1 // ============================================================================
2 // Rocks'n'Diamonds - McDuffin Strikes Back!
3 // ----------------------------------------------------------------------------
4 // (c) 1995-2014 by Artsoft Entertainment
7 // http://www.artsoft.org/
8 // ----------------------------------------------------------------------------
10 // ============================================================================
12 #include "libgame/libgame.h"
26 #define DEBUG_INIT_PLAYER 1
27 #define DEBUG_PLAYER_ACTIONS 0
29 /* EXPERIMENTAL STUFF */
30 #define USE_NEW_AMOEBA_CODE FALSE
32 /* EXPERIMENTAL STUFF */
33 #define USE_QUICKSAND_BD_ROCK_BUGFIX 0
34 #define USE_QUICKSAND_IMPACT_BUGFIX 0
35 #define USE_DELAYED_GFX_REDRAW 0
36 #define USE_NEW_PLAYER_ASSIGNMENTS 1
38 #if USE_DELAYED_GFX_REDRAW
39 #define TEST_DrawLevelField(x, y) \
40 GfxRedraw[x][y] |= GFX_REDRAW_TILE
41 #define TEST_DrawLevelFieldCrumbled(x, y) \
42 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED
43 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
44 GfxRedraw[x][y] |= GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS
45 #define TEST_DrawTwinkleOnField(x, y) \
46 GfxRedraw[x][y] |= GFX_REDRAW_TILE_TWINKLED
48 #define TEST_DrawLevelField(x, y) \
50 #define TEST_DrawLevelFieldCrumbled(x, y) \
51 DrawLevelFieldCrumbled(x, y)
52 #define TEST_DrawLevelFieldCrumbledNeighbours(x, y) \
53 DrawLevelFieldCrumbledNeighbours(x, y)
54 #define TEST_DrawTwinkleOnField(x, y) \
55 DrawTwinkleOnField(x, y)
64 /* for MovePlayer() */
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
70 /* for ScrollPlayer() */
72 #define SCROLL_GO_ON 1
74 /* for Bang()/Explode() */
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (local_player->LevelSolved_PanelOff)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 /* game panel display and control definitions */
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 /* values for delayed check of falling and moving elements and for collision */
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 /* values for initial player move delay (initial delay counter value) */
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 /* values for player movement speed (which is in fact a delay value) */
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 /* values for scroll positions */
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 /* values for other actions */
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 /* game button identifiers */
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 /* forward declaration for internal use */
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 /* for detection of endless loops, caused by custom element programming */
1123 /* (using maximal playfield width x 10 is just a rough approximation) */
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 /* ------------------------------------------------------------------------- */
1153 /* definition of elements that automatically change to other elements after */
1154 /* a specified time, eventually calling a function when changing */
1155 /* ------------------------------------------------------------------------- */
1157 /* forward declaration for changer functions */
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 /* static variables for playfield scan mode (scanning forward or backward) */
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 /* make sure that stepsize value is always a power of 2 */
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 /* do no immediately change move delay -- the player might just be moving */
1623 player->move_delay_value_next = move_delay;
1625 /* information if player can move must be set separately */
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void InitPlayerField(int x, int y, int element, boolean init_game)
1688 if (element == EL_SP_MURPHY)
1692 if (stored_player[0].present)
1694 Feld[x][y] = EL_SP_MURPHY_CLONE;
1700 stored_player[0].initial_element = element;
1701 stored_player[0].use_murphy = TRUE;
1703 if (!level.use_artwork_element[0])
1704 stored_player[0].artwork_element = EL_SP_MURPHY;
1707 Feld[x][y] = EL_PLAYER_1;
1713 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1714 int jx = player->jx, jy = player->jy;
1716 player->present = TRUE;
1718 player->block_last_field = (element == EL_SP_MURPHY ?
1719 level.sp_block_last_field :
1720 level.block_last_field);
1722 /* ---------- initialize player's last field block delay --------------- */
1724 /* always start with reliable default value (no adjustment needed) */
1725 player->block_delay_adjustment = 0;
1727 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
1728 if (player->block_last_field && element == EL_SP_MURPHY)
1729 player->block_delay_adjustment = 1;
1731 /* special case 2: in game engines before 3.1.1, blocking was different */
1732 if (game.use_block_last_field_bug)
1733 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1735 if (!network.enabled || player->connected_network)
1737 player->active = TRUE;
1739 /* remove potentially duplicate players */
1740 if (StorePlayer[jx][jy] == Feld[x][y])
1741 StorePlayer[jx][jy] = 0;
1743 StorePlayer[x][y] = Feld[x][y];
1745 #if DEBUG_INIT_PLAYER
1748 printf("- player element %d activated", player->element_nr);
1749 printf(" (local player is %d and currently %s)\n",
1750 local_player->element_nr,
1751 local_player->active ? "active" : "not active");
1756 Feld[x][y] = EL_EMPTY;
1758 player->jx = player->last_jx = x;
1759 player->jy = player->last_jy = y;
1764 int player_nr = GET_PLAYER_NR(element);
1765 struct PlayerInfo *player = &stored_player[player_nr];
1767 if (player->active && player->killed)
1768 player->reanimated = TRUE; /* if player was just killed, reanimate him */
1772 static void InitField(int x, int y, boolean init_game)
1774 int element = Feld[x][y];
1783 InitPlayerField(x, y, element, init_game);
1786 case EL_SOKOBAN_FIELD_PLAYER:
1787 element = Feld[x][y] = EL_PLAYER_1;
1788 InitField(x, y, init_game);
1790 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1791 InitField(x, y, init_game);
1794 case EL_SOKOBAN_FIELD_EMPTY:
1795 local_player->sokobanfields_still_needed++;
1799 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1800 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1801 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1802 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1803 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1804 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1805 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1806 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1807 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1808 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1817 case EL_SPACESHIP_RIGHT:
1818 case EL_SPACESHIP_UP:
1819 case EL_SPACESHIP_LEFT:
1820 case EL_SPACESHIP_DOWN:
1821 case EL_BD_BUTTERFLY:
1822 case EL_BD_BUTTERFLY_RIGHT:
1823 case EL_BD_BUTTERFLY_UP:
1824 case EL_BD_BUTTERFLY_LEFT:
1825 case EL_BD_BUTTERFLY_DOWN:
1827 case EL_BD_FIREFLY_RIGHT:
1828 case EL_BD_FIREFLY_UP:
1829 case EL_BD_FIREFLY_LEFT:
1830 case EL_BD_FIREFLY_DOWN:
1831 case EL_PACMAN_RIGHT:
1833 case EL_PACMAN_LEFT:
1834 case EL_PACMAN_DOWN:
1836 case EL_YAMYAM_LEFT:
1837 case EL_YAMYAM_RIGHT:
1839 case EL_YAMYAM_DOWN:
1840 case EL_DARK_YAMYAM:
1843 case EL_SP_SNIKSNAK:
1844 case EL_SP_ELECTRON:
1853 case EL_AMOEBA_FULL:
1858 case EL_AMOEBA_DROP:
1859 if (y == lev_fieldy - 1)
1861 Feld[x][y] = EL_AMOEBA_GROWING;
1862 Store[x][y] = EL_AMOEBA_WET;
1866 case EL_DYNAMITE_ACTIVE:
1867 case EL_SP_DISK_RED_ACTIVE:
1868 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1869 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1870 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1871 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1872 MovDelay[x][y] = 96;
1875 case EL_EM_DYNAMITE_ACTIVE:
1876 MovDelay[x][y] = 32;
1880 local_player->lights_still_needed++;
1884 local_player->friends_still_needed++;
1889 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1892 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1893 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1894 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1895 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1896 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1897 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1898 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1899 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1900 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1901 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1902 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1903 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1906 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1907 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1908 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1910 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1912 game.belt_dir[belt_nr] = belt_dir;
1913 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1915 else /* more than one switch -- set it like the first switch */
1917 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1922 case EL_LIGHT_SWITCH_ACTIVE:
1924 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1927 case EL_INVISIBLE_STEELWALL:
1928 case EL_INVISIBLE_WALL:
1929 case EL_INVISIBLE_SAND:
1930 if (game.light_time_left > 0 ||
1931 game.lenses_time_left > 0)
1932 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1935 case EL_EMC_MAGIC_BALL:
1936 if (game.ball_state)
1937 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1940 case EL_EMC_MAGIC_BALL_SWITCH:
1941 if (game.ball_state)
1942 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1945 case EL_TRIGGER_PLAYER:
1946 case EL_TRIGGER_ELEMENT:
1947 case EL_TRIGGER_CE_VALUE:
1948 case EL_TRIGGER_CE_SCORE:
1950 case EL_ANY_ELEMENT:
1951 case EL_CURRENT_CE_VALUE:
1952 case EL_CURRENT_CE_SCORE:
1969 /* reference elements should not be used on the playfield */
1970 Feld[x][y] = EL_EMPTY;
1974 if (IS_CUSTOM_ELEMENT(element))
1976 if (CAN_MOVE(element))
1979 if (!element_info[element].use_last_ce_value || init_game)
1980 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
1982 else if (IS_GROUP_ELEMENT(element))
1984 Feld[x][y] = GetElementFromGroupElement(element);
1986 InitField(x, y, init_game);
1993 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1996 inline static void InitField_WithBug1(int x, int y, boolean init_game)
1998 InitField(x, y, init_game);
2000 /* not needed to call InitMovDir() -- already done by InitField()! */
2001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2002 CAN_MOVE(Feld[x][y]))
2006 inline static void InitField_WithBug2(int x, int y, boolean init_game)
2008 int old_element = Feld[x][y];
2010 InitField(x, y, init_game);
2012 /* not needed to call InitMovDir() -- already done by InitField()! */
2013 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2014 CAN_MOVE(old_element) &&
2015 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2018 /* this case is in fact a combination of not less than three bugs:
2019 first, it calls InitMovDir() for elements that can move, although this is
2020 already done by InitField(); then, it checks the element that was at this
2021 field _before_ the call to InitField() (which can change it); lastly, it
2022 was not called for "mole with direction" elements, which were treated as
2023 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2027 static int get_key_element_from_nr(int key_nr)
2029 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2030 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2031 EL_EM_KEY_1 : EL_KEY_1);
2033 return key_base_element + key_nr;
2036 static int get_next_dropped_element(struct PlayerInfo *player)
2038 return (player->inventory_size > 0 ?
2039 player->inventory_element[player->inventory_size - 1] :
2040 player->inventory_infinite_element != EL_UNDEFINED ?
2041 player->inventory_infinite_element :
2042 player->dynabombs_left > 0 ?
2043 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2047 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2049 /* pos >= 0: get element from bottom of the stack;
2050 pos < 0: get element from top of the stack */
2054 int min_inventory_size = -pos;
2055 int inventory_pos = player->inventory_size - min_inventory_size;
2056 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2058 return (player->inventory_size >= min_inventory_size ?
2059 player->inventory_element[inventory_pos] :
2060 player->inventory_infinite_element != EL_UNDEFINED ?
2061 player->inventory_infinite_element :
2062 player->dynabombs_left >= min_dynabombs_left ?
2063 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2068 int min_dynabombs_left = pos + 1;
2069 int min_inventory_size = pos + 1 - player->dynabombs_left;
2070 int inventory_pos = pos - player->dynabombs_left;
2072 return (player->inventory_infinite_element != EL_UNDEFINED ?
2073 player->inventory_infinite_element :
2074 player->dynabombs_left >= min_dynabombs_left ?
2075 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2076 player->inventory_size >= min_inventory_size ?
2077 player->inventory_element[inventory_pos] :
2082 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2084 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2085 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2088 if (gpo1->sort_priority != gpo2->sort_priority)
2089 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2091 compare_result = gpo1->nr - gpo2->nr;
2093 return compare_result;
2096 int getPlayerInventorySize(int player_nr)
2098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2099 return level.native_em_level->ply[player_nr]->dynamite;
2100 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2101 return level.native_sp_level->game_sp->red_disk_count;
2103 return stored_player[player_nr].inventory_size;
2106 static void InitGameControlValues(void)
2110 for (i = 0; game_panel_controls[i].nr != -1; i++)
2112 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2113 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2114 struct TextPosInfo *pos = gpc->pos;
2116 int type = gpc->type;
2120 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2121 Error(ERR_EXIT, "this should not happen -- please debug");
2124 /* force update of game controls after initialization */
2125 gpc->value = gpc->last_value = -1;
2126 gpc->frame = gpc->last_frame = -1;
2127 gpc->gfx_frame = -1;
2129 /* determine panel value width for later calculation of alignment */
2130 if (type == TYPE_INTEGER || type == TYPE_STRING)
2132 pos->width = pos->size * getFontWidth(pos->font);
2133 pos->height = getFontHeight(pos->font);
2135 else if (type == TYPE_ELEMENT)
2137 pos->width = pos->size;
2138 pos->height = pos->size;
2141 /* fill structure for game panel draw order */
2143 gpo->sort_priority = pos->sort_priority;
2146 /* sort game panel controls according to sort_priority and control number */
2147 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2148 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2151 static void UpdatePlayfieldElementCount(void)
2153 boolean use_element_count = FALSE;
2156 /* first check if it is needed at all to calculate playfield element count */
2157 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2158 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2159 use_element_count = TRUE;
2161 if (!use_element_count)
2164 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2165 element_info[i].element_count = 0;
2167 SCAN_PLAYFIELD(x, y)
2169 element_info[Feld[x][y]].element_count++;
2172 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2173 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2174 if (IS_IN_GROUP(j, i))
2175 element_info[EL_GROUP_START + i].element_count +=
2176 element_info[j].element_count;
2179 static void UpdateGameControlValues(void)
2182 int time = (local_player->LevelSolved ?
2183 local_player->LevelSolved_CountingTime :
2184 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2185 level.native_em_level->lev->time :
2186 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2187 level.native_sp_level->game_sp->time_played :
2188 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2189 game_mm.energy_left :
2190 game.no_time_limit ? TimePlayed : TimeLeft);
2191 int score = (local_player->LevelSolved ?
2192 local_player->LevelSolved_CountingScore :
2193 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2194 level.native_em_level->lev->score :
2195 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2196 level.native_sp_level->game_sp->score :
2197 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2199 local_player->score);
2200 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2201 level.native_em_level->lev->required :
2202 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2203 level.native_sp_level->game_sp->infotrons_still_needed :
2204 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2205 game_mm.kettles_still_needed :
2206 local_player->gems_still_needed);
2207 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2208 level.native_em_level->lev->required > 0 :
2209 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2210 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2211 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2212 game_mm.kettles_still_needed > 0 ||
2213 game_mm.lights_still_needed > 0 :
2214 local_player->gems_still_needed > 0 ||
2215 local_player->sokobanfields_still_needed > 0 ||
2216 local_player->lights_still_needed > 0);
2217 int health = (local_player->LevelSolved ?
2218 local_player->LevelSolved_CountingHealth :
2219 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2220 MM_HEALTH(game_mm.laser_overload_value) :
2221 local_player->health);
2223 UpdatePlayfieldElementCount();
2225 /* update game panel control values */
2227 /* used instead of "level_nr" (for network games) */
2228 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2229 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2231 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2232 for (i = 0; i < MAX_NUM_KEYS; i++)
2233 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2234 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2235 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2237 if (game.centered_player_nr == -1)
2239 for (i = 0; i < MAX_PLAYERS; i++)
2241 /* only one player in Supaplex game engine */
2242 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2245 for (k = 0; k < MAX_NUM_KEYS; k++)
2247 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2249 if (level.native_em_level->ply[i]->keys & (1 << k))
2250 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2251 get_key_element_from_nr(k);
2253 else if (stored_player[i].key[k])
2254 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2255 get_key_element_from_nr(k);
2258 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2259 getPlayerInventorySize(i);
2261 if (stored_player[i].num_white_keys > 0)
2262 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2265 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2266 stored_player[i].num_white_keys;
2271 int player_nr = game.centered_player_nr;
2273 for (k = 0; k < MAX_NUM_KEYS; k++)
2275 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2277 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2278 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2279 get_key_element_from_nr(k);
2281 else if (stored_player[player_nr].key[k])
2282 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2283 get_key_element_from_nr(k);
2286 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2287 getPlayerInventorySize(player_nr);
2289 if (stored_player[player_nr].num_white_keys > 0)
2290 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2292 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2293 stored_player[player_nr].num_white_keys;
2296 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2298 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2299 get_inventory_element_from_pos(local_player, i);
2300 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2301 get_inventory_element_from_pos(local_player, -i - 1);
2304 game_panel_controls[GAME_PANEL_SCORE].value = score;
2305 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2307 game_panel_controls[GAME_PANEL_TIME].value = time;
2309 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2310 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2311 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2313 if (level.time == 0)
2314 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2316 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2318 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2319 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2321 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2323 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2324 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2326 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2327 local_player->shield_normal_time_left;
2328 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2329 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2331 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2332 local_player->shield_deadly_time_left;
2334 game_panel_controls[GAME_PANEL_EXIT].value =
2335 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2337 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2338 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2339 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2340 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2341 EL_EMC_MAGIC_BALL_SWITCH);
2343 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2344 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2345 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2346 game.light_time_left;
2348 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2349 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2350 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2351 game.timegate_time_left;
2353 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2354 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2356 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2357 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2358 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2359 game.lenses_time_left;
2361 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2362 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2363 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2364 game.magnify_time_left;
2366 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2367 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2368 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2369 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2370 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2371 EL_BALLOON_SWITCH_NONE);
2373 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2374 local_player->dynabomb_count;
2375 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2376 local_player->dynabomb_size;
2377 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2378 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2380 game_panel_controls[GAME_PANEL_PENGUINS].value =
2381 local_player->friends_still_needed;
2383 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2384 local_player->sokobanfields_still_needed;
2385 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2386 local_player->sokobanfields_still_needed;
2388 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2389 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2391 for (i = 0; i < NUM_BELTS; i++)
2393 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2394 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2395 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2396 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2397 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2400 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2401 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2402 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2403 game.magic_wall_time_left;
2405 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2406 local_player->gravity;
2408 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2409 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2411 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2412 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2413 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2414 game.panel.element[i].id : EL_UNDEFINED);
2416 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2417 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2418 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2419 element_info[game.panel.element_count[i].id].element_count : 0);
2421 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2422 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2423 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2424 element_info[game.panel.ce_score[i].id].collect_score : 0);
2426 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2427 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2428 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2429 element_info[game.panel.ce_score_element[i].id].collect_score :
2432 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2433 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2434 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2436 /* update game panel control frames */
2438 for (i = 0; game_panel_controls[i].nr != -1; i++)
2440 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2442 if (gpc->type == TYPE_ELEMENT)
2444 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2446 int last_anim_random_frame = gfx.anim_random_frame;
2447 int element = gpc->value;
2448 int graphic = el2panelimg(element);
2450 if (gpc->value != gpc->last_value)
2453 gpc->gfx_random = INIT_GFX_RANDOM();
2459 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2460 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2461 gpc->gfx_random = INIT_GFX_RANDOM();
2464 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2465 gfx.anim_random_frame = gpc->gfx_random;
2467 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2468 gpc->gfx_frame = element_info[element].collect_score;
2470 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2473 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2474 gfx.anim_random_frame = last_anim_random_frame;
2477 else if (gpc->type == TYPE_GRAPHIC)
2479 if (gpc->graphic != IMG_UNDEFINED)
2481 int last_anim_random_frame = gfx.anim_random_frame;
2482 int graphic = gpc->graphic;
2484 if (gpc->value != gpc->last_value)
2487 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2494 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2495 gpc->gfx_random = INIT_GFX_RANDOM();
2498 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2499 gfx.anim_random_frame = gpc->gfx_random;
2501 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2503 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2504 gfx.anim_random_frame = last_anim_random_frame;
2510 static void DisplayGameControlValues(void)
2512 boolean redraw_panel = FALSE;
2515 for (i = 0; game_panel_controls[i].nr != -1; i++)
2517 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2519 if (PANEL_DEACTIVATED(gpc->pos))
2522 if (gpc->value == gpc->last_value &&
2523 gpc->frame == gpc->last_frame)
2526 redraw_panel = TRUE;
2532 /* copy default game door content to main double buffer */
2534 /* !!! CHECK AGAIN !!! */
2535 SetPanelBackground();
2536 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2537 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2539 /* redraw game control buttons */
2540 RedrawGameButtons();
2542 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2544 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2546 int nr = game_panel_order[i].nr;
2547 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2548 struct TextPosInfo *pos = gpc->pos;
2549 int type = gpc->type;
2550 int value = gpc->value;
2551 int frame = gpc->frame;
2552 int size = pos->size;
2553 int font = pos->font;
2554 boolean draw_masked = pos->draw_masked;
2555 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2557 if (PANEL_DEACTIVATED(pos))
2560 gpc->last_value = value;
2561 gpc->last_frame = frame;
2563 if (type == TYPE_INTEGER)
2565 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2566 nr == GAME_PANEL_TIME)
2568 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2570 if (use_dynamic_size) /* use dynamic number of digits */
2572 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2573 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2574 int size2 = size1 + 1;
2575 int font1 = pos->font;
2576 int font2 = pos->font_alt;
2578 size = (value < value_change ? size1 : size2);
2579 font = (value < value_change ? font1 : font2);
2583 /* correct text size if "digits" is zero or less */
2585 size = strlen(int2str(value, size));
2587 /* dynamically correct text alignment */
2588 pos->width = size * getFontWidth(font);
2590 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2591 int2str(value, size), font, mask_mode);
2593 else if (type == TYPE_ELEMENT)
2595 int element, graphic;
2599 int dst_x = PANEL_XPOS(pos);
2600 int dst_y = PANEL_YPOS(pos);
2602 if (value != EL_UNDEFINED && value != EL_EMPTY)
2605 graphic = el2panelimg(value);
2607 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2609 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2612 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2615 width = graphic_info[graphic].width * size / TILESIZE;
2616 height = graphic_info[graphic].height * size / TILESIZE;
2619 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2622 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2626 else if (type == TYPE_GRAPHIC)
2628 int graphic = gpc->graphic;
2629 int graphic_active = gpc->graphic_active;
2633 int dst_x = PANEL_XPOS(pos);
2634 int dst_y = PANEL_YPOS(pos);
2635 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2636 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2638 if (graphic != IMG_UNDEFINED && !skip)
2640 if (pos->style == STYLE_REVERSE)
2641 value = 100 - value;
2643 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2645 if (pos->direction & MV_HORIZONTAL)
2647 width = graphic_info[graphic_active].width * value / 100;
2648 height = graphic_info[graphic_active].height;
2650 if (pos->direction == MV_LEFT)
2652 src_x += graphic_info[graphic_active].width - width;
2653 dst_x += graphic_info[graphic_active].width - width;
2658 width = graphic_info[graphic_active].width;
2659 height = graphic_info[graphic_active].height * value / 100;
2661 if (pos->direction == MV_UP)
2663 src_y += graphic_info[graphic_active].height - height;
2664 dst_y += graphic_info[graphic_active].height - height;
2669 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2672 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2675 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2677 if (pos->direction & MV_HORIZONTAL)
2679 if (pos->direction == MV_RIGHT)
2686 dst_x = PANEL_XPOS(pos);
2689 width = graphic_info[graphic].width - width;
2693 if (pos->direction == MV_DOWN)
2700 dst_y = PANEL_YPOS(pos);
2703 height = graphic_info[graphic].height - height;
2707 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2710 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2714 else if (type == TYPE_STRING)
2716 boolean active = (value != 0);
2717 char *state_normal = "off";
2718 char *state_active = "on";
2719 char *state = (active ? state_active : state_normal);
2720 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2721 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2722 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2723 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2725 if (nr == GAME_PANEL_GRAVITY_STATE)
2727 int font1 = pos->font; /* (used for normal state) */
2728 int font2 = pos->font_alt; /* (used for active state) */
2730 font = (active ? font2 : font1);
2739 /* don't truncate output if "chars" is zero or less */
2742 /* dynamically correct text alignment */
2743 pos->width = size * getFontWidth(font);
2746 s_cut = getStringCopyN(s, size);
2748 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2749 s_cut, font, mask_mode);
2755 redraw_mask |= REDRAW_DOOR_1;
2758 SetGameStatus(GAME_MODE_PLAYING);
2761 void UpdateAndDisplayGameControlValues(void)
2763 if (tape.deactivate_display)
2766 UpdateGameControlValues();
2767 DisplayGameControlValues();
2771 static void UpdateGameDoorValues(void)
2773 UpdateGameControlValues();
2777 void DrawGameDoorValues(void)
2779 DisplayGameControlValues();
2784 =============================================================================
2786 -----------------------------------------------------------------------------
2787 initialize game engine due to level / tape version number
2788 =============================================================================
2791 static void InitGameEngine(void)
2793 int i, j, k, l, x, y;
2795 /* set game engine from tape file when re-playing, else from level file */
2796 game.engine_version = (tape.playing ? tape.engine_version :
2797 level.game_version);
2799 /* set single or multi-player game mode (needed for re-playing tapes) */
2800 game.team_mode = setup.team_mode;
2804 int num_players = 0;
2806 for (i = 0; i < MAX_PLAYERS; i++)
2807 if (tape.player_participates[i])
2810 /* multi-player tapes contain input data for more than one player */
2811 game.team_mode = (num_players > 1);
2814 /* ---------------------------------------------------------------------- */
2815 /* set flags for bugs and changes according to active game engine version */
2816 /* ---------------------------------------------------------------------- */
2819 Summary of bugfix/change:
2820 Fixed handling for custom elements that change when pushed by the player.
2822 Fixed/changed in version:
2826 Before 3.1.0, custom elements that "change when pushing" changed directly
2827 after the player started pushing them (until then handled in "DigField()").
2828 Since 3.1.0, these custom elements are not changed until the "pushing"
2829 move of the element is finished (now handled in "ContinueMoving()").
2831 Affected levels/tapes:
2832 The first condition is generally needed for all levels/tapes before version
2833 3.1.0, which might use the old behaviour before it was changed; known tapes
2834 that are affected are some tapes from the level set "Walpurgis Gardens" by
2836 The second condition is an exception from the above case and is needed for
2837 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2838 above (including some development versions of 3.1.0), but before it was
2839 known that this change would break tapes like the above and was fixed in
2840 3.1.1, so that the changed behaviour was active although the engine version
2841 while recording maybe was before 3.1.0. There is at least one tape that is
2842 affected by this exception, which is the tape for the one-level set "Bug
2843 Machine" by Juergen Bonhagen.
2846 game.use_change_when_pushing_bug =
2847 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2849 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2850 tape.game_version < VERSION_IDENT(3,1,1,0)));
2853 Summary of bugfix/change:
2854 Fixed handling for blocking the field the player leaves when moving.
2856 Fixed/changed in version:
2860 Before 3.1.1, when "block last field when moving" was enabled, the field
2861 the player is leaving when moving was blocked for the time of the move,
2862 and was directly unblocked afterwards. This resulted in the last field
2863 being blocked for exactly one less than the number of frames of one player
2864 move. Additionally, even when blocking was disabled, the last field was
2865 blocked for exactly one frame.
2866 Since 3.1.1, due to changes in player movement handling, the last field
2867 is not blocked at all when blocking is disabled. When blocking is enabled,
2868 the last field is blocked for exactly the number of frames of one player
2869 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2870 last field is blocked for exactly one more than the number of frames of
2873 Affected levels/tapes:
2874 (!!! yet to be determined -- probably many !!!)
