GfxAction[x][y];
4923 GfxDir[newx][newy] = GfxDir[x][y];
4927 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4929 int direction = MovDir[x][y];
4930 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4931 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4937 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4939 int oldx = x, oldy = y;
4940 int direction = MovDir[x][y];
4942 if (direction == MV_LEFT)
4944 else if (direction == MV_RIGHT)
4946 else if (direction == MV_UP)
4948 else if (direction == MV_DOWN)
4951 *comes_from_x = oldx;
4952 *comes_from_y = oldy;
4955 static int MovingOrBlocked2Element(int x, int y)
4957 int element = Feld[x][y];
4959 if (element == EL_BLOCKED)
4963 Blocked2Moving(x, y, &oldx, &oldy);
4964 return Feld[oldx][oldy];
4970 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4972 /* like MovingOrBlocked2Element(), but if element is moving
4973 and (x,y) is the field the moving element is just leaving,
4974 return EL_BLOCKED instead of the element value */
4975 int element = Feld[x][y];
4977 if (IS_MOVING(x, y))
4979 if (element == EL_BLOCKED)
4983 Blocked2Moving(x, y, &oldx, &oldy);
4984 return Feld[oldx][oldy];
4993 static void RemoveField(int x, int y)
4995 Feld[x][y] = EL_EMPTY;
5001 CustomValue[x][y] = 0;
5004 ChangeDelay[x][y] = 0;
5005 ChangePage[x][y] = -1;
5006 Pushed[x][y] = FALSE;
5008 GfxElement[x][y] = EL_UNDEFINED;
5009 GfxAction[x][y] = ACTION_DEFAULT;
5010 GfxDir[x][y] = MV_NONE;
5013 static void RemoveMovingField(int x, int y)
5015 int oldx = x, oldy = y, newx = x, newy = y;
5016 int element = Feld[x][y];
5017 int next_element = EL_UNDEFINED;
5019 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5022 if (IS_MOVING(x, y))
5024 Moving2Blocked(x, y, &newx, &newy);
5026 if (Feld[newx][newy] != EL_BLOCKED)
5028 /* element is moving, but target field is not free (blocked), but
5029 already occupied by something different (example: acid pool);
5030 in this case, only remove the moving field, but not the target */
5032 RemoveField(oldx, oldy);
5034 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5036 TEST_DrawLevelField(oldx, oldy);
5041 else if (element == EL_BLOCKED)
5043 Blocked2Moving(x, y, &oldx, &oldy);
5044 if (!IS_MOVING(oldx, oldy))
5048 if (element == EL_BLOCKED &&
5049 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5050 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5051 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5052 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5053 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5054 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5055 next_element = get_next_element(Feld[oldx][oldy]);
5057 RemoveField(oldx, oldy);
5058 RemoveField(newx, newy);
5060 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5062 if (next_element != EL_UNDEFINED)
5063 Feld[oldx][oldy] = next_element;
5065 TEST_DrawLevelField(oldx, oldy);
5066 TEST_DrawLevelField(newx, newy);
5069 void DrawDynamite(int x, int y)
5071 int sx = SCREENX(x), sy = SCREENY(y);
5072 int graphic = el2img(Feld[x][y]);
5075 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5078 if (IS_WALKABLE_INSIDE(Back[x][y]))
5082 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5083 else if (Store[x][y])
5084 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5086 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5088 if (Back[x][y] || Store[x][y])
5089 DrawGraphicThruMask(sx, sy, graphic, frame);
5091 DrawGraphic(sx, sy, graphic, frame);
5094 static void CheckDynamite(int x, int y)
5096 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5100 if (MovDelay[x][y] != 0)
5103 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5109 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5114 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5116 boolean num_checked_players = 0;
5119 for (i = 0; i < MAX_PLAYERS; i++)
5121 if (stored_player[i].active)
5123 int sx = stored_player[i].jx;
5124 int sy = stored_player[i].jy;
5126 if (num_checked_players == 0)
5133 *sx1 = MIN(*sx1, sx);
5134 *sy1 = MIN(*sy1, sy);
5135 *sx2 = MAX(*sx2, sx);
5136 *sy2 = MAX(*sy2, sy);
5139 num_checked_players++;
5144 static boolean checkIfAllPlayersFitToScreen_RND(void)
5146 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5148 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5150 return (sx2 - sx1 < SCR_FIELDX &&
5151 sy2 - sy1 < SCR_FIELDY);
5154 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5156 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5158 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5160 *sx = (sx1 + sx2) / 2;
5161 *sy = (sy1 + sy2) / 2;
5164 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5165 boolean center_screen, boolean quick_relocation)
5167 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5168 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5169 boolean no_delay = (tape.warp_forward);
5170 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5171 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5172 int new_scroll_x, new_scroll_y;
5174 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5176 /* case 1: quick relocation inside visible screen (without scrolling) */
5183 if (!level.shifted_relocation || center_screen)
5185 /* relocation _with_ centering of screen */
5187 new_scroll_x = SCROLL_POSITION_X(x);
5188 new_scroll_y = SCROLL_POSITION_Y(y);
5192 /* relocation _without_ centering of screen */
5194 int center_scroll_x = SCROLL_POSITION_X(old_x);
5195 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5196 int offset_x = x + (scroll_x - center_scroll_x);
5197 int offset_y = y + (scroll_y - center_scroll_y);
5199 /* for new screen position, apply previous offset to center position */
5200 new_scroll_x = SCROLL_POSITION_X(offset_x);
5201 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5204 if (quick_relocation)
5206 /* case 2: quick relocation (redraw without visible scrolling) */
5208 scroll_x = new_scroll_x;
5209 scroll_y = new_scroll_y;
5216 /* case 3: visible relocation (with scrolling to new position) */
5218 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5220 SetVideoFrameDelay(wait_delay_value);
5222 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5225 int fx = FX, fy = FY;
5227 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5228 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5230 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5236 fx += dx * TILEX / 2;
5237 fy += dy * TILEY / 2;
5239 ScrollLevel(dx, dy);
5242 /* scroll in two steps of half tile size to make things smoother */
5243 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5245 /* scroll second step to align at full tile size */
5246 BlitScreenToBitmap(window);
5252 SetVideoFrameDelay(frame_delay_value_old);
5255 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5257 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5258 int player_nr = GET_PLAYER_NR(el_player);
5259 struct PlayerInfo *player = &stored_player[player_nr];
5260 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5261 boolean no_delay = (tape.warp_forward);
5262 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5263 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5264 int old_jx = player->jx;
5265 int old_jy = player->jy;
5266 int old_element = Feld[old_jx][old_jy];
5267 int element = Feld[jx][jy];
5268 boolean player_relocated = (old_jx != jx || old_jy != jy);
5270 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5271 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5272 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5273 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5274 int leave_side_horiz = move_dir_horiz;
5275 int leave_side_vert = move_dir_vert;
5276 int enter_side = enter_side_horiz | enter_side_vert;
5277 int leave_side = leave_side_horiz | leave_side_vert;
5279 if (player->GameOver) /* do not reanimate dead player */
5282 if (!player_relocated) /* no need to relocate the player */
5285 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5287 RemoveField(jx, jy); /* temporarily remove newly placed player */
5288 DrawLevelField(jx, jy);
5291 if (player->present)
5293 while (player->MovPos)
5295 ScrollPlayer(player, SCROLL_GO_ON);
5296 ScrollScreen(NULL, SCROLL_GO_ON);
5298 AdvanceFrameAndPlayerCounters(player->index_nr);
5302 BackToFront_WithFrameDelay(wait_delay_value);
5305 DrawPlayer(player); /* needed here only to cleanup last field */
5306 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5308 player->is_moving = FALSE;
5311 if (IS_CUSTOM_ELEMENT(old_element))
5312 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5314 player->index_bit, leave_side);
5316 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5318 player->index_bit, leave_side);
5320 Feld[jx][jy] = el_player;
5321 InitPlayerField(jx, jy, el_player, TRUE);
5323 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5324 possible that the relocation target field did not contain a player element,
5325 but a walkable element, to which the new player was relocated -- in this
5326 case, restore that (already initialized!) element on the player field */
5327 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5329 Feld[jx][jy] = element; /* restore previously existing element */
5332 /* only visually relocate centered player */
5333 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5334 FALSE, level.instant_relocation);
5336 TestIfPlayerTouchesBadThing(jx, jy);
5337 TestIfPlayerTouchesCustomElement(jx, jy);
5339 if (IS_CUSTOM_ELEMENT(element))
5340 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5341 player->index_bit, enter_side);
5343 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5344 player->index_bit, enter_side);
5346 if (player->is_switching)
5348 /* ensure that relocation while still switching an element does not cause
5349 a new element to be treated as also switched directly after relocation
5350 (this is important for teleporter switches that teleport the player to
5351 a place where another teleporter switch is in the same direction, which
5352 would then incorrectly be treated as immediately switched before the
5353 direction key that caused the switch was released) */
5355 player->switch_x += jx - old_jx;
5356 player->switch_y += jy - old_jy;
5360 static void Explode(int ex, int ey, int phase, int mode)
5366 /* !!! eliminate this variable !!! */
5367 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5369 if (game.explosions_delayed)
5371 ExplodeField[ex][ey] = mode;
5375 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5377 int center_element = Feld[ex][ey];
5378 int artwork_element, explosion_element; /* set these values later */
5380 /* remove things displayed in background while burning dynamite */
5381 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5384 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5386 /* put moving element to center field (and let it explode there) */
5387 center_element = MovingOrBlocked2Element(ex, ey);
5388 RemoveMovingField(ex, ey);
5389 Feld[ex][ey] = center_element;
5392 /* now "center_element" is finally determined -- set related values now */
5393 artwork_element = center_element; /* for custom player artwork */
5394 explosion_element = center_element; /* for custom player artwork */
5396 if (IS_PLAYER(ex, ey))
5398 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5400 artwork_element = stored_player[player_nr].artwork_element;
5402 if (level.use_explosion_element[player_nr])
5404 explosion_element = level.explosion_element[player_nr];
5405 artwork_element = explosion_element;
5409 if (mode == EX_TYPE_NORMAL ||
5410 mode == EX_TYPE_CENTER ||
5411 mode == EX_TYPE_CROSS)
5412 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5414 last_phase = element_info[explosion_element].explosion_delay + 1;
5416 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5418 int xx = x - ex + 1;
5419 int yy = y - ey + 1;
5422 if (!IN_LEV_FIELD(x, y) ||
5423 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5424 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5427 element = Feld[x][y];
5429 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5431 element = MovingOrBlocked2Element(x, y);
5433 if (!IS_EXPLOSION_PROOF(element))
5434 RemoveMovingField(x, y);
5437 /* indestructible elements can only explode in center (but not flames) */
5438 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5439 mode == EX_TYPE_BORDER)) ||
5440 element == EL_FLAMES)
5443 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5444 behaviour, for example when touching a yamyam that explodes to rocks
5445 with active deadly shield, a rock is created under the player !!! */
5446 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5448 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5449 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5450 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5452 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5455 if (IS_ACTIVE_BOMB(element))
5457 /* re-activate things under the bomb like gate or penguin */
5458 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5465 /* save walkable background elements while explosion on same tile */
5466 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5467 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5468 Back[x][y] = element;
5470 /* ignite explodable elements reached by other explosion */
5471 if (element == EL_EXPLOSION)
5472 element = Store2[x][y];
5474 if (AmoebaNr[x][y] &&
5475 (element == EL_AMOEBA_FULL ||
5476 element == EL_BD_AMOEBA ||
5477 element == EL_AMOEBA_GROWING))
5479 AmoebaCnt[AmoebaNr[x][y]]--;
5480 AmoebaCnt2[AmoebaNr[x][y]]--;
5485 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5487 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5489 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5491 if (PLAYERINFO(ex, ey)->use_murphy)
5492 Store[x][y] = EL_EMPTY;
5495 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5496 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5497 else if (ELEM_IS_PLAYER(center_element))
5498 Store[x][y] = EL_EMPTY;
5499 else if (center_element == EL_YAMYAM)
5500 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5501 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5502 Store[x][y] = element_info[center_element].content.e[xx][yy];
5504 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5505 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5506 otherwise) -- FIX THIS !!! */
5507 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5508 Store[x][y] = element_info[element].content.e[1][1];
5510 else if (!CAN_EXPLODE(element))
5511 Store[x][y] = element_info[element].content.e[1][1];
5514 Store[x][y] = EL_EMPTY;
5516 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5517 center_element == EL_AMOEBA_TO_DIAMOND)
5518 Store2[x][y] = element;
5520 Feld[x][y] = EL_EXPLOSION;
5521 GfxElement[x][y] = artwork_element;
5523 ExplodePhase[x][y] = 1;
5524 ExplodeDelay[x][y] = last_phase;
5529 if (center_element == EL_YAMYAM)
5530 game.yamyam_content_nr =
5531 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5543 GfxFrame[x][y] = 0; /* restart explosion animation */
5545 last_phase = ExplodeDelay[x][y];
5547 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5549 /* this can happen if the player leaves an explosion just in time */
5550 if (GfxElement[x][y] == EL_UNDEFINED)
5551 GfxElement[x][y] = EL_EMPTY;
5553 border_element = Store2[x][y];
5554 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5555 border_element = StorePlayer[x][y];
5557 if (phase == element_info[border_element].ignition_delay ||
5558 phase == last_phase)
5560 boolean border_explosion = FALSE;
5562 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5563 !PLAYER_EXPLOSION_PROTECTED(x, y))
5565 KillPlayerUnlessExplosionProtected(x, y);
5566 border_explosion = TRUE;
5568 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5570 Feld[x][y] = Store2[x][y];
5573 border_explosion = TRUE;
5575 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5577 AmoebeUmwandeln(x, y);
5579 border_explosion = TRUE;
5582 /* if an element just explodes due to another explosion (chain-reaction),
5583 do not immediately end the new explosion when it was the last frame of
5584 the explosion (as it would be done in the following "if"-statement!) */
5585 if (border_explosion && phase == last_phase)
5589 if (phase == last_phase)
5593 element = Feld[x][y] = Store[x][y];
5594 Store[x][y] = Store2[x][y] = 0;
5595 GfxElement[x][y] = EL_UNDEFINED;
5597 /* player can escape from explosions and might therefore be still alive */
5598 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5599 element <= EL_PLAYER_IS_EXPLODING_4)
5601 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5602 int explosion_element = EL_PLAYER_1 + player_nr;
5603 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5604 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5606 if (level.use_explosion_element[player_nr])
5607 explosion_element = level.explosion_element[player_nr];
5609 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5610 element_info[explosion_element].content.e[xx][yy]);
5613 /* restore probably existing indestructible background element */
5614 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5615 element = Feld[x][y] = Back[x][y];
5618 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5619 GfxDir[x][y] = MV_NONE;
5620 ChangeDelay[x][y] = 0;
5621 ChangePage[x][y] = -1;
5623 CustomValue[x][y] = 0;
5625 InitField_WithBug2(x, y, FALSE);
5627 TEST_DrawLevelField(x, y);
5629 TestIfElementTouchesCustomElement(x, y);
5631 if (GFX_CRUMBLED(element))
5632 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5634 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5635 StorePlayer[x][y] = 0;
5637 if (ELEM_IS_PLAYER(element))
5638 RelocatePlayer(x, y, element);
5640 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5642 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5643 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5646 TEST_DrawLevelFieldCrumbled(x, y);
5648 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5650 DrawLevelElement(x, y, Back[x][y]);
5651 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5653 else if (IS_WALKABLE_UNDER(Back[x][y]))
5655 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5656 DrawLevelElementThruMask(x, y, Back[x][y]);
5658 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5659 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5663 static void DynaExplode(int ex, int ey)
5666 int dynabomb_element = Feld[ex][ey];
5667 int dynabomb_size = 1;
5668 boolean dynabomb_xl = FALSE;
5669 struct PlayerInfo *player;
5670 static int xy[4][2] =
5678 if (IS_ACTIVE_BOMB(dynabomb_element))
5680 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5681 dynabomb_size = player->dynabomb_size;
5682 dynabomb_xl = player->dynabomb_xl;
5683 player->dynabombs_left++;
5686 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5688 for (i = 0; i < NUM_DIRECTIONS; i++)
5690 for (j = 1; j <= dynabomb_size; j++)
5692 int x = ex + j * xy[i][0];
5693 int y = ey + j * xy[i][1];
5696 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5699 element = Feld[x][y];
5701 /* do not restart explosions of fields with active bombs */
5702 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5705 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5707 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5708 !IS_DIGGABLE(element) && !dynabomb_xl)
5714 void Bang(int x, int y)
5716 int element = MovingOrBlocked2Element(x, y);
5717 int explosion_type = EX_TYPE_NORMAL;
5719 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5721 struct PlayerInfo *player = PLAYERINFO(x, y);
5723 element = Feld[x][y] = player->initial_element;
5725 if (level.use_explosion_element[player->index_nr])
5727 int explosion_element = level.explosion_element[player->index_nr];
5729 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5730 explosion_type = EX_TYPE_CROSS;
5731 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5732 explosion_type = EX_TYPE_CENTER;
5740 case EL_BD_BUTTERFLY:
5743 case EL_DARK_YAMYAM:
5747 RaiseScoreElement(element);
5750 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5751 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5752 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5753 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5754 case EL_DYNABOMB_INCREASE_NUMBER:
5755 case EL_DYNABOMB_INCREASE_SIZE:
5756 case EL_DYNABOMB_INCREASE_POWER:
5757 explosion_type = EX_TYPE_DYNA;
5760 case EL_DC_LANDMINE:
5761 explosion_type = EX_TYPE_CENTER;
5766 case EL_LAMP_ACTIVE:
5767 case EL_AMOEBA_TO_DIAMOND:
5768 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5769 explosion_type = EX_TYPE_CENTER;
5773 if (element_info[element].explosion_type == EXPLODES_CROSS)
5774 explosion_type = EX_TYPE_CROSS;
5775 else if (element_info[element].explosion_type == EXPLODES_1X1)
5776 explosion_type = EX_TYPE_CENTER;
5780 if (explosion_type == EX_TYPE_DYNA)
5783 Explode(x, y, EX_PHASE_START, explosion_type);
5785 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5788 static void SplashAcid(int x, int y)
5790 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5791 (!IN_LEV_FIELD(x - 1, y - 2) ||
5792 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5793 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5795 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5796 (!IN_LEV_FIELD(x + 1, y - 2) ||
5797 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5798 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5800 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5803 static void InitBeltMovement(void)
5805 static int belt_base_element[4] =
5807 EL_CONVEYOR_BELT_1_LEFT,
5808 EL_CONVEYOR_BELT_2_LEFT,
5809 EL_CONVEYOR_BELT_3_LEFT,
5810 EL_CONVEYOR_BELT_4_LEFT
5812 static int belt_base_active_element[4] =
5814 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5815 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5816 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5817 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5822 /* set frame order for belt animation graphic according to belt direction */
5823 for (i = 0; i < NUM_BELTS; i++)
5827 for (j = 0; j < NUM_BELT_PARTS; j++)
5829 int element = belt_base_active_element[belt_nr] + j;
5830 int graphic_1 = el2img(element);
5831 int graphic_2 = el2panelimg(element);
5833 if (game.belt_dir[i] == MV_LEFT)
5835 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5836 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5840 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5841 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5846 SCAN_PLAYFIELD(x, y)
5848 int element = Feld[x][y];
5850 for (i = 0; i < NUM_BELTS; i++)
5852 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5854 int e_belt_nr = getBeltNrFromBeltElement(element);
5857 if (e_belt_nr == belt_nr)
5859 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5861 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5868 static void ToggleBeltSwitch(int x, int y)
5870 static int belt_base_element[4] =
5872 EL_CONVEYOR_BELT_1_LEFT,
5873 EL_CONVEYOR_BELT_2_LEFT,
5874 EL_CONVEYOR_BELT_3_LEFT,
5875 EL_CONVEYOR_BELT_4_LEFT
5877 static int belt_base_active_element[4] =
5879 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5880 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5881 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5882 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5884 static int belt_base_switch_element[4] =
5886 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5887 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5888 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5889 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5891 static int belt_move_dir[4] =
5899 int element = Feld[x][y];
5900 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5901 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5902 int belt_dir = belt_move_dir[belt_dir_nr];
5905 if (!IS_BELT_SWITCH(element))
5908 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5909 game.belt_dir[belt_nr] = belt_dir;
5911 if (belt_dir_nr == 3)
5914 /* set frame order for belt animation graphic according to belt direction */
5915 for (i = 0; i < NUM_BELT_PARTS; i++)
5917 int element = belt_base_active_element[belt_nr] + i;
5918 int graphic_1 = el2img(element);
5919 int graphic_2 = el2panelimg(element);
5921 if (belt_dir == MV_LEFT)
5923 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5924 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5928 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5929 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5933 SCAN_PLAYFIELD(xx, yy)
5935 int element = Feld[xx][yy];
5937 if (IS_BELT_SWITCH(element))
5939 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5941 if (e_belt_nr == belt_nr)
5943 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5944 TEST_DrawLevelField(xx, yy);
5947 else if (IS_BELT(element) && belt_dir != MV_NONE)
5949 int e_belt_nr = getBeltNrFromBeltElement(element);
5951 if (e_belt_nr == belt_nr)
5953 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5955 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5956 TEST_DrawLevelField(xx, yy);
5959 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5961 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5963 if (e_belt_nr == belt_nr)
5965 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5967 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5968 TEST_DrawLevelField(xx, yy);
5974 static void ToggleSwitchgateSwitch(int x, int y)
5978 game.switchgate_pos = !game.switchgate_pos;
5980 SCAN_PLAYFIELD(xx, yy)
5982 int element = Feld[xx][yy];
5984 if (element == EL_SWITCHGATE_SWITCH_UP)
5986 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5987 TEST_DrawLevelField(xx, yy);
5989 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5991 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5992 TEST_DrawLevelField(xx, yy);
5994 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5996 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5997 TEST_DrawLevelField(xx, yy);
5999 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6001 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6002 TEST_DrawLevelField(xx, yy);
6004 else if (element == EL_SWITCHGATE_OPEN ||
6005 element == EL_SWITCHGATE_OPENING)
6007 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6009 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6011 else if (element == EL_SWITCHGATE_CLOSED ||
6012 element == EL_SWITCHGATE_CLOSING)
6014 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6016 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6021 static int getInvisibleActiveFromInvisibleElement(int element)
6023 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6024 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6025 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6029 static int getInvisibleFromInvisibleActiveElement(int element)
6031 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6032 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6033 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6037 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6041 SCAN_PLAYFIELD(x, y)
6043 int element = Feld[x][y];
6045 if (element == EL_LIGHT_SWITCH &&
6046 game.light_time_left > 0)
6048 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6049 TEST_DrawLevelField(x, y);
6051 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6052 game.light_time_left == 0)
6054 Feld[x][y] = EL_LIGHT_SWITCH;
6055 TEST_DrawLevelField(x, y);
6057 else if (element == EL_EMC_DRIPPER &&
6058 game.light_time_left > 0)
6060 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6061 TEST_DrawLevelField(x, y);
6063 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6064 game.light_time_left == 0)
6066 Feld[x][y] = EL_EMC_DRIPPER;
6067 TEST_DrawLevelField(x, y);
6069 else if (element == EL_INVISIBLE_STEELWALL ||
6070 element == EL_INVISIBLE_WALL ||
6071 element == EL_INVISIBLE_SAND)
6073 if (game.light_time_left > 0)
6074 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6076 TEST_DrawLevelField(x, y);
6078 /* uncrumble neighbour fields, if needed */
6079 if (element == EL_INVISIBLE_SAND)
6080 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6082 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6083 element == EL_INVISIBLE_WALL_ACTIVE ||
6084 element == EL_INVISIBLE_SAND_ACTIVE)
6086 if (game.light_time_left == 0)
6087 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6089 TEST_DrawLevelField(x, y);
6091 /* re-crumble neighbour fields, if needed */
6092 if (element == EL_INVISIBLE_SAND)
6093 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6098 static void RedrawAllInvisibleElementsForLenses(void)
6102 SCAN_PLAYFIELD(x, y)
6104 int element = Feld[x][y];
6106 if (element == EL_EMC_DRIPPER &&
6107 game.lenses_time_left > 0)
6109 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6110 TEST_DrawLevelField(x, y);
6112 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6113 game.lenses_time_left == 0)
6115 Feld[x][y] = EL_EMC_DRIPPER;
6116 TEST_DrawLevelField(x, y);
6118 else if (element == EL_INVISIBLE_STEELWALL ||
6119 element == EL_INVISIBLE_WALL ||
6120 element == EL_INVISIBLE_SAND)
6122 if (game.lenses_time_left > 0)
6123 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6125 TEST_DrawLevelField(x, y);
6127 /* uncrumble neighbour fields, if needed */
6128 if (element == EL_INVISIBLE_SAND)
6129 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6131 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6132 element == EL_INVISIBLE_WALL_ACTIVE ||
6133 element == EL_INVISIBLE_SAND_ACTIVE)
6135 if (game.lenses_time_left == 0)
6136 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6138 TEST_DrawLevelField(x, y);
6140 /* re-crumble neighbour fields, if needed */
6141 if (element == EL_INVISIBLE_SAND)
6142 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6147 static void RedrawAllInvisibleElementsForMagnifier(void)
6151 SCAN_PLAYFIELD(x, y)
6153 int element = Feld[x][y];
6155 if (element == EL_EMC_FAKE_GRASS &&
6156 game.magnify_time_left > 0)
6158 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6159 TEST_DrawLevelField(x, y);
6161 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6162 game.magnify_time_left == 0)
6164 Feld[x][y] = EL_EMC_FAKE_GRASS;
6165 TEST_DrawLevelField(x, y);
6167 else if (IS_GATE_GRAY(element) &&
6168 game.magnify_time_left > 0)
6170 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6171 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6172 IS_EM_GATE_GRAY(element) ?
6173 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6174 IS_EMC_GATE_GRAY(element) ?
6175 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6176 IS_DC_GATE_GRAY(element) ?
6177 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6179 TEST_DrawLevelField(x, y);
6181 else if (IS_GATE_GRAY_ACTIVE(element) &&
6182 game.magnify_time_left == 0)
6184 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6185 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6186 IS_EM_GATE_GRAY_ACTIVE(element) ?
6187 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6188 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6189 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6190 IS_DC_GATE_GRAY_ACTIVE(element) ?
6191 EL_DC_GATE_WHITE_GRAY :
6193 TEST_DrawLevelField(x, y);
6198 static void ToggleLightSwitch(int x, int y)
6200 int element = Feld[x][y];
6202 game.light_time_left =
6203 (element == EL_LIGHT_SWITCH ?