2877 game.use_block_last_field_bug =
2878 (game.engine_version < VERSION_IDENT(3,1,1,0));
2880 game_em.use_single_button =
2881 (game.engine_version > VERSION_IDENT(4,0,0,2));
2883 game_em.use_snap_key_bug =
2884 (game.engine_version < VERSION_IDENT(4,0,1,0));
2886 /* ---------------------------------------------------------------------- */
2888 /* set maximal allowed number of custom element changes per game frame */
2889 game.max_num_changes_per_frame = 1;
2891 /* default scan direction: scan playfield from top/left to bottom/right */
2892 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2894 /* dynamically adjust element properties according to game engine version */
2895 InitElementPropertiesEngine(game.engine_version);
2898 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2899 printf(" tape version == %06d [%s] [file: %06d]\n",
2900 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2902 printf(" => game.engine_version == %06d\n", game.engine_version);
2905 /* ---------- initialize player's initial move delay --------------------- */
2907 /* dynamically adjust player properties according to level information */
2908 for (i = 0; i < MAX_PLAYERS; i++)
2909 game.initial_move_delay_value[i] =
2910 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2912 /* dynamically adjust player properties according to game engine version */
2913 for (i = 0; i < MAX_PLAYERS; i++)
2914 game.initial_move_delay[i] =
2915 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2916 game.initial_move_delay_value[i] : 0);
2918 /* ---------- initialize player's initial push delay --------------------- */
2920 /* dynamically adjust player properties according to game engine version */
2921 game.initial_push_delay_value =
2922 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2924 /* ---------- initialize changing elements ------------------------------- */
2926 /* initialize changing elements information */
2927 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2929 struct ElementInfo *ei = &element_info[i];
2931 /* this pointer might have been changed in the level editor */
2932 ei->change = &ei->change_page[0];
2934 if (!IS_CUSTOM_ELEMENT(i))
2936 ei->change->target_element = EL_EMPTY_SPACE;
2937 ei->change->delay_fixed = 0;
2938 ei->change->delay_random = 0;
2939 ei->change->delay_frames = 1;
2942 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2944 ei->has_change_event[j] = FALSE;
2946 ei->event_page_nr[j] = 0;
2947 ei->event_page[j] = &ei->change_page[0];
2951 /* add changing elements from pre-defined list */
2952 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2954 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2955 struct ElementInfo *ei = &element_info[ch_delay->element];
2957 ei->change->target_element = ch_delay->target_element;
2958 ei->change->delay_fixed = ch_delay->change_delay;
2960 ei->change->pre_change_function = ch_delay->pre_change_function;
2961 ei->change->change_function = ch_delay->change_function;
2962 ei->change->post_change_function = ch_delay->post_change_function;
2964 ei->change->can_change = TRUE;
2965 ei->change->can_change_or_has_action = TRUE;
2967 ei->has_change_event[CE_DELAY] = TRUE;
2969 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2970 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
2973 /* ---------- initialize internal run-time variables --------------------- */
2975 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2977 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2979 for (j = 0; j < ei->num_change_pages; j++)
2981 ei->change_page[j].can_change_or_has_action =
2982 (ei->change_page[j].can_change |
2983 ei->change_page[j].has_action);
2987 /* add change events from custom element configuration */
2988 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
2990 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
2992 for (j = 0; j < ei->num_change_pages; j++)
2994 if (!ei->change_page[j].can_change_or_has_action)
2997 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
2999 /* only add event page for the first page found with this event */
3000 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3002 ei->has_change_event[k] = TRUE;
3004 ei->event_page_nr[k] = j;
3005 ei->event_page[k] = &ei->change_page[j];
3011 /* ---------- initialize reference elements in change conditions --------- */
3013 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3015 int element = EL_CUSTOM_START + i;
3016 struct ElementInfo *ei = &element_info[element];
3018 for (j = 0; j < ei->num_change_pages; j++)
3020 int trigger_element = ei->change_page[j].initial_trigger_element;
3022 if (trigger_element >= EL_PREV_CE_8 &&
3023 trigger_element <= EL_NEXT_CE_8)
3024 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3026 ei->change_page[j].trigger_element = trigger_element;
3030 /* ---------- initialize run-time trigger player and element ------------- */
3032 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3034 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3036 for (j = 0; j < ei->num_change_pages; j++)
3038 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3039 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3040 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3041 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3042 ei->change_page[j].actual_trigger_ce_value = 0;
3043 ei->change_page[j].actual_trigger_ce_score = 0;
3047 /* ---------- initialize trigger events ---------------------------------- */
3049 /* initialize trigger events information */
3050 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3051 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3052 trigger_events[i][j] = FALSE;
3054 /* add trigger events from element change event properties */
3055 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3057 struct ElementInfo *ei = &element_info[i];
3059 for (j = 0; j < ei->num_change_pages; j++)
3061 if (!ei->change_page[j].can_change_or_has_action)
3064 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3066 int trigger_element = ei->change_page[j].trigger_element;
3068 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3070 if (ei->change_page[j].has_event[k])
3072 if (IS_GROUP_ELEMENT(trigger_element))
3074 struct ElementGroupInfo *group =
3075 element_info[trigger_element].group;
3077 for (l = 0; l < group->num_elements_resolved; l++)
3078 trigger_events[group->element_resolved[l]][k] = TRUE;
3080 else if (trigger_element == EL_ANY_ELEMENT)
3081 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3082 trigger_events[l][k] = TRUE;
3084 trigger_events[trigger_element][k] = TRUE;
3091 /* ---------- initialize push delay -------------------------------------- */
3093 /* initialize push delay values to default */
3094 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3096 if (!IS_CUSTOM_ELEMENT(i))
3098 /* set default push delay values (corrected since version 3.0.7-1) */
3099 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3101 element_info[i].push_delay_fixed = 2;
3102 element_info[i].push_delay_random = 8;
3106 element_info[i].push_delay_fixed = 8;
3107 element_info[i].push_delay_random = 8;
3112 /* set push delay value for certain elements from pre-defined list */
3113 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3115 int e = push_delay_list[i].element;
3117 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3118 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3121 /* set push delay value for Supaplex elements for newer engine versions */
3122 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3124 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3126 if (IS_SP_ELEMENT(i))
3128 /* set SP push delay to just enough to push under a falling zonk */
3129 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3131 element_info[i].push_delay_fixed = delay;
3132 element_info[i].push_delay_random = 0;
3137 /* ---------- initialize move stepsize ----------------------------------- */
3139 /* initialize move stepsize values to default */
3140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3141 if (!IS_CUSTOM_ELEMENT(i))
3142 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3144 /* set move stepsize value for certain elements from pre-defined list */
3145 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3147 int e = move_stepsize_list[i].element;
3149 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3152 /* ---------- initialize collect score ----------------------------------- */
3154 /* initialize collect score values for custom elements from initial value */
3155 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3156 if (IS_CUSTOM_ELEMENT(i))
3157 element_info[i].collect_score = element_info[i].collect_score_initial;
3159 /* ---------- initialize collect count ----------------------------------- */
3161 /* initialize collect count values for non-custom elements */
3162 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3163 if (!IS_CUSTOM_ELEMENT(i))
3164 element_info[i].collect_count_initial = 0;
3166 /* add collect count values for all elements from pre-defined list */
3167 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3168 element_info[collect_count_list[i].element].collect_count_initial =
3169 collect_count_list[i].count;
3171 /* ---------- initialize access direction -------------------------------- */
3173 /* initialize access direction values to default (access from every side) */
3174 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3175 if (!IS_CUSTOM_ELEMENT(i))
3176 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3178 /* set access direction value for certain elements from pre-defined list */
3179 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3180 element_info[access_direction_list[i].element].access_direction =
3181 access_direction_list[i].direction;
3183 /* ---------- initialize explosion content ------------------------------- */
3184 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3186 if (IS_CUSTOM_ELEMENT(i))
3189 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3191 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
3193 element_info[i].content.e[x][y] =
3194 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3195 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3196 i == EL_PLAYER_3 ? EL_EMERALD :
3197 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3198 i == EL_MOLE ? EL_EMERALD_RED :
3199 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3200 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3201 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3202 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3203 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3204 i == EL_WALL_EMERALD ? EL_EMERALD :
3205 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3206 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3207 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3208 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3209 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3210 i == EL_WALL_PEARL ? EL_PEARL :
3211 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3216 /* ---------- initialize recursion detection ------------------------------ */
3217 recursion_loop_depth = 0;
3218 recursion_loop_detected = FALSE;
3219 recursion_loop_element = EL_UNDEFINED;
3221 /* ---------- initialize graphics engine ---------------------------------- */
3222 game.scroll_delay_value =
3223 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3224 setup.scroll_delay ? setup.scroll_delay_value : 0);
3225 game.scroll_delay_value =
3226 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3228 /* ---------- initialize game engine snapshots ---------------------------- */
3229 for (i = 0; i < MAX_PLAYERS; i++)
3230 game.snapshot.last_action[i] = 0;
3231 game.snapshot.changed_action = FALSE;
3232 game.snapshot.collected_item = FALSE;
3233 game.snapshot.mode =
3234 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3235 SNAPSHOT_MODE_EVERY_STEP :
3236 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3237 SNAPSHOT_MODE_EVERY_MOVE :
3238 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3239 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3240 game.snapshot.save_snapshot = FALSE;
3242 /* ---------- initialize level time for Supaplex engine ------------------- */
3243 /* Supaplex levels with time limit currently unsupported -- should be added */
3244 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3248 static int get_num_special_action(int element, int action_first,
3251 int num_special_action = 0;
3254 for (i = action_first; i <= action_last; i++)
3256 boolean found = FALSE;
3258 for (j = 0; j < NUM_DIRECTIONS; j++)
3259 if (el_act_dir2img(element, i, j) !=
3260 el_act_dir2img(element, ACTION_DEFAULT, j))
3264 num_special_action++;
3269 return num_special_action;
3274 =============================================================================
3276 -----------------------------------------------------------------------------
3277 initialize and start new game
3278 =============================================================================
3281 #if DEBUG_INIT_PLAYER
3282 static void DebugPrintPlayerStatus(char *message)
3289 printf("%s:\n", message);
3291 for (i = 0; i < MAX_PLAYERS; i++)
3293 struct PlayerInfo *player = &stored_player[i];
3295 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3299 player->connected_locally,
3300 player->connected_network,
3303 if (local_player == player)
3304 printf(" (local player)");
3313 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3314 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3315 int fade_mask = REDRAW_FIELD;
3317 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
3318 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
3319 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
3320 int initial_move_dir = MV_DOWN;
3323 // required here to update video display before fading (FIX THIS)
3324 DrawMaskedBorder(REDRAW_DOOR_2);
3326 if (!game.restart_level)
3327 CloseDoor(DOOR_CLOSE_1);
3329 SetGameStatus(GAME_MODE_PLAYING);
3331 if (level_editor_test_game)
3332 FadeSkipNextFadeIn();
3334 FadeSetEnterScreen();
3336 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3337 fade_mask = REDRAW_ALL;
3339 FadeLevelSoundsAndMusic();
3341 ExpireSoundLoops(TRUE);
3345 /* needed if different viewport properties defined for playing */
3346 ChangeViewportPropertiesIfNeeded();
3350 DrawCompleteVideoDisplay();
3352 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3355 InitGameControlValues();
3357 /* don't play tapes over network */
3358 network_playing = (network.enabled && !tape.playing);
3360 for (i = 0; i < MAX_PLAYERS; i++)
3362 struct PlayerInfo *player = &stored_player[i];
3364 player->index_nr = i;
3365 player->index_bit = (1 << i);
3366 player->element_nr = EL_PLAYER_1 + i;
3368 player->present = FALSE;
3369 player->active = FALSE;
3370 player->mapped = FALSE;
3372 player->killed = FALSE;
3373 player->reanimated = FALSE;
3376 player->effective_action = 0;
3377 player->programmed_action = 0;
3379 player->mouse_action.lx = 0;
3380 player->mouse_action.ly = 0;
3381 player->mouse_action.button = 0;
3382 player->mouse_action.button_hint = 0;
3384 player->effective_mouse_action.lx = 0;
3385 player->effective_mouse_action.ly = 0;
3386 player->effective_mouse_action.button = 0;
3387 player->effective_mouse_action.button_hint = 0;
3390 player->score_final = 0;
3392 player->health = MAX_HEALTH;
3393 player->health_final = MAX_HEALTH;
3395 player->gems_still_needed = level.gems_needed;
3396 player->sokobanfields_still_needed = 0;
3397 player->lights_still_needed = 0;
3398 player->players_still_needed = 0;
3399 player->friends_still_needed = 0;
3401 for (j = 0; j < MAX_NUM_KEYS; j++)
3402 player->key[j] = FALSE;
3404 player->num_white_keys = 0;
3406 player->dynabomb_count = 0;
3407 player->dynabomb_size = 1;
3408 player->dynabombs_left = 0;
3409 player->dynabomb_xl = FALSE;
3411 player->MovDir = initial_move_dir;
3414 player->GfxDir = initial_move_dir;
3415 player->GfxAction = ACTION_DEFAULT;
3417 player->StepFrame = 0;
3419 player->initial_element = player->element_nr;
3420 player->artwork_element =
3421 (level.use_artwork_element[i] ? level.artwork_element[i] :
3422 player->element_nr);
3423 player->use_murphy = FALSE;
3425 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
3426 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
3428 player->gravity = level.initial_player_gravity[i];
3430 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3432 player->actual_frame_counter = 0;
3434 player->step_counter = 0;
3436 player->last_move_dir = initial_move_dir;
3438 player->is_active = FALSE;
3440 player->is_waiting = FALSE;
3441 player->is_moving = FALSE;
3442 player->is_auto_moving = FALSE;
3443 player->is_digging = FALSE;
3444 player->is_snapping = FALSE;
3445 player->is_collecting = FALSE;
3446 player->is_pushing = FALSE;
3447 player->is_switching = FALSE;
3448 player->is_dropping = FALSE;
3449 player->is_dropping_pressed = FALSE;
3451 player->is_bored = FALSE;
3452 player->is_sleeping = FALSE;
3454 player->was_waiting = TRUE;
3455 player->was_moving = FALSE;
3456 player->was_snapping = FALSE;
3457 player->was_dropping = FALSE;
3459 player->force_dropping = FALSE;
3461 player->frame_counter_bored = -1;
3462 player->frame_counter_sleeping = -1;
3464 player->anim_delay_counter = 0;
3465 player->post_delay_counter = 0;
3467 player->dir_waiting = initial_move_dir;
3468 player->action_waiting = ACTION_DEFAULT;
3469 player->last_action_waiting = ACTION_DEFAULT;
3470 player->special_action_bored = ACTION_DEFAULT;
3471 player->special_action_sleeping = ACTION_DEFAULT;
3473 player->switch_x = -1;
3474 player->switch_y = -1;
3476 player->drop_x = -1;
3477 player->drop_y = -1;
3479 player->show_envelope = 0;
3481 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3483 player->push_delay = -1; /* initialized when pushing starts */
3484 player->push_delay_value = game.initial_push_delay_value;
3486 player->drop_delay = 0;
3487 player->drop_pressed_delay = 0;
3489 player->last_jx = -1;
3490 player->last_jy = -1;
3494 player->shield_normal_time_left = 0;
3495 player->shield_deadly_time_left = 0;
3497 player->inventory_infinite_element = EL_UNDEFINED;
3498 player->inventory_size = 0;
3500 if (level.use_initial_inventory[i])
3502 for (j = 0; j < level.initial_inventory_size[i]; j++)
3504 int element = level.initial_inventory_content[i][j];
3505 int collect_count = element_info[element].collect_count_initial;
3508 if (!IS_CUSTOM_ELEMENT(element))
3511 if (collect_count == 0)
3512 player->inventory_infinite_element = element;
3514 for (k = 0; k < collect_count; k++)
3515 if (player->inventory_size < MAX_INVENTORY_SIZE)
3516 player->inventory_element[player->inventory_size++] = element;
3520 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3521 SnapField(player, 0, 0);
3523 player->LevelSolved = FALSE;
3524 player->GameOver = FALSE;
3526 player->LevelSolved_GameWon = FALSE;
3527 player->LevelSolved_GameEnd = FALSE;
3528 player->LevelSolved_PanelOff = FALSE;
3529 player->LevelSolved_SaveTape = FALSE;
3530 player->LevelSolved_SaveScore = FALSE;
3532 player->LevelSolved_CountingTime = 0;
3533 player->LevelSolved_CountingScore = 0;
3534 player->LevelSolved_CountingHealth = 0;
3536 map_player_action[i] = i;
3539 network_player_action_received = FALSE;
3541 /* initial null action */
3542 if (network_playing)
3543 SendToServer_MovePlayer(MV_NONE);
3551 TimeLeft = level.time;
3554 ScreenMovDir = MV_NONE;
3558 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
3560 AllPlayersGone = FALSE;
3562 game.no_time_limit = (level.time == 0);
3564 game.yamyam_content_nr = 0;
3565 game.robot_wheel_active = FALSE;
3566 game.magic_wall_active = FALSE;
3567 game.magic_wall_time_left = 0;
3568 game.light_time_left = 0;
3569 game.timegate_time_left = 0;
3570 game.switchgate_pos = 0;
3571 game.wind_direction = level.wind_direction_initial;
3573 game.lenses_time_left = 0;
3574 game.magnify_time_left = 0;
3576 game.ball_state = level.ball_state_initial;
3577 game.ball_content_nr = 0;
3579 game.explosions_delayed = TRUE;
3581 game.envelope_active = FALSE;
3583 for (i = 0; i < NUM_BELTS; i++)
3585 game.belt_dir[i] = MV_NONE;
3586 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3589 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3590 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3592 #if DEBUG_INIT_PLAYER
3593 DebugPrintPlayerStatus("Player status at level initialization");
3596 SCAN_PLAYFIELD(x, y)
3598 Feld[x][y] = Last[x][y] = level.field[x][y];
3599 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3600 ChangeDelay[x][y] = 0;
3601 ChangePage[x][y] = -1;
3602 CustomValue[x][y] = 0; /* initialized in InitField() */
3603 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3605 WasJustMoving[x][y] = 0;
3606 WasJustFalling[x][y] = 0;
3607 CheckCollision[x][y] = 0;
3608 CheckImpact[x][y] = 0;
3610 Pushed[x][y] = FALSE;
3612 ChangeCount[x][y] = 0;
3613 ChangeEvent[x][y] = -1;
3615 ExplodePhase[x][y] = 0;
3616 ExplodeDelay[x][y] = 0;
3617 ExplodeField[x][y] = EX_TYPE_NONE;
3619 RunnerVisit[x][y] = 0;
3620 PlayerVisit[x][y] = 0;
3623 GfxRandom[x][y] = INIT_GFX_RANDOM();
3624 GfxElement[x][y] = EL_UNDEFINED;
3625 GfxAction[x][y] = ACTION_DEFAULT;
3626 GfxDir[x][y] = MV_NONE;
3627 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3630 SCAN_PLAYFIELD(x, y)
3632 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3634 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3636 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3639 InitField(x, y, TRUE);
3641 ResetGfxAnimation(x, y);
3646 for (i = 0; i < MAX_PLAYERS; i++)
3648 struct PlayerInfo *player = &stored_player[i];
3650 /* set number of special actions for bored and sleeping animation */
3651 player->num_special_action_bored =
3652 get_num_special_action(player->artwork_element,
3653 ACTION_BORING_1, ACTION_BORING_LAST);
3654 player->num_special_action_sleeping =
3655 get_num_special_action(player->artwork_element,
3656 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3659 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3660 emulate_sb ? EMU_SOKOBAN :
3661 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3663 /* initialize type of slippery elements */
3664 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3666 if (!IS_CUSTOM_ELEMENT(i))
3668 /* default: elements slip down either to the left or right randomly */
3669 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3671 /* SP style elements prefer to slip down on the left side */
3672 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3673 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3675 /* BD style elements prefer to slip down on the left side */
3676 if (game.emulation == EMU_BOULDERDASH)
3677 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3681 /* initialize explosion and ignition delay */
3682 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3684 if (!IS_CUSTOM_ELEMENT(i))
3687 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3688 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3689 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3690 int last_phase = (num_phase + 1) * delay;
3691 int half_phase = (num_phase / 2) * delay;
3693 element_info[i].explosion_delay = last_phase - 1;
3694 element_info[i].ignition_delay = half_phase;
3696 if (i == EL_BLACK_ORB)
3697 element_info[i].ignition_delay = 1;
3701 /* correct non-moving belts to start moving left */
3702 for (i = 0; i < NUM_BELTS; i++)
3703 if (game.belt_dir[i] == MV_NONE)
3704 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
3706 #if USE_NEW_PLAYER_ASSIGNMENTS
3707 for (i = 0; i < MAX_PLAYERS; i++)
3709 stored_player[i].connected = FALSE;
3711 /* in network game mode, the local player might not be the first player */
3712 if (stored_player[i].connected_locally)
3713 local_player = &stored_player[i];
3716 if (!network.enabled)
3717 local_player->connected = TRUE;
3721 for (i = 0; i < MAX_PLAYERS; i++)
3722 stored_player[i].connected = tape.player_participates[i];
3724 else if (network.enabled)
3726 /* add team mode players connected over the network (needed for correct
3727 assignment of player figures from level to locally playing players) */
3729 for (i = 0; i < MAX_PLAYERS; i++)
3730 if (stored_player[i].connected_network)
3731 stored_player[i].connected = TRUE;
3733 else if (game.team_mode)
3735 /* try to guess locally connected team mode players (needed for correct
3736 assignment of player figures from level to locally playing players) */
3738 for (i = 0; i < MAX_PLAYERS; i++)
3739 if (setup.input[i].use_joystick ||
3740 setup.input[i].key.left != KSYM_UNDEFINED)
3741 stored_player[i].connected = TRUE;
3744 #if DEBUG_INIT_PLAYER
3745 DebugPrintPlayerStatus("Player status after level initialization");
3748 #if DEBUG_INIT_PLAYER
3750 printf("Reassigning players ...\n");
3753 /* check if any connected player was not found in playfield */
3754 for (i = 0; i < MAX_PLAYERS; i++)
3756 struct PlayerInfo *player = &stored_player[i];
3758 if (player->connected && !player->present)
3760 struct PlayerInfo *field_player = NULL;
3762 #if DEBUG_INIT_PLAYER
3764 printf("- looking for field player for player %d ...\n", i + 1);
3767 /* assign first free player found that is present in the playfield */
3769 /* first try: look for unmapped playfield player that is not connected */
3770 for (j = 0; j < MAX_PLAYERS; j++)
3771 if (field_player == NULL &&
3772 stored_player[j].present &&
3773 !stored_player[j].mapped &&
3774 !stored_player[j].connected)
3775 field_player = &stored_player[j];
3777 /* second try: look for *any* unmapped playfield player */
3778 for (j = 0; j < MAX_PLAYERS; j++)
3779 if (field_player == NULL &&
3780 stored_player[j].present &&
3781 !stored_player[j].mapped)
3782 field_player = &stored_player[j];
3784 if (field_player != NULL)
3786 int jx = field_player->jx, jy = field_player->jy;
3788 #if DEBUG_INIT_PLAYER
3790 printf("- found player %d\n", field_player->index_nr + 1);
3793 player->present = FALSE;
3794 player->active = FALSE;
3796 field_player->present = TRUE;
3797 field_player->active = TRUE;
3800 player->initial_element = field_player->initial_element;
3801 player->artwork_element = field_player->artwork_element;
3803 player->block_last_field = field_player->block_last_field;
3804 player->block_delay_adjustment = field_player->block_delay_adjustment;
3807 StorePlayer[jx][jy] = field_player->element_nr;
3809 field_player->jx = field_player->last_jx = jx;
3810 field_player->jy = field_player->last_jy = jy;
3812 if (local_player == player)
3813 local_player = field_player;
3815 map_player_action[field_player->index_nr] = i;
3817 field_player->mapped = TRUE;
3819 #if DEBUG_INIT_PLAYER
3821 printf("- map_player_action[%d] == %d\n",
3822 field_player->index_nr + 1, i + 1);
3827 if (player->connected && player->present)
3828 player->mapped = TRUE;
3831 #if DEBUG_INIT_PLAYER
3832 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3837 /* check if any connected player was not found in playfield */
3838 for (i = 0; i < MAX_PLAYERS; i++)
3840 struct PlayerInfo *player = &stored_player[i];
3842 if (player->connected && !player->present)
3844 for (j = 0; j < MAX_PLAYERS; j++)
3846 struct PlayerInfo *field_player = &stored_player[j];
3847 int jx = field_player->jx, jy = field_player->jy;
3849 /* assign first free player found that is present in the playfield */
3850 if (field_player->present && !field_player->connected)
3852 player->present = TRUE;
3853 player->active = TRUE;
3855 field_player->present = FALSE;
3856 field_player->active = FALSE;
3858 player->initial_element = field_player->initial_element;
3859 player->artwork_element = field_player->artwork_element;
3861 player->block_last_field = field_player->block_last_field;
3862 player->block_delay_adjustment = field_player->block_delay_adjustment;
3864 StorePlayer[jx][jy] = player->element_nr;
3866 player->jx = player->last_jx = jx;
3867 player->jy = player->last_jy = jy;
3877 printf("::: local_player->present == %d\n", local_player->present);
3880 /* set focus to local player for network games, else to all players */
3881 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3882 game.centered_player_nr_next = game.centered_player_nr;
3883 game.set_centered_player = FALSE;
3885 if (network_playing && tape.recording)
3887 /* store client dependent player focus when recording network games */
3888 tape.centered_player_nr_next = game.centered_player_nr_next;
3889 tape.set_centered_player = TRUE;
3894 /* when playing a tape, eliminate all players who do not participate */
3896 #if USE_NEW_PLAYER_ASSIGNMENTS
3898 if (!game.team_mode)
3900 for (i = 0; i < MAX_PLAYERS; i++)
3902 if (stored_player[i].active &&
3903 !tape.player_participates[map_player_action[i]])
3905 struct PlayerInfo *player = &stored_player[i];
3906 int jx = player->jx, jy = player->jy;
3908 #if DEBUG_INIT_PLAYER
3910 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3913 player->active = FALSE;
3914 StorePlayer[jx][jy] = 0;
3915 Feld[jx][jy] = EL_EMPTY;
3922 for (i = 0; i < MAX_PLAYERS; i++)
3924 if (stored_player[i].active &&
3925 !tape.player_participates[i])
3927 struct PlayerInfo *player = &stored_player[i];
3928 int jx = player->jx, jy = player->jy;
3930 player->active = FALSE;
3931 StorePlayer[jx][jy] = 0;
3932 Feld[jx][jy] = EL_EMPTY;
3937 else if (!network.enabled && !game.team_mode) /* && !tape.playing */
3939 /* when in single player mode, eliminate all but the local player */
3941 for (i = 0; i < MAX_PLAYERS; i++)
3943 struct PlayerInfo *player = &stored_player[i];
3945 if (player->active && player != local_player)
3947 int jx = player->jx, jy = player->jy;
3949 player->active = FALSE;
3950 player->present = FALSE;
3952 StorePlayer[jx][jy] = 0;
3953 Feld[jx][jy] = EL_EMPTY;
3958 for (i = 0; i < MAX_PLAYERS; i++)
3959 if (stored_player[i].active)
3960 local_player->players_still_needed++;
3962 if (level.solved_by_one_player)
3963 local_player->players_still_needed = 1;
3965 /* when recording the game, store which players take part in the game */
3968 #if USE_NEW_PLAYER_ASSIGNMENTS
3969 for (i = 0; i < MAX_PLAYERS; i++)
3970 if (stored_player[i].connected)
3971 tape.player_participates[i] = TRUE;
3973 for (i = 0; i < MAX_PLAYERS; i++)
3974 if (stored_player[i].active)
3975 tape.player_participates[i] = TRUE;
3979 #if DEBUG_INIT_PLAYER
3980 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
3983 if (BorderElement == EL_EMPTY)
3986 SBX_Right = lev_fieldx - SCR_FIELDX;
3988 SBY_Lower = lev_fieldy - SCR_FIELDY;
3993 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
3995 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
3998 if (full_lev_fieldx <= SCR_FIELDX)
3999 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4000 if (full_lev_fieldy <= SCR_FIELDY)
4001 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4003 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4005 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4008 /* if local player not found, look for custom element that might create
4009 the player (make some assumptions about the right custom element) */
4010 if (!local_player->present)
4012 int start_x = 0, start_y = 0;
4013 int found_rating = 0;
4014 int found_element = EL_UNDEFINED;
4015 int player_nr = local_player->index_nr;
4017 SCAN_PLAYFIELD(x, y)
4019 int element = Feld[x][y];
4024 if (level.use_start_element[player_nr] &&
4025 level.start_element[player_nr] == element &&
4032 found_element = element;
4035 if (!IS_CUSTOM_ELEMENT(element))
4038 if (CAN_CHANGE(element))
4040 for (i = 0; i < element_info[element].num_change_pages; i++)
4042 /* check for player created from custom element as single target */
4043 content = element_info[element].change_page[i].target_element;
4044 is_player = ELEM_IS_PLAYER(content);
4046 if (is_player && (found_rating < 3 ||
4047 (found_rating == 3 && element < found_element)))
4053 found_element = element;
4058 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4060 /* check for player created from custom element as explosion content */
4061 content = element_info[element].content.e[xx][yy];
4062 is_player = ELEM_IS_PLAYER(content);
4064 if (is_player && (found_rating < 2 ||
4065 (found_rating == 2 && element < found_element)))
4067 start_x = x + xx - 1;
4068 start_y = y + yy - 1;
4071 found_element = element;
4074 if (!CAN_CHANGE(element))
4077 for (i = 0; i < element_info[element].num_change_pages; i++)
4079 /* check for player created from custom element as extended target */
4081 element_info[element].change_page[i].target_content.e[xx][yy];
4083 is_player = ELEM_IS_PLAYER(content);
4085 if (is_player && (found_rating < 1 ||
4086 (found_rating == 1 && element < found_element)))
4088 start_x = x + xx - 1;
4089 start_y = y + yy - 1;
4092 found_element = element;
4098 scroll_x = SCROLL_POSITION_X(start_x);
4099 scroll_y = SCROLL_POSITION_Y(start_y);
4103 scroll_x = SCROLL_POSITION_X(local_player->jx);
4104 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4107 /* !!! FIX THIS (START) !!! */
4108 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4110 InitGameEngine_EM();
4112 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4114 InitGameEngine_SP();
4116 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4118 InitGameEngine_MM();
4122 DrawLevel(REDRAW_FIELD);
4125 /* after drawing the level, correct some elements */
4126 if (game.timegate_time_left == 0)
4127 CloseAllOpenTimegates();
4130 /* blit playfield from scroll buffer to normal back buffer for fading in */
4131 BlitScreenToBitmap(backbuffer);
4132 /* !!! FIX THIS (END) !!! */
4134 DrawMaskedBorder(fade_mask);
4139 // full screen redraw is required at this point in the following cases:
4140 // - special editor door undrawn when game was started from level editor
4141 // - drawing area (playfield) was changed and has to be removed completely
4142 redraw_mask = REDRAW_ALL;
4146 if (!game.restart_level)
4148 /* copy default game door content to main double buffer */
4150 /* !!! CHECK AGAIN !!! */
4151 SetPanelBackground();
4152 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4153 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4156 SetPanelBackground();
4157 SetDrawBackgroundMask(REDRAW_DOOR_1);
4159 UpdateAndDisplayGameControlValues();
4161 if (!game.restart_level)
4167 CreateGameButtons();
4172 /* copy actual game door content to door double buffer for OpenDoor() */
4173 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4175 OpenDoor(DOOR_OPEN_ALL);
4177 KeyboardAutoRepeatOffUnlessAutoplay();
4179 #if DEBUG_INIT_PLAYER
4180 DebugPrintPlayerStatus("Player status (final)");
4189 if (!game.restart_level && !tape.playing)
4191 LevelStats_incPlayed(level_nr);
4193 SaveLevelSetup_SeriesInfo();
4196 game.restart_level = FALSE;
4197 game.restart_game_message = NULL;
4199 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4200 InitGameActions_MM();
4202 SaveEngineSnapshotToListInitial();
4204 if (!game.restart_level)
4206 PlaySound(SND_GAME_STARTING);
4208 if (setup.sound_music)
4213 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4214 int actual_player_x, int actual_player_y)
4216 /* this is used for non-R'n'D game engines to update certain engine values */
4218 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4220 actual_player_x = correctLevelPosX_EM(actual_player_x);
4221 actual_player_y = correctLevelPosY_EM(actual_player_y);
4224 /* needed to determine if sounds are played within the visible screen area */
4225 scroll_x = actual_scroll_x;
4226 scroll_y = actual_scroll_y;
4228 /* needed to get player position for "follow finger" playing input method */
4229 local_player->jx = actual_player_x;
4230 local_player->jy = actual_player_y;
4233 void InitMovDir(int x, int y)
4235 int i, element = Feld[x][y];
4236 static int xy[4][2] =
4243 static int direction[3][4] =
4245 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4246 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4247 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4256 Feld[x][y] = EL_BUG;
4257 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4260 case EL_SPACESHIP_RIGHT:
4261 case EL_SPACESHIP_UP:
4262 case EL_SPACESHIP_LEFT:
4263 case EL_SPACESHIP_DOWN:
4264 Feld[x][y] = EL_SPACESHIP;
4265 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4268 case EL_BD_BUTTERFLY_RIGHT:
4269 case EL_BD_BUTTERFLY_UP:
4270 case EL_BD_BUTTERFLY_LEFT:
4271 case EL_BD_BUTTERFLY_DOWN:
4272 Feld[x][y] = EL_BD_BUTTERFLY;
4273 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4276 case EL_BD_FIREFLY_RIGHT:
4277 case EL_BD_FIREFLY_UP:
4278 case EL_BD_FIREFLY_LEFT:
4279 case EL_BD_FIREFLY_DOWN:
4280 Feld[x][y] = EL_BD_FIREFLY;
4281 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4284 case EL_PACMAN_RIGHT:
4286 case EL_PACMAN_LEFT:
4287 case EL_PACMAN_DOWN:
4288 Feld[x][y] = EL_PACMAN;
4289 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4292 case EL_YAMYAM_LEFT:
4293 case EL_YAMYAM_RIGHT:
4295 case EL_YAMYAM_DOWN:
4296 Feld[x][y] = EL_YAMYAM;
4297 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4300 case EL_SP_SNIKSNAK:
4301 MovDir[x][y] = MV_UP;
4304 case EL_SP_ELECTRON:
4305 MovDir[x][y] = MV_LEFT;
4312 Feld[x][y] = EL_MOLE;
4313 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4317 if (IS_CUSTOM_ELEMENT(element))
4319 struct ElementInfo *ei = &element_info[element];
4320 int move_direction_initial = ei->move_direction_initial;
4321 int move_pattern = ei->move_pattern;
4323 if (move_direction_initial == MV_START_PREVIOUS)
4325 if (MovDir[x][y] != MV_NONE)
4328 move_direction_initial = MV_START_AUTOMATIC;
4331 if (move_direction_initial == MV_START_RANDOM)
4332 MovDir[x][y] = 1 << RND(4);
4333 else if (move_direction_initial & MV_ANY_DIRECTION)
4334 MovDir[x][y] = move_direction_initial;
4335 else if (move_pattern == MV_ALL_DIRECTIONS ||
4336 move_pattern == MV_TURNING_LEFT ||
4337 move_pattern == MV_TURNING_RIGHT ||
4338 move_pattern == MV_TURNING_LEFT_RIGHT ||
4339 move_pattern == MV_TURNING_RIGHT_LEFT ||
4340 move_pattern == MV_TURNING_RANDOM)
4341 MovDir[x][y] = 1 << RND(4);
4342 else if (move_pattern == MV_HORIZONTAL)
4343 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4344 else if (move_pattern == MV_VERTICAL)
4345 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4346 else if (move_pattern & MV_ANY_DIRECTION)
4347 MovDir[x][y] = element_info[element].move_pattern;
4348 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4349 move_pattern == MV_ALONG_RIGHT_SIDE)
4351 /* use random direction as default start direction */
4352 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4353 MovDir[x][y] = 1 << RND(4);
4355 for (i = 0; i < NUM_DIRECTIONS; i++)
4357 int x1 = x + xy[i][0];
4358 int y1 = y + xy[i][1];
4360 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4362 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4363 MovDir[x][y] = direction[0][i];
4365 MovDir[x][y] = direction[1][i];
4374 MovDir[x][y] = 1 << RND(4);
4376 if (element != EL_BUG &&
4377 element != EL_SPACESHIP &&
4378 element != EL_BD_BUTTERFLY &&
4379 element != EL_BD_FIREFLY)
4382 for (i = 0; i < NUM_DIRECTIONS; i++)
4384 int x1 = x + xy[i][0];
4385 int y1 = y + xy[i][1];
4387 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4389 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4391 MovDir[x][y] = direction[0][i];
4394 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4395 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4397 MovDir[x][y] = direction[1][i];
4406 GfxDir[x][y] = MovDir[x][y];
4409 void InitAmoebaNr(int x, int y)
4412 int group_nr = AmoebeNachbarNr(x, y);
4416 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4418 if (AmoebaCnt[i] == 0)
4426 AmoebaNr[x][y] = group_nr;
4427 AmoebaCnt[group_nr]++;
4428 AmoebaCnt2[group_nr]++;
4431 static void PlayerWins(struct PlayerInfo *player)
4433 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4434 local_player->players_still_needed > 0)
4437 player->LevelSolved = TRUE;
4438 player->GameOver = TRUE;
4440 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4441 level.native_em_level->lev->score :
4442 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4445 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4446 MM_HEALTH(game_mm.laser_overload_value) :
4449 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4451 player->LevelSolved_CountingScore = player->score_final;
4452 player->LevelSolved_CountingHealth = player->health_final;
4457 static int time_count_steps;
4458 static int time, time_final;
4459 static int score, score_final;
4460 static int health, health_final;
4461 static int game_over_delay_1 = 0;
4462 static int game_over_delay_2 = 0;
4463 static int game_over_delay_3 = 0;
4464 int game_over_delay_value_1 = 50;
4465 int game_over_delay_value_2 = 25;
4466 int game_over_delay_value_3 = 50;
4468 if (!local_player->LevelSolved_GameWon)
4472 /* do not start end game actions before the player stops moving (to exit) */
4473 if (local_player->MovPos)
4476 local_player->LevelSolved_GameWon = TRUE;
4477 local_player->LevelSolved_SaveTape = tape.recording;
4478 local_player->LevelSolved_SaveScore = !tape.playing;
4482 LevelStats_incSolved(level_nr);
4484 SaveLevelSetup_SeriesInfo();
4487 if (tape.auto_play) /* tape might already be stopped here */
4488 tape.auto_play_level_solved = TRUE;
4492 game_over_delay_1 = 0;
4493 game_over_delay_2 = 0;
4494 game_over_delay_3 = game_over_delay_value_3;
4496 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4497 score = score_final = local_player->score_final;
4498 health = health_final = local_player->health_final;
4500 if (level.score[SC_TIME_BONUS] > 0)
4505 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4507 else if (game.no_time_limit && TimePlayed < 999)
4510 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4513 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4515 game_over_delay_1 = game_over_delay_value_1;
4517 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4520 score_final += health * level.score[SC_TIME_BONUS];
4522 game_over_delay_2 = game_over_delay_value_2;
4525 local_player->score_final = score_final;
4526 local_player->health_final = health_final;
4529 if (level_editor_test_game)
4532 score = score_final;
4534 local_player->LevelSolved_CountingTime = time;
4535 local_player->LevelSolved_CountingScore = score;
4537 game_panel_controls[GAME_PANEL_TIME].value = time;
4538 game_panel_controls[GAME_PANEL_SCORE].value = score;
4540 DisplayGameControlValues();
4543 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4545 if (ExitX >= 0 && ExitY >= 0) /* local player has left the level */
4547 /* close exit door after last player */
4548 if ((AllPlayersGone &&
4549 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4550 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4551 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4552 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4553 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4555 int element = Feld[ExitX][ExitY];
4557 Feld[ExitX][ExitY] =
4558 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4559 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4560 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4561 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4562 EL_EM_STEEL_EXIT_CLOSING);
4564 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4567 /* player disappears */
4568 DrawLevelField(ExitX, ExitY);
4571 for (i = 0; i < MAX_PLAYERS; i++)
4573 struct PlayerInfo *player = &stored_player[i];
4575 if (player->present)
4577 RemovePlayer(player);
4579 /* player disappears */
4580 DrawLevelField(player->jx, player->jy);
4585 PlaySound(SND_GAME_WINNING);
4588 if (game_over_delay_1 > 0)
4590 game_over_delay_1--;
4595 if (time != time_final)
4597 int time_to_go = ABS(time_final - time);
4598 int time_count_dir = (time < time_final ? +1 : -1);
4600 if (time_to_go < time_count_steps)
4601 time_count_steps = 1;
4603 time += time_count_steps * time_count_dir;
4604 score += time_count_steps * level.score[SC_TIME_BONUS];
4606 local_player->LevelSolved_CountingTime = time;
4607 local_player->LevelSolved_CountingScore = score;
4609 game_panel_controls[GAME_PANEL_TIME].value = time;
4610 game_panel_controls[GAME_PANEL_SCORE].value = score;
4612 DisplayGameControlValues();
4614 if (time == time_final)
4615 StopSound(SND_GAME_LEVELTIME_BONUS);
4616 else if (setup.sound_loops)
4617 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4619 PlaySound(SND_GAME_LEVELTIME_BONUS);
4624 if (game_over_delay_2 > 0)
4626 game_over_delay_2--;
4631 if (health != health_final)
4633 int health_count_dir = (health < health_final ? +1 : -1);
4635 health += health_count_dir;
4636 score += level.score[SC_TIME_BONUS];
4638 local_player->LevelSolved_CountingHealth = health;
4639 local_player->LevelSolved_CountingScore = score;
4641 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4642 game_panel_controls[GAME_PANEL_SCORE].value = score;
4644 DisplayGameControlValues();
4646 if (health == health_final)
4647 StopSound(SND_GAME_LEVELTIME_BONUS);
4648 else if (setup.sound_loops)
4649 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4651 PlaySound(SND_GAME_LEVELTIME_BONUS);
4656 local_player->LevelSolved_PanelOff = TRUE;
4658 if (game_over_delay_3 > 0)
4660 game_over_delay_3--;
4670 /* used instead of "level_nr" (needed for network games) */
4671 int last_level_nr = levelset.level_nr;
4674 local_player->LevelSolved_GameEnd = TRUE;
4676 if (local_player->LevelSolved_SaveTape)
4678 /* make sure that request dialog to save tape does not open door again */
4679 if (!global.use_envelope_request)
4680 CloseDoor(DOOR_CLOSE_1);
4682 SaveTapeChecked_LevelSolved(tape.level_nr); /* ask to save tape */
4685 /* if no tape is to be saved, close both doors simultaneously */
4686 CloseDoor(DOOR_CLOSE_ALL);
4688 if (level_editor_test_game)
4690 SetGameStatus(GAME_MODE_MAIN);
4697 if (!local_player->LevelSolved_SaveScore)
4699 SetGameStatus(GAME_MODE_MAIN);
4706 if (level_nr == leveldir_current->handicap_level)
4708 leveldir_current->handicap_level++;
4710 SaveLevelSetup_SeriesInfo();
4713 if (setup.increment_levels &&
4714 level_nr < leveldir_current->last_level &&
4717 level_nr++; /* advance to next level */
4718 TapeErase(); /* start with empty tape */
4720 if (setup.auto_play_next_level)
4722 LoadLevel(level_nr);
4724 SaveLevelSetup_SeriesInfo();
4728 hi_pos = NewHiScore(last_level_nr);
4730 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4732 SetGameStatus(GAME_MODE_SCORES);
4734 DrawHallOfFame(last_level_nr, hi_pos);
4736 else if (setup.auto_play_next_level && setup.increment_levels &&
4737 last_level_nr < leveldir_current->last_level &&
4740 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4744 SetGameStatus(GAME_MODE_MAIN);
4750 int NewHiScore(int level_nr)
4754 boolean one_score_entry_per_name = !program.many_scores_per_name;
4756 LoadScore(level_nr);
4758 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4759 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4762 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4764 if (local_player->score_final > highscore[k].Score)
4766 /* player has made it to the hall of fame */
4768 if (k < MAX_SCORE_ENTRIES - 1)
4770 int m = MAX_SCORE_ENTRIES - 1;
4772 if (one_score_entry_per_name)
4774 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4775 if (strEqual(setup.player_name, highscore[l].Name))
4778 if (m == k) /* player's new highscore overwrites his old one */
4782 for (l = m; l > k; l--)
4784 strcpy(highscore[l].Name, highscore[l - 1].Name);
4785 highscore[l].Score = highscore[l - 1].Score;
4791 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4792 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4793 highscore[k].Score = local_player->score_final;
4798 else if (one_score_entry_per_name &&
4799 !strncmp(setup.player_name, highscore[k].Name,
4800 MAX_PLAYER_NAME_LEN))
4801 break; /* player already there with a higher score */
4805 SaveScore(level_nr);
4810 inline static int getElementMoveStepsizeExt(int x, int y, int direction)
4812 int element = Feld[x][y];
4813 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4814 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4815 int horiz_move = (dx != 0);
4816 int sign = (horiz_move ? dx : dy);
4817 int step = sign * element_info[element].move_stepsize;
4819 /* special values for move stepsize for spring and things on conveyor belt */
4822 if (CAN_FALL(element) &&
4823 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4824 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4825 else if (element == EL_SPRING)
4826 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4832 inline static int getElementMoveStepsize(int x, int y)
4834 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4837 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4839 if (player->GfxAction != action || player->GfxDir != dir)
4841 player->GfxAction = action;
4842 player->GfxDir = dir;
4844 player->StepFrame = 0;
4848 static void ResetGfxFrame(int x, int y)
4850 // profiling showed that "autotest" spends 10~20% of its time in this function
4851 if (DrawingDeactivatedField())
4854 int element = Feld[x][y];
4855 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4857 if (graphic_info[graphic].anim_global_sync)
4858 GfxFrame[x][y] = FrameCounter;
4859 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4860 GfxFrame[x][y] = CustomValue[x][y];
4861 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4862 GfxFrame[x][y] = element_info[element].collect_score;
4863 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4864 GfxFrame[x][y] = ChangeDelay[x][y];
4867 static void ResetGfxAnimation(int x, int y)
4869 GfxAction[x][y] = ACTION_DEFAULT;
4870 GfxDir[x][y] = MovDir[x][y];
4873 ResetGfxFrame(x, y);
4876 static void ResetRandomAnimationValue(int x, int y)
4878 GfxRandom[x][y] = INIT_GFX_RANDOM();
4881 static void InitMovingField(int x, int y, int direction)
4883 int element = Feld[x][y];
4884 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4885 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4888 boolean is_moving_before, is_moving_after;
4890 /* check if element was/is moving or being moved before/after mode change */
4891 is_moving_before = (WasJustMoving[x][y] != 0);
4892 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4894 /* reset animation only for moving elements which change direction of moving
4895 or which just started or stopped moving
4896 (else CEs with property "can move" / "not moving" are reset each frame) */
4897 if (is_moving_before != is_moving_after ||
4898 direction != MovDir[x][y])
4899 ResetGfxAnimation(x, y);
4901 MovDir[x][y] = direction;
4902 GfxDir[x][y] = direction;
4904 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4905 direction == MV_DOWN && CAN_FALL(element) ?
4906 ACTION_FALLING : ACTION_MOVING);
4908 /* this is needed for CEs with property "can move" / "not moving" */
4910 if (is_moving_after)
4912 if (Feld[newx][newy] == EL_EMPTY)
4913 Feld[newx][newy] = EL_BLOCKED;
4915 MovDir[newx][newy] = MovDir[x][y];
4917 CustomValue[newx][newy] = CustomValue[x][y];
4919 GfxFrame[newx][newy] = GfxFrame[x][y];
4920 GfxRandom[newx][newy] = GfxRandom[x][y];
4921 GfxAction[newx][newy] = GfxAction[x][y];
4922 GfxDir[newx][newy] = GfxDir[x][y];
4926 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4928 int direction = MovDir[x][y];
4929 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4930 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4936 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4938 int oldx = x, oldy = y;
4939 int direction = MovDir[x][y];
4941 if (direction == MV_LEFT)
4943 else if (direction == MV_RIGHT)
4945 else if (direction == MV_UP)
4947 else if (direction == MV_DOWN)
4950 *comes_from_x = oldx;
4951 *comes_from_y = oldy;
4954 static int MovingOrBlocked2Element(int x, int y)
4956 int element = Feld[x][y];
4958 if (element == EL_BLOCKED)
4962 Blocked2Moving(x, y, &oldx, &oldy);
4963 return Feld[oldx][oldy];
4969 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4971 /* like MovingOrBlocked2Element(), but if element is moving
4972 and (x,y) is the field the moving element is just leaving,
4973 return EL_BLOCKED instead of the element value */
4974 int element = Feld[x][y];
4976 if (IS_MOVING(x, y))
4978 if (element == EL_BLOCKED)
4982 Blocked2Moving(x, y, &oldx, &oldy);
4983 return Feld[oldx][oldy];
4992 static void RemoveField(int x, int y)
4994 Feld[x][y] = EL_EMPTY;
5000 CustomValue[x][y] = 0;
5003 ChangeDelay[x][y] = 0;
5004 ChangePage[x][y] = -1;
5005 Pushed[x][y] = FALSE;
5007 GfxElement[x][y] = EL_UNDEFINED;
5008 GfxAction[x][y] = ACTION_DEFAULT;
5009 GfxDir[x][y] = MV_NONE;
5012 static void RemoveMovingField(int x, int y)
5014 int oldx = x, oldy = y, newx = x, newy = y;
5015 int element = Feld[x][y];
5016 int next_element = EL_UNDEFINED;
5018 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5021 if (IS_MOVING(x, y))
5023 Moving2Blocked(x, y, &newx, &newy);
5025 if (Feld[newx][newy] != EL_BLOCKED)
5027 /* element is moving, but target field is not free (blocked), but
5028 already occupied by something different (example: acid pool);
5029 in this case, only remove the moving field, but not the target */
5031 RemoveField(oldx, oldy);
5033 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5035 TEST_DrawLevelField(oldx, oldy);
5040 else if (element == EL_BLOCKED)
5042 Blocked2Moving(x, y, &oldx, &oldy);
5043 if (!IS_MOVING(oldx, oldy))
5047 if (element == EL_BLOCKED &&
5048 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5049 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5050 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5051 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5052 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5053 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5054 next_element = get_next_element(Feld[oldx][oldy]);
5056 RemoveField(oldx, oldy);
5057 RemoveField(newx, newy);
5059 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5061 if (next_element != EL_UNDEFINED)
5062 Feld[oldx][oldy] = next_element;
5064 TEST_DrawLevelField(oldx, oldy);
5065 TEST_DrawLevelField(newx, newy);
5068 void DrawDynamite(int x, int y)
5070 int sx = SCREENX(x), sy = SCREENY(y);
5071 int graphic = el2img(Feld[x][y]);
5074 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5077 if (IS_WALKABLE_INSIDE(Back[x][y]))
5081 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5082 else if (Store[x][y])
5083 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5085 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5087 if (Back[x][y] || Store[x][y])
5088 DrawGraphicThruMask(sx, sy, graphic, frame);
5090 DrawGraphic(sx, sy, graphic, frame);
5093 static void CheckDynamite(int x, int y)
5095 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
5099 if (MovDelay[x][y] != 0)
5102 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5108 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5113 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5115 boolean num_checked_players = 0;
5118 for (i = 0; i < MAX_PLAYERS; i++)
5120 if (stored_player[i].active)
5122 int sx = stored_player[i].jx;
5123 int sy = stored_player[i].jy;
5125 if (num_checked_players == 0)
5132 *sx1 = MIN(*sx1, sx);
5133 *sy1 = MIN(*sy1, sy);
5134 *sx2 = MAX(*sx2, sx);
5135 *sy2 = MAX(*sy2, sy);
5138 num_checked_players++;
5143 static boolean checkIfAllPlayersFitToScreen_RND(void)
5145 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5147 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5149 return (sx2 - sx1 < SCR_FIELDX &&
5150 sy2 - sy1 < SCR_FIELDY);
5153 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5155 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5157 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5159 *sx = (sx1 + sx2) / 2;
5160 *sy = (sy1 + sy2) / 2;
5163 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5164 boolean center_screen, boolean quick_relocation)
5166 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5167 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5168 boolean no_delay = (tape.warp_forward);
5169 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5170 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5171 int new_scroll_x, new_scroll_y;
5173 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5175 /* case 1: quick relocation inside visible screen (without scrolling) */
5182 if (!level.shifted_relocation || center_screen)
5184 /* relocation _with_ centering of screen */
5186 new_scroll_x = SCROLL_POSITION_X(x);
5187 new_scroll_y = SCROLL_POSITION_Y(y);
5191 /* relocation _without_ centering of screen */
5193 int center_scroll_x = SCROLL_POSITION_X(old_x);
5194 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5195 int offset_x = x + (scroll_x - center_scroll_x);
5196 int offset_y = y + (scroll_y - center_scroll_y);
5198 /* for new screen position, apply previous offset to center position */
5199 new_scroll_x = SCROLL_POSITION_X(offset_x);
5200 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5203 if (quick_relocation)
5205 /* case 2: quick relocation (redraw without visible scrolling) */
5207 scroll_x = new_scroll_x;
5208 scroll_y = new_scroll_y;
5215 /* case 3: visible relocation (with scrolling to new position) */
5217 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
5219 SetVideoFrameDelay(wait_delay_value);
5221 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5224 int fx = FX, fy = FY;
5226 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5227 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5229 if (dx == 0 && dy == 0) /* no scrolling needed at all */
5235 fx += dx * TILEX / 2;
5236 fy += dy * TILEY / 2;
5238 ScrollLevel(dx, dy);
5241 /* scroll in two steps of half tile size to make things smoother */
5242 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5244 /* scroll second step to align at full tile size */
5245 BlitScreenToBitmap(window);
5251 SetVideoFrameDelay(frame_delay_value_old);
5254 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5256 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5257 int player_nr = GET_PLAYER_NR(el_player);
5258 struct PlayerInfo *player = &stored_player[player_nr];
5259 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5260 boolean no_delay = (tape.warp_forward);
5261 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5262 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5263 int old_jx = player->jx;
5264 int old_jy = player->jy;
5265 int old_element = Feld[old_jx][old_jy];
5266 int element = Feld[jx][jy];
5267 boolean player_relocated = (old_jx != jx || old_jy != jy);
5269 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5270 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5271 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5272 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5273 int leave_side_horiz = move_dir_horiz;
5274 int leave_side_vert = move_dir_vert;
5275 int enter_side = enter_side_horiz | enter_side_vert;
5276 int leave_side = leave_side_horiz | leave_side_vert;
5278 if (player->GameOver) /* do not reanimate dead player */
5281 if (!player_relocated) /* no need to relocate the player */
5284 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
5286 RemoveField(jx, jy); /* temporarily remove newly placed player */
5287 DrawLevelField(jx, jy);
5290 if (player->present)
5292 while (player->MovPos)
5294 ScrollPlayer(player, SCROLL_GO_ON);
5295 ScrollScreen(NULL, SCROLL_GO_ON);
5297 AdvanceFrameAndPlayerCounters(player->index_nr);
5301 BackToFront_WithFrameDelay(wait_delay_value);
5304 DrawPlayer(player); /* needed here only to cleanup last field */
5305 DrawLevelField(player->jx, player->jy); /* remove player graphic */
5307 player->is_moving = FALSE;
5310 if (IS_CUSTOM_ELEMENT(old_element))
5311 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5313 player->index_bit, leave_side);
5315 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5317 player->index_bit, leave_side);
5319 Feld[jx][jy] = el_player;
5320 InitPlayerField(jx, jy, el_player, TRUE);
5322 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5323 possible that the relocation target field did not contain a player element,
5324 but a walkable element, to which the new player was relocated -- in this
5325 case, restore that (already initialized!) element on the player field */
5326 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
5328 Feld[jx][jy] = element; /* restore previously existing element */
5331 /* only visually relocate centered player */
5332 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5333 FALSE, level.instant_relocation);
5335 TestIfPlayerTouchesBadThing(jx, jy);
5336 TestIfPlayerTouchesCustomElement(jx, jy);
5338 if (IS_CUSTOM_ELEMENT(element))
5339 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5340 player->index_bit, enter_side);
5342 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5343 player->index_bit, enter_side);
5345 if (player->is_switching)
5347 /* ensure that relocation while still switching an element does not cause
5348 a new element to be treated as also switched directly after relocation
5349 (this is important for teleporter switches that teleport the player to
5350 a place where another teleporter switch is in the same direction, which
5351 would then incorrectly be treated as immediately switched before the
5352 direction key that caused the switch was released) */
5354 player->switch_x += jx - old_jx;
5355 player->switch_y += jy - old_jy;
5359 static void Explode(int ex, int ey, int phase, int mode)
5365 /* !!! eliminate this variable !!! */
5366 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5368 if (game.explosions_delayed)
5370 ExplodeField[ex][ey] = mode;
5374 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
5376 int center_element = Feld[ex][ey];
5377 int artwork_element, explosion_element; /* set these values later */
5379 /* remove things displayed in background while burning dynamite */
5380 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5383 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5385 /* put moving element to center field (and let it explode there) */
5386 center_element = MovingOrBlocked2Element(ex, ey);
5387 RemoveMovingField(ex, ey);
5388 Feld[ex][ey] = center_element;
5391 /* now "center_element" is finally determined -- set related values now */
5392 artwork_element = center_element; /* for custom player artwork */
5393 explosion_element = center_element; /* for custom player artwork */
5395 if (IS_PLAYER(ex, ey))
5397 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5399 artwork_element = stored_player[player_nr].artwork_element;
5401 if (level.use_explosion_element[player_nr])
5403 explosion_element = level.explosion_element[player_nr];
5404 artwork_element = explosion_element;
5408 if (mode == EX_TYPE_NORMAL ||
5409 mode == EX_TYPE_CENTER ||
5410 mode == EX_TYPE_CROSS)
5411 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5413 last_phase = element_info[explosion_element].explosion_delay + 1;
5415 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5417 int xx = x - ex + 1;
5418 int yy = y - ey + 1;
5421 if (!IN_LEV_FIELD(x, y) ||
5422 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5423 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5426 element = Feld[x][y];
5428 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5430 element = MovingOrBlocked2Element(x, y);
5432 if (!IS_EXPLOSION_PROOF(element))
5433 RemoveMovingField(x, y);
5436 /* indestructible elements can only explode in center (but not flames) */
5437 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5438 mode == EX_TYPE_BORDER)) ||
5439 element == EL_FLAMES)
5442 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5443 behaviour, for example when touching a yamyam that explodes to rocks
5444 with active deadly shield, a rock is created under the player !!! */
5445 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
5447 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5448 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5449 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5451 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5454 if (IS_ACTIVE_BOMB(element))
5456 /* re-activate things under the bomb like gate or penguin */
5457 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5464 /* save walkable background elements while explosion on same tile */
5465 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5466 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5467 Back[x][y] = element;
5469 /* ignite explodable elements reached by other explosion */
5470 if (element == EL_EXPLOSION)
5471 element = Store2[x][y];
5473 if (AmoebaNr[x][y] &&
5474 (element == EL_AMOEBA_FULL ||
5475 element == EL_BD_AMOEBA ||
5476 element == EL_AMOEBA_GROWING))
5478 AmoebaCnt[AmoebaNr[x][y]]--;
5479 AmoebaCnt2[AmoebaNr[x][y]]--;
5484 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5486 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5488 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5490 if (PLAYERINFO(ex, ey)->use_murphy)
5491 Store[x][y] = EL_EMPTY;
5494 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
5495 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
5496 else if (ELEM_IS_PLAYER(center_element))
5497 Store[x][y] = EL_EMPTY;
5498 else if (center_element == EL_YAMYAM)
5499 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5500 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5501 Store[x][y] = element_info[center_element].content.e[xx][yy];
5503 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5504 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5505 otherwise) -- FIX THIS !!! */
5506 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5507 Store[x][y] = element_info[element].content.e[1][1];
5509 else if (!CAN_EXPLODE(element))
5510 Store[x][y] = element_info[element].content.e[1][1];
5513 Store[x][y] = EL_EMPTY;
5515 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5516 center_element == EL_AMOEBA_TO_DIAMOND)
5517 Store2[x][y] = element;
5519 Feld[x][y] = EL_EXPLOSION;
5520 GfxElement[x][y] = artwork_element;
5522 ExplodePhase[x][y] = 1;
5523 ExplodeDelay[x][y] = last_phase;
5528 if (center_element == EL_YAMYAM)
5529 game.yamyam_content_nr =
5530 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5542 GfxFrame[x][y] = 0; /* restart explosion animation */
5544 last_phase = ExplodeDelay[x][y];
5546 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5548 /* this can happen if the player leaves an explosion just in time */
5549 if (GfxElement[x][y] == EL_UNDEFINED)
5550 GfxElement[x][y] = EL_EMPTY;
5552 border_element = Store2[x][y];
5553 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5554 border_element = StorePlayer[x][y];
5556 if (phase == element_info[border_element].ignition_delay ||
5557 phase == last_phase)
5559 boolean border_explosion = FALSE;
5561 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5562 !PLAYER_EXPLOSION_PROTECTED(x, y))
5564 KillPlayerUnlessExplosionProtected(x, y);
5565 border_explosion = TRUE;
5567 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5569 Feld[x][y] = Store2[x][y];
5572 border_explosion = TRUE;
5574 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5576 AmoebeUmwandeln(x, y);
5578 border_explosion = TRUE;
5581 /* if an element just explodes due to another explosion (chain-reaction),
5582 do not immediately end the new explosion when it was the last frame of
5583 the explosion (as it would be done in the following "if"-statement!) */
5584 if (border_explosion && phase == last_phase)
5588 if (phase == last_phase)
5592 element = Feld[x][y] = Store[x][y];
5593 Store[x][y] = Store2[x][y] = 0;
5594 GfxElement[x][y] = EL_UNDEFINED;
5596 /* player can escape from explosions and might therefore be still alive */
5597 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5598 element <= EL_PLAYER_IS_EXPLODING_4)
5600 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5601 int explosion_element = EL_PLAYER_1 + player_nr;
5602 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5603 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5605 if (level.use_explosion_element[player_nr])
5606 explosion_element = level.explosion_element[player_nr];
5608 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5609 element_info[explosion_element].content.e[xx][yy]);
5612 /* restore probably existing indestructible background element */
5613 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5614 element = Feld[x][y] = Back[x][y];
5617 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5618 GfxDir[x][y] = MV_NONE;
5619 ChangeDelay[x][y] = 0;
5620 ChangePage[x][y] = -1;
5622 CustomValue[x][y] = 0;
5624 InitField_WithBug2(x, y, FALSE);
5626 TEST_DrawLevelField(x, y);
5628 TestIfElementTouchesCustomElement(x, y);
5630 if (GFX_CRUMBLED(element))
5631 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5633 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5634 StorePlayer[x][y] = 0;
5636 if (ELEM_IS_PLAYER(element))
5637 RelocatePlayer(x, y, element);
5639 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5641 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5642 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5645 TEST_DrawLevelFieldCrumbled(x, y);
5647 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5649 DrawLevelElement(x, y, Back[x][y]);
5650 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5652 else if (IS_WALKABLE_UNDER(Back[x][y]))
5654 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5655 DrawLevelElementThruMask(x, y, Back[x][y]);
5657 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5658 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5662 static void DynaExplode(int ex, int ey)
5665 int dynabomb_element = Feld[ex][ey];
5666 int dynabomb_size = 1;
5667 boolean dynabomb_xl = FALSE;
5668 struct PlayerInfo *player;
5669 static int xy[4][2] =
5677 if (IS_ACTIVE_BOMB(dynabomb_element))
5679 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5680 dynabomb_size = player->dynabomb_size;
5681 dynabomb_xl = player->dynabomb_xl;
5682 player->dynabombs_left++;
5685 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5687 for (i = 0; i < NUM_DIRECTIONS; i++)
5689 for (j = 1; j <= dynabomb_size; j++)
5691 int x = ex + j * xy[i][0];
5692 int y = ey + j * xy[i][1];
5695 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5698 element = Feld[x][y];
5700 /* do not restart explosions of fields with active bombs */
5701 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5704 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5706 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5707 !IS_DIGGABLE(element) && !dynabomb_xl)
5713 void Bang(int x, int y)
5715 int element = MovingOrBlocked2Element(x, y);
5716 int explosion_type = EX_TYPE_NORMAL;
5718 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5720 struct PlayerInfo *player = PLAYERINFO(x, y);
5722 element = Feld[x][y] = player->initial_element;
5724 if (level.use_explosion_element[player->index_nr])
5726 int explosion_element = level.explosion_element[player->index_nr];
5728 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5729 explosion_type = EX_TYPE_CROSS;
5730 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5731 explosion_type = EX_TYPE_CENTER;
5739 case EL_BD_BUTTERFLY:
5742 case EL_DARK_YAMYAM:
5746 RaiseScoreElement(element);
5749 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5750 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5751 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5752 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5753 case EL_DYNABOMB_INCREASE_NUMBER:
5754 case EL_DYNABOMB_INCREASE_SIZE:
5755 case EL_DYNABOMB_INCREASE_POWER:
5756 explosion_type = EX_TYPE_DYNA;
5759 case EL_DC_LANDMINE:
5760 explosion_type = EX_TYPE_CENTER;
5765 case EL_LAMP_ACTIVE:
5766 case EL_AMOEBA_TO_DIAMOND:
5767 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
5768 explosion_type = EX_TYPE_CENTER;
5772 if (element_info[element].explosion_type == EXPLODES_CROSS)
5773 explosion_type = EX_TYPE_CROSS;
5774 else if (element_info[element].explosion_type == EXPLODES_1X1)
5775 explosion_type = EX_TYPE_CENTER;
5779 if (explosion_type == EX_TYPE_DYNA)
5782 Explode(x, y, EX_PHASE_START, explosion_type);
5784 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5787 static void SplashAcid(int x, int y)
5789 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5790 (!IN_LEV_FIELD(x - 1, y - 2) ||
5791 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5792 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5794 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5795 (!IN_LEV_FIELD(x + 1, y - 2) ||
5796 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5797 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5799 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5802 static void InitBeltMovement(void)
5804 static int belt_base_element[4] =
5806 EL_CONVEYOR_BELT_1_LEFT,
5807 EL_CONVEYOR_BELT_2_LEFT,
5808 EL_CONVEYOR_BELT_3_LEFT,
5809 EL_CONVEYOR_BELT_4_LEFT
5811 static int belt_base_active_element[4] =
5813 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5814 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5815 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5816 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5821 /* set frame order for belt animation graphic according to belt direction */
5822 for (i = 0; i < NUM_BELTS; i++)
5826 for (j = 0; j < NUM_BELT_PARTS; j++)
5828 int element = belt_base_active_element[belt_nr] + j;
5829 int graphic_1 = el2img(element);
5830 int graphic_2 = el2panelimg(element);
5832 if (game.belt_dir[i] == MV_LEFT)
5834 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5835 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5839 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5840 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5845 SCAN_PLAYFIELD(x, y)
5847 int element = Feld[x][y];
5849 for (i = 0; i < NUM_BELTS; i++)
5851 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5853 int e_belt_nr = getBeltNrFromBeltElement(element);
5856 if (e_belt_nr == belt_nr)
5858 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5860 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5867 static void ToggleBeltSwitch(int x, int y)
5869 static int belt_base_element[4] =
5871 EL_CONVEYOR_BELT_1_LEFT,
5872 EL_CONVEYOR_BELT_2_LEFT,
5873 EL_CONVEYOR_BELT_3_LEFT,
5874 EL_CONVEYOR_BELT_4_LEFT
5876 static int belt_base_active_element[4] =
5878 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5879 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5880 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5881 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5883 static int belt_base_switch_element[4] =
5885 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5886 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5887 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5888 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5890 static int belt_move_dir[4] =
5898 int element = Feld[x][y];
5899 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5900 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5901 int belt_dir = belt_move_dir[belt_dir_nr];
5904 if (!IS_BELT_SWITCH(element))
5907 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5908 game.belt_dir[belt_nr] = belt_dir;
5910 if (belt_dir_nr == 3)
5913 /* set frame order for belt animation graphic according to belt direction */
5914 for (i = 0; i < NUM_BELT_PARTS; i++)
5916 int element = belt_base_active_element[belt_nr] + i;
5917 int graphic_1 = el2img(element);
5918 int graphic_2 = el2panelimg(element);
5920 if (belt_dir == MV_LEFT)
5922 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5923 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5927 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5928 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5932 SCAN_PLAYFIELD(xx, yy)
5934 int element = Feld[xx][yy];
5936 if (IS_BELT_SWITCH(element))
5938 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5940 if (e_belt_nr == belt_nr)
5942 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5943 TEST_DrawLevelField(xx, yy);
5946 else if (IS_BELT(element) && belt_dir != MV_NONE)
5948 int e_belt_nr = getBeltNrFromBeltElement(element);
5950 if (e_belt_nr == belt_nr)
5952 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5954 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5955 TEST_DrawLevelField(xx, yy);
5958 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5960 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5962 if (e_belt_nr == belt_nr)
5964 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5966 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5967 TEST_DrawLevelField(xx, yy);
5973 static void ToggleSwitchgateSwitch(int x, int y)
5977 game.switchgate_pos = !game.switchgate_pos;
5979 SCAN_PLAYFIELD(xx, yy)
5981 int element = Feld[xx][yy];
5983 if (element == EL_SWITCHGATE_SWITCH_UP)
5985 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
5986 TEST_DrawLevelField(xx, yy);
5988 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
5990 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
5991 TEST_DrawLevelField(xx, yy);
5993 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
5995 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
5996 TEST_DrawLevelField(xx, yy);
5998 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6000 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6001 TEST_DrawLevelField(xx, yy);
6003 else if (element == EL_SWITCHGATE_OPEN ||
6004 element == EL_SWITCHGATE_OPENING)
6006 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6008 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6010 else if (element == EL_SWITCHGATE_CLOSED ||
6011 element == EL_SWITCHGATE_CLOSING)
6013 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6015 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6020 static int getInvisibleActiveFromInvisibleElement(int element)
6022 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6023 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6024 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6028 static int getInvisibleFromInvisibleActiveElement(int element)
6030 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6031 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6032 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6036 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6040 SCAN_PLAYFIELD(x, y)
6042 int element = Feld[x][y];
6044 if (element == EL_LIGHT_SWITCH &&
6045 game.light_time_left > 0)
6047 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6048 TEST_DrawLevelField(x, y);
6050 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6051 game.light_time_left == 0)
6053 Feld[x][y] = EL_LIGHT_SWITCH;
6054 TEST_DrawLevelField(x, y);
6056 else if (element == EL_EMC_DRIPPER &&
6057 game.light_time_left > 0)
6059 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6060 TEST_DrawLevelField(x, y);
6062 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6063 game.light_time_left == 0)
6065 Feld[x][y] = EL_EMC_DRIPPER;
6066 TEST_DrawLevelField(x, y);
6068 else if (element == EL_INVISIBLE_STEELWALL ||
6069 element == EL_INVISIBLE_WALL ||
6070 element == EL_INVISIBLE_SAND)
6072 if (game.light_time_left > 0)
6073 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6075 TEST_DrawLevelField(x, y);
6077 /* uncrumble neighbour fields, if needed */
6078 if (element == EL_INVISIBLE_SAND)
6079 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6081 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6082 element == EL_INVISIBLE_WALL_ACTIVE ||
6083 element == EL_INVISIBLE_SAND_ACTIVE)
6085 if (game.light_time_left == 0)
6086 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6088 TEST_DrawLevelField(x, y);
6090 /* re-crumble neighbour fields, if needed */
6091 if (element == EL_INVISIBLE_SAND)
6092 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6097 static void RedrawAllInvisibleElementsForLenses(void)
6101 SCAN_PLAYFIELD(x, y)
6103 int element = Feld[x][y];
6105 if (element == EL_EMC_DRIPPER &&
6106 game.lenses_time_left > 0)
6108 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6109 TEST_DrawLevelField(x, y);
6111 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6112 game.lenses_time_left == 0)
6114 Feld[x][y] = EL_EMC_DRIPPER;
6115 TEST_DrawLevelField(x, y);
6117 else if (element == EL_INVISIBLE_STEELWALL ||
6118 element == EL_INVISIBLE_WALL ||
6119 element == EL_INVISIBLE_SAND)
6121 if (game.lenses_time_left > 0)
6122 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6124 TEST_DrawLevelField(x, y);
6126 /* uncrumble neighbour fields, if needed */
6127 if (element == EL_INVISIBLE_SAND)
6128 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6130 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6131 element == EL_INVISIBLE_WALL_ACTIVE ||
6132 element == EL_INVISIBLE_SAND_ACTIVE)
6134 if (game.lenses_time_left == 0)
6135 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6137 TEST_DrawLevelField(x, y);
6139 /* re-crumble neighbour fields, if needed */
6140 if (element == EL_INVISIBLE_SAND)
6141 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6146 static void RedrawAllInvisibleElementsForMagnifier(void)
6150 SCAN_PLAYFIELD(x, y)
6152 int element = Feld[x][y];
6154 if (element == EL_EMC_FAKE_GRASS &&
6155 game.magnify_time_left > 0)
6157 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6158 TEST_DrawLevelField(x, y);
6160 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6161 game.magnify_time_left == 0)
6163 Feld[x][y] = EL_EMC_FAKE_GRASS;
6164 TEST_DrawLevelField(x, y);
6166 else if (IS_GATE_GRAY(element) &&
6167 game.magnify_time_left > 0)
6169 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6170 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6171 IS_EM_GATE_GRAY(element) ?