6204 level.time_light * FRAMES_PER_SECOND : 0);
6206 RedrawAllLightSwitchesAndInvisibleElements();
6209 static void ActivateTimegateSwitch(int x, int y)
6213 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6215 SCAN_PLAYFIELD(xx, yy)
6217 int element = Feld[xx][yy];
6219 if (element == EL_TIMEGATE_CLOSED ||
6220 element == EL_TIMEGATE_CLOSING)
6222 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6223 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6227 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6229 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6230 TEST_DrawLevelField(xx, yy);
6236 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6237 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6240 static void Impact(int x, int y)
6242 boolean last_line = (y == lev_fieldy - 1);
6243 boolean object_hit = FALSE;
6244 boolean impact = (last_line || object_hit);
6245 int element = Feld[x][y];
6246 int smashed = EL_STEELWALL;
6248 if (!last_line) /* check if element below was hit */
6250 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6253 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6254 MovDir[x][y + 1] != MV_DOWN ||
6255 MovPos[x][y + 1] <= TILEY / 2));
6257 /* do not smash moving elements that left the smashed field in time */
6258 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6259 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6262 #if USE_QUICKSAND_IMPACT_BUGFIX
6263 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6265 RemoveMovingField(x, y + 1);
6266 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6267 Feld[x][y + 2] = EL_ROCK;
6268 TEST_DrawLevelField(x, y + 2);
6273 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6275 RemoveMovingField(x, y + 1);
6276 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6277 Feld[x][y + 2] = EL_ROCK;
6278 TEST_DrawLevelField(x, y + 2);
6285 smashed = MovingOrBlocked2Element(x, y + 1);
6287 impact = (last_line || object_hit);
6290 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6292 SplashAcid(x, y + 1);
6296 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6297 /* only reset graphic animation if graphic really changes after impact */
6299 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6301 ResetGfxAnimation(x, y);
6302 TEST_DrawLevelField(x, y);
6305 if (impact && CAN_EXPLODE_IMPACT(element))
6310 else if (impact && element == EL_PEARL &&
6311 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6313 ResetGfxAnimation(x, y);
6315 Feld[x][y] = EL_PEARL_BREAKING;
6316 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6319 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6321 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6326 if (impact && element == EL_AMOEBA_DROP)
6328 if (object_hit && IS_PLAYER(x, y + 1))
6329 KillPlayerUnlessEnemyProtected(x, y + 1);
6330 else if (object_hit && smashed == EL_PENGUIN)
6334 Feld[x][y] = EL_AMOEBA_GROWING;
6335 Store[x][y] = EL_AMOEBA_WET;
6337 ResetRandomAnimationValue(x, y);
6342 if (object_hit) /* check which object was hit */
6344 if ((CAN_PASS_MAGIC_WALL(element) &&
6345 (smashed == EL_MAGIC_WALL ||
6346 smashed == EL_BD_MAGIC_WALL)) ||
6347 (CAN_PASS_DC_MAGIC_WALL(element) &&
6348 smashed == EL_DC_MAGIC_WALL))
6351 int activated_magic_wall =
6352 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6353 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6354 EL_DC_MAGIC_WALL_ACTIVE);
6356 /* activate magic wall / mill */
6357 SCAN_PLAYFIELD(xx, yy)
6359 if (Feld[xx][yy] == smashed)
6360 Feld[xx][yy] = activated_magic_wall;
6363 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6364 game.magic_wall_active = TRUE;
6366 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6367 SND_MAGIC_WALL_ACTIVATING :
6368 smashed == EL_BD_MAGIC_WALL ?
6369 SND_BD_MAGIC_WALL_ACTIVATING :
6370 SND_DC_MAGIC_WALL_ACTIVATING));
6373 if (IS_PLAYER(x, y + 1))
6375 if (CAN_SMASH_PLAYER(element))
6377 KillPlayerUnlessEnemyProtected(x, y + 1);
6381 else if (smashed == EL_PENGUIN)
6383 if (CAN_SMASH_PLAYER(element))
6389 else if (element == EL_BD_DIAMOND)
6391 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6397 else if (((element == EL_SP_INFOTRON ||
6398 element == EL_SP_ZONK) &&
6399 (smashed == EL_SP_SNIKSNAK ||
6400 smashed == EL_SP_ELECTRON ||
6401 smashed == EL_SP_DISK_ORANGE)) ||
6402 (element == EL_SP_INFOTRON &&
6403 smashed == EL_SP_DISK_YELLOW))
6408 else if (CAN_SMASH_EVERYTHING(element))
6410 if (IS_CLASSIC_ENEMY(smashed) ||
6411 CAN_EXPLODE_SMASHED(smashed))
6416 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6418 if (smashed == EL_LAMP ||
6419 smashed == EL_LAMP_ACTIVE)
6424 else if (smashed == EL_NUT)
6426 Feld[x][y + 1] = EL_NUT_BREAKING;
6427 PlayLevelSound(x, y, SND_NUT_BREAKING);
6428 RaiseScoreElement(EL_NUT);
6431 else if (smashed == EL_PEARL)
6433 ResetGfxAnimation(x, y);
6435 Feld[x][y + 1] = EL_PEARL_BREAKING;
6436 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6439 else if (smashed == EL_DIAMOND)
6441 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6442 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6445 else if (IS_BELT_SWITCH(smashed))
6447 ToggleBeltSwitch(x, y + 1);
6449 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6450 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6451 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6452 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6454 ToggleSwitchgateSwitch(x, y + 1);
6456 else if (smashed == EL_LIGHT_SWITCH ||
6457 smashed == EL_LIGHT_SWITCH_ACTIVE)
6459 ToggleLightSwitch(x, y + 1);
6463 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6465 CheckElementChangeBySide(x, y + 1, smashed, element,
6466 CE_SWITCHED, CH_SIDE_TOP);
6467 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6473 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6478 /* play sound of magic wall / mill */
6480 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6481 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6482 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6484 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6485 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6486 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6487 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6488 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6489 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6494 /* play sound of object that hits the ground */
6495 if (last_line || object_hit)
6496 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6499 inline static void TurnRoundExt(int x, int y)
6511 { 0, 0 }, { 0, 0 }, { 0, 0 },
6516 int left, right, back;
6520 { MV_DOWN, MV_UP, MV_RIGHT },
6521 { MV_UP, MV_DOWN, MV_LEFT },
6523 { MV_LEFT, MV_RIGHT, MV_DOWN },
6527 { MV_RIGHT, MV_LEFT, MV_UP }
6530 int element = Feld[x][y];
6531 int move_pattern = element_info[element].move_pattern;
6533 int old_move_dir = MovDir[x][y];
6534 int left_dir = turn[old_move_dir].left;
6535 int right_dir = turn[old_move_dir].right;
6536 int back_dir = turn[old_move_dir].back;
6538 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6539 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6540 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6541 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6543 int left_x = x + left_dx, left_y = y + left_dy;
6544 int right_x = x + right_dx, right_y = y + right_dy;
6545 int move_x = x + move_dx, move_y = y + move_dy;
6549 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6551 TestIfBadThingTouchesOtherBadThing(x, y);
6553 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6554 MovDir[x][y] = right_dir;
6555 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6556 MovDir[x][y] = left_dir;
6558 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6560 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6563 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6565 TestIfBadThingTouchesOtherBadThing(x, y);
6567 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6568 MovDir[x][y] = left_dir;
6569 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6570 MovDir[x][y] = right_dir;
6572 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6574 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6577 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6579 TestIfBadThingTouchesOtherBadThing(x, y);
6581 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6582 MovDir[x][y] = left_dir;
6583 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6584 MovDir[x][y] = right_dir;
6586 if (MovDir[x][y] != old_move_dir)
6589 else if (element == EL_YAMYAM)
6591 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6592 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6594 if (can_turn_left && can_turn_right)
6595 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6596 else if (can_turn_left)
6597 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6598 else if (can_turn_right)
6599 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6601 MovDir[x][y] = back_dir;
6603 MovDelay[x][y] = 16 + 16 * RND(3);
6605 else if (element == EL_DARK_YAMYAM)
6607 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6609 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6612 if (can_turn_left && can_turn_right)
6613 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6614 else if (can_turn_left)
6615 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6616 else if (can_turn_right)
6617 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6619 MovDir[x][y] = back_dir;
6621 MovDelay[x][y] = 16 + 16 * RND(3);
6623 else if (element == EL_PACMAN)
6625 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6626 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6628 if (can_turn_left && can_turn_right)
6629 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6630 else if (can_turn_left)
6631 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6632 else if (can_turn_right)
6633 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6635 MovDir[x][y] = back_dir;
6637 MovDelay[x][y] = 6 + RND(40);
6639 else if (element == EL_PIG)
6641 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6642 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6643 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6644 boolean should_turn_left, should_turn_right, should_move_on;
6646 int rnd = RND(rnd_value);
6648 should_turn_left = (can_turn_left &&
6650 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6651 y + back_dy + left_dy)));
6652 should_turn_right = (can_turn_right &&
6654 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6655 y + back_dy + right_dy)));
6656 should_move_on = (can_move_on &&
6659 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6660 y + move_dy + left_dy) ||
6661 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6662 y + move_dy + right_dy)));
6664 if (should_turn_left || should_turn_right || should_move_on)
6666 if (should_turn_left && should_turn_right && should_move_on)
6667 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6668 rnd < 2 * rnd_value / 3 ? right_dir :
6670 else if (should_turn_left && should_turn_right)
6671 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6672 else if (should_turn_left && should_move_on)
6673 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6674 else if (should_turn_right && should_move_on)
6675 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6676 else if (should_turn_left)
6677 MovDir[x][y] = left_dir;
6678 else if (should_turn_right)
6679 MovDir[x][y] = right_dir;
6680 else if (should_move_on)
6681 MovDir[x][y] = old_move_dir;
6683 else if (can_move_on && rnd > rnd_value / 8)
6684 MovDir[x][y] = old_move_dir;
6685 else if (can_turn_left && can_turn_right)
6686 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6687 else if (can_turn_left && rnd > rnd_value / 8)
6688 MovDir[x][y] = left_dir;
6689 else if (can_turn_right && rnd > rnd_value/8)
6690 MovDir[x][y] = right_dir;
6692 MovDir[x][y] = back_dir;
6694 xx = x + move_xy[MovDir[x][y]].dx;
6695 yy = y + move_xy[MovDir[x][y]].dy;
6697 if (!IN_LEV_FIELD(xx, yy) ||
6698 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6699 MovDir[x][y] = old_move_dir;
6703 else if (element == EL_DRAGON)
6705 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6706 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6707 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6709 int rnd = RND(rnd_value);
6711 if (can_move_on && rnd > rnd_value / 8)
6712 MovDir[x][y] = old_move_dir;
6713 else if (can_turn_left && can_turn_right)
6714 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6715 else if (can_turn_left && rnd > rnd_value / 8)
6716 MovDir[x][y] = left_dir;
6717 else if (can_turn_right && rnd > rnd_value / 8)
6718 MovDir[x][y] = right_dir;
6720 MovDir[x][y] = back_dir;
6722 xx = x + move_xy[MovDir[x][y]].dx;
6723 yy = y + move_xy[MovDir[x][y]].dy;
6725 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6726 MovDir[x][y] = old_move_dir;
6730 else if (element == EL_MOLE)
6732 boolean can_move_on =
6733 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6734 IS_AMOEBOID(Feld[move_x][move_y]) ||
6735 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6738 boolean can_turn_left =
6739 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6740 IS_AMOEBOID(Feld[left_x][left_y])));
6742 boolean can_turn_right =
6743 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6744 IS_AMOEBOID(Feld[right_x][right_y])));
6746 if (can_turn_left && can_turn_right)
6747 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6748 else if (can_turn_left)
6749 MovDir[x][y] = left_dir;
6751 MovDir[x][y] = right_dir;
6754 if (MovDir[x][y] != old_move_dir)
6757 else if (element == EL_BALLOON)
6759 MovDir[x][y] = game.wind_direction;
6762 else if (element == EL_SPRING)
6764 if (MovDir[x][y] & MV_HORIZONTAL)
6766 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6767 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6769 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6770 ResetGfxAnimation(move_x, move_y);
6771 TEST_DrawLevelField(move_x, move_y);
6773 MovDir[x][y] = back_dir;
6775 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6776 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6777 MovDir[x][y] = MV_NONE;
6782 else if (element == EL_ROBOT ||
6783 element == EL_SATELLITE ||
6784 element == EL_PENGUIN ||
6785 element == EL_EMC_ANDROID)
6787 int attr_x = -1, attr_y = -1;
6798 for (i = 0; i < MAX_PLAYERS; i++)
6800 struct PlayerInfo *player = &stored_player[i];
6801 int jx = player->jx, jy = player->jy;
6803 if (!player->active)
6807 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6815 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6816 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6817 game.engine_version < VERSION_IDENT(3,1,0,0)))
6823 if (element == EL_PENGUIN)
6826 static int xy[4][2] =
6834 for (i = 0; i < NUM_DIRECTIONS; i++)
6836 int ex = x + xy[i][0];
6837 int ey = y + xy[i][1];
6839 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6840 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6841 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6842 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6851 MovDir[x][y] = MV_NONE;
6853 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6854 else if (attr_x > x)
6855 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6857 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6858 else if (attr_y > y)
6859 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6861 if (element == EL_ROBOT)
6865 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6866 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6867 Moving2Blocked(x, y, &newx, &newy);
6869 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6870 MovDelay[x][y] = 8 + 8 * !RND(3);
6872 MovDelay[x][y] = 16;
6874 else if (element == EL_PENGUIN)
6880 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6882 boolean first_horiz = RND(2);
6883 int new_move_dir = MovDir[x][y];
6886 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6887 Moving2Blocked(x, y, &newx, &newy);
6889 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6893 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6894 Moving2Blocked(x, y, &newx, &newy);
6896 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6899 MovDir[x][y] = old_move_dir;
6903 else if (element == EL_SATELLITE)
6909 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6911 boolean first_horiz = RND(2);
6912 int new_move_dir = MovDir[x][y];
6915 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6916 Moving2Blocked(x, y, &newx, &newy);
6918 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6922 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6923 Moving2Blocked(x, y, &newx, &newy);
6925 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6928 MovDir[x][y] = old_move_dir;
6932 else if (element == EL_EMC_ANDROID)
6934 static int check_pos[16] =
6936 -1, /* 0 => (invalid) */
6937 7, /* 1 => MV_LEFT */
6938 3, /* 2 => MV_RIGHT */
6939 -1, /* 3 => (invalid) */
6941 0, /* 5 => MV_LEFT | MV_UP */
6942 2, /* 6 => MV_RIGHT | MV_UP */
6943 -1, /* 7 => (invalid) */
6944 5, /* 8 => MV_DOWN */
6945 6, /* 9 => MV_LEFT | MV_DOWN */
6946 4, /* 10 => MV_RIGHT | MV_DOWN */
6947 -1, /* 11 => (invalid) */
6948 -1, /* 12 => (invalid) */
6949 -1, /* 13 => (invalid) */
6950 -1, /* 14 => (invalid) */
6951 -1, /* 15 => (invalid) */
6959 { -1, -1, MV_LEFT | MV_UP },
6961 { +1, -1, MV_RIGHT | MV_UP },
6962 { +1, 0, MV_RIGHT },
6963 { +1, +1, MV_RIGHT | MV_DOWN },
6965 { -1, +1, MV_LEFT | MV_DOWN },
6968 int start_pos, check_order;
6969 boolean can_clone = FALSE;
6972 /* check if there is any free field around current position */
6973 for (i = 0; i < 8; i++)
6975 int newx = x + check_xy[i].dx;
6976 int newy = y + check_xy[i].dy;
6978 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6986 if (can_clone) /* randomly find an element to clone */
6990 start_pos = check_pos[RND(8)];
6991 check_order = (RND(2) ? -1 : +1);
6993 for (i = 0; i < 8; i++)
6995 int pos_raw = start_pos + i * check_order;
6996 int pos = (pos_raw + 8) % 8;
6997 int newx = x + check_xy[pos].dx;
6998 int newy = y + check_xy[pos].dy;
7000 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7002 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7003 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7005 Store[x][y] = Feld[newx][newy];
7014 if (can_clone) /* randomly find a direction to move */
7018 start_pos = check_pos[RND(8)];
7019 check_order = (RND(2) ? -1 : +1);
7021 for (i = 0; i < 8; i++)
7023 int pos_raw = start_pos + i * check_order;
7024 int pos = (pos_raw + 8) % 8;
7025 int newx = x + check_xy[pos].dx;
7026 int newy = y + check_xy[pos].dy;
7027 int new_move_dir = check_xy[pos].dir;
7029 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7031 MovDir[x][y] = new_move_dir;
7032 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7041 if (can_clone) /* cloning and moving successful */
7044 /* cannot clone -- try to move towards player */
7046 start_pos = check_pos[MovDir[x][y] & 0x0f];
7047 check_order = (RND(2) ? -1 : +1);
7049 for (i = 0; i < 3; i++)
7051 /* first check start_pos, then previous/next or (next/previous) pos */
7052 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7053 int pos = (pos_raw + 8) % 8;
7054 int newx = x + check_xy[pos].dx;
7055 int newy = y + check_xy[pos].dy;
7056 int new_move_dir = check_xy[pos].dir;
7058 if (IS_PLAYER(newx, newy))
7061 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7063 MovDir[x][y] = new_move_dir;
7064 MovDelay[x][y] = level.android_move_time * 8 + 1;
7071 else if (move_pattern == MV_TURNING_LEFT ||
7072 move_pattern == MV_TURNING_RIGHT ||
7073 move_pattern == MV_TURNING_LEFT_RIGHT ||
7074 move_pattern == MV_TURNING_RIGHT_LEFT ||
7075 move_pattern == MV_TURNING_RANDOM ||
7076 move_pattern == MV_ALL_DIRECTIONS)
7078 boolean can_turn_left =
7079 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7080 boolean can_turn_right =
7081 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7083 if (element_info[element].move_stepsize == 0) /* "not moving" */
7086 if (move_pattern == MV_TURNING_LEFT)
7087 MovDir[x][y] = left_dir;
7088 else if (move_pattern == MV_TURNING_RIGHT)
7089 MovDir[x][y] = right_dir;
7090 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7091 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7092 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7093 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7094 else if (move_pattern == MV_TURNING_RANDOM)
7095 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7096 can_turn_right && !can_turn_left ? right_dir :
7097 RND(2) ? left_dir : right_dir);
7098 else if (can_turn_left && can_turn_right)
7099 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7100 else if (can_turn_left)
7101 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7102 else if (can_turn_right)
7103 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7105 MovDir[x][y] = back_dir;
7107 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7109 else if (move_pattern == MV_HORIZONTAL ||
7110 move_pattern == MV_VERTICAL)
7112 if (move_pattern & old_move_dir)
7113 MovDir[x][y] = back_dir;
7114 else if (move_pattern == MV_HORIZONTAL)
7115 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7116 else if (move_pattern == MV_VERTICAL)
7117 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7119 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7121 else if (move_pattern & MV_ANY_DIRECTION)
7123 MovDir[x][y] = move_pattern;
7124 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7126 else if (move_pattern & MV_WIND_DIRECTION)
7128 MovDir[x][y] = game.wind_direction;
7129 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7131 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7133 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7134 MovDir[x][y] = left_dir;
7135 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7136 MovDir[x][y] = right_dir;
7138 if (MovDir[x][y] != old_move_dir)
7139 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7141 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7143 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7144 MovDir[x][y] = right_dir;
7145 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7146 MovDir[x][y] = left_dir;
7148 if (MovDir[x][y] != old_move_dir)
7149 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7151 else if (move_pattern == MV_TOWARDS_PLAYER ||
7152 move_pattern == MV_AWAY_FROM_PLAYER)
7154 int attr_x = -1, attr_y = -1;
7156 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7167 for (i = 0; i < MAX_PLAYERS; i++)
7169 struct PlayerInfo *player = &stored_player[i];
7170 int jx = player->jx, jy = player->jy;
7172 if (!player->active)
7176 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7184 MovDir[x][y] = MV_NONE;
7186 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7187 else if (attr_x > x)
7188 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7190 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7191 else if (attr_y > y)
7192 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7194 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7196 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7198 boolean first_horiz = RND(2);
7199 int new_move_dir = MovDir[x][y];
7201 if (element_info[element].move_stepsize == 0) /* "not moving" */
7203 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7204 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7210 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7211 Moving2Blocked(x, y, &newx, &newy);
7213 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7217 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7218 Moving2Blocked(x, y, &newx, &newy);
7220 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7223 MovDir[x][y] = old_move_dir;
7226 else if (move_pattern == MV_WHEN_PUSHED ||
7227 move_pattern == MV_WHEN_DROPPED)
7229 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7230 MovDir[x][y] = MV_NONE;
7234 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7236 static int test_xy[7][2] =
7246 static int test_dir[7] =
7256 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7257 int move_preference = -1000000; /* start with very low preference */
7258 int new_move_dir = MV_NONE;
7259 int start_test = RND(4);
7262 for (i = 0; i < NUM_DIRECTIONS; i++)
7264 int move_dir = test_dir[start_test + i];
7265 int move_dir_preference;
7267 xx = x + test_xy[start_test + i][0];
7268 yy = y + test_xy[start_test + i][1];
7270 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7271 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7273 new_move_dir = move_dir;
7278 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7281 move_dir_preference = -1 * RunnerVisit[xx][yy];
7282 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7283 move_dir_preference = PlayerVisit[xx][yy];
7285 if (move_dir_preference > move_preference)
7287 /* prefer field that has not been visited for the longest time */
7288 move_preference = move_dir_preference;
7289 new_move_dir = move_dir;
7291 else if (move_dir_preference == move_preference &&
7292 move_dir == old_move_dir)
7294 /* prefer last direction when all directions are preferred equally */
7295 move_preference = move_dir_preference;
7296 new_move_dir = move_dir;
7300 MovDir[x][y] = new_move_dir;
7301 if (old_move_dir != new_move_dir)
7302 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7306 static void TurnRound(int x, int y)
7308 int direction = MovDir[x][y];
7312 GfxDir[x][y] = MovDir[x][y];
7314 if (direction != MovDir[x][y])
7318 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7320 ResetGfxFrame(x, y);
7323 static boolean JustBeingPushed(int x, int y)
7327 for (i = 0; i < MAX_PLAYERS; i++)
7329 struct PlayerInfo *player = &stored_player[i];
7331 if (player->active && player->is_pushing && player->MovPos)
7333 int next_jx = player->jx + (player->jx - player->last_jx);
7334 int next_jy = player->jy + (player->jy - player->last_jy);
7336 if (x == next_jx && y == next_jy)
7344 static void StartMoving(int x, int y)
7346 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7347 int element = Feld[x][y];
7352 if (MovDelay[x][y] == 0)
7353 GfxAction[x][y] = ACTION_DEFAULT;
7355 if (CAN_FALL(element) && y < lev_fieldy - 1)
7357 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7358 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7359 if (JustBeingPushed(x, y))
7362 if (element == EL_QUICKSAND_FULL)
7364 if (IS_FREE(x, y + 1))
7366 InitMovingField(x, y, MV_DOWN);
7367 started_moving = TRUE;
7369 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7370 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7371 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7372 Store[x][y] = EL_ROCK;
7374 Store[x][y] = EL_ROCK;
7377 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7379 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7381 if (!MovDelay[x][y])
7383 MovDelay[x][y] = TILEY + 1;
7385 ResetGfxAnimation(x, y);
7386 ResetGfxAnimation(x, y + 1);
7391 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7392 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7399 Feld[x][y] = EL_QUICKSAND_EMPTY;
7400 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7401 Store[x][y + 1] = Store[x][y];
7404 PlayLevelSoundAction(x, y, ACTION_FILLING);
7406 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7408 if (!MovDelay[x][y])
7410 MovDelay[x][y] = TILEY + 1;
7412 ResetGfxAnimation(x, y);
7413 ResetGfxAnimation(x, y + 1);
7418 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7419 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7426 Feld[x][y] = EL_QUICKSAND_EMPTY;
7427 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7428 Store[x][y + 1] = Store[x][y];
7431 PlayLevelSoundAction(x, y, ACTION_FILLING);
7434 else if (element == EL_QUICKSAND_FAST_FULL)
7436 if (IS_FREE(x, y + 1))
7438 InitMovingField(x, y, MV_DOWN);
7439 started_moving = TRUE;
7441 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7442 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7443 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7444 Store[x][y] = EL_ROCK;
7446 Store[x][y] = EL_ROCK;
7449 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7451 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7453 if (!MovDelay[x][y])
7455 MovDelay[x][y] = TILEY + 1;
7457 ResetGfxAnimation(x, y);
7458 ResetGfxAnimation(x, y + 1);
7463 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7464 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7471 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7472 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7473 Store[x][y + 1] = Store[x][y];
7476 PlayLevelSoundAction(x, y, ACTION_FILLING);
7478 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7480 if (!MovDelay[x][y])
7482 MovDelay[x][y] = TILEY + 1;
7484 ResetGfxAnimation(x, y);
7485 ResetGfxAnimation(x, y + 1);
7490 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7491 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7498 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7499 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7500 Store[x][y + 1] = Store[x][y];
7503 PlayLevelSoundAction(x, y, ACTION_FILLING);
7506 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7507 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7509 InitMovingField(x, y, MV_DOWN);
7510 started_moving = TRUE;
7512 Feld[x][y] = EL_QUICKSAND_FILLING;
7513 Store[x][y] = element;
7515 PlayLevelSoundAction(x, y, ACTION_FILLING);
7517 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7518 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7520 InitMovingField(x, y, MV_DOWN);
7521 started_moving = TRUE;
7523 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7524 Store[x][y] = element;
7526 PlayLevelSoundAction(x, y, ACTION_FILLING);
7528 else if (element == EL_MAGIC_WALL_FULL)
7530 if (IS_FREE(x, y + 1))
7532 InitMovingField(x, y, MV_DOWN);
7533 started_moving = TRUE;
7535 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7536 Store[x][y] = EL_CHANGED(Store[x][y]);
7538 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7540 if (!MovDelay[x][y])
7541 MovDelay[x][y] = TILEY / 4 + 1;
7550 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7551 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7552 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7556 else if (element == EL_BD_MAGIC_WALL_FULL)
7558 if (IS_FREE(x, y + 1))
7560 InitMovingField(x, y, MV_DOWN);
7561 started_moving = TRUE;
7563 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7564 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7566 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7568 if (!MovDelay[x][y])
7569 MovDelay[x][y] = TILEY / 4 + 1;
7578 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7579 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7580 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7584 else if (element == EL_DC_MAGIC_WALL_FULL)
7586 if (IS_FREE(x, y + 1))
7588 InitMovingField(x, y, MV_DOWN);
7589 started_moving = TRUE;
7591 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7592 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7594 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7596 if (!MovDelay[x][y])
7597 MovDelay[x][y] = TILEY / 4 + 1;
7606 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7607 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7608 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7612 else if ((CAN_PASS_MAGIC_WALL(element) &&
7613 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7614 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7615 (CAN_PASS_DC_MAGIC_WALL(element) &&
7616 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7619 InitMovingField(x, y, MV_DOWN);
7620 started_moving = TRUE;
7623 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7624 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7625 EL_DC_MAGIC_WALL_FILLING);
7626 Store[x][y] = element;
7628 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7630 SplashAcid(x, y + 1);
7632 InitMovingField(x, y, MV_DOWN);
7633 started_moving = TRUE;
7635 Store[x][y] = EL_ACID;
7638 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7639 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7640 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7641 CAN_FALL(element) && WasJustFalling[x][y] &&
7642 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7644 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7645 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7646 (Feld[x][y + 1] == EL_BLOCKED)))
7648 /* this is needed for a special case not covered by calling "Impact()"
7649 from "ContinueMoving()": if an element moves to a tile directly below
7650 another element which was just falling on that tile (which was empty
7651 in the previous frame), the falling element above would just stop
7652 instead of smashing the element below (in previous version, the above
7653 element was just checked for "moving" instead of "falling", resulting
7654 in incorrect smashes caused by horizontal movement of the above
7655 element; also, the case of the player being the element to smash was
7656 simply not covered here... :-/ ) */
7658 CheckCollision[x][y] = 0;
7659 CheckImpact[x][y] = 0;
7663 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7665 if (MovDir[x][y] == MV_NONE)
7667 InitMovingField(x, y, MV_DOWN);
7668 started_moving = TRUE;
7671 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7673 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7674 MovDir[x][y] = MV_DOWN;
7676 InitMovingField(x, y, MV_DOWN);
7677 started_moving = TRUE;
7679 else if (element == EL_AMOEBA_DROP)
7681 Feld[x][y] = EL_AMOEBA_GROWING;
7682 Store[x][y] = EL_AMOEBA_WET;
7684 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7685 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7686 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7687 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7689 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7690 (IS_FREE(x - 1, y + 1) ||
7691 Feld[x - 1][y + 1] == EL_ACID));
7692 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7693 (IS_FREE(x + 1, y + 1) ||
7694 Feld[x + 1][y + 1] == EL_ACID));
7695 boolean can_fall_any = (can_fall_left || can_fall_right);
7696 boolean can_fall_both = (can_fall_left && can_fall_right);
7697 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7699 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7701 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7702 can_fall_right = FALSE;
7703 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7704 can_fall_left = FALSE;
7705 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7706 can_fall_right = FALSE;
7707 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7708 can_fall_left = FALSE;
7710 can_fall_any = (can_fall_left || can_fall_right);
7711 can_fall_both = FALSE;
7716 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7717 can_fall_right = FALSE; /* slip down on left side */
7719 can_fall_left = !(can_fall_right = RND(2));
7721 can_fall_both = FALSE;
7726 /* if not determined otherwise, prefer left side for slipping down */
7727 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7728 started_moving = TRUE;
7731 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7733 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7734 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7735 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7736 int belt_dir = game.belt_dir[belt_nr];
7738 if ((belt_dir == MV_LEFT && left_is_free) ||
7739 (belt_dir == MV_RIGHT && right_is_free))
7741 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7743 InitMovingField(x, y, belt_dir);
7744 started_moving = TRUE;
7746 Pushed[x][y] = TRUE;
7747 Pushed[nextx][y] = TRUE;
7749 GfxAction[x][y] = ACTION_DEFAULT;
7753 MovDir[x][y] = 0; /* if element was moving, stop it */
7758 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7759 if (CAN_MOVE(element) && !started_moving)
7761 int move_pattern = element_info[element].move_pattern;
7764 Moving2Blocked(x, y, &newx, &newy);
7766 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7769 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7770 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7772 WasJustMoving[x][y] = 0;
7773 CheckCollision[x][y] = 0;
7775 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7777 if (Feld[x][y] != element) /* element has changed */
7781 if (!MovDelay[x][y]) /* start new movement phase */
7783 /* all objects that can change their move direction after each step
7784 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7786 if (element != EL_YAMYAM &&
7787 element != EL_DARK_YAMYAM &&
7788 element != EL_PACMAN &&
7789 !(move_pattern & MV_ANY_DIRECTION) &&
7790 move_pattern != MV_TURNING_LEFT &&
7791 move_pattern != MV_TURNING_RIGHT &&
7792 move_pattern != MV_TURNING_LEFT_RIGHT &&
7793 move_pattern != MV_TURNING_RIGHT_LEFT &&
7794 move_pattern != MV_TURNING_RANDOM)
7798 if (MovDelay[x][y] && (element == EL_BUG ||
7799 element == EL_SPACESHIP ||
7800 element == EL_SP_SNIKSNAK ||
7801 element == EL_SP_ELECTRON ||
7802 element == EL_MOLE))
7803 TEST_DrawLevelField(x, y);
7807 if (MovDelay[x][y]) /* wait some time before next movement */
7811 if (element == EL_ROBOT ||
7812 element == EL_YAMYAM ||
7813 element == EL_DARK_YAMYAM)
7815 DrawLevelElementAnimationIfNeeded(x, y, element);
7816 PlayLevelSoundAction(x, y, ACTION_WAITING);
7818 else if (element == EL_SP_ELECTRON)
7819 DrawLevelElementAnimationIfNeeded(x, y, element);
7820 else if (element == EL_DRAGON)
7823 int dir = MovDir[x][y];
7824 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7825 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7826 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7827 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7828 dir == MV_UP ? IMG_FLAMES_1_UP :
7829 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7830 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7832 GfxAction[x][y] = ACTION_ATTACKING;
7834 if (IS_PLAYER(x, y))
7835 DrawPlayerField(x, y);
7837 TEST_DrawLevelField(x, y);
7839 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7841 for (i = 1; i <= 3; i++)
7843 int xx = x + i * dx;
7844 int yy = y + i * dy;
7845 int sx = SCREENX(xx);
7846 int sy = SCREENY(yy);
7847 int flame_graphic = graphic + (i - 1);