6172 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6173 IS_EMC_GATE_GRAY(element) ?
6174 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6175 IS_DC_GATE_GRAY(element) ?
6176 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6178 TEST_DrawLevelField(x, y);
6180 else if (IS_GATE_GRAY_ACTIVE(element) &&
6181 game.magnify_time_left == 0)
6183 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6184 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6185 IS_EM_GATE_GRAY_ACTIVE(element) ?
6186 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6187 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6188 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6189 IS_DC_GATE_GRAY_ACTIVE(element) ?
6190 EL_DC_GATE_WHITE_GRAY :
6192 TEST_DrawLevelField(x, y);
6197 static void ToggleLightSwitch(int x, int y)
6199 int element = Feld[x][y];
6201 game.light_time_left =
6202 (element == EL_LIGHT_SWITCH ?
6203 level.time_light * FRAMES_PER_SECOND : 0);
6205 RedrawAllLightSwitchesAndInvisibleElements();
6208 static void ActivateTimegateSwitch(int x, int y)
6212 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6214 SCAN_PLAYFIELD(xx, yy)
6216 int element = Feld[xx][yy];
6218 if (element == EL_TIMEGATE_CLOSED ||
6219 element == EL_TIMEGATE_CLOSING)
6221 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6222 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6226 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6228 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6229 TEST_DrawLevelField(xx, yy);
6235 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6236 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6239 static void Impact(int x, int y)
6241 boolean last_line = (y == lev_fieldy - 1);
6242 boolean object_hit = FALSE;
6243 boolean impact = (last_line || object_hit);
6244 int element = Feld[x][y];
6245 int smashed = EL_STEELWALL;
6247 if (!last_line) /* check if element below was hit */
6249 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6252 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6253 MovDir[x][y + 1] != MV_DOWN ||
6254 MovPos[x][y + 1] <= TILEY / 2));
6256 /* do not smash moving elements that left the smashed field in time */
6257 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6258 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6261 #if USE_QUICKSAND_IMPACT_BUGFIX
6262 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6264 RemoveMovingField(x, y + 1);
6265 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6266 Feld[x][y + 2] = EL_ROCK;
6267 TEST_DrawLevelField(x, y + 2);
6272 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6274 RemoveMovingField(x, y + 1);
6275 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6276 Feld[x][y + 2] = EL_ROCK;
6277 TEST_DrawLevelField(x, y + 2);
6284 smashed = MovingOrBlocked2Element(x, y + 1);
6286 impact = (last_line || object_hit);
6289 if (!last_line && smashed == EL_ACID) /* element falls into acid */
6291 SplashAcid(x, y + 1);
6295 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
6296 /* only reset graphic animation if graphic really changes after impact */
6298 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6300 ResetGfxAnimation(x, y);
6301 TEST_DrawLevelField(x, y);
6304 if (impact && CAN_EXPLODE_IMPACT(element))
6309 else if (impact && element == EL_PEARL &&
6310 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6312 ResetGfxAnimation(x, y);
6314 Feld[x][y] = EL_PEARL_BREAKING;
6315 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6318 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6320 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6325 if (impact && element == EL_AMOEBA_DROP)
6327 if (object_hit && IS_PLAYER(x, y + 1))
6328 KillPlayerUnlessEnemyProtected(x, y + 1);
6329 else if (object_hit && smashed == EL_PENGUIN)
6333 Feld[x][y] = EL_AMOEBA_GROWING;
6334 Store[x][y] = EL_AMOEBA_WET;
6336 ResetRandomAnimationValue(x, y);
6341 if (object_hit) /* check which object was hit */
6343 if ((CAN_PASS_MAGIC_WALL(element) &&
6344 (smashed == EL_MAGIC_WALL ||
6345 smashed == EL_BD_MAGIC_WALL)) ||
6346 (CAN_PASS_DC_MAGIC_WALL(element) &&
6347 smashed == EL_DC_MAGIC_WALL))
6350 int activated_magic_wall =
6351 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6352 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6353 EL_DC_MAGIC_WALL_ACTIVE);
6355 /* activate magic wall / mill */
6356 SCAN_PLAYFIELD(xx, yy)
6358 if (Feld[xx][yy] == smashed)
6359 Feld[xx][yy] = activated_magic_wall;
6362 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6363 game.magic_wall_active = TRUE;
6365 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6366 SND_MAGIC_WALL_ACTIVATING :
6367 smashed == EL_BD_MAGIC_WALL ?
6368 SND_BD_MAGIC_WALL_ACTIVATING :
6369 SND_DC_MAGIC_WALL_ACTIVATING));
6372 if (IS_PLAYER(x, y + 1))
6374 if (CAN_SMASH_PLAYER(element))
6376 KillPlayerUnlessEnemyProtected(x, y + 1);
6380 else if (smashed == EL_PENGUIN)
6382 if (CAN_SMASH_PLAYER(element))
6388 else if (element == EL_BD_DIAMOND)
6390 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6396 else if (((element == EL_SP_INFOTRON ||
6397 element == EL_SP_ZONK) &&
6398 (smashed == EL_SP_SNIKSNAK ||
6399 smashed == EL_SP_ELECTRON ||
6400 smashed == EL_SP_DISK_ORANGE)) ||
6401 (element == EL_SP_INFOTRON &&
6402 smashed == EL_SP_DISK_YELLOW))
6407 else if (CAN_SMASH_EVERYTHING(element))
6409 if (IS_CLASSIC_ENEMY(smashed) ||
6410 CAN_EXPLODE_SMASHED(smashed))
6415 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6417 if (smashed == EL_LAMP ||
6418 smashed == EL_LAMP_ACTIVE)
6423 else if (smashed == EL_NUT)
6425 Feld[x][y + 1] = EL_NUT_BREAKING;
6426 PlayLevelSound(x, y, SND_NUT_BREAKING);
6427 RaiseScoreElement(EL_NUT);
6430 else if (smashed == EL_PEARL)
6432 ResetGfxAnimation(x, y);
6434 Feld[x][y + 1] = EL_PEARL_BREAKING;
6435 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6438 else if (smashed == EL_DIAMOND)
6440 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6441 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6444 else if (IS_BELT_SWITCH(smashed))
6446 ToggleBeltSwitch(x, y + 1);
6448 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6449 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6450 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6451 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6453 ToggleSwitchgateSwitch(x, y + 1);
6455 else if (smashed == EL_LIGHT_SWITCH ||
6456 smashed == EL_LIGHT_SWITCH_ACTIVE)
6458 ToggleLightSwitch(x, y + 1);
6462 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6464 CheckElementChangeBySide(x, y + 1, smashed, element,
6465 CE_SWITCHED, CH_SIDE_TOP);
6466 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6472 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6477 /* play sound of magic wall / mill */
6479 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6480 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6481 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6483 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6484 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6485 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6486 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6487 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6488 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6493 /* play sound of object that hits the ground */
6494 if (last_line || object_hit)
6495 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6498 inline static void TurnRoundExt(int x, int y)
6510 { 0, 0 }, { 0, 0 }, { 0, 0 },
6515 int left, right, back;
6519 { MV_DOWN, MV_UP, MV_RIGHT },
6520 { MV_UP, MV_DOWN, MV_LEFT },
6522 { MV_LEFT, MV_RIGHT, MV_DOWN },
6526 { MV_RIGHT, MV_LEFT, MV_UP }
6529 int element = Feld[x][y];
6530 int move_pattern = element_info[element].move_pattern;
6532 int old_move_dir = MovDir[x][y];
6533 int left_dir = turn[old_move_dir].left;
6534 int right_dir = turn[old_move_dir].right;
6535 int back_dir = turn[old_move_dir].back;
6537 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6538 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6539 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6540 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6542 int left_x = x + left_dx, left_y = y + left_dy;
6543 int right_x = x + right_dx, right_y = y + right_dy;
6544 int move_x = x + move_dx, move_y = y + move_dy;
6548 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6550 TestIfBadThingTouchesOtherBadThing(x, y);
6552 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6553 MovDir[x][y] = right_dir;
6554 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6555 MovDir[x][y] = left_dir;
6557 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6559 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
6562 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6564 TestIfBadThingTouchesOtherBadThing(x, y);
6566 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6567 MovDir[x][y] = left_dir;
6568 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6569 MovDir[x][y] = right_dir;
6571 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6573 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
6576 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6578 TestIfBadThingTouchesOtherBadThing(x, y);
6580 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6581 MovDir[x][y] = left_dir;
6582 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6583 MovDir[x][y] = right_dir;
6585 if (MovDir[x][y] != old_move_dir)
6588 else if (element == EL_YAMYAM)
6590 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6591 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6593 if (can_turn_left && can_turn_right)
6594 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6595 else if (can_turn_left)
6596 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6597 else if (can_turn_right)
6598 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6600 MovDir[x][y] = back_dir;
6602 MovDelay[x][y] = 16 + 16 * RND(3);
6604 else if (element == EL_DARK_YAMYAM)
6606 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6608 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6611 if (can_turn_left && can_turn_right)
6612 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6613 else if (can_turn_left)
6614 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6615 else if (can_turn_right)
6616 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6618 MovDir[x][y] = back_dir;
6620 MovDelay[x][y] = 16 + 16 * RND(3);
6622 else if (element == EL_PACMAN)
6624 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6625 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6627 if (can_turn_left && can_turn_right)
6628 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6629 else if (can_turn_left)
6630 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6631 else if (can_turn_right)
6632 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6634 MovDir[x][y] = back_dir;
6636 MovDelay[x][y] = 6 + RND(40);
6638 else if (element == EL_PIG)
6640 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6641 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6642 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6643 boolean should_turn_left, should_turn_right, should_move_on;
6645 int rnd = RND(rnd_value);
6647 should_turn_left = (can_turn_left &&
6649 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6650 y + back_dy + left_dy)));
6651 should_turn_right = (can_turn_right &&
6653 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6654 y + back_dy + right_dy)));
6655 should_move_on = (can_move_on &&
6658 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6659 y + move_dy + left_dy) ||
6660 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6661 y + move_dy + right_dy)));
6663 if (should_turn_left || should_turn_right || should_move_on)
6665 if (should_turn_left && should_turn_right && should_move_on)
6666 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6667 rnd < 2 * rnd_value / 3 ? right_dir :
6669 else if (should_turn_left && should_turn_right)
6670 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6671 else if (should_turn_left && should_move_on)
6672 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6673 else if (should_turn_right && should_move_on)
6674 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6675 else if (should_turn_left)
6676 MovDir[x][y] = left_dir;
6677 else if (should_turn_right)
6678 MovDir[x][y] = right_dir;
6679 else if (should_move_on)
6680 MovDir[x][y] = old_move_dir;
6682 else if (can_move_on && rnd > rnd_value / 8)
6683 MovDir[x][y] = old_move_dir;
6684 else if (can_turn_left && can_turn_right)
6685 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6686 else if (can_turn_left && rnd > rnd_value / 8)
6687 MovDir[x][y] = left_dir;
6688 else if (can_turn_right && rnd > rnd_value/8)
6689 MovDir[x][y] = right_dir;
6691 MovDir[x][y] = back_dir;
6693 xx = x + move_xy[MovDir[x][y]].dx;
6694 yy = y + move_xy[MovDir[x][y]].dy;
6696 if (!IN_LEV_FIELD(xx, yy) ||
6697 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6698 MovDir[x][y] = old_move_dir;
6702 else if (element == EL_DRAGON)
6704 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6705 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6706 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6708 int rnd = RND(rnd_value);
6710 if (can_move_on && rnd > rnd_value / 8)
6711 MovDir[x][y] = old_move_dir;
6712 else if (can_turn_left && can_turn_right)
6713 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6714 else if (can_turn_left && rnd > rnd_value / 8)
6715 MovDir[x][y] = left_dir;
6716 else if (can_turn_right && rnd > rnd_value / 8)
6717 MovDir[x][y] = right_dir;
6719 MovDir[x][y] = back_dir;
6721 xx = x + move_xy[MovDir[x][y]].dx;
6722 yy = y + move_xy[MovDir[x][y]].dy;
6724 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6725 MovDir[x][y] = old_move_dir;
6729 else if (element == EL_MOLE)
6731 boolean can_move_on =
6732 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6733 IS_AMOEBOID(Feld[move_x][move_y]) ||
6734 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6737 boolean can_turn_left =
6738 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6739 IS_AMOEBOID(Feld[left_x][left_y])));
6741 boolean can_turn_right =
6742 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6743 IS_AMOEBOID(Feld[right_x][right_y])));
6745 if (can_turn_left && can_turn_right)
6746 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6747 else if (can_turn_left)
6748 MovDir[x][y] = left_dir;
6750 MovDir[x][y] = right_dir;
6753 if (MovDir[x][y] != old_move_dir)
6756 else if (element == EL_BALLOON)
6758 MovDir[x][y] = game.wind_direction;
6761 else if (element == EL_SPRING)
6763 if (MovDir[x][y] & MV_HORIZONTAL)
6765 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6766 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6768 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6769 ResetGfxAnimation(move_x, move_y);
6770 TEST_DrawLevelField(move_x, move_y);
6772 MovDir[x][y] = back_dir;
6774 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6775 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6776 MovDir[x][y] = MV_NONE;
6781 else if (element == EL_ROBOT ||
6782 element == EL_SATELLITE ||
6783 element == EL_PENGUIN ||
6784 element == EL_EMC_ANDROID)
6786 int attr_x = -1, attr_y = -1;
6797 for (i = 0; i < MAX_PLAYERS; i++)
6799 struct PlayerInfo *player = &stored_player[i];
6800 int jx = player->jx, jy = player->jy;
6802 if (!player->active)
6806 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6814 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6815 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6816 game.engine_version < VERSION_IDENT(3,1,0,0)))
6822 if (element == EL_PENGUIN)
6825 static int xy[4][2] =
6833 for (i = 0; i < NUM_DIRECTIONS; i++)
6835 int ex = x + xy[i][0];
6836 int ey = y + xy[i][1];
6838 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6839 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6840 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6841 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6850 MovDir[x][y] = MV_NONE;
6852 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6853 else if (attr_x > x)
6854 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6856 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6857 else if (attr_y > y)
6858 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6860 if (element == EL_ROBOT)
6864 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6865 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6866 Moving2Blocked(x, y, &newx, &newy);
6868 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6869 MovDelay[x][y] = 8 + 8 * !RND(3);
6871 MovDelay[x][y] = 16;
6873 else if (element == EL_PENGUIN)
6879 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6881 boolean first_horiz = RND(2);
6882 int new_move_dir = MovDir[x][y];
6885 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6886 Moving2Blocked(x, y, &newx, &newy);
6888 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6892 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6893 Moving2Blocked(x, y, &newx, &newy);
6895 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6898 MovDir[x][y] = old_move_dir;
6902 else if (element == EL_SATELLITE)
6908 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6910 boolean first_horiz = RND(2);
6911 int new_move_dir = MovDir[x][y];
6914 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6915 Moving2Blocked(x, y, &newx, &newy);
6917 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6921 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6922 Moving2Blocked(x, y, &newx, &newy);
6924 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6927 MovDir[x][y] = old_move_dir;
6931 else if (element == EL_EMC_ANDROID)
6933 static int check_pos[16] =
6935 -1, /* 0 => (invalid) */
6936 7, /* 1 => MV_LEFT */
6937 3, /* 2 => MV_RIGHT */
6938 -1, /* 3 => (invalid) */
6940 0, /* 5 => MV_LEFT | MV_UP */
6941 2, /* 6 => MV_RIGHT | MV_UP */
6942 -1, /* 7 => (invalid) */
6943 5, /* 8 => MV_DOWN */
6944 6, /* 9 => MV_LEFT | MV_DOWN */
6945 4, /* 10 => MV_RIGHT | MV_DOWN */
6946 -1, /* 11 => (invalid) */
6947 -1, /* 12 => (invalid) */
6948 -1, /* 13 => (invalid) */
6949 -1, /* 14 => (invalid) */
6950 -1, /* 15 => (invalid) */
6958 { -1, -1, MV_LEFT | MV_UP },
6960 { +1, -1, MV_RIGHT | MV_UP },
6961 { +1, 0, MV_RIGHT },
6962 { +1, +1, MV_RIGHT | MV_DOWN },
6964 { -1, +1, MV_LEFT | MV_DOWN },
6967 int start_pos, check_order;
6968 boolean can_clone = FALSE;
6971 /* check if there is any free field around current position */
6972 for (i = 0; i < 8; i++)
6974 int newx = x + check_xy[i].dx;
6975 int newy = y + check_xy[i].dy;
6977 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6985 if (can_clone) /* randomly find an element to clone */
6989 start_pos = check_pos[RND(8)];
6990 check_order = (RND(2) ? -1 : +1);
6992 for (i = 0; i < 8; i++)
6994 int pos_raw = start_pos + i * check_order;
6995 int pos = (pos_raw + 8) % 8;
6996 int newx = x + check_xy[pos].dx;
6997 int newy = y + check_xy[pos].dy;
6999 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7001 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7002 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7004 Store[x][y] = Feld[newx][newy];
7013 if (can_clone) /* randomly find a direction to move */
7017 start_pos = check_pos[RND(8)];
7018 check_order = (RND(2) ? -1 : +1);
7020 for (i = 0; i < 8; i++)
7022 int pos_raw = start_pos + i * check_order;
7023 int pos = (pos_raw + 8) % 8;
7024 int newx = x + check_xy[pos].dx;
7025 int newy = y + check_xy[pos].dy;
7026 int new_move_dir = check_xy[pos].dir;
7028 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7030 MovDir[x][y] = new_move_dir;
7031 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7040 if (can_clone) /* cloning and moving successful */
7043 /* cannot clone -- try to move towards player */
7045 start_pos = check_pos[MovDir[x][y] & 0x0f];
7046 check_order = (RND(2) ? -1 : +1);
7048 for (i = 0; i < 3; i++)
7050 /* first check start_pos, then previous/next or (next/previous) pos */
7051 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7052 int pos = (pos_raw + 8) % 8;
7053 int newx = x + check_xy[pos].dx;
7054 int newy = y + check_xy[pos].dy;
7055 int new_move_dir = check_xy[pos].dir;
7057 if (IS_PLAYER(newx, newy))
7060 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7062 MovDir[x][y] = new_move_dir;
7063 MovDelay[x][y] = level.android_move_time * 8 + 1;
7070 else if (move_pattern == MV_TURNING_LEFT ||
7071 move_pattern == MV_TURNING_RIGHT ||
7072 move_pattern == MV_TURNING_LEFT_RIGHT ||
7073 move_pattern == MV_TURNING_RIGHT_LEFT ||
7074 move_pattern == MV_TURNING_RANDOM ||
7075 move_pattern == MV_ALL_DIRECTIONS)
7077 boolean can_turn_left =
7078 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7079 boolean can_turn_right =
7080 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7082 if (element_info[element].move_stepsize == 0) /* "not moving" */
7085 if (move_pattern == MV_TURNING_LEFT)
7086 MovDir[x][y] = left_dir;
7087 else if (move_pattern == MV_TURNING_RIGHT)
7088 MovDir[x][y] = right_dir;
7089 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7090 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7091 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7092 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7093 else if (move_pattern == MV_TURNING_RANDOM)
7094 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7095 can_turn_right && !can_turn_left ? right_dir :
7096 RND(2) ? left_dir : right_dir);
7097 else if (can_turn_left && can_turn_right)
7098 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7099 else if (can_turn_left)
7100 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7101 else if (can_turn_right)
7102 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7104 MovDir[x][y] = back_dir;
7106 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7108 else if (move_pattern == MV_HORIZONTAL ||
7109 move_pattern == MV_VERTICAL)
7111 if (move_pattern & old_move_dir)
7112 MovDir[x][y] = back_dir;
7113 else if (move_pattern == MV_HORIZONTAL)
7114 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7115 else if (move_pattern == MV_VERTICAL)
7116 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7118 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7120 else if (move_pattern & MV_ANY_DIRECTION)
7122 MovDir[x][y] = move_pattern;
7123 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7125 else if (move_pattern & MV_WIND_DIRECTION)
7127 MovDir[x][y] = game.wind_direction;
7128 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7130 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7132 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7133 MovDir[x][y] = left_dir;
7134 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7135 MovDir[x][y] = right_dir;
7137 if (MovDir[x][y] != old_move_dir)
7138 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7140 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7142 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7143 MovDir[x][y] = right_dir;
7144 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7145 MovDir[x][y] = left_dir;
7147 if (MovDir[x][y] != old_move_dir)
7148 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7150 else if (move_pattern == MV_TOWARDS_PLAYER ||
7151 move_pattern == MV_AWAY_FROM_PLAYER)
7153 int attr_x = -1, attr_y = -1;
7155 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7166 for (i = 0; i < MAX_PLAYERS; i++)
7168 struct PlayerInfo *player = &stored_player[i];
7169 int jx = player->jx, jy = player->jy;
7171 if (!player->active)
7175 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7183 MovDir[x][y] = MV_NONE;
7185 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7186 else if (attr_x > x)
7187 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7189 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7190 else if (attr_y > y)
7191 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7193 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7195 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7197 boolean first_horiz = RND(2);
7198 int new_move_dir = MovDir[x][y];
7200 if (element_info[element].move_stepsize == 0) /* "not moving" */
7202 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7203 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7209 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7210 Moving2Blocked(x, y, &newx, &newy);
7212 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7216 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7217 Moving2Blocked(x, y, &newx, &newy);
7219 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7222 MovDir[x][y] = old_move_dir;
7225 else if (move_pattern == MV_WHEN_PUSHED ||
7226 move_pattern == MV_WHEN_DROPPED)
7228 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7229 MovDir[x][y] = MV_NONE;
7233 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7235 static int test_xy[7][2] =
7245 static int test_dir[7] =
7255 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7256 int move_preference = -1000000; /* start with very low preference */
7257 int new_move_dir = MV_NONE;
7258 int start_test = RND(4);
7261 for (i = 0; i < NUM_DIRECTIONS; i++)
7263 int move_dir = test_dir[start_test + i];
7264 int move_dir_preference;
7266 xx = x + test_xy[start_test + i][0];
7267 yy = y + test_xy[start_test + i][1];
7269 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7270 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7272 new_move_dir = move_dir;
7277 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7280 move_dir_preference = -1 * RunnerVisit[xx][yy];
7281 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7282 move_dir_preference = PlayerVisit[xx][yy];
7284 if (move_dir_preference > move_preference)
7286 /* prefer field that has not been visited for the longest time */
7287 move_preference = move_dir_preference;
7288 new_move_dir = move_dir;
7290 else if (move_dir_preference == move_preference &&
7291 move_dir == old_move_dir)
7293 /* prefer last direction when all directions are preferred equally */
7294 move_preference = move_dir_preference;
7295 new_move_dir = move_dir;
7299 MovDir[x][y] = new_move_dir;
7300 if (old_move_dir != new_move_dir)
7301 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7305 static void TurnRound(int x, int y)
7307 int direction = MovDir[x][y];
7311 GfxDir[x][y] = MovDir[x][y];
7313 if (direction != MovDir[x][y])
7317 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7319 ResetGfxFrame(x, y);
7322 static boolean JustBeingPushed(int x, int y)
7326 for (i = 0; i < MAX_PLAYERS; i++)
7328 struct PlayerInfo *player = &stored_player[i];
7330 if (player->active && player->is_pushing && player->MovPos)
7332 int next_jx = player->jx + (player->jx - player->last_jx);
7333 int next_jy = player->jy + (player->jy - player->last_jy);
7335 if (x == next_jx && y == next_jy)
7343 static void StartMoving(int x, int y)
7345 boolean started_moving = FALSE; /* some elements can fall _and_ move */
7346 int element = Feld[x][y];
7351 if (MovDelay[x][y] == 0)
7352 GfxAction[x][y] = ACTION_DEFAULT;
7354 if (CAN_FALL(element) && y < lev_fieldy - 1)
7356 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7357 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7358 if (JustBeingPushed(x, y))
7361 if (element == EL_QUICKSAND_FULL)
7363 if (IS_FREE(x, y + 1))
7365 InitMovingField(x, y, MV_DOWN);
7366 started_moving = TRUE;
7368 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7369 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7370 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7371 Store[x][y] = EL_ROCK;
7373 Store[x][y] = EL_ROCK;
7376 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7378 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7380 if (!MovDelay[x][y])
7382 MovDelay[x][y] = TILEY + 1;
7384 ResetGfxAnimation(x, y);
7385 ResetGfxAnimation(x, y + 1);
7390 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7391 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7398 Feld[x][y] = EL_QUICKSAND_EMPTY;
7399 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7400 Store[x][y + 1] = Store[x][y];
7403 PlayLevelSoundAction(x, y, ACTION_FILLING);
7405 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7407 if (!MovDelay[x][y])
7409 MovDelay[x][y] = TILEY + 1;
7411 ResetGfxAnimation(x, y);
7412 ResetGfxAnimation(x, y + 1);
7417 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7418 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7425 Feld[x][y] = EL_QUICKSAND_EMPTY;
7426 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7427 Store[x][y + 1] = Store[x][y];
7430 PlayLevelSoundAction(x, y, ACTION_FILLING);
7433 else if (element == EL_QUICKSAND_FAST_FULL)
7435 if (IS_FREE(x, y + 1))
7437 InitMovingField(x, y, MV_DOWN);
7438 started_moving = TRUE;
7440 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7441 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7442 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7443 Store[x][y] = EL_ROCK;
7445 Store[x][y] = EL_ROCK;
7448 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7450 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7452 if (!MovDelay[x][y])
7454 MovDelay[x][y] = TILEY + 1;
7456 ResetGfxAnimation(x, y);
7457 ResetGfxAnimation(x, y + 1);
7462 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7463 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7470 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7471 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7472 Store[x][y + 1] = Store[x][y];
7475 PlayLevelSoundAction(x, y, ACTION_FILLING);
7477 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7479 if (!MovDelay[x][y])
7481 MovDelay[x][y] = TILEY + 1;
7483 ResetGfxAnimation(x, y);
7484 ResetGfxAnimation(x, y + 1);
7489 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7490 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7497 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7498 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7499 Store[x][y + 1] = Store[x][y];
7502 PlayLevelSoundAction(x, y, ACTION_FILLING);
7505 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7506 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7508 InitMovingField(x, y, MV_DOWN);
7509 started_moving = TRUE;
7511 Feld[x][y] = EL_QUICKSAND_FILLING;
7512 Store[x][y] = element;
7514 PlayLevelSoundAction(x, y, ACTION_FILLING);
7516 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7517 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7519 InitMovingField(x, y, MV_DOWN);
7520 started_moving = TRUE;
7522 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7523 Store[x][y] = element;
7525 PlayLevelSoundAction(x, y, ACTION_FILLING);
7527 else if (element == EL_MAGIC_WALL_FULL)
7529 if (IS_FREE(x, y + 1))
7531 InitMovingField(x, y, MV_DOWN);
7532 started_moving = TRUE;
7534 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
7535 Store[x][y] = EL_CHANGED(Store[x][y]);
7537 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7539 if (!MovDelay[x][y])
7540 MovDelay[x][y] = TILEY / 4 + 1;
7549 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7550 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7551 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7555 else if (element == EL_BD_MAGIC_WALL_FULL)
7557 if (IS_FREE(x, y + 1))
7559 InitMovingField(x, y, MV_DOWN);
7560 started_moving = TRUE;
7562 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
7563 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7565 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7567 if (!MovDelay[x][y])
7568 MovDelay[x][y] = TILEY / 4 + 1;
7577 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7578 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7579 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7583 else if (element == EL_DC_MAGIC_WALL_FULL)
7585 if (IS_FREE(x, y + 1))
7587 InitMovingField(x, y, MV_DOWN);
7588 started_moving = TRUE;
7590 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7591 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7593 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7595 if (!MovDelay[x][y])
7596 MovDelay[x][y] = TILEY / 4 + 1;
7605 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7606 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7607 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7611 else if ((CAN_PASS_MAGIC_WALL(element) &&
7612 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7613 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7614 (CAN_PASS_DC_MAGIC_WALL(element) &&
7615 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7618 InitMovingField(x, y, MV_DOWN);
7619 started_moving = TRUE;
7622 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7623 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7624 EL_DC_MAGIC_WALL_FILLING);
7625 Store[x][y] = element;
7627 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7629 SplashAcid(x, y + 1);
7631 InitMovingField(x, y, MV_DOWN);
7632 started_moving = TRUE;
7634 Store[x][y] = EL_ACID;
7637 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7638 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7639 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7640 CAN_FALL(element) && WasJustFalling[x][y] &&
7641 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7643 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7644 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7645 (Feld[x][y + 1] == EL_BLOCKED)))
7647 /* this is needed for a special case not covered by calling "Impact()"
7648 from "ContinueMoving()": if an element moves to a tile directly below
7649 another element which was just falling on that tile (which was empty
7650 in the previous frame), the falling element above would just stop
7651 instead of smashing the element below (in previous version, the above
7652 element was just checked for "moving" instead of "falling", resulting
7653 in incorrect smashes caused by horizontal movement of the above
7654 element; also, the case of the player being the element to smash was
7655 simply not covered here... :-/ ) */