7849 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7854 int flamed = MovingOrBlocked2Element(xx, yy);
7856 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7859 RemoveMovingField(xx, yy);
7861 ChangeDelay[xx][yy] = 0;
7863 Feld[xx][yy] = EL_FLAMES;
7865 if (IN_SCR_FIELD(sx, sy))
7867 TEST_DrawLevelFieldCrumbled(xx, yy);
7868 DrawGraphic(sx, sy, flame_graphic, frame);
7873 if (Feld[xx][yy] == EL_FLAMES)
7874 Feld[xx][yy] = EL_EMPTY;
7875 TEST_DrawLevelField(xx, yy);
7880 if (MovDelay[x][y]) /* element still has to wait some time */
7882 PlayLevelSoundAction(x, y, ACTION_WAITING);
7888 /* now make next step */
7890 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7892 if (DONT_COLLIDE_WITH(element) &&
7893 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7894 !PLAYER_ENEMY_PROTECTED(newx, newy))
7896 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7901 else if (CAN_MOVE_INTO_ACID(element) &&
7902 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7903 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7904 (MovDir[x][y] == MV_DOWN ||
7905 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7907 SplashAcid(newx, newy);
7908 Store[x][y] = EL_ACID;
7910 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7912 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7913 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7914 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7915 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7918 TEST_DrawLevelField(x, y);
7920 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7921 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7922 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7924 local_player->friends_still_needed--;
7925 if (!local_player->friends_still_needed &&
7926 !local_player->GameOver && AllPlayersGone)
7927 PlayerWins(local_player);
7931 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7933 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7934 TEST_DrawLevelField(newx, newy);
7936 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7938 else if (!IS_FREE(newx, newy))
7940 GfxAction[x][y] = ACTION_WAITING;
7942 if (IS_PLAYER(x, y))
7943 DrawPlayerField(x, y);
7945 TEST_DrawLevelField(x, y);
7950 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7952 if (IS_FOOD_PIG(Feld[newx][newy]))
7954 if (IS_MOVING(newx, newy))
7955 RemoveMovingField(newx, newy);
7958 Feld[newx][newy] = EL_EMPTY;
7959 TEST_DrawLevelField(newx, newy);
7962 PlayLevelSound(x, y, SND_PIG_DIGGING);
7964 else if (!IS_FREE(newx, newy))
7966 if (IS_PLAYER(x, y))
7967 DrawPlayerField(x, y);
7969 TEST_DrawLevelField(x, y);
7974 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7976 if (Store[x][y] != EL_EMPTY)
7978 boolean can_clone = FALSE;
7981 /* check if element to clone is still there */
7982 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7984 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7992 /* cannot clone or target field not free anymore -- do not clone */
7993 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7994 Store[x][y] = EL_EMPTY;
7997 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7999 if (IS_MV_DIAGONAL(MovDir[x][y]))
8001 int diagonal_move_dir = MovDir[x][y];
8002 int stored = Store[x][y];
8003 int change_delay = 8;
8006 /* android is moving diagonally */
8008 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8010 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8011 GfxElement[x][y] = EL_EMC_ANDROID;
8012 GfxAction[x][y] = ACTION_SHRINKING;
8013 GfxDir[x][y] = diagonal_move_dir;
8014 ChangeDelay[x][y] = change_delay;
8016 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8019 DrawLevelGraphicAnimation(x, y, graphic);
8020 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8022 if (Feld[newx][newy] == EL_ACID)
8024 SplashAcid(newx, newy);
8029 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8031 Store[newx][newy] = EL_EMC_ANDROID;
8032 GfxElement[newx][newy] = EL_EMC_ANDROID;
8033 GfxAction[newx][newy] = ACTION_GROWING;
8034 GfxDir[newx][newy] = diagonal_move_dir;
8035 ChangeDelay[newx][newy] = change_delay;
8037 graphic = el_act_dir2img(GfxElement[newx][newy],
8038 GfxAction[newx][newy], GfxDir[newx][newy]);
8040 DrawLevelGraphicAnimation(newx, newy, graphic);
8041 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8047 Feld[newx][newy] = EL_EMPTY;
8048 TEST_DrawLevelField(newx, newy);
8050 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8053 else if (!IS_FREE(newx, newy))
8058 else if (IS_CUSTOM_ELEMENT(element) &&
8059 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8061 if (!DigFieldByCE(newx, newy, element))
8064 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8066 RunnerVisit[x][y] = FrameCounter;
8067 PlayerVisit[x][y] /= 8; /* expire player visit path */
8070 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8072 if (!IS_FREE(newx, newy))
8074 if (IS_PLAYER(x, y))
8075 DrawPlayerField(x, y);
8077 TEST_DrawLevelField(x, y);
8083 boolean wanna_flame = !RND(10);
8084 int dx = newx - x, dy = newy - y;
8085 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8086 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8087 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8088 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8089 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8090 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8093 IS_CLASSIC_ENEMY(element1) ||
8094 IS_CLASSIC_ENEMY(element2)) &&
8095 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8096 element1 != EL_FLAMES && element2 != EL_FLAMES)
8098 ResetGfxAnimation(x, y);
8099 GfxAction[x][y] = ACTION_ATTACKING;
8101 if (IS_PLAYER(x, y))
8102 DrawPlayerField(x, y);
8104 TEST_DrawLevelField(x, y);
8106 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8108 MovDelay[x][y] = 50;
8110 Feld[newx][newy] = EL_FLAMES;
8111 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8112 Feld[newx1][newy1] = EL_FLAMES;
8113 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8114 Feld[newx2][newy2] = EL_FLAMES;
8120 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8121 Feld[newx][newy] == EL_DIAMOND)
8123 if (IS_MOVING(newx, newy))
8124 RemoveMovingField(newx, newy);
8127 Feld[newx][newy] = EL_EMPTY;
8128 TEST_DrawLevelField(newx, newy);
8131 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8133 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8134 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8136 if (AmoebaNr[newx][newy])
8138 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8139 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8140 Feld[newx][newy] == EL_BD_AMOEBA)
8141 AmoebaCnt[AmoebaNr[newx][newy]]--;
8144 if (IS_MOVING(newx, newy))
8146 RemoveMovingField(newx, newy);
8150 Feld[newx][newy] = EL_EMPTY;
8151 TEST_DrawLevelField(newx, newy);
8154 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8156 else if ((element == EL_PACMAN || element == EL_MOLE)
8157 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8159 if (AmoebaNr[newx][newy])
8161 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8162 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8163 Feld[newx][newy] == EL_BD_AMOEBA)
8164 AmoebaCnt[AmoebaNr[newx][newy]]--;
8167 if (element == EL_MOLE)
8169 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8170 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8172 ResetGfxAnimation(x, y);
8173 GfxAction[x][y] = ACTION_DIGGING;
8174 TEST_DrawLevelField(x, y);
8176 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8178 return; /* wait for shrinking amoeba */
8180 else /* element == EL_PACMAN */
8182 Feld[newx][newy] = EL_EMPTY;
8183 TEST_DrawLevelField(newx, newy);
8184 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8187 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8188 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8189 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8191 /* wait for shrinking amoeba to completely disappear */
8194 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8196 /* object was running against a wall */
8200 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8201 DrawLevelElementAnimation(x, y, element);
8203 if (DONT_TOUCH(element))
8204 TestIfBadThingTouchesPlayer(x, y);
8209 InitMovingField(x, y, MovDir[x][y]);
8211 PlayLevelSoundAction(x, y, ACTION_MOVING);
8215 ContinueMoving(x, y);
8218 void ContinueMoving(int x, int y)
8220 int element = Feld[x][y];
8221 struct ElementInfo *ei = &element_info[element];
8222 int direction = MovDir[x][y];
8223 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8224 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8225 int newx = x + dx, newy = y + dy;
8226 int stored = Store[x][y];
8227 int stored_new = Store[newx][newy];
8228 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8229 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8230 boolean last_line = (newy == lev_fieldy - 1);
8232 MovPos[x][y] += getElementMoveStepsize(x, y);
8234 if (pushed_by_player) /* special case: moving object pushed by player */
8235 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8237 if (ABS(MovPos[x][y]) < TILEX)
8239 TEST_DrawLevelField(x, y);
8241 return; /* element is still moving */
8244 /* element reached destination field */
8246 Feld[x][y] = EL_EMPTY;
8247 Feld[newx][newy] = element;
8248 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8250 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8252 element = Feld[newx][newy] = EL_ACID;
8254 else if (element == EL_MOLE)
8256 Feld[x][y] = EL_SAND;
8258 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8260 else if (element == EL_QUICKSAND_FILLING)
8262 element = Feld[newx][newy] = get_next_element(element);
8263 Store[newx][newy] = Store[x][y];
8265 else if (element == EL_QUICKSAND_EMPTYING)
8267 Feld[x][y] = get_next_element(element);
8268 element = Feld[newx][newy] = Store[x][y];
8270 else if (element == EL_QUICKSAND_FAST_FILLING)
8272 element = Feld[newx][newy] = get_next_element(element);
8273 Store[newx][newy] = Store[x][y];
8275 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8277 Feld[x][y] = get_next_element(element);
8278 element = Feld[newx][newy] = Store[x][y];
8280 else if (element == EL_MAGIC_WALL_FILLING)
8282 element = Feld[newx][newy] = get_next_element(element);
8283 if (!game.magic_wall_active)
8284 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8285 Store[newx][newy] = Store[x][y];
8287 else if (element == EL_MAGIC_WALL_EMPTYING)
8289 Feld[x][y] = get_next_element(element);
8290 if (!game.magic_wall_active)
8291 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8292 element = Feld[newx][newy] = Store[x][y];
8294 InitField(newx, newy, FALSE);
8296 else if (element == EL_BD_MAGIC_WALL_FILLING)
8298 element = Feld[newx][newy] = get_next_element(element);
8299 if (!game.magic_wall_active)
8300 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8301 Store[newx][newy] = Store[x][y];
8303 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8305 Feld[x][y] = get_next_element(element);
8306 if (!game.magic_wall_active)
8307 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8308 element = Feld[newx][newy] = Store[x][y];
8310 InitField(newx, newy, FALSE);
8312 else if (element == EL_DC_MAGIC_WALL_FILLING)
8314 element = Feld[newx][newy] = get_next_element(element);
8315 if (!game.magic_wall_active)
8316 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8317 Store[newx][newy] = Store[x][y];
8319 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8321 Feld[x][y] = get_next_element(element);
8322 if (!game.magic_wall_active)
8323 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8324 element = Feld[newx][newy] = Store[x][y];
8326 InitField(newx, newy, FALSE);
8328 else if (element == EL_AMOEBA_DROPPING)
8330 Feld[x][y] = get_next_element(element);
8331 element = Feld[newx][newy] = Store[x][y];
8333 else if (element == EL_SOKOBAN_OBJECT)
8336 Feld[x][y] = Back[x][y];
8338 if (Back[newx][newy])
8339 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8341 Back[x][y] = Back[newx][newy] = 0;
8344 Store[x][y] = EL_EMPTY;
8349 MovDelay[newx][newy] = 0;
8351 if (CAN_CHANGE_OR_HAS_ACTION(element))
8353 /* copy element change control values to new field */
8354 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8355 ChangePage[newx][newy] = ChangePage[x][y];
8356 ChangeCount[newx][newy] = ChangeCount[x][y];
8357 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8360 CustomValue[newx][newy] = CustomValue[x][y];
8362 ChangeDelay[x][y] = 0;
8363 ChangePage[x][y] = -1;
8364 ChangeCount[x][y] = 0;
8365 ChangeEvent[x][y] = -1;
8367 CustomValue[x][y] = 0;
8369 /* copy animation control values to new field */
8370 GfxFrame[newx][newy] = GfxFrame[x][y];
8371 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8372 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8373 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8375 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8377 /* some elements can leave other elements behind after moving */
8378 if (ei->move_leave_element != EL_EMPTY &&
8379 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8380 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8382 int move_leave_element = ei->move_leave_element;
8384 /* this makes it possible to leave the removed element again */
8385 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8386 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8388 Feld[x][y] = move_leave_element;
8390 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8391 MovDir[x][y] = direction;
8393 InitField(x, y, FALSE);
8395 if (GFX_CRUMBLED(Feld[x][y]))
8396 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8398 if (ELEM_IS_PLAYER(move_leave_element))
8399 RelocatePlayer(x, y, move_leave_element);
8402 /* do this after checking for left-behind element */
8403 ResetGfxAnimation(x, y); /* reset animation values for old field */
8405 if (!CAN_MOVE(element) ||
8406 (CAN_FALL(element) && direction == MV_DOWN &&
8407 (element == EL_SPRING ||
8408 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8409 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8410 GfxDir[x][y] = MovDir[newx][newy] = 0;
8412 TEST_DrawLevelField(x, y);
8413 TEST_DrawLevelField(newx, newy);
8415 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8417 /* prevent pushed element from moving on in pushed direction */
8418 if (pushed_by_player && CAN_MOVE(element) &&
8419 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8420 !(element_info[element].move_pattern & direction))
8421 TurnRound(newx, newy);
8423 /* prevent elements on conveyor belt from moving on in last direction */
8424 if (pushed_by_conveyor && CAN_FALL(element) &&
8425 direction & MV_HORIZONTAL)
8426 MovDir[newx][newy] = 0;
8428 if (!pushed_by_player)
8430 int nextx = newx + dx, nexty = newy + dy;
8431 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8433 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8435 if (CAN_FALL(element) && direction == MV_DOWN)
8436 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8438 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8439 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8441 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8442 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8445 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8447 TestIfBadThingTouchesPlayer(newx, newy);
8448 TestIfBadThingTouchesFriend(newx, newy);
8450 if (!IS_CUSTOM_ELEMENT(element))
8451 TestIfBadThingTouchesOtherBadThing(newx, newy);
8453 else if (element == EL_PENGUIN)
8454 TestIfFriendTouchesBadThing(newx, newy);
8456 if (DONT_GET_HIT_BY(element))
8458 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8461 /* give the player one last chance (one more frame) to move away */
8462 if (CAN_FALL(element) && direction == MV_DOWN &&
8463 (last_line || (!IS_FREE(x, newy + 1) &&
8464 (!IS_PLAYER(x, newy + 1) ||
8465 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8468 if (pushed_by_player && !game.use_change_when_pushing_bug)
8470 int push_side = MV_DIR_OPPOSITE(direction);
8471 struct PlayerInfo *player = PLAYERINFO(x, y);
8473 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8474 player->index_bit, push_side);
8475 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8476 player->index_bit, push_side);
8479 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8480 MovDelay[newx][newy] = 1;
8482 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8484 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8485 TestIfElementHitsCustomElement(newx, newy, direction);
8486 TestIfPlayerTouchesCustomElement(newx, newy);
8487 TestIfElementTouchesCustomElement(newx, newy);
8489 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8490 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8491 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8492 MV_DIR_OPPOSITE(direction));
8495 int AmoebeNachbarNr(int ax, int ay)
8498 int element = Feld[ax][ay];
8500 static int xy[4][2] =
8508 for (i = 0; i < NUM_DIRECTIONS; i++)
8510 int x = ax + xy[i][0];
8511 int y = ay + xy[i][1];
8513 if (!IN_LEV_FIELD(x, y))
8516 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8517 group_nr = AmoebaNr[x][y];
8523 static void AmoebenVereinigen(int ax, int ay)
8525 int i, x, y, xx, yy;
8526 int new_group_nr = AmoebaNr[ax][ay];
8527 static int xy[4][2] =
8535 if (new_group_nr == 0)
8538 for (i = 0; i < NUM_DIRECTIONS; i++)
8543 if (!IN_LEV_FIELD(x, y))
8546 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8547 Feld[x][y] == EL_BD_AMOEBA ||
8548 Feld[x][y] == EL_AMOEBA_DEAD) &&
8549 AmoebaNr[x][y] != new_group_nr)
8551 int old_group_nr = AmoebaNr[x][y];
8553 if (old_group_nr == 0)
8556 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8557 AmoebaCnt[old_group_nr] = 0;
8558 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8559 AmoebaCnt2[old_group_nr] = 0;
8561 SCAN_PLAYFIELD(xx, yy)
8563 if (AmoebaNr[xx][yy] == old_group_nr)
8564 AmoebaNr[xx][yy] = new_group_nr;
8570 void AmoebeUmwandeln(int ax, int ay)
8574 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8576 int group_nr = AmoebaNr[ax][ay];
8581 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8582 printf("AmoebeUmwandeln(): This should never happen!\n");
8587 SCAN_PLAYFIELD(x, y)
8589 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8592 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8596 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8597 SND_AMOEBA_TURNING_TO_GEM :
8598 SND_AMOEBA_TURNING_TO_ROCK));
8603 static int xy[4][2] =
8611 for (i = 0; i < NUM_DIRECTIONS; i++)
8616 if (!IN_LEV_FIELD(x, y))
8619 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8621 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8622 SND_AMOEBA_TURNING_TO_GEM :
8623 SND_AMOEBA_TURNING_TO_ROCK));
8630 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8633 int group_nr = AmoebaNr[ax][ay];
8634 boolean done = FALSE;
8639 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8640 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8645 SCAN_PLAYFIELD(x, y)
8647 if (AmoebaNr[x][y] == group_nr &&
8648 (Feld[x][y] == EL_AMOEBA_DEAD ||
8649 Feld[x][y] == EL_BD_AMOEBA ||
8650 Feld[x][y] == EL_AMOEBA_GROWING))
8653 Feld[x][y] = new_element;
8654 InitField(x, y, FALSE);
8655 TEST_DrawLevelField(x, y);
8661 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8662 SND_BD_AMOEBA_TURNING_TO_ROCK :
8663 SND_BD_AMOEBA_TURNING_TO_GEM));
8666 static void AmoebeWaechst(int x, int y)
8668 static unsigned int sound_delay = 0;
8669 static unsigned int sound_delay_value = 0;
8671 if (!MovDelay[x][y]) /* start new growing cycle */
8675 if (DelayReached(&sound_delay, sound_delay_value))
8677 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8678 sound_delay_value = 30;
8682 if (MovDelay[x][y]) /* wait some time before growing bigger */
8685 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8687 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8688 6 - MovDelay[x][y]);
8690 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8693 if (!MovDelay[x][y])
8695 Feld[x][y] = Store[x][y];
8697 TEST_DrawLevelField(x, y);
8702 static void AmoebaDisappearing(int x, int y)
8704 static unsigned int sound_delay = 0;
8705 static unsigned int sound_delay_value = 0;
8707 if (!MovDelay[x][y]) /* start new shrinking cycle */
8711 if (DelayReached(&sound_delay, sound_delay_value))
8712 sound_delay_value = 30;
8715 if (MovDelay[x][y]) /* wait some time before shrinking */
8718 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8720 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8721 6 - MovDelay[x][y]);
8723 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8726 if (!MovDelay[x][y])
8728 Feld[x][y] = EL_EMPTY;
8729 TEST_DrawLevelField(x, y);
8731 /* don't let mole enter this field in this cycle;
8732 (give priority to objects falling to this field from above) */
8738 static void AmoebeAbleger(int ax, int ay)
8741 int element = Feld[ax][ay];
8742 int graphic = el2img(element);
8743 int newax = ax, neway = ay;
8744 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8745 static int xy[4][2] =
8753 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8755 Feld[ax][ay] = EL_AMOEBA_DEAD;
8756 TEST_DrawLevelField(ax, ay);
8760 if (IS_ANIMATED(graphic))
8761 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8763 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8764 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8766 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8769 if (MovDelay[ax][ay])
8773 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8776 int x = ax + xy[start][0];
8777 int y = ay + xy[start][1];
8779 if (!IN_LEV_FIELD(x, y))
8782 if (IS_FREE(x, y) ||
8783 CAN_GROW_INTO(Feld[x][y]) ||
8784 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8785 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8791 if (newax == ax && neway == ay)
8794 else /* normal or "filled" (BD style) amoeba */
8797 boolean waiting_for_player = FALSE;
8799 for (i = 0; i < NUM_DIRECTIONS; i++)
8801 int j = (start + i) % 4;
8802 int x = ax + xy[j][0];
8803 int y = ay + xy[j][1];
8805 if (!IN_LEV_FIELD(x, y))
8808 if (IS_FREE(x, y) ||
8809 CAN_GROW_INTO(Feld[x][y]) ||
8810 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8811 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8817 else if (IS_PLAYER(x, y))
8818 waiting_for_player = TRUE;
8821 if (newax == ax && neway == ay) /* amoeba cannot grow */
8823 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8825 Feld[ax][ay] = EL_AMOEBA_DEAD;
8826 TEST_DrawLevelField(ax, ay);
8827 AmoebaCnt[AmoebaNr[ax][ay]]--;
8829 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8831 if (element == EL_AMOEBA_FULL)
8832 AmoebeUmwandeln(ax, ay);
8833 else if (element == EL_BD_AMOEBA)
8834 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8839 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8841 /* amoeba gets larger by growing in some direction */
8843 int new_group_nr = AmoebaNr[ax][ay];
8846 if (new_group_nr == 0)
8848 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8849 printf("AmoebeAbleger(): This should never happen!\n");
8854 AmoebaNr[newax][neway] = new_group_nr;
8855 AmoebaCnt[new_group_nr]++;
8856 AmoebaCnt2[new_group_nr]++;
8858 /* if amoeba touches other amoeba(s) after growing, unify them */
8859 AmoebenVereinigen(newax, neway);
8861 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8863 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8869 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8870 (neway == lev_fieldy - 1 && newax != ax))
8872 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8873 Store[newax][neway] = element;
8875 else if (neway == ay || element == EL_EMC_DRIPPER)
8877 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8879 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8883 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8884 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8885 Store[ax][ay] = EL_AMOEBA_DROP;
8886 ContinueMoving(ax, ay);
8890 TEST_DrawLevelField(newax, neway);
8893 static void Life(int ax, int ay)
8897 int element = Feld[ax][ay];
8898 int graphic = el2img(element);
8899 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8901 boolean changed = FALSE;
8903 if (IS_ANIMATED(graphic))
8904 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8909 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8910 MovDelay[ax][ay] = life_time;
8912 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8915 if (MovDelay[ax][ay])
8919 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8921 int xx = ax+x1, yy = ay+y1;
8922 int old_element = Feld[xx][yy];
8923 int num_neighbours = 0;
8925 if (!IN_LEV_FIELD(xx, yy))
8928 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8930 int x = xx+x2, y = yy+y2;
8932 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8935 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8936 boolean is_neighbour = FALSE;
8938 if (level.use_life_bugs)
8940 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8941 (IS_FREE(x, y) && Stop[x][y]));
8944 (Last[x][y] == element || is_player_cell);
8950 boolean is_free = FALSE;
8952 if (level.use_life_bugs)
8953 is_free = (IS_FREE(xx, yy));
8955 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8957 if (xx == ax && yy == ay) /* field in the middle */
8959 if (num_neighbours < life_parameter[0] ||
8960 num_neighbours > life_parameter[1])
8962 Feld[xx][yy] = EL_EMPTY;
8963 if (Feld[xx][yy] != old_element)
8964 TEST_DrawLevelField(xx, yy);
8965 Stop[xx][yy] = TRUE;
8969 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8970 { /* free border field */
8971 if (num_neighbours >= life_parameter[2] &&
8972 num_neighbours <= life_parameter[3])
8974 Feld[xx][yy] = element;
8975 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8976 if (Feld[xx][yy] != old_element)
8977 TEST_DrawLevelField(xx, yy);
8978 Stop[xx][yy] = TRUE;
8985 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8986 SND_GAME_OF_LIFE_GROWING);
8989 static void InitRobotWheel(int x, int y)
8991 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8994 static void RunRobotWheel(int x, int y)
8996 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8999 static void StopRobotWheel(int x, int y)
9001 if (ZX == x && ZY == y)
9005 game.robot_wheel_active = FALSE;
9009 static void InitTimegateWheel(int x, int y)
9011 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9014 static void RunTimegateWheel(int x, int y)
9016 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9019 static void InitMagicBallDelay(int x, int y)
9021 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9024 static void ActivateMagicBall(int bx, int by)
9028 if (level.ball_random)
9030 int pos_border = RND(8); /* select one of the eight border elements */
9031 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9032 int xx = pos_content % 3;
9033 int yy = pos_content / 3;
9038 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9039 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9043 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9045 int xx = x - bx + 1;
9046 int yy = y - by + 1;
9048 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9049 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9053 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9056 static void CheckExit(int x, int y)
9058 if (local_player->gems_still_needed > 0 ||
9059 local_player->sokobanfields_still_needed > 0 ||
9060 local_player->lights_still_needed > 0)
9062 int element = Feld[x][y];
9063 int graphic = el2img(element);
9065 if (IS_ANIMATED(graphic))
9066 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9071 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9074 Feld[x][y] = EL_EXIT_OPENING;
9076 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9079 static void CheckExitEM(int x, int y)
9081 if (local_player->gems_still_needed > 0 ||
9082 local_player->sokobanfields_still_needed > 0 ||
9083 local_player->lights_still_needed > 0)
9085 int element = Feld[x][y];
9086 int graphic = el2img(element);
9088 if (IS_ANIMATED(graphic))
9089 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9094 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9097 Feld[x][y] = EL_EM_EXIT_OPENING;
9099 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9102 static void CheckExitSteel(int x, int y)
9104 if (local_player->gems_still_needed > 0 ||
9105 local_player->sokobanfields_still_needed > 0 ||
9106 local_player->lights_still_needed > 0)
9108 int element = Feld[x][y];
9109 int graphic = el2img(element);
9111 if (IS_ANIMATED(graphic))
9112 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9117 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9120 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9122 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9125 static void CheckExitSteelEM(int x, int y)
9127 if (local_player->gems_still_needed > 0 ||
9128 local_player->sokobanfields_still_needed > 0 ||
9129 local_player->lights_still_needed > 0)
9131 int element = Feld[x][y];
9132 int graphic = el2img(element);
9134 if (IS_ANIMATED(graphic))
9135 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9140 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9143 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9145 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9148 static void CheckExitSP(int x, int y)
9150 if (local_player->gems_still_needed > 0)
9152 int element = Feld[x][y];
9153 int graphic = el2img(element);
9155 if (IS_ANIMATED(graphic))
9156 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9161 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9164 Feld[x][y] = EL_SP_EXIT_OPENING;
9166 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9169 static void CloseAllOpenTimegates(void)
9173 SCAN_PLAYFIELD(x, y)
9175 int element = Feld[x][y];
9177 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9179 Feld[x][y] = EL_TIMEGATE_CLOSING;
9181 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9186 static void DrawTwinkleOnField(int x, int y)
9188 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9191 if (Feld[x][y] == EL_BD_DIAMOND)
9194 if (MovDelay[x][y] == 0) /* next animation frame */
9195 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9197 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9201 DrawLevelElementAnimation(x, y, Feld[x][y]);
9203 if (MovDelay[x][y] != 0)
9205 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9206 10 - MovDelay[x][y]);
9208 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9213 static void MauerWaechst(int x, int y)
9217 if (!MovDelay[x][y]) /* next animation frame */
9218 MovDelay[x][y] = 3 * delay;
9220 if (MovDelay[x][y]) /* wait some time before next frame */
9224 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9226 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9227 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9229 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9232 if (!MovDelay[x][y])
9234 if (MovDir[x][y] == MV_LEFT)
9236 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9237 TEST_DrawLevelField(x - 1, y);
9239 else if (MovDir[x][y] == MV_RIGHT)
9241 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9242 TEST_DrawLevelField(x + 1, y);
9244 else if (MovDir[x][y] == MV_UP)
9246 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9247 TEST_DrawLevelField(x, y - 1);
9251 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9252 TEST_DrawLevelField(x, y + 1);
9255 Feld[x][y] = Store[x][y];
9257 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9258 TEST_DrawLevelField(x, y);
9263 static void MauerAbleger(int ax, int ay)
9265 int element = Feld[ax][ay];
9266 int graphic = el2img(element);
9267 boolean oben_frei = FALSE, unten_frei = FALSE;
9268 boolean links_frei = FALSE, rechts_frei = FALSE;
9269 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9270 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9271 boolean new_wall = FALSE;
9273 if (IS_ANIMATED(graphic))
9274 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9276 if (!MovDelay[ax][ay]) /* start building new wall */
9277 MovDelay[ax][ay] = 6;
9279 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9282 if (MovDelay[ax][ay])
9286 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9288 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9290 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9292 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9295 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9296 element == EL_EXPANDABLE_WALL_ANY)
9300 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9301 Store[ax][ay-1] = element;
9302 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9303 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9304 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9305 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9310 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9311 Store[ax][ay+1] = element;
9312 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9313 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9314 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9315 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9320 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9321 element == EL_EXPANDABLE_WALL_ANY ||
9322 element == EL_EXPANDABLE_WALL ||
9323 element == EL_BD_EXPANDABLE_WALL)
9327 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9328 Store[ax-1][ay] = element;
9329 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9330 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9331 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9332 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9338 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9339 Store[ax+1][ay] = element;
9340 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9341 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9342 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9343 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9348 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9349 TEST_DrawLevelField(ax, ay);
9351 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9353 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9354 unten_massiv = TRUE;
9355 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9356 links_massiv = TRUE;
9357 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9358 rechts_massiv = TRUE;
9360 if (((oben_massiv && unten_massiv) ||
9361 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9362 element == EL_EXPANDABLE_WALL) &&
9363 ((links_massiv && rechts_massiv) ||
9364 element == EL_EXPANDABLE_WALL_VERTICAL))
9365 Feld[ax][ay] = EL_WALL;
9368 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9371 static void MauerAblegerStahl(int ax, int ay)
9373 int element = Feld[ax][ay];
9374 int graphic = el2img(element);
9375 boolean oben_frei = FALSE, unten_frei = FALSE;
9376 boolean links_frei = FALSE, rechts_frei = FALSE;
9377 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9378 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9379 boolean new_wall = FALSE;
9381 if (IS_ANIMATED(graphic))
9382 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9384 if (!MovDelay[ax][ay]) /* start building new wall */
9385 MovDelay[ax][ay] = 6;
9387 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9390 if (MovDelay[ax][ay])
9394 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9396 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9398 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9400 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9403 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9404 element == EL_EXPANDABLE_STEELWALL_ANY)
9408 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9409 Store[ax][ay-1] = element;
9410 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9411 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9412 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9413 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9418 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9419 Store[ax][ay+1] = element;
9420 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9421 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9422 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9423 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9428 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9429 element == EL_EXPANDABLE_STEELWALL_ANY)
9433 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9434 Store[ax-1][ay] = element;
9435 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9436 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9437 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9438 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9444 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9445 Store[ax+1][ay] = element;
9446 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9447 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9448 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9449 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9454 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9456 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9457 unten_massiv = TRUE;
9458 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9459 links_massiv = TRUE;
9460 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9461 rechts_massiv = TRUE;
9463 if (((oben_massiv && unten_massiv) ||
9464 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9465 ((links_massiv && rechts_massiv) ||
9466 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9467 Feld[ax][ay] = EL_STEELWALL;
9470 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9473 static void CheckForDragon(int x, int y)
9476 boolean dragon_found = FALSE;
9477 static int xy[4][2] =
9485 for (i = 0; i < NUM_DIRECTIONS; i++)
9487 for (j = 0; j < 4; j++)
9489 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9491 if (IN_LEV_FIELD(xx, yy) &&
9492 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9494 if (Feld[xx][yy] == EL_DRAGON)
9495 dragon_found = TRUE;
9504 for (i = 0; i < NUM_DIRECTIONS; i++)
9506 for (j = 0; j < 3; j++)
9508 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9510 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9512 Feld[xx][yy] = EL_EMPTY;
9513 TEST_DrawLevelField(xx, yy);
9522 static void InitBuggyBase(int x, int y)
9524 int element = Feld[x][y];
9525 int activating_delay = FRAMES_PER_SECOND / 4;
9528 (element == EL_SP_BUGGY_BASE ?
9529 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9530 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9532 element == EL_SP_BUGGY_BASE_ACTIVE ?
9533 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9536 static void WarnBuggyBase(int x, int y)
9539 static int xy[4][2] =
9547 for (i = 0; i < NUM_DIRECTIONS; i++)
9549 int xx = x + xy[i][0];
9550 int yy = y + xy[i][1];
9552 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9554 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9561 static void InitTrap(int x, int y)
9563 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9566 static void ActivateTrap(int x, int y)
9568 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9571 static void ChangeActiveTrap(int x, int y)
9573 int graphic = IMG_TRAP_ACTIVE;
9575 /* if new animation frame was drawn, correct crumbled sand border */
9576 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9577 TEST_DrawLevelFieldCrumbled(x, y);
9580 static int getSpecialActionElement(int element, int number, int base_element)
9582 return (element != EL_EMPTY ? element :
9583 number != -1 ? base_element + number - 1 :
9587 static int getModifiedActionNumber(int value_old, int operator, int operand,
9588 int value_min, int value_max)
9590 int value_new = (operator == CA_MODE_SET ? operand :
9591 operator == CA_MODE_ADD ? value_old + operand :
9592 operator == CA_MODE_SUBTRACT ? value_old - operand :
9593 operator == CA_MODE_MULTIPLY ? value_old * operand :
9594 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9595 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9598 return (value_new < value_min ? value_min :
9599 value_new > value_max ? value_max :
9603 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9605 struct ElementInfo *ei = &element_info[element];
9606 struct ElementChangeInfo *change = &ei->change_page[page];
9607 int target_element = change->target_element;
9608 int action_type = change->action_type;
9609 int action_mode = change->action_mode;
9610 int action_arg = change->action_arg;
9611 int action_element = change->action_element;
9614 if (!change->has_action)
9617 /* ---------- determine action paramater values -------------------------- */
9619 int level_time_value =
9620 (level.time > 0 ? TimeLeft :
9623 int action_arg_element_raw =
9624 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9625 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9626 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9627 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9628 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9629 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9630 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9632 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9634 int action_arg_direction =
9635 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9636 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9637 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9638 change->actual_trigger_side :
9639 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9640 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9643 int action_arg_number_min =
9644 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9647 int action_arg_number_max =
9648 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9649 action_type == CA_SET_LEVEL_GEMS ? 999 :
9650 action_type == CA_SET_LEVEL_TIME ? 9999 :
9651 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9652 action_type == CA_SET_CE_VALUE ? 9999 :
9653 action_type == CA_SET_CE_SCORE ? 9999 :
9656 int action_arg_number_reset =
9657 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9658 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9659 action_type == CA_SET_LEVEL_TIME ? level.time :
9660 action_type == CA_SET_LEVEL_SCORE ? 0 :
9661 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9662 action_type == CA_SET_CE_SCORE ? 0 :
9665 int action_arg_number =
9666 (action_arg <= CA_ARG_MAX ? action_arg :
9667 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9668 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9669 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9670 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9671 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9672 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9673 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9674 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9675 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9676 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9677 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9678 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9679 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9680 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9681 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9682 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9683 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9684 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9685 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9686 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9687 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9690 int action_arg_number_old =
9691 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9692 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9693 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9694 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9695 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9698 int action_arg_number_new =
9699 getModifiedActionNumber(action_arg_number_old,
9700 action_mode, action_arg_number,
9701 action_arg_number_min, action_arg_number_max);
9703 int trigger_player_bits =
9704 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9705 change->actual_trigger_player_bits : change->trigger_player);
9707 int action_arg_player_bits =
9708 (action_arg >= CA_ARG_PLAYER_1 &&
9709 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9710 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9711 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9714 /* ---------- execute action -------------------------------------------- */
9716 switch (action_type)
9723 /* ---------- level actions ------------------------------------------- */
9725 case CA_RESTART_LEVEL:
9727 game.restart_level = TRUE;
9732 case CA_SHOW_ENVELOPE:
9734 int element = getSpecialActionElement(action_arg_element,
9735 action_arg_number, EL_ENVELOPE_1);
9737 if (IS_ENVELOPE(element))
9738 local_player->show_envelope = element;
9743 case CA_SET_LEVEL_TIME:
9745 if (level.time > 0) /* only modify limited time value */
9747 TimeLeft = action_arg_number_new;
9749 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9751 DisplayGameControlValues();
9753 if (!TimeLeft && setup.time_limit)
9754 for (i = 0; i < MAX_PLAYERS; i++)
9755 KillPlayer(&stored_player[i]);
9761 case CA_SET_LEVEL_SCORE:
9763 local_player->score = action_arg_number_new;
9765 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9767 DisplayGameControlValues();
9772 case CA_SET_LEVEL_GEMS:
9774 local_player->gems_still_needed = action_arg_number_new;
9776 game.snapshot.collected_item = TRUE;
9778 game_panel_controls[GAME_PANEL_GEMS].value =
9779 local_player->gems_still_needed;
9781 DisplayGameControlValues();
9786 case CA_SET_LEVEL_WIND:
9788 game.wind_direction = action_arg_direction;
9793 case CA_SET_LEVEL_RANDOM_SEED:
9795 /* ensure that setting a new random seed while playing is predictable */
9796 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9801 /* ---------- player actions ------------------------------------------ */
9803 case CA_MOVE_PLAYER:
9805 /* automatically move to the next field in specified direction */
9806 for (i = 0; i < MAX_PLAYERS; i++)
9807 if (trigger_player_bits & (1 << i))
9808 stored_player[i].programmed_action = action_arg_direction;
9813 case CA_EXIT_PLAYER:
9815 for (i = 0; i < MAX_PLAYERS; i++)
9816 if (action_arg_player_bits & (1 << i))
9817 ExitPlayer(&stored_player[i]);
9820 PlayerWins(local_player);
9825 case CA_KILL_PLAYER:
9827 for (i = 0; i < MAX_PLAYERS; i++)
9828 if (action_arg_player_bits & (1 << i))
9829 KillPlayer(&stored_player[i]);
9834 case CA_SET_PLAYER_KEYS:
9836 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9837 int element = getSpecialActionElement(action_arg_element,
9838 action_arg_number, EL_KEY_1);
9840 if (IS_KEY(element))
9842 for (i = 0; i < MAX_PLAYERS; i++)
9844 if (trigger_player_bits & (1 << i))
9846 stored_player[i].key[KEY_NR(element)] = key_state;
9848 DrawGameDoorValues();
9856 case CA_SET_PLAYER_SPEED:
9858 for (i = 0; i < MAX_PLAYERS; i++)
9860 if (trigger_player_bits & (1 << i))
9862 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9864 if (action_arg == CA_ARG_SPEED_FASTER &&
9865 stored_player[i].cannot_move)
9867 action_arg_number = STEPSIZE_VERY_SLOW;
9869 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9870 action_arg == CA_ARG_SPEED_FASTER)
9872 action_arg_number = 2;
9873 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9876 else if (action_arg == CA_ARG_NUMBER_RESET)
9878 action_arg_number = level.initial_player_stepsize[i];
9882 getModifiedActionNumber(move_stepsize,
9885 action_arg_number_min,
9886 action_arg_number_max);
9888 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9895 case CA_SET_PLAYER_SHIELD:
9897 for (i = 0; i < MAX_PLAYERS; i++)
9899 if (trigger_player_bits & (1 << i))
9901 if (action_arg == CA_ARG_SHIELD_OFF)
9903 stored_player[i].shield_normal_time_left = 0;
9904 stored_player[i].shield_deadly_time_left = 0;
9906 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9908 stored_player[i].shield_normal_time_left = 999999;
9910 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9912 stored_player[i].shield_normal_time_left = 999999;
9913 stored_player[i].shield_deadly_time_left = 999999;
9921 case CA_SET_PLAYER_GRAVITY:
9923 for (i = 0; i < MAX_PLAYERS; i++)
9925 if (trigger_player_bits & (1 << i))
9927 stored_player[i].gravity =
9928 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9929 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9930 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9931 stored_player[i].gravity);
9938 case CA_SET_PLAYER_ARTWORK:
9940 for (i = 0; i < MAX_PLAYERS; i++)
9942 if (trigger_player_bits & (1 << i))
9944 int artwork_element = action_arg_element;
9946 if (action_arg == CA_ARG_ELEMENT_RESET)
9948 (level.use_artwork_element[i] ? level.artwork_element[i] :
9949 stored_player[i].element_nr);
9951 if (stored_player[i].artwork_element != artwork_element)
9952 stored_player[i].Frame = 0;
9954 stored_player[i].artwork_element = artwork_element;
9956 SetPlayerWaiting(&stored_player[i], FALSE);
9958 /* set number of special actions for bored and sleeping animation */
9959 stored_player[i].num_special_action_bored =
9960 get_num_special_action(artwork_element,
9961 ACTION_BORING_1, ACTION_BORING_LAST);
9962 stored_player[i].num_special_action_sleeping =
9963 get_num_special_action(artwork_element,
9964 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9971 case CA_SET_PLAYER_INVENTORY:
9973 for (i = 0; i < MAX_PLAYERS; i++)
9975 struct PlayerInfo *player = &stored_player[i];
9978 if (trigger_player_bits & (1 << i))
9980 int inventory_element = action_arg_element;
9982 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9983 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9984 action_arg == CA_ARG_ELEMENT_ACTION)
9986 int element = inventory_element;
9987 int collect_count = element_info[element].collect_count_initial;
9989 if (!IS_CUSTOM_ELEMENT(element))
9992 if (collect_count == 0)
9993 player->inventory_infinite_element = element;
9995 for (k = 0; k < collect_count; k++)
9996 if (player->inventory_size < MAX_INVENTORY_SIZE)
9997 player->inventory_element[player->inventory_size++] =
10000 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10001 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10002 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10004 if (player->inventory_infinite_element != EL_UNDEFINED &&
10005 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10006 action_arg_element_raw))
10007 player->inventory_infinite_element = EL_UNDEFINED;
10009 for (k = 0, j = 0; j < player->inventory_size; j++)
10011 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10012 action_arg_element_raw))
10013 player->inventory_element[k++] = player->inventory_element[j];
10016 player->inventory_size = k;
10018 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10020 if (player->inventory_size > 0)
10022 for (j = 0; j < player->inventory_size - 1; j++)
10023 player->inventory_element[j] = player->inventory_element[j + 1];
10025 player->inventory_size--;
10028 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10030 if (player->inventory_size > 0)
10031 player->inventory_size--;
10033 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10035 player->inventory_infinite_element = EL_UNDEFINED;
10036 player->inventory_size = 0;
10038 else if (action_arg == CA_ARG_INVENTORY_RESET)
10040 player->inventory_infinite_element = EL_UNDEFINED;
10041 player->inventory_size = 0;
10043 if (level.use_initial_inventory[i])
10045 for (j = 0; j < level.initial_inventory_size[i]; j++)
10047 int element = level.initial_inventory_content[i][j];
10048 int collect_count = element_info[element].collect_count_initial;
10050 if (!IS_CUSTOM_ELEMENT(element))
10053 if (collect_count == 0)
10054 player->inventory_infinite_element = element;
10056 for (k = 0; k < collect_count; k++)
10057 if (player->inventory_size < MAX_INVENTORY_SIZE)
10058 player->inventory_element[player->inventory_size++] =
10069 /* ---------- CE actions ---------------------------------------------- */
10071 case CA_SET_CE_VALUE:
10073 int last_ce_value = CustomValue[x][y];
10075 CustomValue[x][y] = action_arg_number_new;
10077 if (CustomValue[x][y] != last_ce_value)
10079 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10080 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10082 if (CustomValue[x][y] == 0)
10084 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10085 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10092 case CA_SET_CE_SCORE:
10094 int last_ce_score = ei->collect_score;
10096 ei->collect_score = action_arg_number_new;
10098 if (ei->collect_score != last_ce_score)
10100 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10101 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10103 if (ei->collect_score == 0)
10107 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10108 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10111 This is a very special case that seems to be a mixture between
10112 CheckElementChange() and CheckTriggeredElementChange(): while
10113 the first one only affects single elements that are triggered
10114 directly, the second one affects multiple elements in the playfield
10115 that are triggered indirectly by another element. This is a third
10116 case: Changing the CE score always affects multiple identical CEs,
10117 so every affected CE must be checked, not only the single CE for
10118 which the CE score was changed in the first place (as every instance
10119 of that CE shares the same CE score, and therefore also can change)!
10121 SCAN_PLAYFIELD(xx, yy)
10123 if (Feld[xx][yy] == element)
10124 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10125 CE_SCORE_GETS_ZERO);
10133 case CA_SET_CE_ARTWORK:
10135 int artwork_element = action_arg_element;
10136 boolean reset_frame = FALSE;
10139 if (action_arg == CA_ARG_ELEMENT_RESET)
10140 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10143 if (ei->gfx_element != artwork_element)
10144 reset_frame = TRUE;
10146 ei->gfx_element = artwork_element;
10148 SCAN_PLAYFIELD(xx, yy)
10150 if (Feld[xx][yy] == element)
10154 ResetGfxAnimation(xx, yy);
10155 ResetRandomAnimationValue(xx, yy);
10158 TEST_DrawLevelField(xx, yy);
10165 /* ---------- engine actions ------------------------------------------ */
10167 case CA_SET_ENGINE_SCAN_MODE:
10169 InitPlayfieldScanMode(action_arg);
10179 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10181 int old_element = Feld[x][y];
10182 int new_element = GetElementFromGroupElement(element);
10183 int previous_move_direction = MovDir[x][y];
10184 int last_ce_value = CustomValue[x][y];
10185 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10186 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10187 boolean add_player_onto_element = (new_element_is_player &&
10188 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10189 IS_WALKABLE(old_element));
10191 if (!add_player_onto_element)
10193 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10194 RemoveMovingField(x, y);
10198 Feld[x][y] = new_element;
10200 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10201 MovDir[x][y] = previous_move_direction;
10203 if (element_info[new_element].use_last_ce_value)
10204 CustomValue[x][y] = last_ce_value;
10206 InitField_WithBug1(x, y, FALSE);
10208 new_element = Feld[x][y]; /* element may have changed */
10210 ResetGfxAnimation(x, y);
10211 ResetRandomAnimationValue(x, y);
10213 TEST_DrawLevelField(x, y);
10215 if (GFX_CRUMBLED(new_element))
10216 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10219 /* check if element under the player changes from accessible to unaccessible
10220 (needed for special case of dropping element which then changes) */
10221 /* (must be checked after creating new element for walkable group elements) */
10222 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10223 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10230 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10231 if (new_element_is_player)
10232 RelocatePlayer(x, y, new_element);
10235 ChangeCount[x][y]++; /* count number of changes in the same frame */
10237 TestIfBadThingTouchesPlayer(x, y);
10238 TestIfPlayerTouchesCustomElement(x, y);
10239 TestIfElementTouchesCustomElement(x, y);
10242 static void CreateField(int x, int y, int element)
10244 CreateFieldExt(x, y, element, FALSE);
10247 static void CreateElementFromChange(int x, int y, int element)
10249 element = GET_VALID_RUNTIME_ELEMENT(element);
10251 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10253 int old_element = Feld[x][y];
10255 /* prevent changed element from moving in same engine frame
10256 unless both old and new element can either fall or move */
10257 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10258 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10262 CreateFieldExt(x, y, element, TRUE);
10265 static boolean ChangeElement(int x, int y, int element, int page)
10267 struct ElementInfo *ei = &element_info[element];
10268 struct ElementChangeInfo *change = &ei->change_page[page];
10269 int ce_value = CustomValue[x][y];
10270 int ce_score = ei->collect_score;
10271 int target_element;
10272 int old_element = Feld[x][y];
10274 /* always use default change event to prevent running into a loop */
10275 if (ChangeEvent[x][y] == -1)
10276 ChangeEvent[x][y] = CE_DELAY;
10278 if (ChangeEvent[x][y] == CE_DELAY)
10280 /* reset actual trigger element, trigger player and action element */
10281 change->actual_trigger_element = EL_EMPTY;
10282 change->actual_trigger_player = EL_EMPTY;
10283 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10284 change->actual_trigger_side = CH_SIDE_NONE;
10285 change->actual_trigger_ce_value = 0;
10286 change->actual_trigger_ce_score = 0;
10289 /* do not change elements more than a specified maximum number of changes */
10290 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10293 ChangeCount[x][y]++; /* count number of changes in the same frame */
10295 if (change->explode)
10302 if (change->use_target_content)
10304 boolean complete_replace = TRUE;
10305 boolean can_replace[3][3];
10308 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10311 boolean is_walkable;
10312 boolean is_diggable;
10313 boolean is_collectible;
10314 boolean is_removable;
10315 boolean is_destructible;
10316 int ex = x + xx - 1;
10317 int ey = y + yy - 1;
10318 int content_element = change->target_content.e[xx][yy];
10321 can_replace[xx][yy] = TRUE;
10323 if (ex == x && ey == y) /* do not check changing element itself */
10326 if (content_element == EL_EMPTY_SPACE)
10328 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10333 if (!IN_LEV_FIELD(ex, ey))
10335 can_replace[xx][yy] = FALSE;
10336 complete_replace = FALSE;
10343 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10344 e = MovingOrBlocked2Element(ex, ey);
10346 is_empty = (IS_FREE(ex, ey) ||
10347 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10349 is_walkable = (is_empty || IS_WALKABLE(e));
10350 is_diggable = (is_empty || IS_DIGGABLE(e));
10351 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10352 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10353 is_removable = (is_diggable || is_collectible);
10355 can_replace[xx][yy] =
10356 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10357 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10358 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10359 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10360 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10361 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10362 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10364 if (!can_replace[xx][yy])
10365 complete_replace = FALSE;
10368 if (!change->only_if_complete || complete_replace)
10370 boolean something_has_changed = FALSE;
10372 if (change->only_if_complete && change->use_random_replace &&
10373 RND(100) < change->random_percentage)
10376 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10378 int ex = x + xx - 1;
10379 int ey = y + yy - 1;
10380 int content_element;
10382 if (can_replace[xx][yy] && (!change->use_random_replace ||
10383 RND(100) < change->random_percentage))
10385 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10386 RemoveMovingField(ex, ey);
10388 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10390 content_element = change->target_content.e[xx][yy];
10391 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10392 ce_value, ce_score);
10394 CreateElementFromChange(ex, ey, target_element);
10396 something_has_changed = TRUE;
10398 /* for symmetry reasons, freeze newly created border elements */
10399 if (ex != x || ey != y)
10400 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10404 if (something_has_changed)
10406 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10407 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10413 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10414 ce_value, ce_score);
10416 if (element == EL_DIAGONAL_GROWING ||
10417 element == EL_DIAGONAL_SHRINKING)
10419 target_element = Store[x][y];
10421 Store[x][y] = EL_EMPTY;
10424 CreateElementFromChange(x, y, target_element);
10426 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10427 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10430 /* this uses direct change before indirect change */
10431 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10436 static void HandleElementChange(int x, int y, int page)
10438 int element = MovingOrBlocked2Element(x, y);
10439 struct ElementInfo *ei = &element_info[element];
10440 struct ElementChangeInfo *change = &ei->change_page[page];
10441 boolean handle_action_before_change = FALSE;
10444 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10445 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10448 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10449 x, y, element, element_info[element].token_name);
10450 printf("HandleElementChange(): This should never happen!\n");
10455 /* this can happen with classic bombs on walkable, changing elements */
10456 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10461 if (ChangeDelay[x][y] == 0) /* initialize element change */
10463 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10465 if (change->can_change)
10467 /* !!! not clear why graphic animation should be reset at all here !!! */
10468 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10469 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10472 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10474 When using an animation frame delay of 1 (this only happens with
10475 "sp_zonk.moving.left/right" in the classic graphics), the default
10476 (non-moving) animation shows wrong animation frames (while the
10477 moving animation, like "sp_zonk.moving.left/right", is correct,
10478 so this graphical bug never shows up with the classic graphics).
10479 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10480 be drawn instead of the correct frames 0,1,2,3. This is caused by
10481 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10482 an element change: First when the change delay ("ChangeDelay[][]")
10483 counter has reached zero after decrementing, then a second time in
10484 the next frame (after "GfxFrame[][]" was already incremented) when
10485 "ChangeDelay[][]" is reset to the initial delay value again.
10487 This causes frame 0 to be drawn twice, while the last frame won't
10488 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10490 As some animations may already be cleverly designed around this bug
10491 (at least the "Snake Bite" snake tail animation does this), it cannot
10492 simply be fixed here without breaking such existing animations.