7657 CheckCollision[x][y] = 0;
7658 CheckImpact[x][y] = 0;
7662 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7664 if (MovDir[x][y] == MV_NONE)
7666 InitMovingField(x, y, MV_DOWN);
7667 started_moving = TRUE;
7670 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7672 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
7673 MovDir[x][y] = MV_DOWN;
7675 InitMovingField(x, y, MV_DOWN);
7676 started_moving = TRUE;
7678 else if (element == EL_AMOEBA_DROP)
7680 Feld[x][y] = EL_AMOEBA_GROWING;
7681 Store[x][y] = EL_AMOEBA_WET;
7683 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7684 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7685 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7686 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7688 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7689 (IS_FREE(x - 1, y + 1) ||
7690 Feld[x - 1][y + 1] == EL_ACID));
7691 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7692 (IS_FREE(x + 1, y + 1) ||
7693 Feld[x + 1][y + 1] == EL_ACID));
7694 boolean can_fall_any = (can_fall_left || can_fall_right);
7695 boolean can_fall_both = (can_fall_left && can_fall_right);
7696 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7698 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7700 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7701 can_fall_right = FALSE;
7702 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7703 can_fall_left = FALSE;
7704 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7705 can_fall_right = FALSE;
7706 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7707 can_fall_left = FALSE;
7709 can_fall_any = (can_fall_left || can_fall_right);
7710 can_fall_both = FALSE;
7715 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7716 can_fall_right = FALSE; /* slip down on left side */
7718 can_fall_left = !(can_fall_right = RND(2));
7720 can_fall_both = FALSE;
7725 /* if not determined otherwise, prefer left side for slipping down */
7726 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7727 started_moving = TRUE;
7730 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7732 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7733 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7734 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7735 int belt_dir = game.belt_dir[belt_nr];
7737 if ((belt_dir == MV_LEFT && left_is_free) ||
7738 (belt_dir == MV_RIGHT && right_is_free))
7740 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7742 InitMovingField(x, y, belt_dir);
7743 started_moving = TRUE;
7745 Pushed[x][y] = TRUE;
7746 Pushed[nextx][y] = TRUE;
7748 GfxAction[x][y] = ACTION_DEFAULT;
7752 MovDir[x][y] = 0; /* if element was moving, stop it */
7757 /* not "else if" because of elements that can fall and move (EL_SPRING) */
7758 if (CAN_MOVE(element) && !started_moving)
7760 int move_pattern = element_info[element].move_pattern;
7763 Moving2Blocked(x, y, &newx, &newy);
7765 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7768 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7769 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7771 WasJustMoving[x][y] = 0;
7772 CheckCollision[x][y] = 0;
7774 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7776 if (Feld[x][y] != element) /* element has changed */
7780 if (!MovDelay[x][y]) /* start new movement phase */
7782 /* all objects that can change their move direction after each step
7783 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
7785 if (element != EL_YAMYAM &&
7786 element != EL_DARK_YAMYAM &&
7787 element != EL_PACMAN &&
7788 !(move_pattern & MV_ANY_DIRECTION) &&
7789 move_pattern != MV_TURNING_LEFT &&
7790 move_pattern != MV_TURNING_RIGHT &&
7791 move_pattern != MV_TURNING_LEFT_RIGHT &&
7792 move_pattern != MV_TURNING_RIGHT_LEFT &&
7793 move_pattern != MV_TURNING_RANDOM)
7797 if (MovDelay[x][y] && (element == EL_BUG ||
7798 element == EL_SPACESHIP ||
7799 element == EL_SP_SNIKSNAK ||
7800 element == EL_SP_ELECTRON ||
7801 element == EL_MOLE))
7802 TEST_DrawLevelField(x, y);
7806 if (MovDelay[x][y]) /* wait some time before next movement */
7810 if (element == EL_ROBOT ||
7811 element == EL_YAMYAM ||
7812 element == EL_DARK_YAMYAM)
7814 DrawLevelElementAnimationIfNeeded(x, y, element);
7815 PlayLevelSoundAction(x, y, ACTION_WAITING);
7817 else if (element == EL_SP_ELECTRON)
7818 DrawLevelElementAnimationIfNeeded(x, y, element);
7819 else if (element == EL_DRAGON)
7822 int dir = MovDir[x][y];
7823 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7824 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7825 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7826 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7827 dir == MV_UP ? IMG_FLAMES_1_UP :
7828 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7829 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7831 GfxAction[x][y] = ACTION_ATTACKING;
7833 if (IS_PLAYER(x, y))
7834 DrawPlayerField(x, y);
7836 TEST_DrawLevelField(x, y);
7838 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7840 for (i = 1; i <= 3; i++)
7842 int xx = x + i * dx;
7843 int yy = y + i * dy;
7844 int sx = SCREENX(xx);
7845 int sy = SCREENY(yy);
7846 int flame_graphic = graphic + (i - 1);
7848 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7853 int flamed = MovingOrBlocked2Element(xx, yy);
7855 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7858 RemoveMovingField(xx, yy);
7860 ChangeDelay[xx][yy] = 0;
7862 Feld[xx][yy] = EL_FLAMES;
7864 if (IN_SCR_FIELD(sx, sy))
7866 TEST_DrawLevelFieldCrumbled(xx, yy);
7867 DrawGraphic(sx, sy, flame_graphic, frame);
7872 if (Feld[xx][yy] == EL_FLAMES)
7873 Feld[xx][yy] = EL_EMPTY;
7874 TEST_DrawLevelField(xx, yy);
7879 if (MovDelay[x][y]) /* element still has to wait some time */
7881 PlayLevelSoundAction(x, y, ACTION_WAITING);
7887 /* now make next step */
7889 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
7891 if (DONT_COLLIDE_WITH(element) &&
7892 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7893 !PLAYER_ENEMY_PROTECTED(newx, newy))
7895 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7900 else if (CAN_MOVE_INTO_ACID(element) &&
7901 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7902 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7903 (MovDir[x][y] == MV_DOWN ||
7904 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7906 SplashAcid(newx, newy);
7907 Store[x][y] = EL_ACID;
7909 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7911 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7912 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7913 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7914 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7917 TEST_DrawLevelField(x, y);
7919 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7920 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7921 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7923 local_player->friends_still_needed--;
7924 if (!local_player->friends_still_needed &&
7925 !local_player->GameOver && AllPlayersGone)
7926 PlayerWins(local_player);
7930 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7932 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7933 TEST_DrawLevelField(newx, newy);
7935 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7937 else if (!IS_FREE(newx, newy))
7939 GfxAction[x][y] = ACTION_WAITING;
7941 if (IS_PLAYER(x, y))
7942 DrawPlayerField(x, y);
7944 TEST_DrawLevelField(x, y);
7949 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7951 if (IS_FOOD_PIG(Feld[newx][newy]))
7953 if (IS_MOVING(newx, newy))
7954 RemoveMovingField(newx, newy);
7957 Feld[newx][newy] = EL_EMPTY;
7958 TEST_DrawLevelField(newx, newy);
7961 PlayLevelSound(x, y, SND_PIG_DIGGING);
7963 else if (!IS_FREE(newx, newy))
7965 if (IS_PLAYER(x, y))
7966 DrawPlayerField(x, y);
7968 TEST_DrawLevelField(x, y);
7973 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
7975 if (Store[x][y] != EL_EMPTY)
7977 boolean can_clone = FALSE;
7980 /* check if element to clone is still there */
7981 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
7983 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
7991 /* cannot clone or target field not free anymore -- do not clone */
7992 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7993 Store[x][y] = EL_EMPTY;
7996 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7998 if (IS_MV_DIAGONAL(MovDir[x][y]))
8000 int diagonal_move_dir = MovDir[x][y];
8001 int stored = Store[x][y];
8002 int change_delay = 8;
8005 /* android is moving diagonally */
8007 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8009 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8010 GfxElement[x][y] = EL_EMC_ANDROID;
8011 GfxAction[x][y] = ACTION_SHRINKING;
8012 GfxDir[x][y] = diagonal_move_dir;
8013 ChangeDelay[x][y] = change_delay;
8015 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8018 DrawLevelGraphicAnimation(x, y, graphic);
8019 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8021 if (Feld[newx][newy] == EL_ACID)
8023 SplashAcid(newx, newy);
8028 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8030 Store[newx][newy] = EL_EMC_ANDROID;
8031 GfxElement[newx][newy] = EL_EMC_ANDROID;
8032 GfxAction[newx][newy] = ACTION_GROWING;
8033 GfxDir[newx][newy] = diagonal_move_dir;
8034 ChangeDelay[newx][newy] = change_delay;
8036 graphic = el_act_dir2img(GfxElement[newx][newy],
8037 GfxAction[newx][newy], GfxDir[newx][newy]);
8039 DrawLevelGraphicAnimation(newx, newy, graphic);
8040 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8046 Feld[newx][newy] = EL_EMPTY;
8047 TEST_DrawLevelField(newx, newy);
8049 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8052 else if (!IS_FREE(newx, newy))
8057 else if (IS_CUSTOM_ELEMENT(element) &&
8058 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8060 if (!DigFieldByCE(newx, newy, element))
8063 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8065 RunnerVisit[x][y] = FrameCounter;
8066 PlayerVisit[x][y] /= 8; /* expire player visit path */
8069 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8071 if (!IS_FREE(newx, newy))
8073 if (IS_PLAYER(x, y))
8074 DrawPlayerField(x, y);
8076 TEST_DrawLevelField(x, y);
8082 boolean wanna_flame = !RND(10);
8083 int dx = newx - x, dy = newy - y;
8084 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8085 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8086 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8087 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8088 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8089 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8092 IS_CLASSIC_ENEMY(element1) ||
8093 IS_CLASSIC_ENEMY(element2)) &&
8094 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8095 element1 != EL_FLAMES && element2 != EL_FLAMES)
8097 ResetGfxAnimation(x, y);
8098 GfxAction[x][y] = ACTION_ATTACKING;
8100 if (IS_PLAYER(x, y))
8101 DrawPlayerField(x, y);
8103 TEST_DrawLevelField(x, y);
8105 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8107 MovDelay[x][y] = 50;
8109 Feld[newx][newy] = EL_FLAMES;
8110 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8111 Feld[newx1][newy1] = EL_FLAMES;
8112 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8113 Feld[newx2][newy2] = EL_FLAMES;
8119 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8120 Feld[newx][newy] == EL_DIAMOND)
8122 if (IS_MOVING(newx, newy))
8123 RemoveMovingField(newx, newy);
8126 Feld[newx][newy] = EL_EMPTY;
8127 TEST_DrawLevelField(newx, newy);
8130 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8132 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8133 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8135 if (AmoebaNr[newx][newy])
8137 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8138 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8139 Feld[newx][newy] == EL_BD_AMOEBA)
8140 AmoebaCnt[AmoebaNr[newx][newy]]--;
8143 if (IS_MOVING(newx, newy))
8145 RemoveMovingField(newx, newy);
8149 Feld[newx][newy] = EL_EMPTY;
8150 TEST_DrawLevelField(newx, newy);
8153 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8155 else if ((element == EL_PACMAN || element == EL_MOLE)
8156 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8158 if (AmoebaNr[newx][newy])
8160 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8161 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8162 Feld[newx][newy] == EL_BD_AMOEBA)
8163 AmoebaCnt[AmoebaNr[newx][newy]]--;
8166 if (element == EL_MOLE)
8168 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8169 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8171 ResetGfxAnimation(x, y);
8172 GfxAction[x][y] = ACTION_DIGGING;
8173 TEST_DrawLevelField(x, y);
8175 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
8177 return; /* wait for shrinking amoeba */
8179 else /* element == EL_PACMAN */
8181 Feld[newx][newy] = EL_EMPTY;
8182 TEST_DrawLevelField(newx, newy);
8183 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8186 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8187 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8188 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8190 /* wait for shrinking amoeba to completely disappear */
8193 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8195 /* object was running against a wall */
8199 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
8200 DrawLevelElementAnimation(x, y, element);
8202 if (DONT_TOUCH(element))
8203 TestIfBadThingTouchesPlayer(x, y);
8208 InitMovingField(x, y, MovDir[x][y]);
8210 PlayLevelSoundAction(x, y, ACTION_MOVING);
8214 ContinueMoving(x, y);
8217 void ContinueMoving(int x, int y)
8219 int element = Feld[x][y];
8220 struct ElementInfo *ei = &element_info[element];
8221 int direction = MovDir[x][y];
8222 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8223 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8224 int newx = x + dx, newy = y + dy;
8225 int stored = Store[x][y];
8226 int stored_new = Store[newx][newy];
8227 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8228 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8229 boolean last_line = (newy == lev_fieldy - 1);
8231 MovPos[x][y] += getElementMoveStepsize(x, y);
8233 if (pushed_by_player) /* special case: moving object pushed by player */
8234 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8236 if (ABS(MovPos[x][y]) < TILEX)
8238 TEST_DrawLevelField(x, y);
8240 return; /* element is still moving */
8243 /* element reached destination field */
8245 Feld[x][y] = EL_EMPTY;
8246 Feld[newx][newy] = element;
8247 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
8249 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
8251 element = Feld[newx][newy] = EL_ACID;
8253 else if (element == EL_MOLE)
8255 Feld[x][y] = EL_SAND;
8257 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8259 else if (element == EL_QUICKSAND_FILLING)
8261 element = Feld[newx][newy] = get_next_element(element);
8262 Store[newx][newy] = Store[x][y];
8264 else if (element == EL_QUICKSAND_EMPTYING)
8266 Feld[x][y] = get_next_element(element);
8267 element = Feld[newx][newy] = Store[x][y];
8269 else if (element == EL_QUICKSAND_FAST_FILLING)
8271 element = Feld[newx][newy] = get_next_element(element);
8272 Store[newx][newy] = Store[x][y];
8274 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8276 Feld[x][y] = get_next_element(element);
8277 element = Feld[newx][newy] = Store[x][y];
8279 else if (element == EL_MAGIC_WALL_FILLING)
8281 element = Feld[newx][newy] = get_next_element(element);
8282 if (!game.magic_wall_active)
8283 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8284 Store[newx][newy] = Store[x][y];
8286 else if (element == EL_MAGIC_WALL_EMPTYING)
8288 Feld[x][y] = get_next_element(element);
8289 if (!game.magic_wall_active)
8290 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8291 element = Feld[newx][newy] = Store[x][y];
8293 InitField(newx, newy, FALSE);
8295 else if (element == EL_BD_MAGIC_WALL_FILLING)
8297 element = Feld[newx][newy] = get_next_element(element);
8298 if (!game.magic_wall_active)
8299 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8300 Store[newx][newy] = Store[x][y];
8302 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8304 Feld[x][y] = get_next_element(element);
8305 if (!game.magic_wall_active)
8306 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8307 element = Feld[newx][newy] = Store[x][y];
8309 InitField(newx, newy, FALSE);
8311 else if (element == EL_DC_MAGIC_WALL_FILLING)
8313 element = Feld[newx][newy] = get_next_element(element);
8314 if (!game.magic_wall_active)
8315 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8316 Store[newx][newy] = Store[x][y];
8318 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8320 Feld[x][y] = get_next_element(element);
8321 if (!game.magic_wall_active)
8322 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8323 element = Feld[newx][newy] = Store[x][y];
8325 InitField(newx, newy, FALSE);
8327 else if (element == EL_AMOEBA_DROPPING)
8329 Feld[x][y] = get_next_element(element);
8330 element = Feld[newx][newy] = Store[x][y];
8332 else if (element == EL_SOKOBAN_OBJECT)
8335 Feld[x][y] = Back[x][y];
8337 if (Back[newx][newy])
8338 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8340 Back[x][y] = Back[newx][newy] = 0;
8343 Store[x][y] = EL_EMPTY;
8348 MovDelay[newx][newy] = 0;
8350 if (CAN_CHANGE_OR_HAS_ACTION(element))
8352 /* copy element change control values to new field */
8353 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8354 ChangePage[newx][newy] = ChangePage[x][y];
8355 ChangeCount[newx][newy] = ChangeCount[x][y];
8356 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8359 CustomValue[newx][newy] = CustomValue[x][y];
8361 ChangeDelay[x][y] = 0;
8362 ChangePage[x][y] = -1;
8363 ChangeCount[x][y] = 0;
8364 ChangeEvent[x][y] = -1;
8366 CustomValue[x][y] = 0;
8368 /* copy animation control values to new field */
8369 GfxFrame[newx][newy] = GfxFrame[x][y];
8370 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
8371 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
8372 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
8374 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8376 /* some elements can leave other elements behind after moving */
8377 if (ei->move_leave_element != EL_EMPTY &&
8378 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8379 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8381 int move_leave_element = ei->move_leave_element;
8383 /* this makes it possible to leave the removed element again */
8384 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8385 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8387 Feld[x][y] = move_leave_element;
8389 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8390 MovDir[x][y] = direction;
8392 InitField(x, y, FALSE);
8394 if (GFX_CRUMBLED(Feld[x][y]))
8395 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8397 if (ELEM_IS_PLAYER(move_leave_element))
8398 RelocatePlayer(x, y, move_leave_element);
8401 /* do this after checking for left-behind element */
8402 ResetGfxAnimation(x, y); /* reset animation values for old field */
8404 if (!CAN_MOVE(element) ||
8405 (CAN_FALL(element) && direction == MV_DOWN &&
8406 (element == EL_SPRING ||
8407 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8408 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8409 GfxDir[x][y] = MovDir[newx][newy] = 0;
8411 TEST_DrawLevelField(x, y);
8412 TEST_DrawLevelField(newx, newy);
8414 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
8416 /* prevent pushed element from moving on in pushed direction */
8417 if (pushed_by_player && CAN_MOVE(element) &&
8418 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8419 !(element_info[element].move_pattern & direction))
8420 TurnRound(newx, newy);
8422 /* prevent elements on conveyor belt from moving on in last direction */
8423 if (pushed_by_conveyor && CAN_FALL(element) &&
8424 direction & MV_HORIZONTAL)
8425 MovDir[newx][newy] = 0;
8427 if (!pushed_by_player)
8429 int nextx = newx + dx, nexty = newy + dy;
8430 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8432 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8434 if (CAN_FALL(element) && direction == MV_DOWN)
8435 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8437 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8438 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8440 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8441 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8444 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
8446 TestIfBadThingTouchesPlayer(newx, newy);
8447 TestIfBadThingTouchesFriend(newx, newy);
8449 if (!IS_CUSTOM_ELEMENT(element))
8450 TestIfBadThingTouchesOtherBadThing(newx, newy);
8452 else if (element == EL_PENGUIN)
8453 TestIfFriendTouchesBadThing(newx, newy);
8455 if (DONT_GET_HIT_BY(element))
8457 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8460 /* give the player one last chance (one more frame) to move away */
8461 if (CAN_FALL(element) && direction == MV_DOWN &&
8462 (last_line || (!IS_FREE(x, newy + 1) &&
8463 (!IS_PLAYER(x, newy + 1) ||
8464 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8467 if (pushed_by_player && !game.use_change_when_pushing_bug)
8469 int push_side = MV_DIR_OPPOSITE(direction);
8470 struct PlayerInfo *player = PLAYERINFO(x, y);
8472 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8473 player->index_bit, push_side);
8474 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8475 player->index_bit, push_side);
8478 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
8479 MovDelay[newx][newy] = 1;
8481 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8483 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
8484 TestIfElementHitsCustomElement(newx, newy, direction);
8485 TestIfPlayerTouchesCustomElement(newx, newy);
8486 TestIfElementTouchesCustomElement(newx, newy);
8488 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8489 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8490 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8491 MV_DIR_OPPOSITE(direction));
8494 int AmoebeNachbarNr(int ax, int ay)
8497 int element = Feld[ax][ay];
8499 static int xy[4][2] =
8507 for (i = 0; i < NUM_DIRECTIONS; i++)
8509 int x = ax + xy[i][0];
8510 int y = ay + xy[i][1];
8512 if (!IN_LEV_FIELD(x, y))
8515 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8516 group_nr = AmoebaNr[x][y];
8522 static void AmoebenVereinigen(int ax, int ay)
8524 int i, x, y, xx, yy;
8525 int new_group_nr = AmoebaNr[ax][ay];
8526 static int xy[4][2] =
8534 if (new_group_nr == 0)
8537 for (i = 0; i < NUM_DIRECTIONS; i++)
8542 if (!IN_LEV_FIELD(x, y))
8545 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8546 Feld[x][y] == EL_BD_AMOEBA ||
8547 Feld[x][y] == EL_AMOEBA_DEAD) &&
8548 AmoebaNr[x][y] != new_group_nr)
8550 int old_group_nr = AmoebaNr[x][y];
8552 if (old_group_nr == 0)
8555 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8556 AmoebaCnt[old_group_nr] = 0;
8557 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8558 AmoebaCnt2[old_group_nr] = 0;
8560 SCAN_PLAYFIELD(xx, yy)
8562 if (AmoebaNr[xx][yy] == old_group_nr)
8563 AmoebaNr[xx][yy] = new_group_nr;
8569 void AmoebeUmwandeln(int ax, int ay)
8573 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8575 int group_nr = AmoebaNr[ax][ay];
8580 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8581 printf("AmoebeUmwandeln(): This should never happen!\n");
8586 SCAN_PLAYFIELD(x, y)
8588 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8591 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8595 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8596 SND_AMOEBA_TURNING_TO_GEM :
8597 SND_AMOEBA_TURNING_TO_ROCK));
8602 static int xy[4][2] =
8610 for (i = 0; i < NUM_DIRECTIONS; i++)
8615 if (!IN_LEV_FIELD(x, y))
8618 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8620 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8621 SND_AMOEBA_TURNING_TO_GEM :
8622 SND_AMOEBA_TURNING_TO_ROCK));
8629 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8632 int group_nr = AmoebaNr[ax][ay];
8633 boolean done = FALSE;
8638 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8639 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8644 SCAN_PLAYFIELD(x, y)
8646 if (AmoebaNr[x][y] == group_nr &&
8647 (Feld[x][y] == EL_AMOEBA_DEAD ||
8648 Feld[x][y] == EL_BD_AMOEBA ||
8649 Feld[x][y] == EL_AMOEBA_GROWING))
8652 Feld[x][y] = new_element;
8653 InitField(x, y, FALSE);
8654 TEST_DrawLevelField(x, y);
8660 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8661 SND_BD_AMOEBA_TURNING_TO_ROCK :
8662 SND_BD_AMOEBA_TURNING_TO_GEM));
8665 static void AmoebeWaechst(int x, int y)
8667 static unsigned int sound_delay = 0;
8668 static unsigned int sound_delay_value = 0;
8670 if (!MovDelay[x][y]) /* start new growing cycle */
8674 if (DelayReached(&sound_delay, sound_delay_value))
8676 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8677 sound_delay_value = 30;
8681 if (MovDelay[x][y]) /* wait some time before growing bigger */
8684 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8686 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8687 6 - MovDelay[x][y]);
8689 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8692 if (!MovDelay[x][y])
8694 Feld[x][y] = Store[x][y];
8696 TEST_DrawLevelField(x, y);
8701 static void AmoebaDisappearing(int x, int y)
8703 static unsigned int sound_delay = 0;
8704 static unsigned int sound_delay_value = 0;
8706 if (!MovDelay[x][y]) /* start new shrinking cycle */
8710 if (DelayReached(&sound_delay, sound_delay_value))
8711 sound_delay_value = 30;
8714 if (MovDelay[x][y]) /* wait some time before shrinking */
8717 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8719 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8720 6 - MovDelay[x][y]);
8722 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8725 if (!MovDelay[x][y])
8727 Feld[x][y] = EL_EMPTY;
8728 TEST_DrawLevelField(x, y);
8730 /* don't let mole enter this field in this cycle;
8731 (give priority to objects falling to this field from above) */
8737 static void AmoebeAbleger(int ax, int ay)
8740 int element = Feld[ax][ay];
8741 int graphic = el2img(element);
8742 int newax = ax, neway = ay;
8743 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8744 static int xy[4][2] =
8752 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8754 Feld[ax][ay] = EL_AMOEBA_DEAD;
8755 TEST_DrawLevelField(ax, ay);
8759 if (IS_ANIMATED(graphic))
8760 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8762 if (!MovDelay[ax][ay]) /* start making new amoeba field */
8763 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8765 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
8768 if (MovDelay[ax][ay])
8772 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
8775 int x = ax + xy[start][0];
8776 int y = ay + xy[start][1];
8778 if (!IN_LEV_FIELD(x, y))
8781 if (IS_FREE(x, y) ||
8782 CAN_GROW_INTO(Feld[x][y]) ||
8783 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8784 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8790 if (newax == ax && neway == ay)
8793 else /* normal or "filled" (BD style) amoeba */
8796 boolean waiting_for_player = FALSE;
8798 for (i = 0; i < NUM_DIRECTIONS; i++)
8800 int j = (start + i) % 4;
8801 int x = ax + xy[j][0];
8802 int y = ay + xy[j][1];
8804 if (!IN_LEV_FIELD(x, y))
8807 if (IS_FREE(x, y) ||
8808 CAN_GROW_INTO(Feld[x][y]) ||
8809 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8810 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8816 else if (IS_PLAYER(x, y))
8817 waiting_for_player = TRUE;
8820 if (newax == ax && neway == ay) /* amoeba cannot grow */
8822 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8824 Feld[ax][ay] = EL_AMOEBA_DEAD;
8825 TEST_DrawLevelField(ax, ay);
8826 AmoebaCnt[AmoebaNr[ax][ay]]--;
8828 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
8830 if (element == EL_AMOEBA_FULL)
8831 AmoebeUmwandeln(ax, ay);
8832 else if (element == EL_BD_AMOEBA)
8833 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8838 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8840 /* amoeba gets larger by growing in some direction */
8842 int new_group_nr = AmoebaNr[ax][ay];
8845 if (new_group_nr == 0)
8847 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8848 printf("AmoebeAbleger(): This should never happen!\n");
8853 AmoebaNr[newax][neway] = new_group_nr;
8854 AmoebaCnt[new_group_nr]++;
8855 AmoebaCnt2[new_group_nr]++;
8857 /* if amoeba touches other amoeba(s) after growing, unify them */
8858 AmoebenVereinigen(newax, neway);
8860 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8862 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8868 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8869 (neway == lev_fieldy - 1 && newax != ax))
8871 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
8872 Store[newax][neway] = element;
8874 else if (neway == ay || element == EL_EMC_DRIPPER)
8876 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
8878 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8882 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
8883 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8884 Store[ax][ay] = EL_AMOEBA_DROP;
8885 ContinueMoving(ax, ay);
8889 TEST_DrawLevelField(newax, neway);
8892 static void Life(int ax, int ay)
8896 int element = Feld[ax][ay];
8897 int graphic = el2img(element);
8898 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8900 boolean changed = FALSE;
8902 if (IS_ANIMATED(graphic))
8903 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8908 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
8909 MovDelay[ax][ay] = life_time;
8911 if (MovDelay[ax][ay]) /* wait some time before next cycle */
8914 if (MovDelay[ax][ay])
8918 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8920 int xx = ax+x1, yy = ay+y1;
8921 int old_element = Feld[xx][yy];
8922 int num_neighbours = 0;
8924 if (!IN_LEV_FIELD(xx, yy))
8927 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8929 int x = xx+x2, y = yy+y2;
8931 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8934 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8935 boolean is_neighbour = FALSE;
8937 if (level.use_life_bugs)
8939 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8940 (IS_FREE(x, y) && Stop[x][y]));
8943 (Last[x][y] == element || is_player_cell);
8949 boolean is_free = FALSE;
8951 if (level.use_life_bugs)
8952 is_free = (IS_FREE(xx, yy));
8954 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8956 if (xx == ax && yy == ay) /* field in the middle */
8958 if (num_neighbours < life_parameter[0] ||
8959 num_neighbours > life_parameter[1])
8961 Feld[xx][yy] = EL_EMPTY;
8962 if (Feld[xx][yy] != old_element)
8963 TEST_DrawLevelField(xx, yy);
8964 Stop[xx][yy] = TRUE;
8968 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8969 { /* free border field */
8970 if (num_neighbours >= life_parameter[2] &&
8971 num_neighbours <= life_parameter[3])
8973 Feld[xx][yy] = element;
8974 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
8975 if (Feld[xx][yy] != old_element)
8976 TEST_DrawLevelField(xx, yy);
8977 Stop[xx][yy] = TRUE;
8984 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
8985 SND_GAME_OF_LIFE_GROWING);
8988 static void InitRobotWheel(int x, int y)
8990 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
8993 static void RunRobotWheel(int x, int y)
8995 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
8998 static void StopRobotWheel(int x, int y)
9000 if (ZX == x && ZY == y)
9004 game.robot_wheel_active = FALSE;
9008 static void InitTimegateWheel(int x, int y)
9010 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9013 static void RunTimegateWheel(int x, int y)
9015 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9018 static void InitMagicBallDelay(int x, int y)
9020 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9023 static void ActivateMagicBall(int bx, int by)
9027 if (level.ball_random)
9029 int pos_border = RND(8); /* select one of the eight border elements */
9030 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9031 int xx = pos_content % 3;
9032 int yy = pos_content / 3;
9037 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9038 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9042 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9044 int xx = x - bx + 1;
9045 int yy = y - by + 1;
9047 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9048 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9052 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9055 static void CheckExit(int x, int y)
9057 if (local_player->gems_still_needed > 0 ||
9058 local_player->sokobanfields_still_needed > 0 ||
9059 local_player->lights_still_needed > 0)
9061 int element = Feld[x][y];
9062 int graphic = el2img(element);
9064 if (IS_ANIMATED(graphic))
9065 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9070 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9073 Feld[x][y] = EL_EXIT_OPENING;
9075 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9078 static void CheckExitEM(int x, int y)
9080 if (local_player->gems_still_needed > 0 ||
9081 local_player->sokobanfields_still_needed > 0 ||
9082 local_player->lights_still_needed > 0)
9084 int element = Feld[x][y];
9085 int graphic = el2img(element);
9087 if (IS_ANIMATED(graphic))
9088 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9093 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9096 Feld[x][y] = EL_EM_EXIT_OPENING;
9098 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9101 static void CheckExitSteel(int x, int y)
9103 if (local_player->gems_still_needed > 0 ||
9104 local_player->sokobanfields_still_needed > 0 ||
9105 local_player->lights_still_needed > 0)
9107 int element = Feld[x][y];
9108 int graphic = el2img(element);
9110 if (IS_ANIMATED(graphic))
9111 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9116 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9119 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9121 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9124 static void CheckExitSteelEM(int x, int y)
9126 if (local_player->gems_still_needed > 0 ||
9127 local_player->sokobanfields_still_needed > 0 ||