10493 Unfortunately, it cannot easily be detected if a graphics set was
10494 designed "before" or "after" the bug was fixed. As a workaround,
10495 a new graphics set option "game.graphics_engine_version" was added
10496 to be able to specify the game's major release version for which the
10497 graphics set was designed, which can then be used to decide if the
10498 bugfix should be used (version 4 and above) or not (version 3 or
10499 below, or if no version was specified at all, as with old sets).
10501 (The wrong/fixed animation frames can be tested with the test level set
10502 "test_gfxframe" and level "000", which contains a specially prepared
10503 custom element at level position (x/y) == (11/9) which uses the zonk
10504 animation mentioned above. Using "game.graphics_engine_version: 4"
10505 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10506 This can also be seen from the debug output for this test element.)
10509 /* when a custom element is about to change (for example by change delay),
10510 do not reset graphic animation when the custom element is moving */
10511 if (game.graphics_engine_version < 4 &&
10514 ResetGfxAnimation(x, y);
10515 ResetRandomAnimationValue(x, y);
10518 if (change->pre_change_function)
10519 change->pre_change_function(x, y);
10523 ChangeDelay[x][y]--;
10525 if (ChangeDelay[x][y] != 0) /* continue element change */
10527 if (change->can_change)
10529 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10531 if (IS_ANIMATED(graphic))
10532 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10534 if (change->change_function)
10535 change->change_function(x, y);
10538 else /* finish element change */
10540 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10542 page = ChangePage[x][y];
10543 ChangePage[x][y] = -1;
10545 change = &ei->change_page[page];
10548 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10550 ChangeDelay[x][y] = 1; /* try change after next move step */
10551 ChangePage[x][y] = page; /* remember page to use for change */
10556 /* special case: set new level random seed before changing element */
10557 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10558 handle_action_before_change = TRUE;
10560 if (change->has_action && handle_action_before_change)
10561 ExecuteCustomElementAction(x, y, element, page);
10563 if (change->can_change)
10565 if (ChangeElement(x, y, element, page))
10567 if (change->post_change_function)
10568 change->post_change_function(x, y);
10572 if (change->has_action && !handle_action_before_change)
10573 ExecuteCustomElementAction(x, y, element, page);
10577 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10578 int trigger_element,
10580 int trigger_player,
10584 boolean change_done_any = FALSE;
10585 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10588 if (!(trigger_events[trigger_element][trigger_event]))
10591 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10593 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10595 int element = EL_CUSTOM_START + i;
10596 boolean change_done = FALSE;
10599 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10600 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10603 for (p = 0; p < element_info[element].num_change_pages; p++)
10605 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10607 if (change->can_change_or_has_action &&
10608 change->has_event[trigger_event] &&
10609 change->trigger_side & trigger_side &&
10610 change->trigger_player & trigger_player &&
10611 change->trigger_page & trigger_page_bits &&
10612 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10614 change->actual_trigger_element = trigger_element;
10615 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10616 change->actual_trigger_player_bits = trigger_player;
10617 change->actual_trigger_side = trigger_side;
10618 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10619 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10621 if ((change->can_change && !change_done) || change->has_action)
10625 SCAN_PLAYFIELD(x, y)
10627 if (Feld[x][y] == element)
10629 if (change->can_change && !change_done)
10631 /* if element already changed in this frame, not only prevent
10632 another element change (checked in ChangeElement()), but
10633 also prevent additional element actions for this element */
10635 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10636 !level.use_action_after_change_bug)
10639 ChangeDelay[x][y] = 1;
10640 ChangeEvent[x][y] = trigger_event;
10642 HandleElementChange(x, y, p);
10644 else if (change->has_action)
10646 /* if element already changed in this frame, not only prevent
10647 another element change (checked in ChangeElement()), but
10648 also prevent additional element actions for this element */
10650 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10651 !level.use_action_after_change_bug)
10654 ExecuteCustomElementAction(x, y, element, p);
10655 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10660 if (change->can_change)
10662 change_done = TRUE;
10663 change_done_any = TRUE;
10670 RECURSION_LOOP_DETECTION_END();
10672 return change_done_any;
10675 static boolean CheckElementChangeExt(int x, int y,
10677 int trigger_element,
10679 int trigger_player,
10682 boolean change_done = FALSE;
10685 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10686 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10689 if (Feld[x][y] == EL_BLOCKED)
10691 Blocked2Moving(x, y, &x, &y);
10692 element = Feld[x][y];
10695 /* check if element has already changed or is about to change after moving */
10696 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10697 Feld[x][y] != element) ||
10699 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10700 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10701 ChangePage[x][y] != -1)))
10704 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10706 for (p = 0; p < element_info[element].num_change_pages; p++)
10708 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10710 /* check trigger element for all events where the element that is checked
10711 for changing interacts with a directly adjacent element -- this is
10712 different to element changes that affect other elements to change on the
10713 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10714 boolean check_trigger_element =
10715 (trigger_event == CE_TOUCHING_X ||
10716 trigger_event == CE_HITTING_X ||
10717 trigger_event == CE_HIT_BY_X ||
10718 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10720 if (change->can_change_or_has_action &&
10721 change->has_event[trigger_event] &&
10722 change->trigger_side & trigger_side &&
10723 change->trigger_player & trigger_player &&
10724 (!check_trigger_element ||
10725 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10727 change->actual_trigger_element = trigger_element;
10728 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10729 change->actual_trigger_player_bits = trigger_player;
10730 change->actual_trigger_side = trigger_side;
10731 change->actual_trigger_ce_value = CustomValue[x][y];
10732 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10734 /* special case: trigger element not at (x,y) position for some events */
10735 if (check_trigger_element)
10747 { 0, 0 }, { 0, 0 }, { 0, 0 },
10751 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10752 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10754 change->actual_trigger_ce_value = CustomValue[xx][yy];
10755 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10758 if (change->can_change && !change_done)
10760 ChangeDelay[x][y] = 1;
10761 ChangeEvent[x][y] = trigger_event;
10763 HandleElementChange(x, y, p);
10765 change_done = TRUE;
10767 else if (change->has_action)
10769 ExecuteCustomElementAction(x, y, element, p);
10770 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10775 RECURSION_LOOP_DETECTION_END();
10777 return change_done;
10780 static void PlayPlayerSound(struct PlayerInfo *player)
10782 int jx = player->jx, jy = player->jy;
10783 int sound_element = player->artwork_element;
10784 int last_action = player->last_action_waiting;
10785 int action = player->action_waiting;
10787 if (player->is_waiting)
10789 if (action != last_action)
10790 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10792 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10796 if (action != last_action)
10797 StopSound(element_info[sound_element].sound[last_action]);
10799 if (last_action == ACTION_SLEEPING)
10800 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10804 static void PlayAllPlayersSound(void)
10808 for (i = 0; i < MAX_PLAYERS; i++)
10809 if (stored_player[i].active)
10810 PlayPlayerSound(&stored_player[i]);
10813 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10815 boolean last_waiting = player->is_waiting;
10816 int move_dir = player->MovDir;
10818 player->dir_waiting = move_dir;
10819 player->last_action_waiting = player->action_waiting;
10823 if (!last_waiting) /* not waiting -> waiting */
10825 player->is_waiting = TRUE;
10827 player->frame_counter_bored =
10829 game.player_boring_delay_fixed +
10830 GetSimpleRandom(game.player_boring_delay_random);
10831 player->frame_counter_sleeping =
10833 game.player_sleeping_delay_fixed +
10834 GetSimpleRandom(game.player_sleeping_delay_random);
10836 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10839 if (game.player_sleeping_delay_fixed +
10840 game.player_sleeping_delay_random > 0 &&
10841 player->anim_delay_counter == 0 &&
10842 player->post_delay_counter == 0 &&
10843 FrameCounter >= player->frame_counter_sleeping)
10844 player->is_sleeping = TRUE;
10845 else if (game.player_boring_delay_fixed +
10846 game.player_boring_delay_random > 0 &&
10847 FrameCounter >= player->frame_counter_bored)
10848 player->is_bored = TRUE;
10850 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10851 player->is_bored ? ACTION_BORING :
10854 if (player->is_sleeping && player->use_murphy)
10856 /* special case for sleeping Murphy when leaning against non-free tile */
10858 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10859 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10860 !IS_MOVING(player->jx - 1, player->jy)))
10861 move_dir = MV_LEFT;
10862 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10863 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10864 !IS_MOVING(player->jx + 1, player->jy)))
10865 move_dir = MV_RIGHT;
10867 player->is_sleeping = FALSE;
10869 player->dir_waiting = move_dir;
10872 if (player->is_sleeping)
10874 if (player->num_special_action_sleeping > 0)
10876 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10878 int last_special_action = player->special_action_sleeping;
10879 int num_special_action = player->num_special_action_sleeping;
10880 int special_action =
10881 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10882 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10883 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10884 last_special_action + 1 : ACTION_SLEEPING);
10885 int special_graphic =
10886 el_act_dir2img(player->artwork_element, special_action, move_dir);
10888 player->anim_delay_counter =
10889 graphic_info[special_graphic].anim_delay_fixed +
10890 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10891 player->post_delay_counter =
10892 graphic_info[special_graphic].post_delay_fixed +
10893 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10895 player->special_action_sleeping = special_action;
10898 if (player->anim_delay_counter > 0)
10900 player->action_waiting = player->special_action_sleeping;
10901 player->anim_delay_counter--;
10903 else if (player->post_delay_counter > 0)
10905 player->post_delay_counter--;
10909 else if (player->is_bored)
10911 if (player->num_special_action_bored > 0)
10913 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10915 int special_action =
10916 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10917 int special_graphic =
10918 el_act_dir2img(player->artwork_element, special_action, move_dir);
10920 player->anim_delay_counter =
10921 graphic_info[special_graphic].anim_delay_fixed +
10922 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10923 player->post_delay_counter =
10924 graphic_info[special_graphic].post_delay_fixed +
10925 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10927 player->special_action_bored = special_action;
10930 if (player->anim_delay_counter > 0)
10932 player->action_waiting = player->special_action_bored;
10933 player->anim_delay_counter--;
10935 else if (player->post_delay_counter > 0)
10937 player->post_delay_counter--;
10942 else if (last_waiting) /* waiting -> not waiting */
10944 player->is_waiting = FALSE;
10945 player->is_bored = FALSE;
10946 player->is_sleeping = FALSE;
10948 player->frame_counter_bored = -1;
10949 player->frame_counter_sleeping = -1;
10951 player->anim_delay_counter = 0;
10952 player->post_delay_counter = 0;
10954 player->dir_waiting = player->MovDir;
10955 player->action_waiting = ACTION_DEFAULT;
10957 player->special_action_bored = ACTION_DEFAULT;
10958 player->special_action_sleeping = ACTION_DEFAULT;
10962 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10964 if ((!player->is_moving && player->was_moving) ||
10965 (player->MovPos == 0 && player->was_moving) ||
10966 (player->is_snapping && !player->was_snapping) ||
10967 (player->is_dropping && !player->was_dropping))
10969 if (!CheckSaveEngineSnapshotToList())
10972 player->was_moving = FALSE;
10973 player->was_snapping = TRUE;
10974 player->was_dropping = TRUE;
10978 if (player->is_moving)
10979 player->was_moving = TRUE;
10981 if (!player->is_snapping)
10982 player->was_snapping = FALSE;
10984 if (!player->is_dropping)
10985 player->was_dropping = FALSE;
10989 static void CheckSingleStepMode(struct PlayerInfo *player)
10991 if (tape.single_step && tape.recording && !tape.pausing)
10993 /* as it is called "single step mode", just return to pause mode when the
10994 player stopped moving after one tile (or never starts moving at all) */
10995 if (!player->is_moving &&
10996 !player->is_pushing &&
10997 !player->is_dropping_pressed)
10999 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11000 SnapField(player, 0, 0); /* stop snapping */
11004 CheckSaveEngineSnapshot(player);
11007 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11009 int left = player_action & JOY_LEFT;
11010 int right = player_action & JOY_RIGHT;
11011 int up = player_action & JOY_UP;
11012 int down = player_action & JOY_DOWN;
11013 int button1 = player_action & JOY_BUTTON_1;
11014 int button2 = player_action & JOY_BUTTON_2;
11015 int dx = (left ? -1 : right ? 1 : 0);
11016 int dy = (up ? -1 : down ? 1 : 0);
11018 if (!player->active || tape.pausing)
11024 SnapField(player, dx, dy);
11028 DropElement(player);
11030 MovePlayer(player, dx, dy);
11033 CheckSingleStepMode(player);
11035 SetPlayerWaiting(player, FALSE);
11037 return player_action;
11041 /* no actions for this player (no input at player's configured device) */
11043 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11044 SnapField(player, 0, 0);
11045 CheckGravityMovementWhenNotMoving(player);
11047 if (player->MovPos == 0)
11048 SetPlayerWaiting(player, TRUE);
11050 if (player->MovPos == 0) /* needed for tape.playing */
11051 player->is_moving = FALSE;
11053 player->is_dropping = FALSE;
11054 player->is_dropping_pressed = FALSE;
11055 player->drop_pressed_delay = 0;
11057 CheckSingleStepMode(player);
11063 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11066 if (!tape.use_mouse)
11069 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11070 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11071 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11074 static void SetTapeActionFromMouseAction(byte *tape_action,
11075 struct MouseActionInfo *mouse_action)
11077 if (!tape.use_mouse)
11080 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11081 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11082 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11085 static void CheckLevelSolved(void)
11087 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11089 if (level.native_em_level->lev->home == 0) /* all players at home */
11091 PlayerWins(local_player);
11093 AllPlayersGone = TRUE;
11095 level.native_em_level->lev->home = -1;
11098 if (level.native_em_level->ply[0]->alive == 0 &&
11099 level.native_em_level->ply[1]->alive == 0 &&
11100 level.native_em_level->ply[2]->alive == 0 &&
11101 level.native_em_level->ply[3]->alive == 0) /* all dead */
11102 AllPlayersGone = TRUE;
11104 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11106 if (game_sp.LevelSolved &&
11107 !game_sp.GameOver) /* game won */
11109 PlayerWins(local_player);
11111 game_sp.GameOver = TRUE;
11113 AllPlayersGone = TRUE;
11116 if (game_sp.GameOver) /* game lost */
11117 AllPlayersGone = TRUE;
11119 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11121 if (game_mm.level_solved &&
11122 !game_mm.game_over) /* game won */
11124 PlayerWins(local_player);
11126 game_mm.game_over = TRUE;
11128 AllPlayersGone = TRUE;
11131 if (game_mm.game_over) /* game lost */
11132 AllPlayersGone = TRUE;
11136 static void CheckLevelTime(void)
11140 if (TimeFrames >= FRAMES_PER_SECOND)
11145 for (i = 0; i < MAX_PLAYERS; i++)
11147 struct PlayerInfo *player = &stored_player[i];
11149 if (SHIELD_ON(player))
11151 player->shield_normal_time_left--;
11153 if (player->shield_deadly_time_left > 0)
11154 player->shield_deadly_time_left--;
11158 if (!local_player->LevelSolved && !level.use_step_counter)
11166 if (TimeLeft <= 10 && setup.time_limit)
11167 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11169 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11170 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11172 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11174 if (!TimeLeft && setup.time_limit)
11176 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11177 level.native_em_level->lev->killed_out_of_time = TRUE;
11179 for (i = 0; i < MAX_PLAYERS; i++)
11180 KillPlayer(&stored_player[i]);
11183 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11185 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11188 level.native_em_level->lev->time =
11189 (game.no_time_limit ? TimePlayed : TimeLeft);
11192 if (tape.recording || tape.playing)
11193 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11196 if (tape.recording || tape.playing)
11197 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11199 UpdateAndDisplayGameControlValues();
11202 void AdvanceFrameAndPlayerCounters(int player_nr)
11206 /* advance frame counters (global frame counter and time frame counter) */
11210 /* advance player counters (counters for move delay, move animation etc.) */
11211 for (i = 0; i < MAX_PLAYERS; i++)
11213 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11214 int move_delay_value = stored_player[i].move_delay_value;
11215 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11217 if (!advance_player_counters) /* not all players may be affected */
11220 if (move_frames == 0) /* less than one move per game frame */
11222 int stepsize = TILEX / move_delay_value;
11223 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11224 int count = (stored_player[i].is_moving ?
11225 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11227 if (count % delay == 0)
11231 stored_player[i].Frame += move_frames;
11233 if (stored_player[i].MovPos != 0)
11234 stored_player[i].StepFrame += move_frames;
11236 if (stored_player[i].move_delay > 0)
11237 stored_player[i].move_delay--;
11239 /* due to bugs in previous versions, counter must count up, not down */
11240 if (stored_player[i].push_delay != -1)
11241 stored_player[i].push_delay++;
11243 if (stored_player[i].drop_delay > 0)
11244 stored_player[i].drop_delay--;
11246 if (stored_player[i].is_dropping_pressed)
11247 stored_player[i].drop_pressed_delay++;
11251 void StartGameActions(boolean init_network_game, boolean record_tape,
11254 unsigned int new_random_seed = InitRND(random_seed);
11257 TapeStartRecording(new_random_seed);
11259 if (init_network_game)
11261 SendToServer_LevelFile();
11262 SendToServer_StartPlaying();
11270 static void GameActionsExt(void)
11273 static unsigned int game_frame_delay = 0;
11275 unsigned int game_frame_delay_value;
11276 byte *recorded_player_action;
11277 byte summarized_player_action = 0;
11278 byte tape_action[MAX_PLAYERS];
11281 /* detect endless loops, caused by custom element programming */
11282 if (recursion_loop_detected && recursion_loop_depth == 0)
11284 char *message = getStringCat3("Internal Error! Element ",
11285 EL_NAME(recursion_loop_element),
11286 " caused endless loop! Quit the game?");
11288 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11289 EL_NAME(recursion_loop_element));
11291 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11293 recursion_loop_detected = FALSE; /* if game should be continued */
11300 if (game.restart_level)
11301 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11303 CheckLevelSolved();
11305 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11308 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11311 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11314 game_frame_delay_value =
11315 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11317 if (tape.playing && tape.warp_forward && !tape.pausing)
11318 game_frame_delay_value = 0;
11320 SetVideoFrameDelay(game_frame_delay_value);
11324 /* ---------- main game synchronization point ---------- */
11326 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11328 printf("::: skip == %d\n", skip);
11331 /* ---------- main game synchronization point ---------- */
11333 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11337 if (network_playing && !network_player_action_received)
11339 /* try to get network player actions in time */
11341 /* last chance to get network player actions without main loop delay */
11342 HandleNetworking();
11344 /* game was quit by network peer */
11345 if (game_status != GAME_MODE_PLAYING)
11348 if (!network_player_action_received)
11349 return; /* failed to get network player actions in time */
11351 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11357 /* at this point we know that we really continue executing the game */
11359 network_player_action_received = FALSE;
11361 /* when playing tape, read previously recorded player input from tape data */
11362 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11364 local_player->effective_mouse_action = local_player->mouse_action;
11366 if (recorded_player_action != NULL)
11367 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11368 recorded_player_action);
11370 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11374 if (tape.set_centered_player)
11376 game.centered_player_nr_next = tape.centered_player_nr_next;
11377 game.set_centered_player = TRUE;
11380 for (i = 0; i < MAX_PLAYERS; i++)
11382 summarized_player_action |= stored_player[i].action;
11384 if (!network_playing && (game.team_mode || tape.playing))
11385 stored_player[i].effective_action = stored_player[i].action;
11388 if (network_playing)
11389 SendToServer_MovePlayer(summarized_player_action);
11391 // summarize all actions at local players mapped input device position
11392 // (this allows using different input devices in single player mode)
11393 if (!network.enabled && !game.team_mode)
11394 stored_player[map_player_action[local_player->index_nr]].effective_action =
11395 summarized_player_action;
11397 if (tape.recording &&
11399 setup.input_on_focus &&
11400 game.centered_player_nr != -1)
11402 for (i = 0; i < MAX_PLAYERS; i++)
11403 stored_player[i].effective_action =
11404 (i == game.centered_player_nr ? summarized_player_action : 0);
11407 if (recorded_player_action != NULL)
11408 for (i = 0; i < MAX_PLAYERS; i++)
11409 stored_player[i].effective_action = recorded_player_action[i];
11411 for (i = 0; i < MAX_PLAYERS; i++)
11413 tape_action[i] = stored_player[i].effective_action;
11415 /* (this may happen in the RND game engine if a player was not present on
11416 the playfield on level start, but appeared later from a custom element */
11417 if (setup.team_mode &&
11420 !tape.player_participates[i])
11421 tape.player_participates[i] = TRUE;
11424 SetTapeActionFromMouseAction(tape_action,
11425 &local_player->effective_mouse_action);
11427 /* only record actions from input devices, but not programmed actions */
11428 if (tape.recording)
11429 TapeRecordAction(tape_action);
11431 #if USE_NEW_PLAYER_ASSIGNMENTS
11432 // !!! also map player actions in single player mode !!!