9128 local_player->lights_still_needed > 0)
9130 int element = Feld[x][y];
9131 int graphic = el2img(element);
9133 if (IS_ANIMATED(graphic))
9134 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9139 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9142 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9144 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9147 static void CheckExitSP(int x, int y)
9149 if (local_player->gems_still_needed > 0)
9151 int element = Feld[x][y];
9152 int graphic = el2img(element);
9154 if (IS_ANIMATED(graphic))
9155 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9160 if (AllPlayersGone) /* do not re-open exit door closed after last player */
9163 Feld[x][y] = EL_SP_EXIT_OPENING;
9165 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9168 static void CloseAllOpenTimegates(void)
9172 SCAN_PLAYFIELD(x, y)
9174 int element = Feld[x][y];
9176 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9178 Feld[x][y] = EL_TIMEGATE_CLOSING;
9180 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9185 static void DrawTwinkleOnField(int x, int y)
9187 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9190 if (Feld[x][y] == EL_BD_DIAMOND)
9193 if (MovDelay[x][y] == 0) /* next animation frame */
9194 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9196 if (MovDelay[x][y] != 0) /* wait some time before next frame */
9200 DrawLevelElementAnimation(x, y, Feld[x][y]);
9202 if (MovDelay[x][y] != 0)
9204 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9205 10 - MovDelay[x][y]);
9207 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9212 static void MauerWaechst(int x, int y)
9216 if (!MovDelay[x][y]) /* next animation frame */
9217 MovDelay[x][y] = 3 * delay;
9219 if (MovDelay[x][y]) /* wait some time before next frame */
9223 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9225 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9226 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9228 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9231 if (!MovDelay[x][y])
9233 if (MovDir[x][y] == MV_LEFT)
9235 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9236 TEST_DrawLevelField(x - 1, y);
9238 else if (MovDir[x][y] == MV_RIGHT)
9240 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9241 TEST_DrawLevelField(x + 1, y);
9243 else if (MovDir[x][y] == MV_UP)
9245 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9246 TEST_DrawLevelField(x, y - 1);
9250 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9251 TEST_DrawLevelField(x, y + 1);
9254 Feld[x][y] = Store[x][y];
9256 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9257 TEST_DrawLevelField(x, y);
9262 static void MauerAbleger(int ax, int ay)
9264 int element = Feld[ax][ay];
9265 int graphic = el2img(element);
9266 boolean oben_frei = FALSE, unten_frei = FALSE;
9267 boolean links_frei = FALSE, rechts_frei = FALSE;
9268 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9269 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9270 boolean new_wall = FALSE;
9272 if (IS_ANIMATED(graphic))
9273 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9275 if (!MovDelay[ax][ay]) /* start building new wall */
9276 MovDelay[ax][ay] = 6;
9278 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9281 if (MovDelay[ax][ay])
9285 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9287 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9289 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9291 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9294 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9295 element == EL_EXPANDABLE_WALL_ANY)
9299 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9300 Store[ax][ay-1] = element;
9301 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9302 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9303 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9304 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9309 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9310 Store[ax][ay+1] = element;
9311 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9312 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9313 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9314 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9319 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9320 element == EL_EXPANDABLE_WALL_ANY ||
9321 element == EL_EXPANDABLE_WALL ||
9322 element == EL_BD_EXPANDABLE_WALL)
9326 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9327 Store[ax-1][ay] = element;
9328 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9329 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9330 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9331 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9337 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9338 Store[ax+1][ay] = element;
9339 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9340 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9341 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9342 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9347 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9348 TEST_DrawLevelField(ax, ay);
9350 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9352 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9353 unten_massiv = TRUE;
9354 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9355 links_massiv = TRUE;
9356 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9357 rechts_massiv = TRUE;
9359 if (((oben_massiv && unten_massiv) ||
9360 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9361 element == EL_EXPANDABLE_WALL) &&
9362 ((links_massiv && rechts_massiv) ||
9363 element == EL_EXPANDABLE_WALL_VERTICAL))
9364 Feld[ax][ay] = EL_WALL;
9367 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9370 static void MauerAblegerStahl(int ax, int ay)
9372 int element = Feld[ax][ay];
9373 int graphic = el2img(element);
9374 boolean oben_frei = FALSE, unten_frei = FALSE;
9375 boolean links_frei = FALSE, rechts_frei = FALSE;
9376 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9377 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9378 boolean new_wall = FALSE;
9380 if (IS_ANIMATED(graphic))
9381 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9383 if (!MovDelay[ax][ay]) /* start building new wall */
9384 MovDelay[ax][ay] = 6;
9386 if (MovDelay[ax][ay]) /* wait some time before building new wall */
9389 if (MovDelay[ax][ay])
9393 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9395 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9397 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9399 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9402 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9403 element == EL_EXPANDABLE_STEELWALL_ANY)
9407 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9408 Store[ax][ay-1] = element;
9409 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9410 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9411 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9412 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9417 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9418 Store[ax][ay+1] = element;
9419 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9420 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9421 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9422 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9427 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9428 element == EL_EXPANDABLE_STEELWALL_ANY)
9432 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9433 Store[ax-1][ay] = element;
9434 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9435 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9436 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9437 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9443 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9444 Store[ax+1][ay] = element;
9445 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9446 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9447 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9448 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9453 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9455 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9456 unten_massiv = TRUE;
9457 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9458 links_massiv = TRUE;
9459 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9460 rechts_massiv = TRUE;
9462 if (((oben_massiv && unten_massiv) ||
9463 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9464 ((links_massiv && rechts_massiv) ||
9465 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9466 Feld[ax][ay] = EL_STEELWALL;
9469 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9472 static void CheckForDragon(int x, int y)
9475 boolean dragon_found = FALSE;
9476 static int xy[4][2] =
9484 for (i = 0; i < NUM_DIRECTIONS; i++)
9486 for (j = 0; j < 4; j++)
9488 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9490 if (IN_LEV_FIELD(xx, yy) &&
9491 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9493 if (Feld[xx][yy] == EL_DRAGON)
9494 dragon_found = TRUE;
9503 for (i = 0; i < NUM_DIRECTIONS; i++)
9505 for (j = 0; j < 3; j++)
9507 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9509 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9511 Feld[xx][yy] = EL_EMPTY;
9512 TEST_DrawLevelField(xx, yy);
9521 static void InitBuggyBase(int x, int y)
9523 int element = Feld[x][y];
9524 int activating_delay = FRAMES_PER_SECOND / 4;
9527 (element == EL_SP_BUGGY_BASE ?
9528 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9529 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9531 element == EL_SP_BUGGY_BASE_ACTIVE ?
9532 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9535 static void WarnBuggyBase(int x, int y)
9538 static int xy[4][2] =
9546 for (i = 0; i < NUM_DIRECTIONS; i++)
9548 int xx = x + xy[i][0];
9549 int yy = y + xy[i][1];
9551 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9553 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9560 static void InitTrap(int x, int y)
9562 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9565 static void ActivateTrap(int x, int y)
9567 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9570 static void ChangeActiveTrap(int x, int y)
9572 int graphic = IMG_TRAP_ACTIVE;
9574 /* if new animation frame was drawn, correct crumbled sand border */
9575 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9576 TEST_DrawLevelFieldCrumbled(x, y);
9579 static int getSpecialActionElement(int element, int number, int base_element)
9581 return (element != EL_EMPTY ? element :
9582 number != -1 ? base_element + number - 1 :
9586 static int getModifiedActionNumber(int value_old, int operator, int operand,
9587 int value_min, int value_max)
9589 int value_new = (operator == CA_MODE_SET ? operand :
9590 operator == CA_MODE_ADD ? value_old + operand :
9591 operator == CA_MODE_SUBTRACT ? value_old - operand :
9592 operator == CA_MODE_MULTIPLY ? value_old * operand :
9593 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9594 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9597 return (value_new < value_min ? value_min :
9598 value_new > value_max ? value_max :
9602 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9604 struct ElementInfo *ei = &element_info[element];
9605 struct ElementChangeInfo *change = &ei->change_page[page];
9606 int target_element = change->target_element;
9607 int action_type = change->action_type;
9608 int action_mode = change->action_mode;
9609 int action_arg = change->action_arg;
9610 int action_element = change->action_element;
9613 if (!change->has_action)
9616 /* ---------- determine action paramater values -------------------------- */
9618 int level_time_value =
9619 (level.time > 0 ? TimeLeft :
9622 int action_arg_element_raw =
9623 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9624 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9625 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9626 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9627 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9628 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9629 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9631 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9633 int action_arg_direction =
9634 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9635 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9636 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9637 change->actual_trigger_side :
9638 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9639 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9642 int action_arg_number_min =
9643 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9646 int action_arg_number_max =
9647 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9648 action_type == CA_SET_LEVEL_GEMS ? 999 :
9649 action_type == CA_SET_LEVEL_TIME ? 9999 :
9650 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9651 action_type == CA_SET_CE_VALUE ? 9999 :
9652 action_type == CA_SET_CE_SCORE ? 9999 :
9655 int action_arg_number_reset =
9656 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9657 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9658 action_type == CA_SET_LEVEL_TIME ? level.time :
9659 action_type == CA_SET_LEVEL_SCORE ? 0 :
9660 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9661 action_type == CA_SET_CE_SCORE ? 0 :
9664 int action_arg_number =
9665 (action_arg <= CA_ARG_MAX ? action_arg :
9666 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9667 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9668 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9669 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9670 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9671 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9672 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9673 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9674 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9675 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9676 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9677 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9678 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9679 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9680 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9681 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9682 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9683 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9684 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9685 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9686 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9689 int action_arg_number_old =
9690 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9691 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9692 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9693 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9694 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9697 int action_arg_number_new =
9698 getModifiedActionNumber(action_arg_number_old,
9699 action_mode, action_arg_number,
9700 action_arg_number_min, action_arg_number_max);
9702 int trigger_player_bits =
9703 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9704 change->actual_trigger_player_bits : change->trigger_player);
9706 int action_arg_player_bits =
9707 (action_arg >= CA_ARG_PLAYER_1 &&
9708 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9709 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9710 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9713 /* ---------- execute action -------------------------------------------- */
9715 switch (action_type)
9722 /* ---------- level actions ------------------------------------------- */
9724 case CA_RESTART_LEVEL:
9726 game.restart_level = TRUE;
9731 case CA_SHOW_ENVELOPE:
9733 int element = getSpecialActionElement(action_arg_element,
9734 action_arg_number, EL_ENVELOPE_1);
9736 if (IS_ENVELOPE(element))
9737 local_player->show_envelope = element;
9742 case CA_SET_LEVEL_TIME:
9744 if (level.time > 0) /* only modify limited time value */
9746 TimeLeft = action_arg_number_new;
9748 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9750 DisplayGameControlValues();
9752 if (!TimeLeft && setup.time_limit)
9753 for (i = 0; i < MAX_PLAYERS; i++)
9754 KillPlayer(&stored_player[i]);
9760 case CA_SET_LEVEL_SCORE:
9762 local_player->score = action_arg_number_new;
9764 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9766 DisplayGameControlValues();
9771 case CA_SET_LEVEL_GEMS:
9773 local_player->gems_still_needed = action_arg_number_new;
9775 game.snapshot.collected_item = TRUE;
9777 game_panel_controls[GAME_PANEL_GEMS].value =
9778 local_player->gems_still_needed;
9780 DisplayGameControlValues();
9785 case CA_SET_LEVEL_WIND:
9787 game.wind_direction = action_arg_direction;
9792 case CA_SET_LEVEL_RANDOM_SEED:
9794 /* ensure that setting a new random seed while playing is predictable */
9795 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9800 /* ---------- player actions ------------------------------------------ */
9802 case CA_MOVE_PLAYER:
9804 /* automatically move to the next field in specified direction */
9805 for (i = 0; i < MAX_PLAYERS; i++)
9806 if (trigger_player_bits & (1 << i))
9807 stored_player[i].programmed_action = action_arg_direction;
9812 case CA_EXIT_PLAYER:
9814 for (i = 0; i < MAX_PLAYERS; i++)
9815 if (action_arg_player_bits & (1 << i))
9816 ExitPlayer(&stored_player[i]);
9819 PlayerWins(local_player);
9824 case CA_KILL_PLAYER:
9826 for (i = 0; i < MAX_PLAYERS; i++)
9827 if (action_arg_player_bits & (1 << i))
9828 KillPlayer(&stored_player[i]);
9833 case CA_SET_PLAYER_KEYS:
9835 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9836 int element = getSpecialActionElement(action_arg_element,
9837 action_arg_number, EL_KEY_1);
9839 if (IS_KEY(element))
9841 for (i = 0; i < MAX_PLAYERS; i++)
9843 if (trigger_player_bits & (1 << i))
9845 stored_player[i].key[KEY_NR(element)] = key_state;
9847 DrawGameDoorValues();
9855 case CA_SET_PLAYER_SPEED:
9857 for (i = 0; i < MAX_PLAYERS; i++)
9859 if (trigger_player_bits & (1 << i))
9861 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9863 if (action_arg == CA_ARG_SPEED_FASTER &&
9864 stored_player[i].cannot_move)
9866 action_arg_number = STEPSIZE_VERY_SLOW;
9868 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9869 action_arg == CA_ARG_SPEED_FASTER)
9871 action_arg_number = 2;
9872 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9875 else if (action_arg == CA_ARG_NUMBER_RESET)
9877 action_arg_number = level.initial_player_stepsize[i];
9881 getModifiedActionNumber(move_stepsize,
9884 action_arg_number_min,
9885 action_arg_number_max);
9887 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9894 case CA_SET_PLAYER_SHIELD:
9896 for (i = 0; i < MAX_PLAYERS; i++)
9898 if (trigger_player_bits & (1 << i))
9900 if (action_arg == CA_ARG_SHIELD_OFF)
9902 stored_player[i].shield_normal_time_left = 0;
9903 stored_player[i].shield_deadly_time_left = 0;
9905 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9907 stored_player[i].shield_normal_time_left = 999999;
9909 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9911 stored_player[i].shield_normal_time_left = 999999;
9912 stored_player[i].shield_deadly_time_left = 999999;
9920 case CA_SET_PLAYER_GRAVITY:
9922 for (i = 0; i < MAX_PLAYERS; i++)
9924 if (trigger_player_bits & (1 << i))
9926 stored_player[i].gravity =
9927 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9928 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9929 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9930 stored_player[i].gravity);
9937 case CA_SET_PLAYER_ARTWORK:
9939 for (i = 0; i < MAX_PLAYERS; i++)
9941 if (trigger_player_bits & (1 << i))
9943 int artwork_element = action_arg_element;
9945 if (action_arg == CA_ARG_ELEMENT_RESET)
9947 (level.use_artwork_element[i] ? level.artwork_element[i] :
9948 stored_player[i].element_nr);
9950 if (stored_player[i].artwork_element != artwork_element)
9951 stored_player[i].Frame = 0;
9953 stored_player[i].artwork_element = artwork_element;
9955 SetPlayerWaiting(&stored_player[i], FALSE);
9957 /* set number of special actions for bored and sleeping animation */
9958 stored_player[i].num_special_action_bored =
9959 get_num_special_action(artwork_element,
9960 ACTION_BORING_1, ACTION_BORING_LAST);
9961 stored_player[i].num_special_action_sleeping =
9962 get_num_special_action(artwork_element,
9963 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
9970 case CA_SET_PLAYER_INVENTORY:
9972 for (i = 0; i < MAX_PLAYERS; i++)
9974 struct PlayerInfo *player = &stored_player[i];
9977 if (trigger_player_bits & (1 << i))
9979 int inventory_element = action_arg_element;
9981 if (action_arg == CA_ARG_ELEMENT_TARGET ||
9982 action_arg == CA_ARG_ELEMENT_TRIGGER ||
9983 action_arg == CA_ARG_ELEMENT_ACTION)
9985 int element = inventory_element;
9986 int collect_count = element_info[element].collect_count_initial;
9988 if (!IS_CUSTOM_ELEMENT(element))
9991 if (collect_count == 0)
9992 player->inventory_infinite_element = element;
9994 for (k = 0; k < collect_count; k++)
9995 if (player->inventory_size < MAX_INVENTORY_SIZE)
9996 player->inventory_element[player->inventory_size++] =
9999 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10000 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10001 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10003 if (player->inventory_infinite_element != EL_UNDEFINED &&
10004 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10005 action_arg_element_raw))
10006 player->inventory_infinite_element = EL_UNDEFINED;
10008 for (k = 0, j = 0; j < player->inventory_size; j++)
10010 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10011 action_arg_element_raw))
10012 player->inventory_element[k++] = player->inventory_element[j];
10015 player->inventory_size = k;
10017 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10019 if (player->inventory_size > 0)
10021 for (j = 0; j < player->inventory_size - 1; j++)
10022 player->inventory_element[j] = player->inventory_element[j + 1];
10024 player->inventory_size--;
10027 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10029 if (player->inventory_size > 0)
10030 player->inventory_size--;
10032 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10034 player->inventory_infinite_element = EL_UNDEFINED;
10035 player->inventory_size = 0;
10037 else if (action_arg == CA_ARG_INVENTORY_RESET)
10039 player->inventory_infinite_element = EL_UNDEFINED;
10040 player->inventory_size = 0;
10042 if (level.use_initial_inventory[i])
10044 for (j = 0; j < level.initial_inventory_size[i]; j++)
10046 int element = level.initial_inventory_content[i][j];
10047 int collect_count = element_info[element].collect_count_initial;
10049 if (!IS_CUSTOM_ELEMENT(element))
10052 if (collect_count == 0)
10053 player->inventory_infinite_element = element;
10055 for (k = 0; k < collect_count; k++)
10056 if (player->inventory_size < MAX_INVENTORY_SIZE)
10057 player->inventory_element[player->inventory_size++] =
10068 /* ---------- CE actions ---------------------------------------------- */
10070 case CA_SET_CE_VALUE:
10072 int last_ce_value = CustomValue[x][y];
10074 CustomValue[x][y] = action_arg_number_new;
10076 if (CustomValue[x][y] != last_ce_value)
10078 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10079 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10081 if (CustomValue[x][y] == 0)
10083 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10084 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10091 case CA_SET_CE_SCORE:
10093 int last_ce_score = ei->collect_score;
10095 ei->collect_score = action_arg_number_new;
10097 if (ei->collect_score != last_ce_score)
10099 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10100 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10102 if (ei->collect_score == 0)
10106 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10107 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10110 This is a very special case that seems to be a mixture between
10111 CheckElementChange() and CheckTriggeredElementChange(): while
10112 the first one only affects single elements that are triggered
10113 directly, the second one affects multiple elements in the playfield
10114 that are triggered indirectly by another element. This is a third
10115 case: Changing the CE score always affects multiple identical CEs,
10116 so every affected CE must be checked, not only the single CE for
10117 which the CE score was changed in the first place (as every instance
10118 of that CE shares the same CE score, and therefore also can change)!
10120 SCAN_PLAYFIELD(xx, yy)
10122 if (Feld[xx][yy] == element)
10123 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10124 CE_SCORE_GETS_ZERO);
10132 case CA_SET_CE_ARTWORK:
10134 int artwork_element = action_arg_element;
10135 boolean reset_frame = FALSE;
10138 if (action_arg == CA_ARG_ELEMENT_RESET)
10139 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10142 if (ei->gfx_element != artwork_element)
10143 reset_frame = TRUE;
10145 ei->gfx_element = artwork_element;
10147 SCAN_PLAYFIELD(xx, yy)
10149 if (Feld[xx][yy] == element)
10153 ResetGfxAnimation(xx, yy);
10154 ResetRandomAnimationValue(xx, yy);
10157 TEST_DrawLevelField(xx, yy);
10164 /* ---------- engine actions ------------------------------------------ */
10166 case CA_SET_ENGINE_SCAN_MODE:
10168 InitPlayfieldScanMode(action_arg);
10178 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10180 int old_element = Feld[x][y];
10181 int new_element = GetElementFromGroupElement(element);
10182 int previous_move_direction = MovDir[x][y];
10183 int last_ce_value = CustomValue[x][y];
10184 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10185 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10186 boolean add_player_onto_element = (new_element_is_player &&
10187 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10188 IS_WALKABLE(old_element));
10190 if (!add_player_onto_element)
10192 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10193 RemoveMovingField(x, y);
10197 Feld[x][y] = new_element;
10199 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10200 MovDir[x][y] = previous_move_direction;
10202 if (element_info[new_element].use_last_ce_value)
10203 CustomValue[x][y] = last_ce_value;
10205 InitField_WithBug1(x, y, FALSE);
10207 new_element = Feld[x][y]; /* element may have changed */
10209 ResetGfxAnimation(x, y);
10210 ResetRandomAnimationValue(x, y);
10212 TEST_DrawLevelField(x, y);
10214 if (GFX_CRUMBLED(new_element))
10215 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10218 /* check if element under the player changes from accessible to unaccessible
10219 (needed for special case of dropping element which then changes) */
10220 /* (must be checked after creating new element for walkable group elements) */
10221 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10222 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10229 /* "ChangeCount" not set yet to allow "entered by player" change one time */
10230 if (new_element_is_player)
10231 RelocatePlayer(x, y, new_element);
10234 ChangeCount[x][y]++; /* count number of changes in the same frame */
10236 TestIfBadThingTouchesPlayer(x, y);
10237 TestIfPlayerTouchesCustomElement(x, y);
10238 TestIfElementTouchesCustomElement(x, y);
10241 static void CreateField(int x, int y, int element)
10243 CreateFieldExt(x, y, element, FALSE);
10246 static void CreateElementFromChange(int x, int y, int element)
10248 element = GET_VALID_RUNTIME_ELEMENT(element);
10250 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10252 int old_element = Feld[x][y];
10254 /* prevent changed element from moving in same engine frame
10255 unless both old and new element can either fall or move */
10256 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10257 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10261 CreateFieldExt(x, y, element, TRUE);
10264 static boolean ChangeElement(int x, int y, int element, int page)
10266 struct ElementInfo *ei = &element_info[element];
10267 struct ElementChangeInfo *change = &ei->change_page[page];
10268 int ce_value = CustomValue[x][y];
10269 int ce_score = ei->collect_score;
10270 int target_element;
10271 int old_element = Feld[x][y];
10273 /* always use default change event to prevent running into a loop */
10274 if (ChangeEvent[x][y] == -1)
10275 ChangeEvent[x][y] = CE_DELAY;
10277 if (ChangeEvent[x][y] == CE_DELAY)
10279 /* reset actual trigger element, trigger player and action element */
10280 change->actual_trigger_element = EL_EMPTY;
10281 change->actual_trigger_player = EL_EMPTY;
10282 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10283 change->actual_trigger_side = CH_SIDE_NONE;
10284 change->actual_trigger_ce_value = 0;
10285 change->actual_trigger_ce_score = 0;
10288 /* do not change elements more than a specified maximum number of changes */
10289 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10292 ChangeCount[x][y]++; /* count number of changes in the same frame */
10294 if (change->explode)
10301 if (change->use_target_content)
10303 boolean complete_replace = TRUE;
10304 boolean can_replace[3][3];
10307 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10310 boolean is_walkable;
10311 boolean is_diggable;
10312 boolean is_collectible;
10313 boolean is_removable;
10314 boolean is_destructible;
10315 int ex = x + xx - 1;
10316 int ey = y + yy - 1;
10317 int content_element = change->target_content.e[xx][yy];
10320 can_replace[xx][yy] = TRUE;
10322 if (ex == x && ey == y) /* do not check changing element itself */
10325 if (content_element == EL_EMPTY_SPACE)
10327 can_replace[xx][yy] = FALSE; /* do not replace border with space */
10332 if (!IN_LEV_FIELD(ex, ey))
10334 can_replace[xx][yy] = FALSE;
10335 complete_replace = FALSE;
10342 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10343 e = MovingOrBlocked2Element(ex, ey);
10345 is_empty = (IS_FREE(ex, ey) ||
10346 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10348 is_walkable = (is_empty || IS_WALKABLE(e));
10349 is_diggable = (is_empty || IS_DIGGABLE(e));
10350 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10351 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10352 is_removable = (is_diggable || is_collectible);
10354 can_replace[xx][yy] =
10355 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10356 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10357 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10358 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10359 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10360 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10361 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10363 if (!can_replace[xx][yy])
10364 complete_replace = FALSE;
10367 if (!change->only_if_complete || complete_replace)
10369 boolean something_has_changed = FALSE;
10371 if (change->only_if_complete && change->use_random_replace &&
10372 RND(100) < change->random_percentage)
10375 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10377 int ex = x + xx - 1;
10378 int ey = y + yy - 1;
10379 int content_element;
10381 if (can_replace[xx][yy] && (!change->use_random_replace ||
10382 RND(100) < change->random_percentage))
10384 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10385 RemoveMovingField(ex, ey);
10387 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10389 content_element = change->target_content.e[xx][yy];
10390 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10391 ce_value, ce_score);
10393 CreateElementFromChange(ex, ey, target_element);
10395 something_has_changed = TRUE;
10397 /* for symmetry reasons, freeze newly created border elements */
10398 if (ex != x || ey != y)
10399 Stop[ex][ey] = TRUE; /* no more moving in this frame */
10403 if (something_has_changed)
10405 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10406 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10412 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10413 ce_value, ce_score);
10415 if (element == EL_DIAGONAL_GROWING ||
10416 element == EL_DIAGONAL_SHRINKING)
10418 target_element = Store[x][y];
10420 Store[x][y] = EL_EMPTY;
10423 CreateElementFromChange(x, y, target_element);
10425 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10426 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10429 /* this uses direct change before indirect change */
10430 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10435 static void HandleElementChange(int x, int y, int page)
10437 int element = MovingOrBlocked2Element(x, y);
10438 struct ElementInfo *ei = &element_info[element];
10439 struct ElementChangeInfo *change = &ei->change_page[page];
10440 boolean handle_action_before_change = FALSE;
10443 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10444 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10447 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10448 x, y, element, element_info[element].token_name);
10449 printf("HandleElementChange(): This should never happen!\n");
10454 /* this can happen with classic bombs on walkable, changing elements */
10455 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10460 if (ChangeDelay[x][y] == 0) /* initialize element change */
10462 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10464 if (change->can_change)
10466 /* !!! not clear why graphic animation should be reset at all here !!! */
10467 /* !!! UPDATE: but is needed for correct Snake Bite tail animation !!! */
10468 /* !!! SOLUTION: do not reset if graphics engine set to 4 or above !!! */
10471 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10473 When using an animation frame delay of 1 (this only happens with
10474 "sp_zonk.moving.left/right" in the classic graphics), the default
10475 (non-moving) animation shows wrong animation frames (while the
10476 moving animation, like "sp_zonk.moving.left/right", is correct,
10477 so this graphical bug never shows up with the classic graphics).