11433 // if (game.team_mode)
11436 byte mapped_action[MAX_PLAYERS];
11438 #if DEBUG_PLAYER_ACTIONS
11440 for (i = 0; i < MAX_PLAYERS; i++)
11441 printf(" %d, ", stored_player[i].effective_action);
11444 for (i = 0; i < MAX_PLAYERS; i++)
11445 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11447 for (i = 0; i < MAX_PLAYERS; i++)
11448 stored_player[i].effective_action = mapped_action[i];
11450 #if DEBUG_PLAYER_ACTIONS
11452 for (i = 0; i < MAX_PLAYERS; i++)
11453 printf(" %d, ", stored_player[i].effective_action);
11457 #if DEBUG_PLAYER_ACTIONS
11461 for (i = 0; i < MAX_PLAYERS; i++)
11462 printf(" %d, ", stored_player[i].effective_action);
11468 for (i = 0; i < MAX_PLAYERS; i++)
11470 // allow engine snapshot in case of changed movement attempt
11471 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11472 (stored_player[i].effective_action & KEY_MOTION))
11473 game.snapshot.changed_action = TRUE;
11475 // allow engine snapshot in case of snapping/dropping attempt
11476 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11477 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11478 game.snapshot.changed_action = TRUE;
11480 game.snapshot.last_action[i] = stored_player[i].effective_action;
11483 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11485 GameActions_EM_Main();
11487 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11489 GameActions_SP_Main();
11491 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11493 GameActions_MM_Main();
11497 GameActions_RND_Main();
11500 BlitScreenToBitmap(backbuffer);
11502 CheckLevelSolved();
11505 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11507 if (global.show_frames_per_second)
11509 static unsigned int fps_counter = 0;
11510 static int fps_frames = 0;
11511 unsigned int fps_delay_ms = Counter() - fps_counter;
11515 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11517 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11520 fps_counter = Counter();
11522 /* always draw FPS to screen after FPS value was updated */
11523 redraw_mask |= REDRAW_FPS;
11526 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11527 if (GetDrawDeactivationMask() == REDRAW_NONE)
11528 redraw_mask |= REDRAW_FPS;
11532 static void GameActions_CheckSaveEngineSnapshot(void)
11534 if (!game.snapshot.save_snapshot)
11537 // clear flag for saving snapshot _before_ saving snapshot
11538 game.snapshot.save_snapshot = FALSE;
11540 SaveEngineSnapshotToList();
11543 void GameActions(void)
11547 GameActions_CheckSaveEngineSnapshot();
11550 void GameActions_EM_Main(void)
11552 byte effective_action[MAX_PLAYERS];
11553 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11556 for (i = 0; i < MAX_PLAYERS; i++)
11557 effective_action[i] = stored_player[i].effective_action;
11559 GameActions_EM(effective_action, warp_mode);
11562 void GameActions_SP_Main(void)
11564 byte effective_action[MAX_PLAYERS];
11565 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11568 for (i = 0; i < MAX_PLAYERS; i++)
11569 effective_action[i] = stored_player[i].effective_action;
11571 GameActions_SP(effective_action, warp_mode);
11573 for (i = 0; i < MAX_PLAYERS; i++)
11575 if (stored_player[i].force_dropping)
11576 stored_player[i].action |= KEY_BUTTON_DROP;
11578 stored_player[i].force_dropping = FALSE;
11582 void GameActions_MM_Main(void)
11584 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11586 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11589 void GameActions_RND_Main(void)
11594 void GameActions_RND(void)
11596 int magic_wall_x = 0, magic_wall_y = 0;
11597 int i, x, y, element, graphic, last_gfx_frame;
11599 InitPlayfieldScanModeVars();
11601 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11603 SCAN_PLAYFIELD(x, y)
11605 ChangeCount[x][y] = 0;
11606 ChangeEvent[x][y] = -1;
11610 if (game.set_centered_player)
11612 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11614 /* switching to "all players" only possible if all players fit to screen */
11615 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11617 game.centered_player_nr_next = game.centered_player_nr;
11618 game.set_centered_player = FALSE;
11621 /* do not switch focus to non-existing (or non-active) player */
11622 if (game.centered_player_nr_next >= 0 &&
11623 !stored_player[game.centered_player_nr_next].active)
11625 game.centered_player_nr_next = game.centered_player_nr;
11626 game.set_centered_player = FALSE;
11630 if (game.set_centered_player &&
11631 ScreenMovPos == 0) /* screen currently aligned at tile position */
11635 if (game.centered_player_nr_next == -1)
11637 setScreenCenteredToAllPlayers(&sx, &sy);
11641 sx = stored_player[game.centered_player_nr_next].jx;
11642 sy = stored_player[game.centered_player_nr_next].jy;
11645 game.centered_player_nr = game.centered_player_nr_next;
11646 game.set_centered_player = FALSE;
11648 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11649 DrawGameDoorValues();
11652 for (i = 0; i < MAX_PLAYERS; i++)
11654 int actual_player_action = stored_player[i].effective_action;
11657 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11658 - rnd_equinox_tetrachloride 048
11659 - rnd_equinox_tetrachloride_ii 096
11660 - rnd_emanuel_schmieg 002
11661 - doctor_sloan_ww 001, 020
11663 if (stored_player[i].MovPos == 0)
11664 CheckGravityMovement(&stored_player[i]);
11667 /* overwrite programmed action with tape action */
11668 if (stored_player[i].programmed_action)
11669 actual_player_action = stored_player[i].programmed_action;
11671 PlayerActions(&stored_player[i], actual_player_action);
11673 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11676 ScrollScreen(NULL, SCROLL_GO_ON);
11678 /* for backwards compatibility, the following code emulates a fixed bug that
11679 occured when pushing elements (causing elements that just made their last
11680 pushing step to already (if possible) make their first falling step in the
11681 same game frame, which is bad); this code is also needed to use the famous
11682 "spring push bug" which is used in older levels and might be wanted to be
11683 used also in newer levels, but in this case the buggy pushing code is only
11684 affecting the "spring" element and no other elements */
11686 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11688 for (i = 0; i < MAX_PLAYERS; i++)
11690 struct PlayerInfo *player = &stored_player[i];
11691 int x = player->jx;
11692 int y = player->jy;
11694 if (player->active && player->is_pushing && player->is_moving &&
11696 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11697 Feld[x][y] == EL_SPRING))
11699 ContinueMoving(x, y);
11701 /* continue moving after pushing (this is actually a bug) */
11702 if (!IS_MOVING(x, y))
11703 Stop[x][y] = FALSE;
11708 SCAN_PLAYFIELD(x, y)
11710 Last[x][y] = Feld[x][y];
11712 ChangeCount[x][y] = 0;
11713 ChangeEvent[x][y] = -1;
11715 /* this must be handled before main playfield loop */
11716 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11719 if (MovDelay[x][y] <= 0)
11723 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11726 if (MovDelay[x][y] <= 0)
11729 TEST_DrawLevelField(x, y);
11731 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11736 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11738 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11739 printf("GameActions(): This should never happen!\n");
11741 ChangePage[x][y] = -1;
11745 Stop[x][y] = FALSE;
11746 if (WasJustMoving[x][y] > 0)
11747 WasJustMoving[x][y]--;
11748 if (WasJustFalling[x][y] > 0)
11749 WasJustFalling[x][y]--;
11750 if (CheckCollision[x][y] > 0)
11751 CheckCollision[x][y]--;
11752 if (CheckImpact[x][y] > 0)
11753 CheckImpact[x][y]--;
11757 /* reset finished pushing action (not done in ContinueMoving() to allow
11758 continuous pushing animation for elements with zero push delay) */
11759 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11761 ResetGfxAnimation(x, y);
11762 TEST_DrawLevelField(x, y);
11766 if (IS_BLOCKED(x, y))
11770 Blocked2Moving(x, y, &oldx, &oldy);
11771 if (!IS_MOVING(oldx, oldy))
11773 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11774 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11775 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11776 printf("GameActions(): This should never happen!\n");
11782 SCAN_PLAYFIELD(x, y)
11784 element = Feld[x][y];
11785 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11786 last_gfx_frame = GfxFrame[x][y];
11788 ResetGfxFrame(x, y);
11790 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11791 DrawLevelGraphicAnimation(x, y, graphic);
11793 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11794 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11795 ResetRandomAnimationValue(x, y);
11797 SetRandomAnimationValue(x, y);
11799 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11801 if (IS_INACTIVE(element))
11803 if (IS_ANIMATED(graphic))
11804 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11809 /* this may take place after moving, so 'element' may have changed */
11810 if (IS_CHANGING(x, y) &&
11811 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11813 int page = element_info[element].event_page_nr[CE_DELAY];
11815 HandleElementChange(x, y, page);
11817 element = Feld[x][y];
11818 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11821 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11825 element = Feld[x][y];
11826 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11828 if (IS_ANIMATED(graphic) &&
11829 !IS_MOVING(x, y) &&
11831 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11833 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11834 TEST_DrawTwinkleOnField(x, y);
11836 else if (element == EL_ACID)
11839 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11841 else if ((element == EL_EXIT_OPEN ||
11842 element == EL_EM_EXIT_OPEN ||
11843 element == EL_SP_EXIT_OPEN ||
11844 element == EL_STEEL_EXIT_OPEN ||
11845 element == EL_EM_STEEL_EXIT_OPEN ||
11846 element == EL_SP_TERMINAL ||
11847 element == EL_SP_TERMINAL_ACTIVE ||
11848 element == EL_EXTRA_TIME ||
11849 element == EL_SHIELD_NORMAL ||
11850 element == EL_SHIELD_DEADLY) &&
11851 IS_ANIMATED(graphic))
11852 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11853 else if (IS_MOVING(x, y))
11854 ContinueMoving(x, y);
11855 else if (IS_ACTIVE_BOMB(element))
11856 CheckDynamite(x, y);
11857 else if (element == EL_AMOEBA_GROWING)
11858 AmoebeWaechst(x, y);
11859 else if (element == EL_AMOEBA_SHRINKING)
11860 AmoebaDisappearing(x, y);
11862 #if !USE_NEW_AMOEBA_CODE
11863 else if (IS_AMOEBALIVE(element))
11864 AmoebeAbleger(x, y);
11867 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11869 else if (element == EL_EXIT_CLOSED)
11871 else if (element == EL_EM_EXIT_CLOSED)
11873 else if (element == EL_STEEL_EXIT_CLOSED)
11874 CheckExitSteel(x, y);
11875 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11876 CheckExitSteelEM(x, y);
11877 else if (element == EL_SP_EXIT_CLOSED)
11879 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11880 element == EL_EXPANDABLE_STEELWALL_GROWING)
11881 MauerWaechst(x, y);
11882 else if (element == EL_EXPANDABLE_WALL ||
11883 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11884 element == EL_EXPANDABLE_WALL_VERTICAL ||
11885 element == EL_EXPANDABLE_WALL_ANY ||
11886 element == EL_BD_EXPANDABLE_WALL)
11887 MauerAbleger(x, y);
11888 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11889 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11890 element == EL_EXPANDABLE_STEELWALL_ANY)
11891 MauerAblegerStahl(x, y);
11892 else if (element == EL_FLAMES)
11893 CheckForDragon(x, y);
11894 else if (element == EL_EXPLOSION)
11895 ; /* drawing of correct explosion animation is handled separately */
11896 else if (element == EL_ELEMENT_SNAPPING ||
11897 element == EL_DIAGONAL_SHRINKING ||
11898 element == EL_DIAGONAL_GROWING)
11900 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11902 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11904 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11905 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11907 if (IS_BELT_ACTIVE(element))
11908 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11910 if (game.magic_wall_active)
11912 int jx = local_player->jx, jy = local_player->jy;
11914 /* play the element sound at the position nearest to the player */
11915 if ((element == EL_MAGIC_WALL_FULL ||
11916 element == EL_MAGIC_WALL_ACTIVE ||
11917 element == EL_MAGIC_WALL_EMPTYING ||
11918 element == EL_BD_MAGIC_WALL_FULL ||
11919 element == EL_BD_MAGIC_WALL_ACTIVE ||
11920 element == EL_BD_MAGIC_WALL_EMPTYING ||
11921 element == EL_DC_MAGIC_WALL_FULL ||
11922 element == EL_DC_MAGIC_WALL_ACTIVE ||
11923 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11924 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11932 #if USE_NEW_AMOEBA_CODE
11933 /* new experimental amoeba growth stuff */
11934 if (!(FrameCounter % 8))
11936 static unsigned int random = 1684108901;
11938 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11940 x = RND(lev_fieldx);
11941 y = RND(lev_fieldy);
11942 element = Feld[x][y];
11944 if (!IS_PLAYER(x,y) &&
11945 (element == EL_EMPTY ||
11946 CAN_GROW_INTO(element) ||
11947 element == EL_QUICKSAND_EMPTY ||
11948 element == EL_QUICKSAND_FAST_EMPTY ||
11949 element == EL_ACID_SPLASH_LEFT ||
11950 element == EL_ACID_SPLASH_RIGHT))
11952 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11953 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11954 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11955 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11956 Feld[x][y] = EL_AMOEBA_DROP;
11959 random = random * 129 + 1;
11964 game.explosions_delayed = FALSE;
11966 SCAN_PLAYFIELD(x, y)
11968 element = Feld[x][y];
11970 if (ExplodeField[x][y])
11971 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
11972 else if (element == EL_EXPLOSION)
11973 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
11975 ExplodeField[x][y] = EX_TYPE_NONE;
11978 game.explosions_delayed = TRUE;
11980 if (game.magic_wall_active)
11982 if (!(game.magic_wall_time_left % 4))
11984 int element = Feld[magic_wall_x][magic_wall_y];
11986 if (element == EL_BD_MAGIC_WALL_FULL ||
11987 element == EL_BD_MAGIC_WALL_ACTIVE ||
11988 element == EL_BD_MAGIC_WALL_EMPTYING)
11989 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
11990 else if (element == EL_DC_MAGIC_WALL_FULL ||
11991 element == EL_DC_MAGIC_WALL_ACTIVE ||
11992 element == EL_DC_MAGIC_WALL_EMPTYING)
11993 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
11995 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
11998 if (game.magic_wall_time_left > 0)
12000 game.magic_wall_time_left--;
12002 if (!game.magic_wall_time_left)
12004 SCAN_PLAYFIELD(x, y)
12006 element = Feld[x][y];
12008 if (element == EL_MAGIC_WALL_ACTIVE ||
12009 element == EL_MAGIC_WALL_FULL)
12011 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12012 TEST_DrawLevelField(x, y);
12014 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12015 element == EL_BD_MAGIC_WALL_FULL)
12017 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12018 TEST_DrawLevelField(x, y);
12020 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12021 element == EL_DC_MAGIC_WALL_FULL)
12023 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12024 TEST_DrawLevelField(x, y);
12028 game.magic_wall_active = FALSE;
12033 if (game.light_time_left > 0)
12035 game.light_time_left--;
12037 if (game.light_time_left == 0)
12038 RedrawAllLightSwitchesAndInvisibleElements();
12041 if (game.timegate_time_left > 0)
12043 game.timegate_time_left--;
12045 if (game.timegate_time_left == 0)
12046 CloseAllOpenTimegates();
12049 if (game.lenses_time_left > 0)
12051 game.lenses_time_left--;
12053 if (game.lenses_time_left == 0)
12054 RedrawAllInvisibleElementsForLenses();
12057 if (game.magnify_time_left > 0)
12059 game.magnify_time_left--;
12061 if (game.magnify_time_left == 0)
12062 RedrawAllInvisibleElementsForMagnifier();
12065 for (i = 0; i < MAX_PLAYERS; i++)
12067 struct PlayerInfo *player = &stored_player[i];
12069 if (SHIELD_ON(player))
12071 if (player->shield_deadly_time_left)
12072 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12073 else if (player->shield_normal_time_left)
12074 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12078 #if USE_DELAYED_GFX_REDRAW
12079 SCAN_PLAYFIELD(x, y)
12081 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12083 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12084 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12086 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12087 DrawLevelField(x, y);
12089 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12090 DrawLevelFieldCrumbled(x, y);
12092 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12093 DrawLevelFieldCrumbledNeighbours(x, y);
12095 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12096 DrawTwinkleOnField(x, y);
12099 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12104 PlayAllPlayersSound();
12106 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12108 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12110 local_player->show_envelope = 0;
12113 /* use random number generator in every frame to make it less predictable */
12114 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12118 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12120 int min_x = x, min_y = y, max_x = x, max_y = y;
12123 for (i = 0; i < MAX_PLAYERS; i++)
12125 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12127 if (!stored_player[i].active || &stored_player[i] == player)
12130 min_x = MIN(min_x, jx);
12131 min_y = MIN(min_y, jy);
12132 max_x = MAX(max_x, jx);
12133 max_y = MAX(max_y, jy);
12136 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12139 static boolean AllPlayersInVisibleScreen(void)
12143 for (i = 0; i < MAX_PLAYERS; i++)
12145 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12147 if (!stored_player[i].active)
12150 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12157 void ScrollLevel(int dx, int dy)
12159 int scroll_offset = 2 * TILEX_VAR;
12162 BlitBitmap(drawto_field, drawto_field,
12163 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12164 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12165 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12166 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12167 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12168 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12172 x = (dx == 1 ? BX1 : BX2);
12173 for (y = BY1; y <= BY2; y++)
12174 DrawScreenField(x, y);
12179 y = (dy == 1 ? BY1 : BY2);
12180 for (x = BX1; x <= BX2; x++)
12181 DrawScreenField(x, y);
12184 redraw_mask |= REDRAW_FIELD;
12187 static boolean canFallDown(struct PlayerInfo *player)
12189 int jx = player->jx, jy = player->jy;
12191 return (IN_LEV_FIELD(jx, jy + 1) &&
12192 (IS_FREE(jx, jy + 1) ||
12193 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12194 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12195 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12198 static boolean canPassField(int x, int y, int move_dir)
12200 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12201 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12202 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12203 int nextx = x + dx;
12204 int nexty = y + dy;
12205 int element = Feld[x][y];
12207 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12208 !CAN_MOVE(element) &&
12209 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12210 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12211 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12214 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12216 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12217 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12218 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12222 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12223 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12224 (IS_DIGGABLE(Feld[newx][newy]) ||
12225 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12226 canPassField(newx, newy, move_dir)));
12229 static void CheckGravityMovement(struct PlayerInfo *player)
12231 if (player->gravity && !player->programmed_action)
12233 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12234 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12235 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12236 int jx = player->jx, jy = player->jy;
12237 boolean player_is_moving_to_valid_field =
12238 (!player_is_snapping &&
12239 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12240 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12241 boolean player_can_fall_down = canFallDown(player);
12243 if (player_can_fall_down &&
12244 !player_is_moving_to_valid_field)
12245 player->programmed_action = MV_DOWN;
12249 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12251 return CheckGravityMovement(player);
12253 if (player->gravity && !player->programmed_action)
12255 int jx = player->jx, jy = player->jy;
12256 boolean field_under_player_is_free =
12257 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12258 boolean player_is_standing_on_valid_field =
12259 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12260 (IS_WALKABLE(Feld[jx][jy]) &&
12261 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12263 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12264 player->programmed_action = MV_DOWN;
12269 MovePlayerOneStep()
12270 -----------------------------------------------------------------------------
12271 dx, dy: direction (non-diagonal) to try to move the player to
12272 real_dx, real_dy: direction as read from input device (can be diagonal)
12275 boolean MovePlayerOneStep(struct PlayerInfo *player,
12276 int dx, int dy, int real_dx, int real_dy)
12278 int jx = player->jx, jy = player->jy;
12279 int new_jx = jx + dx, new_jy = jy + dy;
12281 boolean player_can_move = !player->cannot_move;
12283 if (!player->active || (!dx && !dy))
12284 return MP_NO_ACTION;
12286 player->MovDir = (dx < 0 ? MV_LEFT :
12287 dx > 0 ? MV_RIGHT :
12289 dy > 0 ? MV_DOWN : MV_NONE);
12291 if (!IN_LEV_FIELD(new_jx, new_jy))
12292 return MP_NO_ACTION;
12294 if (!player_can_move)
12296 if (player->MovPos == 0)
12298 player->is_moving = FALSE;
12299 player->is_digging = FALSE;
12300 player->is_collecting = FALSE;
12301 player->is_snapping = FALSE;
12302 player->is_pushing = FALSE;
12306 if (!network.enabled && game.centered_player_nr == -1 &&
12307 !AllPlayersInSight(player, new_jx, new_jy))
12308 return MP_NO_ACTION;
12310 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12311 if (can_move != MP_MOVING)
12314 /* check if DigField() has caused relocation of the player */
12315 if (player->jx != jx || player->jy != jy)
12316 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12318 StorePlayer[jx][jy] = 0;
12319 player->last_jx = jx;
12320 player->last_jy = jy;
12321 player->jx = new_jx;
12322 player->jy = new_jy;
12323 StorePlayer[new_jx][new_jy] = player->element_nr;
12325 if (player->move_delay_value_next != -1)
12327 player->move_delay_value = player->move_delay_value_next;
12328 player->move_delay_value_next = -1;
12332 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12334 player->step_counter++;
12336 PlayerVisit[jx][jy] = FrameCounter;
12338 player->is_moving = TRUE;
12341 /* should better be called in MovePlayer(), but this breaks some tapes */
12342 ScrollPlayer(player, SCROLL_INIT);
12348 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12350 int jx = player->jx, jy = player->jy;
12351 int old_jx = jx, old_jy = jy;
12352 int moved = MP_NO_ACTION;
12354 if (!player->active)
12359 if (player->MovPos == 0)
12361 player->is_moving = FALSE;
12362 player->is_digging = FALSE;
12363 player->is_collecting = FALSE;
12364 player->is_snapping = FALSE;
12365 player->is_pushing = FALSE;
12371 if (player->move_delay > 0)
12374 player->move_delay = -1; /* set to "uninitialized" value */
12376 /* store if player is automatically moved to next field */
12377 player->is_auto_moving = (player->programmed_action != MV_NONE);
12379 /* remove the last programmed player action */
12380 player->programmed_action = 0;
12382 if (player->MovPos)
12384 /* should only happen if pre-1.2 tape recordings are played */
12385 /* this is only for backward compatibility */
12387 int original_move_delay_value = player->move_delay_value;
12390 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12394 /* scroll remaining steps with finest movement resolution */
12395 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12397 while (player->MovPos)
12399 ScrollPlayer(player, SCROLL_GO_ON);
12400 ScrollScreen(NULL, SCROLL_GO_ON);
12402 AdvanceFrameAndPlayerCounters(player->index_nr);
12405 BackToFront_WithFrameDelay(0);
12408 player->move_delay_value = original_move_delay_value;
12411 player->is_active = FALSE;
12413 if (player->last_move_dir & MV_HORIZONTAL)
12415 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12416 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12420 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12421 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12424 if (!moved && !player->is_active)
12426 player->is_moving = FALSE;
12427 player->is_digging = FALSE;
12428 player->is_collecting = FALSE;
12429 player->is_snapping = FALSE;
12430 player->is_pushing = FALSE;
12436 if (moved & MP_MOVING && !ScreenMovPos &&
12437 (player->index_nr == game.centered_player_nr ||
12438 game.centered_player_nr == -1))
12440 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12441 int offset = game.scroll_delay_value;
12443 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12445 /* actual player has left the screen -- scroll in that direction */
12446 if (jx != old_jx) /* player has moved horizontally */
12447 scroll_x += (jx - old_jx);
12448 else /* player has moved vertically */
12449 scroll_y += (jy - old_jy);
12453 if (jx != old_jx) /* player has moved horizontally */
12455 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12456 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12457 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12459 /* don't scroll over playfield boundaries */
12460 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12461 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12463 /* don't scroll more than one field at a time */
12464 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12466 /* don't scroll against the player's moving direction */
12467 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12468 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12469 scroll_x = old_scroll_x;
12471 else /* player has moved vertically */
12473 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12474 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12475 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12477 /* don't scroll over playfield boundaries */
12478 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12479 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12481 /* don't scroll more than one field at a time */
12482 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12484 /* don't scroll against the player's moving direction */
12485 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12486 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12487 scroll_y = old_scroll_y;
12491 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12493 if (!network.enabled && game.centered_player_nr == -1 &&
12494 !AllPlayersInVisibleScreen())
12496 scroll_x = old_scroll_x;
12497 scroll_y = old_scroll_y;
12501 ScrollScreen(player, SCROLL_INIT);
12502 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12507 player->StepFrame = 0;
12509 if (moved & MP_MOVING)
12511 if (old_jx != jx && old_jy == jy)
12512 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12513 else if (old_jx == jx && old_jy != jy)
12514 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12516 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12518 player->last_move_dir = player->MovDir;
12519 player->is_moving = TRUE;
12520 player->is_snapping = FALSE;
12521 player->is_switching = FALSE;
12522 player->is_dropping = FALSE;
12523 player->is_dropping_pressed = FALSE;
12524 player->drop_pressed_delay = 0;
12527 /* should better be called here than above, but this breaks some tapes */
12528 ScrollPlayer(player, SCROLL_INIT);
12533 CheckGravityMovementWhenNotMoving(player);
12535 player->is_moving = FALSE;
12537 /* at this point, the player is allowed to move, but cannot move right now
12538 (e.g. because of something blocking the way) -- ensure that the player
12539 is also allowed to move in the next frame (in old versions before 3.1.1,
12540 the player was forced to wait again for eight frames before next try) */
12542 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12543 player->move_delay = 0; /* allow direct movement in the next frame */
12546 if (player->move_delay == -1) /* not yet initialized by DigField() */
12547 player->move_delay = player->move_delay_value;
12549 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12551 TestIfPlayerTouchesBadThing(jx, jy);
12552 TestIfPlayerTouchesCustomElement(jx, jy);
12555 if (!player->active)
12556 RemovePlayer(player);
12561 void ScrollPlayer(struct PlayerInfo *player, int mode)
12563 int jx = player->jx, jy = player->jy;
12564 int last_jx = player->last_jx, last_jy = player->last_jy;
12565 int move_stepsize = TILEX / player->move_delay_value;
12567 if (!player->active)
12570 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12573 if (mode == SCROLL_INIT)
12575 player->actual_frame_counter = FrameCounter;
12576 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12578 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12579 Feld[last_jx][last_jy] == EL_EMPTY)
12581 int last_field_block_delay = 0; /* start with no blocking at all */
12582 int block_delay_adjustment = player->block_delay_adjustment;
12584 /* if player blocks last field, add delay for exactly one move */
12585 if (player->block_last_field)
12587 last_field_block_delay += player->move_delay_value;
12589 /* when blocking enabled, prevent moving up despite gravity */
12590 if (player->gravity && player->MovDir == MV_UP)
12591 block_delay_adjustment = -1;
12594 /* add block delay adjustment (also possible when not blocking) */
12595 last_field_block_delay += block_delay_adjustment;
12597 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12598 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12601 if (player->MovPos != 0) /* player has not yet reached destination */
12604 else if (!FrameReached(&player->actual_frame_counter, 1))
12607 if (player->MovPos != 0)
12609 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12610 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12612 /* before DrawPlayer() to draw correct player graphic for this case */
12613 if (player->MovPos == 0)
12614 CheckGravityMovement(player);
12617 if (player->MovPos == 0) /* player reached destination field */
12619 if (player->move_delay_reset_counter > 0)
12621 player->move_delay_reset_counter--;
12623 if (player->move_delay_reset_counter == 0)
12625 /* continue with normal speed after quickly moving through gate */
12626 HALVE_PLAYER_SPEED(player);
12628 /* be able to make the next move without delay */
12629 player->move_delay = 0;
12633 player->last_jx = jx;
12634 player->last_jy = jy;
12636 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12637 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12638 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12639 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12640 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12641 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12642 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12643 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12645 ExitPlayer(player);
12647 if ((local_player->friends_still_needed == 0 ||
12648 IS_SP_ELEMENT(Feld[jx][jy])) &&
12650 PlayerWins(local_player);
12653 /* this breaks one level: "machine", level 000 */
12655 int move_direction = player->MovDir;
12656 int enter_side = MV_DIR_OPPOSITE(move_direction);
12657 int leave_side = move_direction;
12658 int old_jx = last_jx;
12659 int old_jy = last_jy;
12660 int old_element = Feld[old_jx][old_jy];
12661 int new_element = Feld[jx][jy];
12663 if (IS_CUSTOM_ELEMENT(old_element))
12664 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12666 player->index_bit, leave_side);
12668 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12669 CE_PLAYER_LEAVES_X,
12670 player->index_bit, leave_side);
12672 if (IS_CUSTOM_ELEMENT(new_element))
12673 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12674 player->index_bit, enter_side);
12676 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12677 CE_PLAYER_ENTERS_X,
12678 player->index_bit, enter_side);
12680 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12681 CE_MOVE_OF_X, move_direction);
12684 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12686 TestIfPlayerTouchesBadThing(jx, jy);
12687 TestIfPlayerTouchesCustomElement(jx, jy);
12689 /* needed because pushed element has not yet reached its destination,
12690 so it would trigger a change event at its previous field location */
12691 if (!player->is_pushing)
12692 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12694 if (!player->active)
12695 RemovePlayer(player);
12698 if (!local_player->LevelSolved && level.use_step_counter)
12708 if (TimeLeft <= 10 && setup.time_limit)
12709 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12711 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12713 DisplayGameControlValues();
12715 if (!TimeLeft && setup.time_limit)
12716 for (i = 0; i < MAX_PLAYERS; i++)
12717 KillPlayer(&stored_player[i]);
12719 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12721 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12723 DisplayGameControlValues();
12727 if (tape.single_step && tape.recording && !tape.pausing &&
12728 !player->programmed_action)
12729 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12731 if (!player->programmed_action)
12732 CheckSaveEngineSnapshot(player);
12736 void ScrollScreen(struct PlayerInfo *player, int mode)
12738 static unsigned int screen_frame_counter = 0;
12740 if (mode == SCROLL_INIT)
12742 /* set scrolling step size according to actual player's moving speed */
12743 ScrollStepSize = TILEX / player->move_delay_value;
12745 screen_frame_counter = FrameCounter;
12746 ScreenMovDir = player->MovDir;
12747 ScreenMovPos = player->MovPos;
12748 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12751 else if (!FrameReached(&screen_frame_counter, 1))
12756 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12757 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12758 redraw_mask |= REDRAW_FIELD;
12761 ScreenMovDir = MV_NONE;
12764 void TestIfPlayerTouchesCustomElement(int x, int y)
12766 static int xy[4][2] =
12773 static int trigger_sides[4][2] =
12775 /* center side border side */
12776 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12777 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12778 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12779 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12781 static int touch_dir[4] =
12783 MV_LEFT | MV_RIGHT,
12788 int center_element = Feld[x][y]; /* should always be non-moving! */
12791 for (i = 0; i < NUM_DIRECTIONS; i++)
12793 int xx = x + xy[i][0];
12794 int yy = y + xy[i][1];
12795 int center_side = trigger_sides[i][0];
12796 int border_side = trigger_sides[i][1];
12797 int border_element;
12799 if (!IN_LEV_FIELD(xx, yy))
12802 if (IS_PLAYER(x, y)) /* player found at center element */
12804 struct PlayerInfo *player = PLAYERINFO(x, y);
12806 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12807 border_element = Feld[xx][yy]; /* may be moving! */
12808 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12809 border_element = Feld[xx][yy];
12810 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12811 border_element = MovingOrBlocked2Element(xx, yy);
12813 continue; /* center and border element do not touch */
12815 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12816 player->index_bit, border_side);
12817 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12818 CE_PLAYER_TOUCHES_X,
12819 player->index_bit, border_side);
12822 /* use player element that is initially defined in the level playfield,
12823 not the player element that corresponds to the runtime player number
12824 (example: a level that contains EL_PLAYER_3 as the only player would
12825 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12826 int player_element = PLAYERINFO(x, y)->initial_element;
12828 CheckElementChangeBySide(xx, yy, border_element, player_element,
12829 CE_TOUCHING_X, border_side);
12832 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12834 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12836 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12838 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12839 continue; /* center and border element do not touch */
12842 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12843 player->index_bit, center_side);
12844 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12845 CE_PLAYER_TOUCHES_X,
12846 player->index_bit, center_side);
12849 /* use player element that is initially defined in the level playfield,
12850 not the player element that corresponds to the runtime player number
12851 (example: a level that contains EL_PLAYER_3 as the only player would
12852 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12853 int player_element = PLAYERINFO(xx, yy)->initial_element;
12855 CheckElementChangeBySide(x, y, center_element, player_element,
12856 CE_TOUCHING_X, center_side);
12864 void TestIfElementTouchesCustomElement(int x, int y)
12866 static int xy[4][2] =
12873 static int trigger_sides[4][2] =
12875 /* center side border side */
12876 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12877 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12878 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12879 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12881 static int touch_dir[4] =
12883 MV_LEFT | MV_RIGHT,
12888 boolean change_center_element = FALSE;
12889 int center_element = Feld[x][y]; /* should always be non-moving! */
12890 int border_element_old[NUM_DIRECTIONS];
12893 for (i = 0; i < NUM_DIRECTIONS; i++)
12895 int xx = x + xy[i][0];
12896 int yy = y + xy[i][1];
12897 int border_element;
12899 border_element_old[i] = -1;
12901 if (!IN_LEV_FIELD(xx, yy))
12904 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12905 border_element = Feld[xx][yy]; /* may be moving! */
12906 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12907 border_element = Feld[xx][yy];
12908 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12909 border_element = MovingOrBlocked2Element(xx, yy);
12911 continue; /* center and border element do not touch */
12913 border_element_old[i] = border_element;
12916 for (i = 0; i < NUM_DIRECTIONS; i++)
12918 int xx = x + xy[i][0];
12919 int yy = y + xy[i][1];
12920 int center_side = trigger_sides[i][0];
12921 int border_element = border_element_old[i];
12923 if (border_element == -1)
12926 /* check for change of border element */
12927 CheckElementChangeBySide(xx, yy, border_element, center_element,
12928 CE_TOUCHING_X, center_side);
12930 /* (center element cannot be player, so we dont have to check this here) */
12933 for (i = 0; i < NUM_DIRECTIONS; i++)
12935 int xx = x + xy[i][0];
12936 int yy = y + xy[i][1];
12937 int border_side = trigger_sides[i][1];
12938 int border_element = border_element_old[i];
12940 if (border_element == -1)
12943 /* check for change of center element (but change it only once) */
12944 if (!change_center_element)
12945 change_center_element =
12946 CheckElementChangeBySide(x, y, center_element, border_element,
12947 CE_TOUCHING_X, border_side);
12949 if (IS_PLAYER(xx, yy))
12951 /* use player element that is initially defined in the level playfield,
12952 not the player element that corresponds to the runtime player number
12953 (example: a level that contains EL_PLAYER_3 as the only player would
12954 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12955 int player_element = PLAYERINFO(xx, yy)->initial_element;
12957 CheckElementChangeBySide(x, y, center_element, player_element,
12958 CE_TOUCHING_X, border_side);
12963 void TestIfElementHitsCustomElement(int x, int y, int direction)
12965 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12966 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12967 int hitx = x + dx, hity = y + dy;
12968 int hitting_element = Feld[x][y];
12969 int touched_element;
12971 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
12974 touched_element = (IN_LEV_FIELD(hitx, hity) ?