10478 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10479 be drawn instead of the correct frames 0,1,2,3. This is caused by
10480 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10481 an element change: First when the change delay ("ChangeDelay[][]")
10482 counter has reached zero after decrementing, then a second time in
10483 the next frame (after "GfxFrame[][]" was already incremented) when
10484 "ChangeDelay[][]" is reset to the initial delay value again.
10486 This causes frame 0 to be drawn twice, while the last frame won't
10487 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10489 As some animations may already be cleverly designed around this bug
10490 (at least the "Snake Bite" snake tail animation does this), it cannot
10491 simply be fixed here without breaking such existing animations.
10492 Unfortunately, it cannot easily be detected if a graphics set was
10493 designed "before" or "after" the bug was fixed. As a workaround,
10494 a new graphics set option "game.graphics_engine_version" was added
10495 to be able to specify the game's major release version for which the
10496 graphics set was designed, which can then be used to decide if the
10497 bugfix should be used (version 4 and above) or not (version 3 or
10498 below, or if no version was specified at all, as with old sets).
10500 (The wrong/fixed animation frames can be tested with the test level set
10501 "test_gfxframe" and level "000", which contains a specially prepared
10502 custom element at level position (x/y) == (11/9) which uses the zonk
10503 animation mentioned above. Using "game.graphics_engine_version: 4"
10504 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10505 This can also be seen from the debug output for this test element.)
10508 /* when a custom element is about to change (for example by change delay),
10509 do not reset graphic animation when the custom element is moving */
10510 if (game.graphics_engine_version < 4 &&
10513 ResetGfxAnimation(x, y);
10514 ResetRandomAnimationValue(x, y);
10517 if (change->pre_change_function)
10518 change->pre_change_function(x, y);
10522 ChangeDelay[x][y]--;
10524 if (ChangeDelay[x][y] != 0) /* continue element change */
10526 if (change->can_change)
10528 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10530 if (IS_ANIMATED(graphic))
10531 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10533 if (change->change_function)
10534 change->change_function(x, y);
10537 else /* finish element change */
10539 if (ChangePage[x][y] != -1) /* remember page from delayed change */
10541 page = ChangePage[x][y];
10542 ChangePage[x][y] = -1;
10544 change = &ei->change_page[page];
10547 if (IS_MOVING(x, y)) /* never change a running system ;-) */
10549 ChangeDelay[x][y] = 1; /* try change after next move step */
10550 ChangePage[x][y] = page; /* remember page to use for change */
10555 /* special case: set new level random seed before changing element */
10556 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10557 handle_action_before_change = TRUE;
10559 if (change->has_action && handle_action_before_change)
10560 ExecuteCustomElementAction(x, y, element, page);
10562 if (change->can_change)
10564 if (ChangeElement(x, y, element, page))
10566 if (change->post_change_function)
10567 change->post_change_function(x, y);
10571 if (change->has_action && !handle_action_before_change)
10572 ExecuteCustomElementAction(x, y, element, page);
10576 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10577 int trigger_element,
10579 int trigger_player,
10583 boolean change_done_any = FALSE;
10584 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10587 if (!(trigger_events[trigger_element][trigger_event]))
10590 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10592 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10594 int element = EL_CUSTOM_START + i;
10595 boolean change_done = FALSE;
10598 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10599 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10602 for (p = 0; p < element_info[element].num_change_pages; p++)
10604 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10606 if (change->can_change_or_has_action &&
10607 change->has_event[trigger_event] &&
10608 change->trigger_side & trigger_side &&
10609 change->trigger_player & trigger_player &&
10610 change->trigger_page & trigger_page_bits &&
10611 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10613 change->actual_trigger_element = trigger_element;
10614 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10615 change->actual_trigger_player_bits = trigger_player;
10616 change->actual_trigger_side = trigger_side;
10617 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10618 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10620 if ((change->can_change && !change_done) || change->has_action)
10624 SCAN_PLAYFIELD(x, y)
10626 if (Feld[x][y] == element)
10628 if (change->can_change && !change_done)
10630 /* if element already changed in this frame, not only prevent
10631 another element change (checked in ChangeElement()), but
10632 also prevent additional element actions for this element */
10634 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10635 !level.use_action_after_change_bug)
10638 ChangeDelay[x][y] = 1;
10639 ChangeEvent[x][y] = trigger_event;
10641 HandleElementChange(x, y, p);
10643 else if (change->has_action)
10645 /* if element already changed in this frame, not only prevent
10646 another element change (checked in ChangeElement()), but
10647 also prevent additional element actions for this element */
10649 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10650 !level.use_action_after_change_bug)
10653 ExecuteCustomElementAction(x, y, element, p);
10654 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10659 if (change->can_change)
10661 change_done = TRUE;
10662 change_done_any = TRUE;
10669 RECURSION_LOOP_DETECTION_END();
10671 return change_done_any;
10674 static boolean CheckElementChangeExt(int x, int y,
10676 int trigger_element,
10678 int trigger_player,
10681 boolean change_done = FALSE;
10684 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10685 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10688 if (Feld[x][y] == EL_BLOCKED)
10690 Blocked2Moving(x, y, &x, &y);
10691 element = Feld[x][y];
10694 /* check if element has already changed or is about to change after moving */
10695 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10696 Feld[x][y] != element) ||
10698 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10699 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10700 ChangePage[x][y] != -1)))
10703 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10705 for (p = 0; p < element_info[element].num_change_pages; p++)
10707 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10709 /* check trigger element for all events where the element that is checked
10710 for changing interacts with a directly adjacent element -- this is
10711 different to element changes that affect other elements to change on the
10712 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10713 boolean check_trigger_element =
10714 (trigger_event == CE_TOUCHING_X ||
10715 trigger_event == CE_HITTING_X ||
10716 trigger_event == CE_HIT_BY_X ||
10717 trigger_event == CE_DIGGING_X); /* this one was forgotten until 3.2.3 */
10719 if (change->can_change_or_has_action &&
10720 change->has_event[trigger_event] &&
10721 change->trigger_side & trigger_side &&
10722 change->trigger_player & trigger_player &&
10723 (!check_trigger_element ||
10724 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10726 change->actual_trigger_element = trigger_element;
10727 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10728 change->actual_trigger_player_bits = trigger_player;
10729 change->actual_trigger_side = trigger_side;
10730 change->actual_trigger_ce_value = CustomValue[x][y];
10731 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10733 /* special case: trigger element not at (x,y) position for some events */
10734 if (check_trigger_element)
10746 { 0, 0 }, { 0, 0 }, { 0, 0 },
10750 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10751 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10753 change->actual_trigger_ce_value = CustomValue[xx][yy];
10754 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10757 if (change->can_change && !change_done)
10759 ChangeDelay[x][y] = 1;
10760 ChangeEvent[x][y] = trigger_event;
10762 HandleElementChange(x, y, p);
10764 change_done = TRUE;
10766 else if (change->has_action)
10768 ExecuteCustomElementAction(x, y, element, p);
10769 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10774 RECURSION_LOOP_DETECTION_END();
10776 return change_done;
10779 static void PlayPlayerSound(struct PlayerInfo *player)
10781 int jx = player->jx, jy = player->jy;
10782 int sound_element = player->artwork_element;
10783 int last_action = player->last_action_waiting;
10784 int action = player->action_waiting;
10786 if (player->is_waiting)
10788 if (action != last_action)
10789 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10791 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10795 if (action != last_action)
10796 StopSound(element_info[sound_element].sound[last_action]);
10798 if (last_action == ACTION_SLEEPING)
10799 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10803 static void PlayAllPlayersSound(void)
10807 for (i = 0; i < MAX_PLAYERS; i++)
10808 if (stored_player[i].active)
10809 PlayPlayerSound(&stored_player[i]);
10812 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10814 boolean last_waiting = player->is_waiting;
10815 int move_dir = player->MovDir;
10817 player->dir_waiting = move_dir;
10818 player->last_action_waiting = player->action_waiting;
10822 if (!last_waiting) /* not waiting -> waiting */
10824 player->is_waiting = TRUE;
10826 player->frame_counter_bored =
10828 game.player_boring_delay_fixed +
10829 GetSimpleRandom(game.player_boring_delay_random);
10830 player->frame_counter_sleeping =
10832 game.player_sleeping_delay_fixed +
10833 GetSimpleRandom(game.player_sleeping_delay_random);
10835 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10838 if (game.player_sleeping_delay_fixed +
10839 game.player_sleeping_delay_random > 0 &&
10840 player->anim_delay_counter == 0 &&
10841 player->post_delay_counter == 0 &&
10842 FrameCounter >= player->frame_counter_sleeping)
10843 player->is_sleeping = TRUE;
10844 else if (game.player_boring_delay_fixed +
10845 game.player_boring_delay_random > 0 &&
10846 FrameCounter >= player->frame_counter_bored)
10847 player->is_bored = TRUE;
10849 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10850 player->is_bored ? ACTION_BORING :
10853 if (player->is_sleeping && player->use_murphy)
10855 /* special case for sleeping Murphy when leaning against non-free tile */
10857 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10858 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10859 !IS_MOVING(player->jx - 1, player->jy)))
10860 move_dir = MV_LEFT;
10861 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10862 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10863 !IS_MOVING(player->jx + 1, player->jy)))
10864 move_dir = MV_RIGHT;
10866 player->is_sleeping = FALSE;
10868 player->dir_waiting = move_dir;
10871 if (player->is_sleeping)
10873 if (player->num_special_action_sleeping > 0)
10875 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10877 int last_special_action = player->special_action_sleeping;
10878 int num_special_action = player->num_special_action_sleeping;
10879 int special_action =
10880 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10881 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10882 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10883 last_special_action + 1 : ACTION_SLEEPING);
10884 int special_graphic =
10885 el_act_dir2img(player->artwork_element, special_action, move_dir);
10887 player->anim_delay_counter =
10888 graphic_info[special_graphic].anim_delay_fixed +
10889 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10890 player->post_delay_counter =
10891 graphic_info[special_graphic].post_delay_fixed +
10892 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10894 player->special_action_sleeping = special_action;
10897 if (player->anim_delay_counter > 0)
10899 player->action_waiting = player->special_action_sleeping;
10900 player->anim_delay_counter--;
10902 else if (player->post_delay_counter > 0)
10904 player->post_delay_counter--;
10908 else if (player->is_bored)
10910 if (player->num_special_action_bored > 0)
10912 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10914 int special_action =
10915 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10916 int special_graphic =
10917 el_act_dir2img(player->artwork_element, special_action, move_dir);
10919 player->anim_delay_counter =
10920 graphic_info[special_graphic].anim_delay_fixed +
10921 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10922 player->post_delay_counter =
10923 graphic_info[special_graphic].post_delay_fixed +
10924 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10926 player->special_action_bored = special_action;
10929 if (player->anim_delay_counter > 0)
10931 player->action_waiting = player->special_action_bored;
10932 player->anim_delay_counter--;
10934 else if (player->post_delay_counter > 0)
10936 player->post_delay_counter--;
10941 else if (last_waiting) /* waiting -> not waiting */
10943 player->is_waiting = FALSE;
10944 player->is_bored = FALSE;
10945 player->is_sleeping = FALSE;
10947 player->frame_counter_bored = -1;
10948 player->frame_counter_sleeping = -1;
10950 player->anim_delay_counter = 0;
10951 player->post_delay_counter = 0;
10953 player->dir_waiting = player->MovDir;
10954 player->action_waiting = ACTION_DEFAULT;
10956 player->special_action_bored = ACTION_DEFAULT;
10957 player->special_action_sleeping = ACTION_DEFAULT;
10961 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10963 if ((!player->is_moving && player->was_moving) ||
10964 (player->MovPos == 0 && player->was_moving) ||
10965 (player->is_snapping && !player->was_snapping) ||
10966 (player->is_dropping && !player->was_dropping))
10968 if (!CheckSaveEngineSnapshotToList())
10971 player->was_moving = FALSE;
10972 player->was_snapping = TRUE;
10973 player->was_dropping = TRUE;
10977 if (player->is_moving)
10978 player->was_moving = TRUE;
10980 if (!player->is_snapping)
10981 player->was_snapping = FALSE;
10983 if (!player->is_dropping)
10984 player->was_dropping = FALSE;
10988 static void CheckSingleStepMode(struct PlayerInfo *player)
10990 if (tape.single_step && tape.recording && !tape.pausing)
10992 /* as it is called "single step mode", just return to pause mode when the
10993 player stopped moving after one tile (or never starts moving at all) */
10994 if (!player->is_moving &&
10995 !player->is_pushing &&
10996 !player->is_dropping_pressed)
10998 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10999 SnapField(player, 0, 0); /* stop snapping */
11003 CheckSaveEngineSnapshot(player);
11006 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11008 int left = player_action & JOY_LEFT;
11009 int right = player_action & JOY_RIGHT;
11010 int up = player_action & JOY_UP;
11011 int down = player_action & JOY_DOWN;
11012 int button1 = player_action & JOY_BUTTON_1;
11013 int button2 = player_action & JOY_BUTTON_2;
11014 int dx = (left ? -1 : right ? 1 : 0);
11015 int dy = (up ? -1 : down ? 1 : 0);
11017 if (!player->active || tape.pausing)
11023 SnapField(player, dx, dy);
11027 DropElement(player);
11029 MovePlayer(player, dx, dy);
11032 CheckSingleStepMode(player);
11034 SetPlayerWaiting(player, FALSE);
11036 return player_action;
11040 /* no actions for this player (no input at player's configured device) */
11042 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11043 SnapField(player, 0, 0);
11044 CheckGravityMovementWhenNotMoving(player);
11046 if (player->MovPos == 0)
11047 SetPlayerWaiting(player, TRUE);
11049 if (player->MovPos == 0) /* needed for tape.playing */
11050 player->is_moving = FALSE;
11052 player->is_dropping = FALSE;
11053 player->is_dropping_pressed = FALSE;
11054 player->drop_pressed_delay = 0;
11056 CheckSingleStepMode(player);
11062 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11065 if (!tape.use_mouse)
11068 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11069 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11070 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11073 static void SetTapeActionFromMouseAction(byte *tape_action,
11074 struct MouseActionInfo *mouse_action)
11076 if (!tape.use_mouse)
11079 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11080 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11081 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11084 static void CheckLevelTime(void)
11088 /* !!! SAME CODE AS IN "GameActions()" -- FIX THIS !!! */
11089 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11091 if (level.native_em_level->lev->home == 0) /* all players at home */
11093 PlayerWins(local_player);
11095 AllPlayersGone = TRUE;
11097 level.native_em_level->lev->home = -1;
11100 if (level.native_em_level->ply[0]->alive == 0 &&
11101 level.native_em_level->ply[1]->alive == 0 &&
11102 level.native_em_level->ply[2]->alive == 0 &&
11103 level.native_em_level->ply[3]->alive == 0) /* all dead */
11104 AllPlayersGone = TRUE;
11106 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11108 if (game_sp.LevelSolved &&
11109 !game_sp.GameOver) /* game won */
11111 PlayerWins(local_player);
11113 game_sp.GameOver = TRUE;
11115 AllPlayersGone = TRUE;
11118 if (game_sp.GameOver) /* game lost */
11119 AllPlayersGone = TRUE;
11121 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11123 if (game_mm.level_solved &&
11124 !game_mm.game_over) /* game won */
11126 PlayerWins(local_player);
11128 game_mm.game_over = TRUE;
11130 AllPlayersGone = TRUE;
11133 if (game_mm.game_over) /* game lost */
11134 AllPlayersGone = TRUE;
11137 if (TimeFrames >= FRAMES_PER_SECOND)
11142 for (i = 0; i < MAX_PLAYERS; i++)
11144 struct PlayerInfo *player = &stored_player[i];
11146 if (SHIELD_ON(player))
11148 player->shield_normal_time_left--;
11150 if (player->shield_deadly_time_left > 0)
11151 player->shield_deadly_time_left--;
11155 if (!local_player->LevelSolved && !level.use_step_counter)
11163 if (TimeLeft <= 10 && setup.time_limit)
11164 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11166 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11167 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11169 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11171 if (!TimeLeft && setup.time_limit)
11173 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11174 level.native_em_level->lev->killed_out_of_time = TRUE;
11176 for (i = 0; i < MAX_PLAYERS; i++)
11177 KillPlayer(&stored_player[i]);
11180 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
11182 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11185 level.native_em_level->lev->time =
11186 (game.no_time_limit ? TimePlayed : TimeLeft);
11189 if (tape.recording || tape.playing)
11190 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11193 if (tape.recording || tape.playing)
11194 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11196 UpdateAndDisplayGameControlValues();
11199 void AdvanceFrameAndPlayerCounters(int player_nr)
11203 /* advance frame counters (global frame counter and time frame counter) */
11207 /* advance player counters (counters for move delay, move animation etc.) */
11208 for (i = 0; i < MAX_PLAYERS; i++)
11210 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11211 int move_delay_value = stored_player[i].move_delay_value;
11212 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11214 if (!advance_player_counters) /* not all players may be affected */
11217 if (move_frames == 0) /* less than one move per game frame */
11219 int stepsize = TILEX / move_delay_value;
11220 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11221 int count = (stored_player[i].is_moving ?
11222 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11224 if (count % delay == 0)
11228 stored_player[i].Frame += move_frames;
11230 if (stored_player[i].MovPos != 0)
11231 stored_player[i].StepFrame += move_frames;
11233 if (stored_player[i].move_delay > 0)
11234 stored_player[i].move_delay--;
11236 /* due to bugs in previous versions, counter must count up, not down */
11237 if (stored_player[i].push_delay != -1)
11238 stored_player[i].push_delay++;
11240 if (stored_player[i].drop_delay > 0)
11241 stored_player[i].drop_delay--;
11243 if (stored_player[i].is_dropping_pressed)
11244 stored_player[i].drop_pressed_delay++;
11248 void StartGameActions(boolean init_network_game, boolean record_tape,
11251 unsigned int new_random_seed = InitRND(random_seed);
11254 TapeStartRecording(new_random_seed);
11256 if (init_network_game)
11258 SendToServer_LevelFile();
11259 SendToServer_StartPlaying();
11267 static void GameActionsExt(void)
11270 static unsigned int game_frame_delay = 0;
11272 unsigned int game_frame_delay_value;
11273 byte *recorded_player_action;
11274 byte summarized_player_action = 0;
11275 byte tape_action[MAX_PLAYERS];
11278 /* detect endless loops, caused by custom element programming */
11279 if (recursion_loop_detected && recursion_loop_depth == 0)
11281 char *message = getStringCat3("Internal Error! Element ",
11282 EL_NAME(recursion_loop_element),
11283 " caused endless loop! Quit the game?");
11285 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11286 EL_NAME(recursion_loop_element));
11288 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11290 recursion_loop_detected = FALSE; /* if game should be continued */
11297 if (game.restart_level)
11298 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11300 /* !!! SAME CODE AS IN "CheckLevelTime()" -- FIX THIS !!! */
11301 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11303 if (level.native_em_level->lev->home == 0) /* all players at home */
11305 PlayerWins(local_player);
11307 AllPlayersGone = TRUE;
11309 level.native_em_level->lev->home = -1;
11312 if (level.native_em_level->ply[0]->alive == 0 &&
11313 level.native_em_level->ply[1]->alive == 0 &&
11314 level.native_em_level->ply[2]->alive == 0 &&
11315 level.native_em_level->ply[3]->alive == 0) /* all dead */
11316 AllPlayersGone = TRUE;
11318 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11320 if (game_sp.LevelSolved &&
11321 !game_sp.GameOver) /* game won */
11323 PlayerWins(local_player);
11325 game_sp.GameOver = TRUE;
11327 AllPlayersGone = TRUE;
11330 if (game_sp.GameOver) /* game lost */
11331 AllPlayersGone = TRUE;
11333 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11335 if (game_mm.level_solved &&
11336 !game_mm.game_over) /* game won */
11338 PlayerWins(local_player);
11340 game_mm.game_over = TRUE;
11342 AllPlayersGone = TRUE;
11345 if (game_mm.game_over) /* game lost */
11346 AllPlayersGone = TRUE;
11349 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11352 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11355 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
11358 game_frame_delay_value =
11359 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11361 if (tape.playing && tape.warp_forward && !tape.pausing)
11362 game_frame_delay_value = 0;
11364 SetVideoFrameDelay(game_frame_delay_value);
11368 /* ---------- main game synchronization point ---------- */
11370 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11372 printf("::: skip == %d\n", skip);
11375 /* ---------- main game synchronization point ---------- */
11377 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11381 if (network_playing && !network_player_action_received)
11383 /* try to get network player actions in time */
11385 /* last chance to get network player actions without main loop delay */
11386 HandleNetworking();
11388 /* game was quit by network peer */
11389 if (game_status != GAME_MODE_PLAYING)
11392 if (!network_player_action_received)
11393 return; /* failed to get network player actions in time */
11395 /* do not yet reset "network_player_action_received" (for tape.pausing) */
11401 /* at this point we know that we really continue executing the game */
11403 network_player_action_received = FALSE;
11405 /* when playing tape, read previously recorded player input from tape data */
11406 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11408 local_player->effective_mouse_action = local_player->mouse_action;
11410 if (recorded_player_action != NULL)
11411 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11412 recorded_player_action);
11414 /* TapePlayAction() may return NULL when toggling to "pause before death" */
11418 if (tape.set_centered_player)
11420 game.centered_player_nr_next = tape.centered_player_nr_next;
11421 game.set_centered_player = TRUE;
11424 for (i = 0; i < MAX_PLAYERS; i++)
11426 summarized_player_action |= stored_player[i].action;
11428 if (!network_playing && (game.team_mode || tape.playing))
11429 stored_player[i].effective_action = stored_player[i].action;
11432 if (network_playing)
11433 SendToServer_MovePlayer(summarized_player_action);
11435 // summarize all actions at local players mapped input device position
11436 // (this allows using different input devices in single player mode)
11437 if (!network.enabled && !game.team_mode)
11438 stored_player[map_player_action[local_player->index_nr]].effective_action =
11439 summarized_player_action;
11441 if (tape.recording &&
11443 setup.input_on_focus &&
11444 game.centered_player_nr != -1)
11446 for (i = 0; i < MAX_PLAYERS; i++)
11447 stored_player[i].effective_action =
11448 (i == game.centered_player_nr ? summarized_player_action : 0);
11451 if (recorded_player_action != NULL)
11452 for (i = 0; i < MAX_PLAYERS; i++)
11453 stored_player[i].effective_action = recorded_player_action[i];
11455 for (i = 0; i < MAX_PLAYERS; i++)
11457 tape_action[i] = stored_player[i].effective_action;
11459 /* (this may happen in the RND game engine if a player was not present on
11460 the playfield on level start, but appeared later from a custom element */
11461 if (setup.team_mode &&
11464 !tape.player_participates[i])
11465 tape.player_participates[i] = TRUE;
11468 SetTapeActionFromMouseAction(tape_action,
11469 &local_player->effective_mouse_action);
11471 /* only record actions from input devices, but not programmed actions */
11472 if (tape.recording)
11473 TapeRecordAction(tape_action);
11475 #if USE_NEW_PLAYER_ASSIGNMENTS
11476 // !!! also map player actions in single player mode !!!