12975 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
12977 if (IN_LEV_FIELD(hitx, hity))
12979 int opposite_direction = MV_DIR_OPPOSITE(direction);
12980 int hitting_side = direction;
12981 int touched_side = opposite_direction;
12982 boolean object_hit = (!IS_MOVING(hitx, hity) ||
12983 MovDir[hitx][hity] != direction ||
12984 ABS(MovPos[hitx][hity]) <= TILEY / 2);
12990 CheckElementChangeBySide(x, y, hitting_element, touched_element,
12991 CE_HITTING_X, touched_side);
12993 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12994 CE_HIT_BY_X, hitting_side);
12996 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
12997 CE_HIT_BY_SOMETHING, opposite_direction);
12999 if (IS_PLAYER(hitx, hity))
13001 /* use player element that is initially defined in the level playfield,
13002 not the player element that corresponds to the runtime player number
13003 (example: a level that contains EL_PLAYER_3 as the only player would
13004 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13005 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13007 CheckElementChangeBySide(x, y, hitting_element, player_element,
13008 CE_HITTING_X, touched_side);
13013 /* "hitting something" is also true when hitting the playfield border */
13014 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13015 CE_HITTING_SOMETHING, direction);
13018 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13020 int i, kill_x = -1, kill_y = -1;
13022 int bad_element = -1;
13023 static int test_xy[4][2] =
13030 static int test_dir[4] =
13038 for (i = 0; i < NUM_DIRECTIONS; i++)
13040 int test_x, test_y, test_move_dir, test_element;
13042 test_x = good_x + test_xy[i][0];
13043 test_y = good_y + test_xy[i][1];
13045 if (!IN_LEV_FIELD(test_x, test_y))
13049 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13051 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13053 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13054 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13056 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13057 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13061 bad_element = test_element;
13067 if (kill_x != -1 || kill_y != -1)
13069 if (IS_PLAYER(good_x, good_y))
13071 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13073 if (player->shield_deadly_time_left > 0 &&
13074 !IS_INDESTRUCTIBLE(bad_element))
13075 Bang(kill_x, kill_y);
13076 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13077 KillPlayer(player);
13080 Bang(good_x, good_y);
13084 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13086 int i, kill_x = -1, kill_y = -1;
13087 int bad_element = Feld[bad_x][bad_y];
13088 static int test_xy[4][2] =
13095 static int touch_dir[4] =
13097 MV_LEFT | MV_RIGHT,
13102 static int test_dir[4] =
13110 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13113 for (i = 0; i < NUM_DIRECTIONS; i++)
13115 int test_x, test_y, test_move_dir, test_element;
13117 test_x = bad_x + test_xy[i][0];
13118 test_y = bad_y + test_xy[i][1];
13120 if (!IN_LEV_FIELD(test_x, test_y))
13124 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13126 test_element = Feld[test_x][test_y];
13128 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13129 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13131 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13132 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13134 /* good thing is player or penguin that does not move away */
13135 if (IS_PLAYER(test_x, test_y))
13137 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13139 if (bad_element == EL_ROBOT && player->is_moving)
13140 continue; /* robot does not kill player if he is moving */
13142 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13144 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13145 continue; /* center and border element do not touch */
13153 else if (test_element == EL_PENGUIN)
13163 if (kill_x != -1 || kill_y != -1)
13165 if (IS_PLAYER(kill_x, kill_y))
13167 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13169 if (player->shield_deadly_time_left > 0 &&
13170 !IS_INDESTRUCTIBLE(bad_element))
13171 Bang(bad_x, bad_y);
13172 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13173 KillPlayer(player);
13176 Bang(kill_x, kill_y);
13180 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13182 int bad_element = Feld[bad_x][bad_y];
13183 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13184 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13185 int test_x = bad_x + dx, test_y = bad_y + dy;
13186 int test_move_dir, test_element;
13187 int kill_x = -1, kill_y = -1;
13189 if (!IN_LEV_FIELD(test_x, test_y))
13193 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13195 test_element = Feld[test_x][test_y];
13197 if (test_move_dir != bad_move_dir)
13199 /* good thing can be player or penguin that does not move away */
13200 if (IS_PLAYER(test_x, test_y))
13202 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13204 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13205 player as being hit when he is moving towards the bad thing, because
13206 the "get hit by" condition would be lost after the player stops) */
13207 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13208 return; /* player moves away from bad thing */
13213 else if (test_element == EL_PENGUIN)
13220 if (kill_x != -1 || kill_y != -1)
13222 if (IS_PLAYER(kill_x, kill_y))
13224 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13226 if (player->shield_deadly_time_left > 0 &&
13227 !IS_INDESTRUCTIBLE(bad_element))
13228 Bang(bad_x, bad_y);
13229 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13230 KillPlayer(player);
13233 Bang(kill_x, kill_y);
13237 void TestIfPlayerTouchesBadThing(int x, int y)
13239 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13242 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13244 TestIfGoodThingHitsBadThing(x, y, move_dir);
13247 void TestIfBadThingTouchesPlayer(int x, int y)
13249 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13252 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13254 TestIfBadThingHitsGoodThing(x, y, move_dir);
13257 void TestIfFriendTouchesBadThing(int x, int y)
13259 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13262 void TestIfBadThingTouchesFriend(int x, int y)
13264 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13267 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13269 int i, kill_x = bad_x, kill_y = bad_y;
13270 static int xy[4][2] =
13278 for (i = 0; i < NUM_DIRECTIONS; i++)
13282 x = bad_x + xy[i][0];
13283 y = bad_y + xy[i][1];
13284 if (!IN_LEV_FIELD(x, y))
13287 element = Feld[x][y];
13288 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13289 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13297 if (kill_x != bad_x || kill_y != bad_y)
13298 Bang(bad_x, bad_y);
13301 void KillPlayer(struct PlayerInfo *player)
13303 int jx = player->jx, jy = player->jy;
13305 if (!player->active)
13309 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13310 player->killed, player->active, player->reanimated);
13313 /* the following code was introduced to prevent an infinite loop when calling
13315 -> CheckTriggeredElementChangeExt()
13316 -> ExecuteCustomElementAction()
13318 -> (infinitely repeating the above sequence of function calls)
13319 which occurs when killing the player while having a CE with the setting
13320 "kill player X when explosion of <player X>"; the solution using a new
13321 field "player->killed" was chosen for backwards compatibility, although
13322 clever use of the fields "player->active" etc. would probably also work */
13324 if (player->killed)
13328 player->killed = TRUE;
13330 /* remove accessible field at the player's position */
13331 Feld[jx][jy] = EL_EMPTY;
13333 /* deactivate shield (else Bang()/Explode() would not work right) */
13334 player->shield_normal_time_left = 0;
13335 player->shield_deadly_time_left = 0;
13338 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13339 player->killed, player->active, player->reanimated);
13345 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13346 player->killed, player->active, player->reanimated);
13349 if (player->reanimated) /* killed player may have been reanimated */
13350 player->killed = player->reanimated = FALSE;
13352 BuryPlayer(player);
13355 static void KillPlayerUnlessEnemyProtected(int x, int y)
13357 if (!PLAYER_ENEMY_PROTECTED(x, y))
13358 KillPlayer(PLAYERINFO(x, y));
13361 static void KillPlayerUnlessExplosionProtected(int x, int y)
13363 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13364 KillPlayer(PLAYERINFO(x, y));
13367 void BuryPlayer(struct PlayerInfo *player)
13369 int jx = player->jx, jy = player->jy;
13371 if (!player->active)
13374 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13375 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13377 player->GameOver = TRUE;
13378 RemovePlayer(player);
13381 void RemovePlayer(struct PlayerInfo *player)
13383 int jx = player->jx, jy = player->jy;
13384 int i, found = FALSE;
13386 player->present = FALSE;
13387 player->active = FALSE;
13389 if (!ExplodeField[jx][jy])
13390 StorePlayer[jx][jy] = 0;
13392 if (player->is_moving)
13393 TEST_DrawLevelField(player->last_jx, player->last_jy);
13395 for (i = 0; i < MAX_PLAYERS; i++)
13396 if (stored_player[i].active)
13400 AllPlayersGone = TRUE;
13406 void ExitPlayer(struct PlayerInfo *player)
13408 DrawPlayer(player); /* needed here only to cleanup last field */
13409 RemovePlayer(player);
13411 if (local_player->players_still_needed > 0)
13412 local_player->players_still_needed--;
13414 /* also set if some players not yet gone, but not needed to solve level */
13415 if (local_player->players_still_needed == 0)
13416 AllPlayersGone = TRUE;
13419 static void setFieldForSnapping(int x, int y, int element, int direction)
13421 struct ElementInfo *ei = &element_info[element];
13422 int direction_bit = MV_DIR_TO_BIT(direction);
13423 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13424 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13425 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13427 Feld[x][y] = EL_ELEMENT_SNAPPING;
13428 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13430 ResetGfxAnimation(x, y);
13432 GfxElement[x][y] = element;
13433 GfxAction[x][y] = action;
13434 GfxDir[x][y] = direction;
13435 GfxFrame[x][y] = -1;
13439 =============================================================================
13440 checkDiagonalPushing()
13441 -----------------------------------------------------------------------------
13442 check if diagonal input device direction results in pushing of object
13443 (by checking if the alternative direction is walkable, diggable, ...)
13444 =============================================================================
13447 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13448 int x, int y, int real_dx, int real_dy)
13450 int jx, jy, dx, dy, xx, yy;
13452 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13455 /* diagonal direction: check alternative direction */
13460 xx = jx + (dx == 0 ? real_dx : 0);
13461 yy = jy + (dy == 0 ? real_dy : 0);
13463 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13467 =============================================================================
13469 -----------------------------------------------------------------------------
13470 x, y: field next to player (non-diagonal) to try to dig to
13471 real_dx, real_dy: direction as read from input device (can be diagonal)
13472 =============================================================================
13475 static int DigField(struct PlayerInfo *player,
13476 int oldx, int oldy, int x, int y,
13477 int real_dx, int real_dy, int mode)
13479 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13480 boolean player_was_pushing = player->is_pushing;
13481 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13482 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13483 int jx = oldx, jy = oldy;
13484 int dx = x - jx, dy = y - jy;
13485 int nextx = x + dx, nexty = y + dy;
13486 int move_direction = (dx == -1 ? MV_LEFT :
13487 dx == +1 ? MV_RIGHT :
13489 dy == +1 ? MV_DOWN : MV_NONE);
13490 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13491 int dig_side = MV_DIR_OPPOSITE(move_direction);
13492 int old_element = Feld[jx][jy];
13493 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13496 if (is_player) /* function can also be called by EL_PENGUIN */
13498 if (player->MovPos == 0)
13500 player->is_digging = FALSE;
13501 player->is_collecting = FALSE;
13504 if (player->MovPos == 0) /* last pushing move finished */
13505 player->is_pushing = FALSE;
13507 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13509 player->is_switching = FALSE;
13510 player->push_delay = -1;
13512 return MP_NO_ACTION;
13516 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13517 old_element = Back[jx][jy];
13519 /* in case of element dropped at player position, check background */
13520 else if (Back[jx][jy] != EL_EMPTY &&
13521 game.engine_version >= VERSION_IDENT(2,2,0,0))
13522 old_element = Back[jx][jy];
13524 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13525 return MP_NO_ACTION; /* field has no opening in this direction */
13527 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13528 return MP_NO_ACTION; /* field has no opening in this direction */
13530 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13534 Feld[jx][jy] = player->artwork_element;
13535 InitMovingField(jx, jy, MV_DOWN);
13536 Store[jx][jy] = EL_ACID;
13537 ContinueMoving(jx, jy);
13538 BuryPlayer(player);
13540 return MP_DONT_RUN_INTO;
13543 if (player_can_move && DONT_RUN_INTO(element))
13545 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13547 return MP_DONT_RUN_INTO;
13550 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13551 return MP_NO_ACTION;
13553 collect_count = element_info[element].collect_count_initial;
13555 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13556 return MP_NO_ACTION;
13558 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13559 player_can_move = player_can_move_or_snap;
13561 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13562 game.engine_version >= VERSION_IDENT(2,2,0,0))
13564 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13565 player->index_bit, dig_side);
13566 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13567 player->index_bit, dig_side);
13569 if (element == EL_DC_LANDMINE)
13572 if (Feld[x][y] != element) /* field changed by snapping */
13575 return MP_NO_ACTION;
13578 if (player->gravity && is_player && !player->is_auto_moving &&
13579 canFallDown(player) && move_direction != MV_DOWN &&
13580 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13581 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13583 if (player_can_move &&
13584 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13586 int sound_element = SND_ELEMENT(element);
13587 int sound_action = ACTION_WALKING;
13589 if (IS_RND_GATE(element))
13591 if (!player->key[RND_GATE_NR(element)])
13592 return MP_NO_ACTION;
13594 else if (IS_RND_GATE_GRAY(element))
13596 if (!player->key[RND_GATE_GRAY_NR(element)])
13597 return MP_NO_ACTION;
13599 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13601 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13602 return MP_NO_ACTION;
13604 else if (element == EL_EXIT_OPEN ||
13605 element == EL_EM_EXIT_OPEN ||
13606 element == EL_EM_EXIT_OPENING ||
13607 element == EL_STEEL_EXIT_OPEN ||
13608 element == EL_EM_STEEL_EXIT_OPEN ||
13609 element == EL_EM_STEEL_EXIT_OPENING ||
13610 element == EL_SP_EXIT_OPEN ||
13611 element == EL_SP_EXIT_OPENING)
13613 sound_action = ACTION_PASSING; /* player is passing exit */
13615 else if (element == EL_EMPTY)
13617 sound_action = ACTION_MOVING; /* nothing to walk on */
13620 /* play sound from background or player, whatever is available */
13621 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13622 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13624 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13626 else if (player_can_move &&
13627 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13629 if (!ACCESS_FROM(element, opposite_direction))
13630 return MP_NO_ACTION; /* field not accessible from this direction */
13632 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13633 return MP_NO_ACTION;
13635 if (IS_EM_GATE(element))
13637 if (!player->key[EM_GATE_NR(element)])
13638 return MP_NO_ACTION;
13640 else if (IS_EM_GATE_GRAY(element))
13642 if (!player->key[EM_GATE_GRAY_NR(element)])
13643 return MP_NO_ACTION;
13645 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13647 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13648 return MP_NO_ACTION;
13650 else if (IS_EMC_GATE(element))
13652 if (!player->key[EMC_GATE_NR(element)])
13653 return MP_NO_ACTION;
13655 else if (IS_EMC_GATE_GRAY(element))
13657 if (!player->key[EMC_GATE_GRAY_NR(element)])
13658 return MP_NO_ACTION;
13660 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13662 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13663 return MP_NO_ACTION;
13665 else if (element == EL_DC_GATE_WHITE ||
13666 element == EL_DC_GATE_WHITE_GRAY ||
13667 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13669 if (player->num_white_keys == 0)
13670 return MP_NO_ACTION;
13672 player->num_white_keys--;
13674 else if (IS_SP_PORT(element))
13676 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13677 element == EL_SP_GRAVITY_PORT_RIGHT ||
13678 element == EL_SP_GRAVITY_PORT_UP ||
13679 element == EL_SP_GRAVITY_PORT_DOWN)
13680 player->gravity = !player->gravity;
13681 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13682 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13683 element == EL_SP_GRAVITY_ON_PORT_UP ||
13684 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13685 player->gravity = TRUE;
13686 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13687 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13688 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13689 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13690 player->gravity = FALSE;
13693 /* automatically move to the next field with double speed */
13694 player->programmed_action = move_direction;
13696 if (player->move_delay_reset_counter == 0)
13698 player->move_delay_reset_counter = 2; /* two double speed steps */
13700 DOUBLE_PLAYER_SPEED(player);
13703 PlayLevelSoundAction(x, y, ACTION_PASSING);
13705 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13709 if (mode != DF_SNAP)
13711 GfxElement[x][y] = GFX_ELEMENT(element);
13712 player->is_digging = TRUE;
13715 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13717 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13718 player->index_bit, dig_side);
13720 if (mode == DF_SNAP)
13722 if (level.block_snap_field)
13723 setFieldForSnapping(x, y, element, move_direction);
13725 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13727 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13728 player->index_bit, dig_side);
13731 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13735 if (is_player && mode != DF_SNAP)
13737 GfxElement[x][y] = element;
13738 player->is_collecting = TRUE;
13741 if (element == EL_SPEED_PILL)
13743 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13745 else if (element == EL_EXTRA_TIME && level.time > 0)
13747 TimeLeft += level.extra_time;
13749 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13751 DisplayGameControlValues();
13753 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13755 player->shield_normal_time_left += level.shield_normal_time;
13756 if (element == EL_SHIELD_DEADLY)
13757 player->shield_deadly_time_left += level.shield_deadly_time;
13759 else if (element == EL_DYNAMITE ||
13760 element == EL_EM_DYNAMITE ||
13761 element == EL_SP_DISK_RED)
13763 if (player->inventory_size < MAX_INVENTORY_SIZE)
13764 player->inventory_element[player->inventory_size++] = element;
13766 DrawGameDoorValues();
13768 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13770 player->dynabomb_count++;
13771 player->dynabombs_left++;
13773 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13775 player->dynabomb_size++;
13777 else if (element == EL_DYNABOMB_INCREASE_POWER)
13779 player->dynabomb_xl = TRUE;
13781 else if (IS_KEY(element))
13783 player->key[KEY_NR(element)] = TRUE;
13785 DrawGameDoorValues();
13787 else if (element == EL_DC_KEY_WHITE)
13789 player->num_white_keys++;
13791 /* display white keys? */
13792 /* DrawGameDoorValues(); */
13794 else if (IS_ENVELOPE(element))
13796 player->show_envelope = element;
13798 else if (element == EL_EMC_LENSES)
13800 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13802 RedrawAllInvisibleElementsForLenses();
13804 else if (element == EL_EMC_MAGNIFIER)
13806 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13808 RedrawAllInvisibleElementsForMagnifier();
13810 else if (IS_DROPPABLE(element) ||
13811 IS_THROWABLE(element)) /* can be collected and dropped */
13815 if (collect_count == 0)
13816 player->inventory_infinite_element = element;
13818 for (i = 0; i < collect_count; i++)
13819 if (player->inventory_size < MAX_INVENTORY_SIZE)
13820 player->inventory_element[player->inventory_size++] = element;
13822 DrawGameDoorValues();
13824 else if (collect_count > 0)
13826 local_player->gems_still_needed -= collect_count;
13827 if (local_player->gems_still_needed < 0)
13828 local_player->gems_still_needed = 0;
13830 game.snapshot.collected_item = TRUE;
13832 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13834 DisplayGameControlValues();
13837 RaiseScoreElement(element);
13838 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13841 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13842 player->index_bit, dig_side);
13844 if (mode == DF_SNAP)
13846 if (level.block_snap_field)
13847 setFieldForSnapping(x, y, element, move_direction);
13849 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13851 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13852 player->index_bit, dig_side);
13855 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13857 if (mode == DF_SNAP && element != EL_BD_ROCK)
13858 return MP_NO_ACTION;
13860 if (CAN_FALL(element) && dy)
13861 return MP_NO_ACTION;
13863 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13864 !(element == EL_SPRING && level.use_spring_bug))
13865 return MP_NO_ACTION;
13867 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13868 ((move_direction & MV_VERTICAL &&
13869 ((element_info[element].move_pattern & MV_LEFT &&
13870 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13871 (element_info[element].move_pattern & MV_RIGHT &&
13872 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13873 (move_direction & MV_HORIZONTAL &&
13874 ((element_info[element].move_pattern & MV_UP &&
13875 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13876 (element_info[element].move_pattern & MV_DOWN &&
13877 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13878 return MP_NO_ACTION;
13880 /* do not push elements already moving away faster than player */
13881 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13882 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13883 return MP_NO_ACTION;
13885 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13887 if (player->push_delay_value == -1 || !player_was_pushing)
13888 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13890 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13892 if (player->push_delay_value == -1)
13893 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13895 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13897 if (!player->is_pushing)
13898 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13901 player->is_pushing = TRUE;
13902 player->is_active = TRUE;
13904 if (!(IN_LEV_FIELD(nextx, nexty) &&
13905 (IS_FREE(nextx, nexty) ||
13906 (IS_SB_ELEMENT(element) &&
13907 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13908 (IS_CUSTOM_ELEMENT(element) &&
13909 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13910 return MP_NO_ACTION;
13912 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13913 return MP_NO_ACTION;
13915 if (player->push_delay == -1) /* new pushing; restart delay */
13916 player->push_delay = 0;
13918 if (player->push_delay < player->push_delay_value &&
13919 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13920 element != EL_SPRING && element != EL_BALLOON)
13922 /* make sure that there is no move delay before next try to push */
13923 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13924 player->move_delay = 0;
13926 return MP_NO_ACTION;
13929 if (IS_CUSTOM_ELEMENT(element) &&
13930 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13932 if (!DigFieldByCE(nextx, nexty, element))
13933 return MP_NO_ACTION;
13936 if (IS_SB_ELEMENT(element))
13938 if (element == EL_SOKOBAN_FIELD_FULL)
13940 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13941 local_player->sokobanfields_still_needed++;
13944 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13946 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13947 local_player->sokobanfields_still_needed--;
13950 Feld[x][y] = EL_SOKOBAN_OBJECT;
13952 if (Back[x][y] == Back[nextx][nexty])
13953 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13954 else if (Back[x][y] != 0)
13955 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13958 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
13961 if (local_player->sokobanfields_still_needed == 0 &&
13962 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
13964 local_player->players_still_needed = 0;
13966 PlayerWins(player);
13968 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
13972 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
13974 InitMovingField(x, y, move_direction);
13975 GfxAction[x][y] = ACTION_PUSHING;
13977 if (mode == DF_SNAP)
13978 ContinueMoving(x, y);
13980 MovPos[x][y] = (dx != 0 ? dx : dy);
13982 Pushed[x][y] = TRUE;
13983 Pushed[nextx][nexty] = TRUE;
13985 if (game.engine_version < VERSION_IDENT(2,2,0,7))
13986 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13988 player->push_delay_value = -1; /* get new value later */
13990 /* check for element change _after_ element has been pushed */
13991 if (game.use_change_when_pushing_bug)
13993 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
13994 player->index_bit, dig_side);
13995 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
13996 player->index_bit, dig_side);
13999 else if (IS_SWITCHABLE(element))
14001 if (PLAYER_SWITCHING(player, x, y))
14003 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14004 player->index_bit, dig_side);
14009 player->is_switching = TRUE;
14010 player->switch_x = x;
14011 player->switch_y = y;
14013 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14015 if (element == EL_ROBOT_WHEEL)
14017 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14021 game.robot_wheel_active = TRUE;
14023 TEST_DrawLevelField(x, y);
14025 else if (element == EL_SP_TERMINAL)
14029 SCAN_PLAYFIELD(xx, yy)
14031 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14035 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14037 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14039 ResetGfxAnimation(xx, yy);
14040 TEST_DrawLevelField(xx, yy);
14044 else if (IS_BELT_SWITCH(element))
14046 ToggleBeltSwitch(x, y);
14048 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14049 element == EL_SWITCHGATE_SWITCH_DOWN ||
14050 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14051 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14053 ToggleSwitchgateSwitch(x, y);
14055 else if (element == EL_LIGHT_SWITCH ||
14056 element == EL_LIGHT_SWITCH_ACTIVE)
14058 ToggleLightSwitch(x, y);
14060 else if (element == EL_TIMEGATE_SWITCH ||
14061 element == EL_DC_TIMEGATE_SWITCH)
14063 ActivateTimegateSwitch(x, y);
14065 else if (element == EL_BALLOON_SWITCH_LEFT ||
14066 element == EL_BALLOON_SWITCH_RIGHT ||
14067 element == EL_BALLOON_SWITCH_UP ||
14068 element == EL_BALLOON_SWITCH_DOWN ||
14069 element == EL_BALLOON_SWITCH_NONE ||
14070 element == EL_BALLOON_SWITCH_ANY)
14072 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14073 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14074 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14075 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14076 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14079 else if (element == EL_LAMP)
14081 Feld[x][y] = EL_LAMP_ACTIVE;
14082 local_player->lights_still_needed--;
14084 ResetGfxAnimation(x, y);
14085 TEST_DrawLevelField(x, y);
14087 else if (element == EL_TIME_ORB_FULL)
14089 Feld[x][y] = EL_TIME_ORB_EMPTY;
14091 if (level.time > 0 || level.use_time_orb_bug)
14093 TimeLeft += level.time_orb_time;
14094 game.no_time_limit = FALSE;
14096 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14098 DisplayGameControlValues();
14101 ResetGfxAnimation(x, y);
14102 TEST_DrawLevelField(x, y);
14104 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14105 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14109 game.ball_state = !game.ball_state;
14111 SCAN_PLAYFIELD(xx, yy)
14113 int e = Feld[xx][yy];
14115 if (game.ball_state)
14117 if (e == EL_EMC_MAGIC_BALL)
14118 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14119 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14120 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14124 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14125 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14126 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14127 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14132 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14133 player->index_bit, dig_side);
14135 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14136 player->index_bit, dig_side);
14138 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14139 player->index_bit, dig_side);
14145 if (!PLAYER_SWITCHING(player, x, y))
14147 player->is_switching = TRUE;
14148 player->switch_x = x;
14149 player->switch_y = y;
14151 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14152 player->index_bit, dig_side);
14153 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14154 player->index_bit, dig_side);
14156 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14157 player->index_bit, dig_side);
14158 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14159 player->index_bit, dig_side);
14162 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14163 player->index_bit, dig_side);
14164 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14165 player->index_bit, dig_side);
14167 return MP_NO_ACTION;
14170 player->push_delay = -1;
14172 if (is_player) /* function can also be called by EL_PENGUIN */
14174 if (Feld[x][y] != element) /* really digged/collected something */
14176 player->is_collecting = !player->is_digging;
14177 player->is_active = TRUE;
14184 static boolean DigFieldByCE(int x, int y, int digging_element)
14186 int element = Feld[x][y];
14188 if (!IS_FREE(x, y))
14190 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14191 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14194 /* no element can dig solid indestructible elements */
14195 if (IS_INDESTRUCTIBLE(element) &&
14196 !IS_DIGGABLE(element) &&
14197 !IS_COLLECTIBLE(element))
14200 if (AmoebaNr[x][y] &&
14201 (element == EL_AMOEBA_FULL ||
14202 element == EL_BD_AMOEBA ||
14203 element == EL_AMOEBA_GROWING))
14205 AmoebaCnt[AmoebaNr[x][y]]--;
14206 AmoebaCnt2[AmoebaNr[x][y]]--;
14209 if (IS_MOVING(x, y))
14210 RemoveMovingField(x, y);
14214 TEST_DrawLevelField(x, y);
14217 /* if digged element was about to explode, prevent the explosion */
14218 ExplodeField[x][y] = EX_TYPE_NONE;
14220 PlayLevelSoundAction(x, y, action);
14223 Store[x][y] = EL_EMPTY;
14225 /* this makes it possible to leave the removed element again */
14226 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14227 Store[x][y] = element;
14232 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14234 int jx = player->jx, jy = player->jy;
14235 int x = jx + dx, y = jy + dy;
14236 int snap_direction = (dx == -1 ? MV_LEFT :
14237 dx == +1 ? MV_RIGHT :
14239 dy == +1 ? MV_DOWN : MV_NONE);
14240 boolean can_continue_snapping = (level.continuous_snapping &&
14241 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14243 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14246 if (!player->active || !IN_LEV_FIELD(x, y))
14254 if (player->MovPos == 0)
14255 player->is_pushing = FALSE;
14257 player->is_snapping = FALSE;
14259 if (player->MovPos == 0)
14261 player->is_moving = FALSE;
14262 player->is_digging = FALSE;
14263 player->is_collecting = FALSE;
14269 /* prevent snapping with already pressed snap key when not allowed */
14270 if (player->is_snapping && !can_continue_snapping)
14273 player->MovDir = snap_direction;
14275 if (player->MovPos == 0)
14277 player->is_moving = FALSE;
14278 player->is_digging = FALSE;
14279 player->is_collecting = FALSE;
14282 player->is_dropping = FALSE;
14283 player->is_dropping_pressed = FALSE;
14284 player->drop_pressed_delay = 0;
14286 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14289 player->is_snapping = TRUE;
14290 player->is_active = TRUE;
14292 if (player->MovPos == 0)
14294 player->is_moving = FALSE;
14295 player->is_digging = FALSE;
14296 player->is_collecting = FALSE;
14299 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14300 TEST_DrawLevelField(player->last_jx, player->last_jy);
14302 TEST_DrawLevelField(x, y);
14307 static boolean DropElement(struct PlayerInfo *player)
14309 int old_element, new_element;
14310 int dropx = player->jx, dropy = player->jy;
14311 int drop_direction = player->MovDir;
14312 int drop_side = drop_direction;
14313 int drop_element = get_next_dropped_element(player);
14315 /* do not drop an element on top of another element; when holding drop key
14316 pressed without moving, dropped element must move away before the next
14317 element can be dropped (this is especially important if the next element
14318 is dynamite, which can be placed on background for historical reasons) */
14319 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14322 if (IS_THROWABLE(drop_element))
14324 dropx += GET_DX_FROM_DIR(drop_direction);
14325 dropy += GET_DY_FROM_DIR(drop_direction);
14327 if (!IN_LEV_FIELD(dropx, dropy))
14331 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14332 new_element = drop_element; /* default: no change when dropping */
14334 /* check if player is active, not moving and ready to drop */
14335 if (!player->active || player->MovPos || player->drop_delay > 0)
14338 /* check if player has anything that can be dropped */
14339 if (new_element == EL_UNDEFINED)
14342 /* only set if player has anything that can be dropped */
14343 player->is_dropping_pressed = TRUE;
14345 /* check if drop key was pressed long enough for EM style dynamite */
14346 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14349 /* check if anything can be dropped at the current position */
14350 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14353 /* collected custom elements can only be dropped on empty fields */
14354 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14357 if (old_element != EL_EMPTY)
14358 Back[dropx][dropy] = old_element; /* store old element on this field */
14360 ResetGfxAnimation(dropx, dropy);
14361 ResetRandomAnimationValue(dropx, dropy);
14363 if (player->inventory_size > 0 ||
14364 player->inventory_infinite_element != EL_UNDEFINED)
14366 if (player->inventory_size > 0)
14368 player->inventory_size--;
14370 DrawGameDoorValues();
14372 if (new_element == EL_DYNAMITE)
14373 new_element = EL_DYNAMITE_ACTIVE;
14374 else if (new_element == EL_EM_DYNAMITE)
14375 new_element = EL_EM_DYNAMITE_ACTIVE;
14376 else if (new_element == EL_SP_DISK_RED)
14377 new_element = EL_SP_DISK_RED_ACTIVE;
14380 Feld[dropx][dropy] = new_element;
14382 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14383 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14384 el2img(Feld[dropx][dropy]), 0);
14386 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14388 /* needed if previous element just changed to "empty" in the last frame */
14389 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14391 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14392 player->index_bit, drop_side);
14393 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14395 player->index_bit, drop_side);
14397 TestIfElementTouchesCustomElement(dropx, dropy);
14399 else /* player is dropping a dyna bomb */
14401 player->dynabombs_left--;
14403 Feld[dropx][dropy] = new_element;
14405 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14406 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14407 el2img(Feld[dropx][dropy]), 0);
14409 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14412 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14413 InitField_WithBug1(dropx, dropy, FALSE);
14415 new_element = Feld[dropx][dropy]; /* element might have changed */
14417 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14418 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14420 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14421 MovDir[dropx][dropy] = drop_direction;
14423 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14425 /* do not cause impact style collision by dropping elements that can fall */
14426 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14429 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14430 player->is_dropping = TRUE;
14432 player->drop_pressed_delay = 0;
14433 player->is_dropping_pressed = FALSE;
14435 player->drop_x = dropx;
14436 player->drop_y = dropy;
14441 /* ------------------------------------------------------------------------- */
14442 /* game sound playing functions */
14443 /* ------------------------------------------------------------------------- */
14445 static int *loop_sound_frame = NULL;
14446 static int *loop_sound_volume = NULL;
14448 void InitPlayLevelSound(void)
14450 int num_sounds = getSoundListSize();
14452 checked_free(loop_sound_frame);
14453 checked_free(loop_sound_volume);
14455 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14456 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14459 static void PlayLevelSound(int x, int y, int nr)
14461 int sx = SCREENX(x), sy = SCREENY(y);
14462 int volume, stereo_position;
14463 int max_distance = 8;
14464 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14466 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14467 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14470 if (!IN_LEV_FIELD(x, y) ||
14471 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14472 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14475 volume = SOUND_MAX_VOLUME;
14477 if (!IN_SCR_FIELD(sx, sy))
14479 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14480 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14482 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14485 stereo_position = (SOUND_MAX_LEFT +
14486 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14487 (SCR_FIELDX + 2 * max_distance));
14489 if (IS_LOOP_SOUND(nr))
14491 /* This assures that quieter loop sounds do not overwrite louder ones,
14492 while restarting sound volume comparison with each new game frame. */
14494 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14497 loop_sound_volume[nr] = volume;
14498 loop_sound_frame[nr] = FrameCounter;
14501 PlaySoundExt(nr, volume, stereo_position, type);
14504 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14506 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14507 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14508 y < LEVELY(BY1) ? LEVELY(BY1) :
14509 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14513 static void PlayLevelSoundAction(int x, int y, int action)
14515 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14518 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14520 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14522 if (sound_effect != SND_UNDEFINED)
14523 PlayLevelSound(x, y, sound_effect);
14526 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14529 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14531 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14532 PlayLevelSound(x, y, sound_effect);
14535 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14537 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14539 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14540 PlayLevelSound(x, y, sound_effect);
14543 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14545 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14547 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14548 StopSound(sound_effect);
14551 static int getLevelMusicNr(void)
14553 if (levelset.music[level_nr] != MUS_UNDEFINED)
14554 return levelset.music[level_nr]; /* from config file */
14556 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14559 static void FadeLevelSounds(void)
14564 static void FadeLevelMusic(void)
14566 int music_nr = getLevelMusicNr();
14567 char *curr_music = getCurrentlyPlayingMusicFilename();
14568 char *next_music = getMusicInfoEntryFilename(music_nr);
14570 if (!strEqual(curr_music, next_music))
14574 void FadeLevelSoundsAndMusic(void)
14580 static void PlayLevelMusic(void)
14582 int music_nr = getLevelMusicNr();
14583 char *curr_music = getCurrentlyPlayingMusicFilename();
14584 char *next_music = getMusicInfoEntryFilename(music_nr);
14586 if (!strEqual(curr_music, next_music))
14587 PlayMusicLoop(music_nr);
14590 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14592 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14593 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14594 int x = xx - 1 - offset;
14595 int y = yy - 1 - offset;
14600 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14604 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14608 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14612 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14616 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14620 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14624 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14627 case SAMPLE_android_clone:
14628 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14631 case SAMPLE_android_move:
14632 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14635 case SAMPLE_spring:
14636 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14640 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14644 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14647 case SAMPLE_eater_eat:
14648 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14652 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14655 case SAMPLE_collect:
14656 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14659 case SAMPLE_diamond:
14660 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14663 case SAMPLE_squash:
14664 /* !!! CHECK THIS !!! */
14666 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14668 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14672 case SAMPLE_wonderfall:
14673 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14677 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14681 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14685 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14689 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14693 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14697 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14700 case SAMPLE_wonder:
14701 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14705 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14708 case SAMPLE_exit_open:
14709 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14712 case SAMPLE_exit_leave:
14713 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14716 case SAMPLE_dynamite:
14717 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14721 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14725 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14729 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14733 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14737 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14741 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14745 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14750 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14752 int element = map_element_SP_to_RND(element_sp);
14753 int action = map_action_SP_to_RND(action_sp);
14754 int offset = (setup.sp_show_border_elements ? 0 : 1);
14755 int x = xx - offset;
14756 int y = yy - offset;
14758 PlayLevelSoundElementAction(x, y, element, action);
14761 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14763 int element = map_element_MM_to_RND(element_mm);
14764 int action = map_action_MM_to_RND(action_mm);
14766 int x = xx - offset;
14767 int y = yy - offset;
14769 if (!IS_MM_ELEMENT(element))
14770 element = EL_MM_DEFAULT;
14772 PlayLevelSoundElementAction(x, y, element, action);
14775 void PlaySound_MM(int sound_mm)
14777 int sound = map_sound_MM_to_RND(sound_mm);
14779 if (sound == SND_UNDEFINED)
14785 void PlaySoundLoop_MM(int sound_mm)
14787 int sound = map_sound_MM_to_RND(sound_mm);
14789 if (sound == SND_UNDEFINED)
14792 PlaySoundLoop(sound);
14795 void StopSound_MM(int sound_mm)
14797 int sound = map_sound_MM_to_RND(sound_mm);
14799 if (sound == SND_UNDEFINED)
14805 void RaiseScore(int value)
14807 local_player->score += value;
14809 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14811 DisplayGameControlValues();
14814 void RaiseScoreElement(int element)
14819 case EL_BD_DIAMOND:
14820 case EL_EMERALD_YELLOW:
14821 case EL_EMERALD_RED:
14822 case EL_EMERALD_PURPLE:
14823 case EL_SP_INFOTRON:
14824 RaiseScore(level.score[SC_EMERALD]);
14827 RaiseScore(level.score[SC_DIAMOND]);
14830 RaiseScore(level.score[SC_CRYSTAL]);
14833 RaiseScore(level.score[SC_PEARL]);
14836 case EL_BD_BUTTERFLY:
14837 case EL_SP_ELECTRON:
14838 RaiseScore(level.score[SC_BUG]);
14841 case EL_BD_FIREFLY:
14842 case EL_SP_SNIKSNAK:
14843 RaiseScore(level.score[SC_SPACESHIP]);
14846 case EL_DARK_YAMYAM:
14847 RaiseScore(level.score[SC_YAMYAM]);
14850 RaiseScore(level.score[SC_ROBOT]);
14853 RaiseScore(level.score[SC_PACMAN]);
14856 RaiseScore(level.score[SC_NUT]);
14859 case EL_EM_DYNAMITE:
14860 case EL_SP_DISK_RED:
14861 case EL_DYNABOMB_INCREASE_NUMBER:
14862 case EL_DYNABOMB_INCREASE_SIZE:
14863 case EL_DYNABOMB_INCREASE_POWER:
14864 RaiseScore(level.score[SC_DYNAMITE]);
14866 case EL_SHIELD_NORMAL:
14867 case EL_SHIELD_DEADLY:
14868 RaiseScore(level.score[SC_SHIELD]);
14870 case EL_EXTRA_TIME:
14871 RaiseScore(level.extra_time_score);
14885 case EL_DC_KEY_WHITE:
14886 RaiseScore(level.score[SC_KEY]);
14889 RaiseScore(element_info[element].collect_score);
14894 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14896 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14898 /* closing door required in case of envelope style request dialogs */
14900 CloseDoor(DOOR_CLOSE_1);
14902 if (network.enabled)
14903 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14907 FadeSkipNextFadeIn();
14909 SetGameStatus(GAME_MODE_MAIN);
14914 else /* continue playing the game */
14916 if (tape.playing && tape.deactivate_display)
14917 TapeDeactivateDisplayOff(TRUE);
14919 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14921 if (tape.playing && tape.deactivate_display)
14922 TapeDeactivateDisplayOn();
14926 void RequestQuitGame(boolean ask_if_really_quit)
14928 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14929 boolean skip_request = AllPlayersGone || quick_quit;
14931 RequestQuitGameExt(skip_request, quick_quit,
14932 "Do you really want to quit the game?");
14935 void RequestRestartGame(char *message)
14937 game.restart_game_message = NULL;
14939 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14941 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14945 SetGameStatus(GAME_MODE_MAIN);
14952 /* ------------------------------------------------------------------------- */
14953 /* random generator functions */
14954 /* ------------------------------------------------------------------------- */
14956 unsigned int InitEngineRandom_RND(int seed)
14958 game.num_random_calls = 0;
14960 return InitEngineRandom(seed);
14963 unsigned int RND(int max)
14967 game.num_random_calls++;
14969 return GetEngineRandom(max);
14976 /* ------------------------------------------------------------------------- */
14977 /* game engine snapshot handling functions */
14978 /* ------------------------------------------------------------------------- */
14980 struct EngineSnapshotInfo
14982 /* runtime values for custom element collect score */
14983 int collect_score[NUM_CUSTOM_ELEMENTS];
14985 /* runtime values for group element choice position */
14986 int choice_pos[NUM_GROUP_ELEMENTS];
14988 /* runtime values for belt position animations */
14989 int belt_graphic[4][NUM_BELT_PARTS];
14990 int belt_anim_mode[4][NUM_BELT_PARTS];
14993 static struct EngineSnapshotInfo engine_snapshot_rnd;
14994 static char *snapshot_level_identifier = NULL;
14995 static int snapshot_level_nr = -1;
14997 static void SaveEngineSnapshotValues_RND(void)
14999 static int belt_base_active_element[4] =
15001 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15002 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15003 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15004 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15008 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15010 int element = EL_CUSTOM_START + i;
15012 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15015 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15017 int element = EL_GROUP_START + i;
15019 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15022 for (i = 0; i < 4; i++)
15024 for (j = 0; j < NUM_BELT_PARTS; j++)
15026 int element = belt_base_active_element[i] + j;
15027 int graphic = el2img(element);
15028 int anim_mode = graphic_info[graphic].anim_mode;
15030 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15031 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15036 static void LoadEngineSnapshotValues_RND(void)
15038 unsigned int num_random_calls = game.num_random_calls;
15041 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15043 int element = EL_CUSTOM_START + i;
15045 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15048 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15050 int element = EL_GROUP_START + i;
15052 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15055 for (i = 0; i < 4; i++)
15057 for (j = 0; j < NUM_BELT_PARTS; j++)
15059 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15060 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15062 graphic_info[graphic].anim_mode = anim_mode;
15066 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15068 InitRND(tape.random_seed);
15069 for (i = 0; i < num_random_calls; i++)
15073 if (game.num_random_calls != num_random_calls)
15075 Error(ERR_INFO, "number of random calls out of sync");
15076 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15077 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15078 Error(ERR_EXIT, "this should not happen -- please debug");
15082 void FreeEngineSnapshotSingle(void)
15084 FreeSnapshotSingle();
15086 setString(&snapshot_level_identifier, NULL);
15087 snapshot_level_nr = -1;
15090 void FreeEngineSnapshotList(void)
15092 FreeSnapshotList();
15095 static ListNode *SaveEngineSnapshotBuffers(void)
15097 ListNode *buffers = NULL;
15099 /* copy some special values to a structure better suited for the snapshot */
15101 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15102 SaveEngineSnapshotValues_RND();
15103 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15104 SaveEngineSnapshotValues_EM();
15105 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15106 SaveEngineSnapshotValues_SP(&buffers);
15107 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15108 SaveEngineSnapshotValues_MM(&buffers);
15110 /* save values stored in special snapshot structure */
15112 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15113 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15114 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15115 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15116 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15117 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15118 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15119 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15121 /* save further RND engine values */
15123 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15124 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15125 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15127 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15128 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15129 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15130 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15132 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15133 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15134 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15135 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15136 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15138 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15139 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15140 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15142 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15144 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15146 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15147 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15149 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15150 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15151 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15152 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15153 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15154 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15155 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15156 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15157 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15159 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15161 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15163 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15164 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15165 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15169 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15180 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15184 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15188 ListNode *node = engine_snapshot_list_rnd;
15191 while (node != NULL)
15193 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15198 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15204 void SaveEngineSnapshotSingle(void)
15206 ListNode *buffers = SaveEngineSnapshotBuffers();
15208 /* finally save all snapshot buffers to single snapshot */
15209 SaveSnapshotSingle(buffers);
15211 /* save level identification information */
15212 setString(&snapshot_level_identifier, leveldir_current->identifier);
15213 snapshot_level_nr = level_nr;
15216 boolean CheckSaveEngineSnapshotToList(void)
15218 boolean save_snapshot =
15219 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15220 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15221 game.snapshot.changed_action) ||
15222 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15223 game.snapshot.collected_item));
15225 game.snapshot.changed_action = FALSE;
15226 game.snapshot.collected_item = FALSE;
15227 game.snapshot.save_snapshot = save_snapshot;
15229 return save_snapshot;
15232 void SaveEngineSnapshotToList(void)
15234 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15238 ListNode *buffers = SaveEngineSnapshotBuffers();
15240 /* finally save all snapshot buffers to snapshot list */
15241 SaveSnapshotToList(buffers);
15244 void SaveEngineSnapshotToListInitial(void)
15246 FreeEngineSnapshotList();
15248 SaveEngineSnapshotToList();
15251 static void LoadEngineSnapshotValues(void)
15253 /* restore special values from snapshot structure */
15255 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15256 LoadEngineSnapshotValues_RND();
15257 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15258 LoadEngineSnapshotValues_EM();
15259 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15260 LoadEngineSnapshotValues_SP();
15261 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15262 LoadEngineSnapshotValues_MM();
15265 void LoadEngineSnapshotSingle(void)
15267 LoadSnapshotSingle();
15269 LoadEngineSnapshotValues();
15272 static void LoadEngineSnapshot_Undo(int steps)
15274 LoadSnapshotFromList_Older(steps);
15276 LoadEngineSnapshotValues();
15279 static void LoadEngineSnapshot_Redo(int steps)
15281 LoadSnapshotFromList_Newer(steps);
15283 LoadEngineSnapshotValues();
15286 boolean CheckEngineSnapshotSingle(void)
15288 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15289 snapshot_level_nr == level_nr);
15292 boolean CheckEngineSnapshotList(void)
15294 return CheckSnapshotList();
15298 /* ---------- new game button stuff ---------------------------------------- */
15305 boolean *setup_value;
15306 boolean allowed_on_tape;
15308 } gamebutton_info[NUM_GAME_BUTTONS] =
15311 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15312 GAME_CTRL_ID_STOP, NULL,
15316 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15317 GAME_CTRL_ID_PAUSE, NULL,
15321 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15322 GAME_CTRL_ID_PLAY, NULL,
15326 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15327 GAME_CTRL_ID_UNDO, NULL,
15331 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15332 GAME_CTRL_ID_REDO, NULL,
15336 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15337 GAME_CTRL_ID_SAVE, NULL,
15341 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15342 GAME_CTRL_ID_PAUSE2, NULL,
15346 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15347 GAME_CTRL_ID_LOAD, NULL,
15351 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15352 GAME_CTRL_ID_PANEL_STOP, NULL,
15356 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15357 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15358 FALSE, "pause game"
15361 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15362 GAME_CTRL_ID_PANEL_PLAY, NULL,
15366 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15367 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15368 TRUE, "background music on/off"
15371 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15372 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15373 TRUE, "sound loops on/off"
15376 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15377 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15378 TRUE, "normal sounds on/off"
15381 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15382 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15383 FALSE, "background music on/off"
15386 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15387 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15388 FALSE, "sound loops on/off"
15391 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15392 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15393 FALSE, "normal sounds on/off"
15397 void CreateGameButtons(void)
15401 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15403 int graphic = gamebutton_info[i].graphic;
15404 struct GraphicInfo *gfx = &graphic_info[graphic];
15405 struct XY *pos = gamebutton_info[i].pos;
15406 struct GadgetInfo *gi;
15409 unsigned int event_mask;
15410 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15411 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15412 int base_x = (on_tape ? VX : DX);
15413 int base_y = (on_tape ? VY : DY);
15414 int gd_x = gfx->src_x;
15415 int gd_y = gfx->src_y;
15416 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15417 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15418 int gd_xa = gfx->src_x + gfx->active_xoffset;
15419 int gd_ya = gfx->src_y + gfx->active_yoffset;
15420 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15421 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15424 if (gfx->bitmap == NULL)
15426 game_gadget[id] = NULL;
15431 if (id == GAME_CTRL_ID_STOP ||
15432 id == GAME_CTRL_ID_PANEL_STOP ||
15433 id == GAME_CTRL_ID_PLAY ||
15434 id == GAME_CTRL_ID_PANEL_PLAY ||
15435 id == GAME_CTRL_ID_SAVE ||
15436 id == GAME_CTRL_ID_LOAD)
15438 button_type = GD_TYPE_NORMAL_BUTTON;
15440 event_mask = GD_EVENT_RELEASED;
15442 else if (id == GAME_CTRL_ID_UNDO ||
15443 id == GAME_CTRL_ID_REDO)
15445 button_type = GD_TYPE_NORMAL_BUTTON;
15447 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15451 button_type = GD_TYPE_CHECK_BUTTON;
15452 checked = (gamebutton_info[i].setup_value != NULL ?
15453 *gamebutton_info[i].setup_value : FALSE);
15454 event_mask = GD_EVENT_PRESSED;
15457 gi = CreateGadget(GDI_CUSTOM_ID, id,
15458 GDI_IMAGE_ID, graphic,
15459 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15460 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15461 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15462 GDI_WIDTH, gfx->width,
15463 GDI_HEIGHT, gfx->height,
15464 GDI_TYPE, button_type,
15465 GDI_STATE, GD_BUTTON_UNPRESSED,
15466 GDI_CHECKED, checked,
15467 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15468 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15469 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15470 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15471 GDI_DIRECT_DRAW, FALSE,
15472 GDI_EVENT_MASK, event_mask,
15473 GDI_CALLBACK_ACTION, HandleGameButtons,
15477 Error(ERR_EXIT, "cannot create gadget");
15479 game_gadget[id] = gi;
15483 void FreeGameButtons(void)
15487 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15488 FreeGadget(game_gadget[i]);
15491 static void UnmapGameButtonsAtSamePosition(int id)
15495 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15497 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15498 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15499 UnmapGadget(game_gadget[i]);
15502 static void UnmapGameButtonsAtSamePosition_All(void)
15504 if (setup.show_snapshot_buttons)
15506 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15507 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15508 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15512 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15513 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15514 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15516 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15517 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15518 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15522 static void MapGameButtonsAtSamePosition(int id)
15526 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15528 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15529 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15530 MapGadget(game_gadget[i]);
15532 UnmapGameButtonsAtSamePosition_All();
15535 void MapUndoRedoButtons(void)
15537 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15538 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15540 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15541 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15543 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15546 void UnmapUndoRedoButtons(void)
15548 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15549 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15551 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15552 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15554 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15557 static void MapGameButtonsExt(boolean on_tape)
15561 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15562 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15563 i != GAME_CTRL_ID_UNDO &&
15564 i != GAME_CTRL_ID_REDO)
15565 MapGadget(game_gadget[i]);
15567 UnmapGameButtonsAtSamePosition_All();
15569 RedrawGameButtons();
15572 static void UnmapGameButtonsExt(boolean on_tape)
15576 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15577 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15578 UnmapGadget(game_gadget[i]);
15581 static void RedrawGameButtonsExt(boolean on_tape)
15585 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15586 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15587 RedrawGadget(game_gadget[i]);
15589 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15590 redraw_mask &= ~REDRAW_ALL;
15593 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15598 gi->checked = state;
15601 static void RedrawSoundButtonGadget(int id)
15603 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15604 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15605 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15606 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15607 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15608 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15611 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15612 RedrawGadget(game_gadget[id2]);
15615 void MapGameButtons(void)
15617 MapGameButtonsExt(FALSE);
15620 void UnmapGameButtons(void)
15622 UnmapGameButtonsExt(FALSE);
15625 void RedrawGameButtons(void)
15627 RedrawGameButtonsExt(FALSE);
15630 void MapGameButtonsOnTape(void)
15632 MapGameButtonsExt(TRUE);
15635 void UnmapGameButtonsOnTape(void)
15637 UnmapGameButtonsExt(TRUE);
15640 void RedrawGameButtonsOnTape(void)
15642 RedrawGameButtonsExt(TRUE);
15645 static void GameUndoRedoExt(void)
15647 ClearPlayerAction();
15649 tape.pausing = TRUE;
15652 UpdateAndDisplayGameControlValues();
15654 DrawCompleteVideoDisplay();
15655 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15656 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15657 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15662 static void GameUndo(int steps)
15664 if (!CheckEngineSnapshotList())
15667 LoadEngineSnapshot_Undo(steps);
15672 static void GameRedo(int steps)
15674 if (!CheckEngineSnapshotList())
15677 LoadEngineSnapshot_Redo(steps);
15682 static void HandleGameButtonsExt(int id, int button)
15684 static boolean game_undo_executed = FALSE;
15685 int steps = BUTTON_STEPSIZE(button);
15686 boolean handle_game_buttons =
15687 (game_status == GAME_MODE_PLAYING ||
15688 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15690 if (!handle_game_buttons)
15695 case GAME_CTRL_ID_STOP:
15696 case GAME_CTRL_ID_PANEL_STOP:
15697 if (game_status == GAME_MODE_MAIN)
15703 RequestQuitGame(TRUE);
15707 case GAME_CTRL_ID_PAUSE:
15708 case GAME_CTRL_ID_PAUSE2:
15709 case GAME_CTRL_ID_PANEL_PAUSE:
15710 if (network.enabled && game_status == GAME_MODE_PLAYING)
15713 SendToServer_ContinuePlaying();
15715 SendToServer_PausePlaying();
15718 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15720 game_undo_executed = FALSE;
15724 case GAME_CTRL_ID_PLAY:
15725 case GAME_CTRL_ID_PANEL_PLAY:
15726 if (game_status == GAME_MODE_MAIN)
15728 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15730 else if (tape.pausing)
15732 if (network.enabled)
15733 SendToServer_ContinuePlaying();
15735 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15739 case GAME_CTRL_ID_UNDO:
15740 // Important: When using "save snapshot when collecting an item" mode,
15741 // load last (current) snapshot for first "undo" after pressing "pause"
15742 // (else the last-but-one snapshot would be loaded, because the snapshot
15743 // pointer already points to the last snapshot when pressing "pause",
15744 // which is fine for "every step/move" mode, but not for "every collect")
15745 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15746 !game_undo_executed)
15749 game_undo_executed = TRUE;
15754 case GAME_CTRL_ID_REDO:
15758 case GAME_CTRL_ID_SAVE:
15762 case GAME_CTRL_ID_LOAD:
15766 case SOUND_CTRL_ID_MUSIC:
15767 case SOUND_CTRL_ID_PANEL_MUSIC:
15768 if (setup.sound_music)
15770 setup.sound_music = FALSE;
15774 else if (audio.music_available)
15776 setup.sound = setup.sound_music = TRUE;
15778 SetAudioMode(setup.sound);
15780 if (game_status == GAME_MODE_PLAYING)
15784 RedrawSoundButtonGadget(id);
15788 case SOUND_CTRL_ID_LOOPS:
15789 case SOUND_CTRL_ID_PANEL_LOOPS:
15790 if (setup.sound_loops)
15791 setup.sound_loops = FALSE;
15792 else if (audio.loops_available)
15794 setup.sound = setup.sound_loops = TRUE;
15796 SetAudioMode(setup.sound);
15799 RedrawSoundButtonGadget(id);
15803 case SOUND_CTRL_ID_SIMPLE:
15804 case SOUND_CTRL_ID_PANEL_SIMPLE:
15805 if (setup.sound_simple)
15806 setup.sound_simple = FALSE;
15807 else if (audio.sound_available)
15809 setup.sound = setup.sound_simple = TRUE;
15811 SetAudioMode(setup.sound);
15814 RedrawSoundButtonGadget(id);
15823 static void HandleGameButtons(struct GadgetInfo *gi)
15825 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15828 void HandleSoundButtonKeys(Key key)
15830 if (key == setup.shortcut.sound_simple)
15831 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15832 else if (key == setup.shortcut.sound_loops)
15833 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15834 else if (key == setup.shortcut.sound_music)
15835 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);