11477 // if (game.team_mode)
11480 byte mapped_action[MAX_PLAYERS];
11482 #if DEBUG_PLAYER_ACTIONS
11484 for (i = 0; i < MAX_PLAYERS; i++)
11485 printf(" %d, ", stored_player[i].effective_action);
11488 for (i = 0; i < MAX_PLAYERS; i++)
11489 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11491 for (i = 0; i < MAX_PLAYERS; i++)
11492 stored_player[i].effective_action = mapped_action[i];
11494 #if DEBUG_PLAYER_ACTIONS
11496 for (i = 0; i < MAX_PLAYERS; i++)
11497 printf(" %d, ", stored_player[i].effective_action);
11501 #if DEBUG_PLAYER_ACTIONS
11505 for (i = 0; i < MAX_PLAYERS; i++)
11506 printf(" %d, ", stored_player[i].effective_action);
11512 for (i = 0; i < MAX_PLAYERS; i++)
11514 // allow engine snapshot in case of changed movement attempt
11515 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11516 (stored_player[i].effective_action & KEY_MOTION))
11517 game.snapshot.changed_action = TRUE;
11519 // allow engine snapshot in case of snapping/dropping attempt
11520 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11521 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11522 game.snapshot.changed_action = TRUE;
11524 game.snapshot.last_action[i] = stored_player[i].effective_action;
11527 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11529 GameActions_EM_Main();
11531 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11533 GameActions_SP_Main();
11535 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11537 GameActions_MM_Main();
11541 GameActions_RND_Main();
11544 BlitScreenToBitmap(backbuffer);
11548 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
11550 if (global.show_frames_per_second)
11552 static unsigned int fps_counter = 0;
11553 static int fps_frames = 0;
11554 unsigned int fps_delay_ms = Counter() - fps_counter;
11558 if (fps_delay_ms >= 500) /* calculate FPS every 0.5 seconds */
11560 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11563 fps_counter = Counter();
11565 /* always draw FPS to screen after FPS value was updated */
11566 redraw_mask |= REDRAW_FPS;
11569 /* only draw FPS if no screen areas are deactivated (invisible warp mode) */
11570 if (GetDrawDeactivationMask() == REDRAW_NONE)
11571 redraw_mask |= REDRAW_FPS;
11575 static void GameActions_CheckSaveEngineSnapshot(void)
11577 if (!game.snapshot.save_snapshot)
11580 // clear flag for saving snapshot _before_ saving snapshot
11581 game.snapshot.save_snapshot = FALSE;
11583 SaveEngineSnapshotToList();
11586 void GameActions(void)
11590 GameActions_CheckSaveEngineSnapshot();
11593 void GameActions_EM_Main(void)
11595 byte effective_action[MAX_PLAYERS];
11596 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11599 for (i = 0; i < MAX_PLAYERS; i++)
11600 effective_action[i] = stored_player[i].effective_action;
11602 GameActions_EM(effective_action, warp_mode);
11605 void GameActions_SP_Main(void)
11607 byte effective_action[MAX_PLAYERS];
11608 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11611 for (i = 0; i < MAX_PLAYERS; i++)
11612 effective_action[i] = stored_player[i].effective_action;
11614 GameActions_SP(effective_action, warp_mode);
11616 for (i = 0; i < MAX_PLAYERS; i++)
11618 if (stored_player[i].force_dropping)
11619 stored_player[i].action |= KEY_BUTTON_DROP;
11621 stored_player[i].force_dropping = FALSE;
11625 void GameActions_MM_Main(void)
11627 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11629 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11632 void GameActions_RND_Main(void)
11637 void GameActions_RND(void)
11639 int magic_wall_x = 0, magic_wall_y = 0;
11640 int i, x, y, element, graphic, last_gfx_frame;
11642 InitPlayfieldScanModeVars();
11644 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11646 SCAN_PLAYFIELD(x, y)
11648 ChangeCount[x][y] = 0;
11649 ChangeEvent[x][y] = -1;
11653 if (game.set_centered_player)
11655 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11657 /* switching to "all players" only possible if all players fit to screen */
11658 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11660 game.centered_player_nr_next = game.centered_player_nr;
11661 game.set_centered_player = FALSE;
11664 /* do not switch focus to non-existing (or non-active) player */
11665 if (game.centered_player_nr_next >= 0 &&
11666 !stored_player[game.centered_player_nr_next].active)
11668 game.centered_player_nr_next = game.centered_player_nr;
11669 game.set_centered_player = FALSE;
11673 if (game.set_centered_player &&
11674 ScreenMovPos == 0) /* screen currently aligned at tile position */
11678 if (game.centered_player_nr_next == -1)
11680 setScreenCenteredToAllPlayers(&sx, &sy);
11684 sx = stored_player[game.centered_player_nr_next].jx;
11685 sy = stored_player[game.centered_player_nr_next].jy;
11688 game.centered_player_nr = game.centered_player_nr_next;
11689 game.set_centered_player = FALSE;
11691 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11692 DrawGameDoorValues();
11695 for (i = 0; i < MAX_PLAYERS; i++)
11697 int actual_player_action = stored_player[i].effective_action;
11700 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11701 - rnd_equinox_tetrachloride 048
11702 - rnd_equinox_tetrachloride_ii 096
11703 - rnd_emanuel_schmieg 002
11704 - doctor_sloan_ww 001, 020
11706 if (stored_player[i].MovPos == 0)
11707 CheckGravityMovement(&stored_player[i]);
11710 /* overwrite programmed action with tape action */
11711 if (stored_player[i].programmed_action)
11712 actual_player_action = stored_player[i].programmed_action;
11714 PlayerActions(&stored_player[i], actual_player_action);
11716 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11719 ScrollScreen(NULL, SCROLL_GO_ON);
11721 /* for backwards compatibility, the following code emulates a fixed bug that
11722 occured when pushing elements (causing elements that just made their last
11723 pushing step to already (if possible) make their first falling step in the
11724 same game frame, which is bad); this code is also needed to use the famous
11725 "spring push bug" which is used in older levels and might be wanted to be
11726 used also in newer levels, but in this case the buggy pushing code is only
11727 affecting the "spring" element and no other elements */
11729 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11731 for (i = 0; i < MAX_PLAYERS; i++)
11733 struct PlayerInfo *player = &stored_player[i];
11734 int x = player->jx;
11735 int y = player->jy;
11737 if (player->active && player->is_pushing && player->is_moving &&
11739 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11740 Feld[x][y] == EL_SPRING))
11742 ContinueMoving(x, y);
11744 /* continue moving after pushing (this is actually a bug) */
11745 if (!IS_MOVING(x, y))
11746 Stop[x][y] = FALSE;
11751 SCAN_PLAYFIELD(x, y)
11753 Last[x][y] = Feld[x][y];
11755 ChangeCount[x][y] = 0;
11756 ChangeEvent[x][y] = -1;
11758 /* this must be handled before main playfield loop */
11759 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11762 if (MovDelay[x][y] <= 0)
11766 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11769 if (MovDelay[x][y] <= 0)
11772 TEST_DrawLevelField(x, y);
11774 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11779 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11781 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11782 printf("GameActions(): This should never happen!\n");
11784 ChangePage[x][y] = -1;
11788 Stop[x][y] = FALSE;
11789 if (WasJustMoving[x][y] > 0)
11790 WasJustMoving[x][y]--;
11791 if (WasJustFalling[x][y] > 0)
11792 WasJustFalling[x][y]--;
11793 if (CheckCollision[x][y] > 0)
11794 CheckCollision[x][y]--;
11795 if (CheckImpact[x][y] > 0)
11796 CheckImpact[x][y]--;
11800 /* reset finished pushing action (not done in ContinueMoving() to allow
11801 continuous pushing animation for elements with zero push delay) */
11802 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11804 ResetGfxAnimation(x, y);
11805 TEST_DrawLevelField(x, y);
11809 if (IS_BLOCKED(x, y))
11813 Blocked2Moving(x, y, &oldx, &oldy);
11814 if (!IS_MOVING(oldx, oldy))
11816 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11817 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11818 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11819 printf("GameActions(): This should never happen!\n");
11825 SCAN_PLAYFIELD(x, y)
11827 element = Feld[x][y];
11828 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11829 last_gfx_frame = GfxFrame[x][y];
11831 ResetGfxFrame(x, y);
11833 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11834 DrawLevelGraphicAnimation(x, y, graphic);
11836 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11837 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11838 ResetRandomAnimationValue(x, y);
11840 SetRandomAnimationValue(x, y);
11842 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11844 if (IS_INACTIVE(element))
11846 if (IS_ANIMATED(graphic))
11847 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11852 /* this may take place after moving, so 'element' may have changed */
11853 if (IS_CHANGING(x, y) &&
11854 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11856 int page = element_info[element].event_page_nr[CE_DELAY];
11858 HandleElementChange(x, y, page);
11860 element = Feld[x][y];
11861 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11864 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11868 element = Feld[x][y];
11869 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11871 if (IS_ANIMATED(graphic) &&
11872 !IS_MOVING(x, y) &&
11874 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11876 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11877 TEST_DrawTwinkleOnField(x, y);
11879 else if (element == EL_ACID)
11882 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11884 else if ((element == EL_EXIT_OPEN ||
11885 element == EL_EM_EXIT_OPEN ||
11886 element == EL_SP_EXIT_OPEN ||
11887 element == EL_STEEL_EXIT_OPEN ||
11888 element == EL_EM_STEEL_EXIT_OPEN ||
11889 element == EL_SP_TERMINAL ||
11890 element == EL_SP_TERMINAL_ACTIVE ||
11891 element == EL_EXTRA_TIME ||
11892 element == EL_SHIELD_NORMAL ||
11893 element == EL_SHIELD_DEADLY) &&
11894 IS_ANIMATED(graphic))
11895 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11896 else if (IS_MOVING(x, y))
11897 ContinueMoving(x, y);
11898 else if (IS_ACTIVE_BOMB(element))
11899 CheckDynamite(x, y);
11900 else if (element == EL_AMOEBA_GROWING)
11901 AmoebeWaechst(x, y);
11902 else if (element == EL_AMOEBA_SHRINKING)
11903 AmoebaDisappearing(x, y);
11905 #if !USE_NEW_AMOEBA_CODE
11906 else if (IS_AMOEBALIVE(element))
11907 AmoebeAbleger(x, y);
11910 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11912 else if (element == EL_EXIT_CLOSED)
11914 else if (element == EL_EM_EXIT_CLOSED)
11916 else if (element == EL_STEEL_EXIT_CLOSED)
11917 CheckExitSteel(x, y);
11918 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11919 CheckExitSteelEM(x, y);
11920 else if (element == EL_SP_EXIT_CLOSED)
11922 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11923 element == EL_EXPANDABLE_STEELWALL_GROWING)
11924 MauerWaechst(x, y);
11925 else if (element == EL_EXPANDABLE_WALL ||
11926 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11927 element == EL_EXPANDABLE_WALL_VERTICAL ||
11928 element == EL_EXPANDABLE_WALL_ANY ||
11929 element == EL_BD_EXPANDABLE_WALL)
11930 MauerAbleger(x, y);
11931 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11932 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11933 element == EL_EXPANDABLE_STEELWALL_ANY)
11934 MauerAblegerStahl(x, y);
11935 else if (element == EL_FLAMES)
11936 CheckForDragon(x, y);
11937 else if (element == EL_EXPLOSION)
11938 ; /* drawing of correct explosion animation is handled separately */
11939 else if (element == EL_ELEMENT_SNAPPING ||
11940 element == EL_DIAGONAL_SHRINKING ||
11941 element == EL_DIAGONAL_GROWING)
11943 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11945 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11947 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11948 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11950 if (IS_BELT_ACTIVE(element))
11951 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11953 if (game.magic_wall_active)
11955 int jx = local_player->jx, jy = local_player->jy;
11957 /* play the element sound at the position nearest to the player */
11958 if ((element == EL_MAGIC_WALL_FULL ||
11959 element == EL_MAGIC_WALL_ACTIVE ||
11960 element == EL_MAGIC_WALL_EMPTYING ||
11961 element == EL_BD_MAGIC_WALL_FULL ||
11962 element == EL_BD_MAGIC_WALL_ACTIVE ||
11963 element == EL_BD_MAGIC_WALL_EMPTYING ||
11964 element == EL_DC_MAGIC_WALL_FULL ||
11965 element == EL_DC_MAGIC_WALL_ACTIVE ||
11966 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11967 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11975 #if USE_NEW_AMOEBA_CODE
11976 /* new experimental amoeba growth stuff */
11977 if (!(FrameCounter % 8))
11979 static unsigned int random = 1684108901;
11981 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11983 x = RND(lev_fieldx);
11984 y = RND(lev_fieldy);
11985 element = Feld[x][y];
11987 if (!IS_PLAYER(x,y) &&
11988 (element == EL_EMPTY ||
11989 CAN_GROW_INTO(element) ||
11990 element == EL_QUICKSAND_EMPTY ||
11991 element == EL_QUICKSAND_FAST_EMPTY ||
11992 element == EL_ACID_SPLASH_LEFT ||
11993 element == EL_ACID_SPLASH_RIGHT))
11995 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11996 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11997 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11998 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11999 Feld[x][y] = EL_AMOEBA_DROP;
12002 random = random * 129 + 1;
12007 game.explosions_delayed = FALSE;
12009 SCAN_PLAYFIELD(x, y)
12011 element = Feld[x][y];
12013 if (ExplodeField[x][y])
12014 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12015 else if (element == EL_EXPLOSION)
12016 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12018 ExplodeField[x][y] = EX_TYPE_NONE;
12021 game.explosions_delayed = TRUE;
12023 if (game.magic_wall_active)
12025 if (!(game.magic_wall_time_left % 4))
12027 int element = Feld[magic_wall_x][magic_wall_y];
12029 if (element == EL_BD_MAGIC_WALL_FULL ||
12030 element == EL_BD_MAGIC_WALL_ACTIVE ||
12031 element == EL_BD_MAGIC_WALL_EMPTYING)
12032 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12033 else if (element == EL_DC_MAGIC_WALL_FULL ||
12034 element == EL_DC_MAGIC_WALL_ACTIVE ||
12035 element == EL_DC_MAGIC_WALL_EMPTYING)
12036 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12038 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12041 if (game.magic_wall_time_left > 0)
12043 game.magic_wall_time_left--;
12045 if (!game.magic_wall_time_left)
12047 SCAN_PLAYFIELD(x, y)
12049 element = Feld[x][y];
12051 if (element == EL_MAGIC_WALL_ACTIVE ||
12052 element == EL_MAGIC_WALL_FULL)
12054 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12055 TEST_DrawLevelField(x, y);
12057 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12058 element == EL_BD_MAGIC_WALL_FULL)
12060 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12061 TEST_DrawLevelField(x, y);
12063 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12064 element == EL_DC_MAGIC_WALL_FULL)
12066 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12067 TEST_DrawLevelField(x, y);
12071 game.magic_wall_active = FALSE;
12076 if (game.light_time_left > 0)
12078 game.light_time_left--;
12080 if (game.light_time_left == 0)
12081 RedrawAllLightSwitchesAndInvisibleElements();
12084 if (game.timegate_time_left > 0)
12086 game.timegate_time_left--;
12088 if (game.timegate_time_left == 0)
12089 CloseAllOpenTimegates();
12092 if (game.lenses_time_left > 0)
12094 game.lenses_time_left--;
12096 if (game.lenses_time_left == 0)
12097 RedrawAllInvisibleElementsForLenses();
12100 if (game.magnify_time_left > 0)
12102 game.magnify_time_left--;
12104 if (game.magnify_time_left == 0)
12105 RedrawAllInvisibleElementsForMagnifier();
12108 for (i = 0; i < MAX_PLAYERS; i++)
12110 struct PlayerInfo *player = &stored_player[i];
12112 if (SHIELD_ON(player))
12114 if (player->shield_deadly_time_left)
12115 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12116 else if (player->shield_normal_time_left)
12117 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12121 #if USE_DELAYED_GFX_REDRAW
12122 SCAN_PLAYFIELD(x, y)
12124 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12126 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12127 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12129 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12130 DrawLevelField(x, y);
12132 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12133 DrawLevelFieldCrumbled(x, y);
12135 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12136 DrawLevelFieldCrumbledNeighbours(x, y);
12138 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12139 DrawTwinkleOnField(x, y);
12142 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12147 PlayAllPlayersSound();
12149 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12151 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12153 local_player->show_envelope = 0;
12156 /* use random number generator in every frame to make it less predictable */
12157 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12161 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12163 int min_x = x, min_y = y, max_x = x, max_y = y;
12166 for (i = 0; i < MAX_PLAYERS; i++)
12168 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12170 if (!stored_player[i].active || &stored_player[i] == player)
12173 min_x = MIN(min_x, jx);
12174 min_y = MIN(min_y, jy);
12175 max_x = MAX(max_x, jx);
12176 max_y = MAX(max_y, jy);
12179 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12182 static boolean AllPlayersInVisibleScreen(void)
12186 for (i = 0; i < MAX_PLAYERS; i++)
12188 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12190 if (!stored_player[i].active)
12193 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12200 void ScrollLevel(int dx, int dy)
12202 int scroll_offset = 2 * TILEX_VAR;
12205 BlitBitmap(drawto_field, drawto_field,
12206 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12207 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12208 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12209 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12210 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12211 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12215 x = (dx == 1 ? BX1 : BX2);
12216 for (y = BY1; y <= BY2; y++)
12217 DrawScreenField(x, y);
12222 y = (dy == 1 ? BY1 : BY2);
12223 for (x = BX1; x <= BX2; x++)
12224 DrawScreenField(x, y);
12227 redraw_mask |= REDRAW_FIELD;
12230 static boolean canFallDown(struct PlayerInfo *player)
12232 int jx = player->jx, jy = player->jy;
12234 return (IN_LEV_FIELD(jx, jy + 1) &&
12235 (IS_FREE(jx, jy + 1) ||
12236 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12237 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12238 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12241 static boolean canPassField(int x, int y, int move_dir)
12243 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12244 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12245 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12246 int nextx = x + dx;
12247 int nexty = y + dy;
12248 int element = Feld[x][y];
12250 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12251 !CAN_MOVE(element) &&
12252 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12253 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12254 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12257 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12259 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12260 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12261 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12265 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12266 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12267 (IS_DIGGABLE(Feld[newx][newy]) ||
12268 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12269 canPassField(newx, newy, move_dir)));
12272 static void CheckGravityMovement(struct PlayerInfo *player)
12274 if (player->gravity && !player->programmed_action)
12276 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12277 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12278 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12279 int jx = player->jx, jy = player->jy;
12280 boolean player_is_moving_to_valid_field =
12281 (!player_is_snapping &&
12282 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12283 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12284 boolean player_can_fall_down = canFallDown(player);
12286 if (player_can_fall_down &&
12287 !player_is_moving_to_valid_field)
12288 player->programmed_action = MV_DOWN;
12292 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12294 return CheckGravityMovement(player);
12296 if (player->gravity && !player->programmed_action)
12298 int jx = player->jx, jy = player->jy;
12299 boolean field_under_player_is_free =
12300 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12301 boolean player_is_standing_on_valid_field =
12302 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12303 (IS_WALKABLE(Feld[jx][jy]) &&
12304 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12306 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12307 player->programmed_action = MV_DOWN;
12312 MovePlayerOneStep()
12313 -----------------------------------------------------------------------------
12314 dx, dy: direction (non-diagonal) to try to move the player to
12315 real_dx, real_dy: direction as read from input device (can be diagonal)
12318 boolean MovePlayerOneStep(struct PlayerInfo *player,
12319 int dx, int dy, int real_dx, int real_dy)
12321 int jx = player->jx, jy = player->jy;
12322 int new_jx = jx + dx, new_jy = jy + dy;
12324 boolean player_can_move = !player->cannot_move;
12326 if (!player->active || (!dx && !dy))
12327 return MP_NO_ACTION;
12329 player->MovDir = (dx < 0 ? MV_LEFT :
12330 dx > 0 ? MV_RIGHT :
12332 dy > 0 ? MV_DOWN : MV_NONE);
12334 if (!IN_LEV_FIELD(new_jx, new_jy))
12335 return MP_NO_ACTION;
12337 if (!player_can_move)
12339 if (player->MovPos == 0)
12341 player->is_moving = FALSE;
12342 player->is_digging = FALSE;
12343 player->is_collecting = FALSE;
12344 player->is_snapping = FALSE;
12345 player->is_pushing = FALSE;
12349 if (!network.enabled && game.centered_player_nr == -1 &&
12350 !AllPlayersInSight(player, new_jx, new_jy))
12351 return MP_NO_ACTION;
12353 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12354 if (can_move != MP_MOVING)
12357 /* check if DigField() has caused relocation of the player */
12358 if (player->jx != jx || player->jy != jy)
12359 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
12361 StorePlayer[jx][jy] = 0;
12362 player->last_jx = jx;
12363 player->last_jy = jy;
12364 player->jx = new_jx;
12365 player->jy = new_jy;
12366 StorePlayer[new_jx][new_jy] = player->element_nr;
12368 if (player->move_delay_value_next != -1)
12370 player->move_delay_value = player->move_delay_value_next;
12371 player->move_delay_value_next = -1;
12375 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12377 player->step_counter++;
12379 PlayerVisit[jx][jy] = FrameCounter;
12381 player->is_moving = TRUE;
12384 /* should better be called in MovePlayer(), but this breaks some tapes */
12385 ScrollPlayer(player, SCROLL_INIT);
12391 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12393 int jx = player->jx, jy = player->jy;
12394 int old_jx = jx, old_jy = jy;
12395 int moved = MP_NO_ACTION;
12397 if (!player->active)
12402 if (player->MovPos == 0)
12404 player->is_moving = FALSE;
12405 player->is_digging = FALSE;
12406 player->is_collecting = FALSE;
12407 player->is_snapping = FALSE;
12408 player->is_pushing = FALSE;
12414 if (player->move_delay > 0)
12417 player->move_delay = -1; /* set to "uninitialized" value */
12419 /* store if player is automatically moved to next field */
12420 player->is_auto_moving = (player->programmed_action != MV_NONE);
12422 /* remove the last programmed player action */
12423 player->programmed_action = 0;
12425 if (player->MovPos)
12427 /* should only happen if pre-1.2 tape recordings are played */
12428 /* this is only for backward compatibility */
12430 int original_move_delay_value = player->move_delay_value;
12433 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12437 /* scroll remaining steps with finest movement resolution */
12438 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12440 while (player->MovPos)
12442 ScrollPlayer(player, SCROLL_GO_ON);
12443 ScrollScreen(NULL, SCROLL_GO_ON);
12445 AdvanceFrameAndPlayerCounters(player->index_nr);
12448 BackToFront_WithFrameDelay(0);
12451 player->move_delay_value = original_move_delay_value;
12454 player->is_active = FALSE;
12456 if (player->last_move_dir & MV_HORIZONTAL)
12458 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12459 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12463 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12464 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12467 if (!moved && !player->is_active)
12469 player->is_moving = FALSE;
12470 player->is_digging = FALSE;
12471 player->is_collecting = FALSE;
12472 player->is_snapping = FALSE;
12473 player->is_pushing = FALSE;
12479 if (moved & MP_MOVING && !ScreenMovPos &&
12480 (player->index_nr == game.centered_player_nr ||
12481 game.centered_player_nr == -1))
12483 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12484 int offset = game.scroll_delay_value;
12486 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12488 /* actual player has left the screen -- scroll in that direction */
12489 if (jx != old_jx) /* player has moved horizontally */
12490 scroll_x += (jx - old_jx);
12491 else /* player has moved vertically */
12492 scroll_y += (jy - old_jy);
12496 if (jx != old_jx) /* player has moved horizontally */
12498 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12499 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12500 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12502 /* don't scroll over playfield boundaries */
12503 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12504 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12506 /* don't scroll more than one field at a time */
12507 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12509 /* don't scroll against the player's moving direction */
12510 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12511 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12512 scroll_x = old_scroll_x;
12514 else /* player has moved vertically */
12516 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12517 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12518 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12520 /* don't scroll over playfield boundaries */
12521 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12522 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12524 /* don't scroll more than one field at a time */
12525 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12527 /* don't scroll against the player's moving direction */
12528 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12529 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12530 scroll_y = old_scroll_y;
12534 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12536 if (!network.enabled && game.centered_player_nr == -1 &&
12537 !AllPlayersInVisibleScreen())
12539 scroll_x = old_scroll_x;
12540 scroll_y = old_scroll_y;
12544 ScrollScreen(player, SCROLL_INIT);
12545 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12550 player->StepFrame = 0;
12552 if (moved & MP_MOVING)
12554 if (old_jx != jx && old_jy == jy)
12555 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12556 else if (old_jx == jx && old_jy != jy)
12557 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12559 TEST_DrawLevelField(jx, jy); /* for "crumbled sand" */
12561 player->last_move_dir = player->MovDir;
12562 player->is_moving = TRUE;
12563 player->is_snapping = FALSE;
12564 player->is_switching = FALSE;
12565 player->is_dropping = FALSE;
12566 player->is_dropping_pressed = FALSE;
12567 player->drop_pressed_delay = 0;
12570 /* should better be called here than above, but this breaks some tapes */
12571 ScrollPlayer(player, SCROLL_INIT);
12576 CheckGravityMovementWhenNotMoving(player);
12578 player->is_moving = FALSE;
12580 /* at this point, the player is allowed to move, but cannot move right now
12581 (e.g. because of something blocking the way) -- ensure that the player
12582 is also allowed to move in the next frame (in old versions before 3.1.1,
12583 the player was forced to wait again for eight frames before next try) */
12585 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12586 player->move_delay = 0; /* allow direct movement in the next frame */
12589 if (player->move_delay == -1) /* not yet initialized by DigField() */
12590 player->move_delay = player->move_delay_value;
12592 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12594 TestIfPlayerTouchesBadThing(jx, jy);
12595 TestIfPlayerTouchesCustomElement(jx, jy);
12598 if (!player->active)
12599 RemovePlayer(player);
12604 void ScrollPlayer(struct PlayerInfo *player, int mode)
12606 int jx = player->jx, jy = player->jy;
12607 int last_jx = player->last_jx, last_jy = player->last_jy;
12608 int move_stepsize = TILEX / player->move_delay_value;
12610 if (!player->active)
12613 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
12616 if (mode == SCROLL_INIT)
12618 player->actual_frame_counter = FrameCounter;
12619 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12621 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12622 Feld[last_jx][last_jy] == EL_EMPTY)
12624 int last_field_block_delay = 0; /* start with no blocking at all */
12625 int block_delay_adjustment = player->block_delay_adjustment;
12627 /* if player blocks last field, add delay for exactly one move */
12628 if (player->block_last_field)
12630 last_field_block_delay += player->move_delay_value;
12632 /* when blocking enabled, prevent moving up despite gravity */
12633 if (player->gravity && player->MovDir == MV_UP)
12634 block_delay_adjustment = -1;
12637 /* add block delay adjustment (also possible when not blocking) */
12638 last_field_block_delay += block_delay_adjustment;
12640 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12641 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12644 if (player->MovPos != 0) /* player has not yet reached destination */
12647 else if (!FrameReached(&player->actual_frame_counter, 1))
12650 if (player->MovPos != 0)
12652 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12653 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12655 /* before DrawPlayer() to draw correct player graphic for this case */
12656 if (player->MovPos == 0)
12657 CheckGravityMovement(player);
12660 if (player->MovPos == 0) /* player reached destination field */
12662 if (player->move_delay_reset_counter > 0)
12664 player->move_delay_reset_counter--;
12666 if (player->move_delay_reset_counter == 0)
12668 /* continue with normal speed after quickly moving through gate */
12669 HALVE_PLAYER_SPEED(player);
12671 /* be able to make the next move without delay */
12672 player->move_delay = 0;
12676 player->last_jx = jx;
12677 player->last_jy = jy;
12679 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12680 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12681 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12682 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12683 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12684 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12685 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12686 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
12688 ExitPlayer(player);
12690 if ((local_player->friends_still_needed == 0 ||
12691 IS_SP_ELEMENT(Feld[jx][jy])) &&
12693 PlayerWins(local_player);
12696 /* this breaks one level: "machine", level 000 */
12698 int move_direction = player->MovDir;
12699 int enter_side = MV_DIR_OPPOSITE(move_direction);
12700 int leave_side = move_direction;
12701 int old_jx = last_jx;
12702 int old_jy = last_jy;
12703 int old_element = Feld[old_jx][old_jy];
12704 int new_element = Feld[jx][jy];
12706 if (IS_CUSTOM_ELEMENT(old_element))
12707 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12709 player->index_bit, leave_side);
12711 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12712 CE_PLAYER_LEAVES_X,
12713 player->index_bit, leave_side);
12715 if (IS_CUSTOM_ELEMENT(new_element))
12716 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12717 player->index_bit, enter_side);
12719 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12720 CE_PLAYER_ENTERS_X,
12721 player->index_bit, enter_side);
12723 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12724 CE_MOVE_OF_X, move_direction);
12727 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12729 TestIfPlayerTouchesBadThing(jx, jy);
12730 TestIfPlayerTouchesCustomElement(jx, jy);
12732 /* needed because pushed element has not yet reached its destination,
12733 so it would trigger a change event at its previous field location */
12734 if (!player->is_pushing)
12735 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
12737 if (!player->active)
12738 RemovePlayer(player);
12741 if (!local_player->LevelSolved && level.use_step_counter)
12751 if (TimeLeft <= 10 && setup.time_limit)
12752 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12754 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12756 DisplayGameControlValues();
12758 if (!TimeLeft && setup.time_limit)
12759 for (i = 0; i < MAX_PLAYERS; i++)
12760 KillPlayer(&stored_player[i]);
12762 else if (game.no_time_limit && !AllPlayersGone) /* level w/o time limit */
12764 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12766 DisplayGameControlValues();
12770 if (tape.single_step && tape.recording && !tape.pausing &&
12771 !player->programmed_action)
12772 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12774 if (!player->programmed_action)
12775 CheckSaveEngineSnapshot(player);
12779 void ScrollScreen(struct PlayerInfo *player, int mode)
12781 static unsigned int screen_frame_counter = 0;
12783 if (mode == SCROLL_INIT)
12785 /* set scrolling step size according to actual player's moving speed */
12786 ScrollStepSize = TILEX / player->move_delay_value;
12788 screen_frame_counter = FrameCounter;
12789 ScreenMovDir = player->MovDir;
12790 ScreenMovPos = player->MovPos;
12791 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12794 else if (!FrameReached(&screen_frame_counter, 1))
12799 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12800 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12801 redraw_mask |= REDRAW_FIELD;
12804 ScreenMovDir = MV_NONE;
12807 void TestIfPlayerTouchesCustomElement(int x, int y)
12809 static int xy[4][2] =
12816 static int trigger_sides[4][2] =
12818 /* center side border side */
12819 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12820 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12821 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12822 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12824 static int touch_dir[4] =
12826 MV_LEFT | MV_RIGHT,
12831 int center_element = Feld[x][y]; /* should always be non-moving! */
12834 for (i = 0; i < NUM_DIRECTIONS; i++)
12836 int xx = x + xy[i][0];
12837 int yy = y + xy[i][1];
12838 int center_side = trigger_sides[i][0];
12839 int border_side = trigger_sides[i][1];
12840 int border_element;
12842 if (!IN_LEV_FIELD(xx, yy))
12845 if (IS_PLAYER(x, y)) /* player found at center element */
12847 struct PlayerInfo *player = PLAYERINFO(x, y);
12849 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12850 border_element = Feld[xx][yy]; /* may be moving! */
12851 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12852 border_element = Feld[xx][yy];
12853 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12854 border_element = MovingOrBlocked2Element(xx, yy);
12856 continue; /* center and border element do not touch */
12858 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12859 player->index_bit, border_side);
12860 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12861 CE_PLAYER_TOUCHES_X,
12862 player->index_bit, border_side);
12865 /* use player element that is initially defined in the level playfield,
12866 not the player element that corresponds to the runtime player number
12867 (example: a level that contains EL_PLAYER_3 as the only player would
12868 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12869 int player_element = PLAYERINFO(x, y)->initial_element;
12871 CheckElementChangeBySide(xx, yy, border_element, player_element,
12872 CE_TOUCHING_X, border_side);
12875 else if (IS_PLAYER(xx, yy)) /* player found at border element */
12877 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12879 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12881 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12882 continue; /* center and border element do not touch */
12885 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12886 player->index_bit, center_side);
12887 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12888 CE_PLAYER_TOUCHES_X,
12889 player->index_bit, center_side);
12892 /* use player element that is initially defined in the level playfield,
12893 not the player element that corresponds to the runtime player number
12894 (example: a level that contains EL_PLAYER_3 as the only player would
12895 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12896 int player_element = PLAYERINFO(xx, yy)->initial_element;
12898 CheckElementChangeBySide(x, y, center_element, player_element,
12899 CE_TOUCHING_X, center_side);
12907 void TestIfElementTouchesCustomElement(int x, int y)
12909 static int xy[4][2] =
12916 static int trigger_sides[4][2] =
12918 /* center side border side */
12919 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
12920 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
12921 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
12922 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
12924 static int touch_dir[4] =
12926 MV_LEFT | MV_RIGHT,
12931 boolean change_center_element = FALSE;
12932 int center_element = Feld[x][y]; /* should always be non-moving! */
12933 int border_element_old[NUM_DIRECTIONS];
12936 for (i = 0; i < NUM_DIRECTIONS; i++)
12938 int xx = x + xy[i][0];
12939 int yy = y + xy[i][1];
12940 int border_element;
12942 border_element_old[i] = -1;
12944 if (!IN_LEV_FIELD(xx, yy))
12947 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12948 border_element = Feld[xx][yy]; /* may be moving! */
12949 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12950 border_element = Feld[xx][yy];
12951 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
12952 border_element = MovingOrBlocked2Element(xx, yy);
12954 continue; /* center and border element do not touch */
12956 border_element_old[i] = border_element;
12959 for (i = 0; i < NUM_DIRECTIONS; i++)
12961 int xx = x + xy[i][0];
12962 int yy = y + xy[i][1];
12963 int center_side = trigger_sides[i][0];
12964 int border_element = border_element_old[i];
12966 if (border_element == -1)
12969 /* check for change of border element */
12970 CheckElementChangeBySide(xx, yy, border_element, center_element,
12971 CE_TOUCHING_X, center_side);
12973 /* (center element cannot be player, so we dont have to check this here) */
12976 for (i = 0; i < NUM_DIRECTIONS; i++)
12978 int xx = x + xy[i][0];
12979 int yy = y + xy[i][1];
12980 int border_side = trigger_sides[i][1];
12981 int border_element = border_element_old[i];
12983 if (border_element == -1)
12986 /* check for change of center element (but change it only once) */
12987 if (!change_center_element)
12988 change_center_element =
12989 CheckElementChangeBySide(x, y, center_element, border_element,
12990 CE_TOUCHING_X, border_side);
12992 if (IS_PLAYER(xx, yy))
12994 /* use player element that is initially defined in the level playfield,
12995 not the player element that corresponds to the runtime player number
12996 (example: a level that contains EL_PLAYER_3 as the only player would
12997 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12998 int player_element = PLAYERINFO(xx, yy)->initial_element;
13000 CheckElementChangeBySide(x, y, center_element, player_element,
13001 CE_TOUCHING_X, border_side);
13006 void TestIfElementHitsCustomElement(int x, int y, int direction)
13008 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
13009 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
13010 int hitx = x + dx, hity = y + dy;
13011 int hitting_element = Feld[x][y];
13012 int touched_element;
13014 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13017 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13018 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13020 if (IN_LEV_FIELD(hitx, hity))
13022 int opposite_direction = MV_DIR_OPPOSITE(direction);
13023 int hitting_side = direction;
13024 int touched_side = opposite_direction;
13025 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13026 MovDir[hitx][hity] != direction ||
13027 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13033 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13034 CE_HITTING_X, touched_side);
13036 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13037 CE_HIT_BY_X, hitting_side);
13039 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13040 CE_HIT_BY_SOMETHING, opposite_direction);
13042 if (IS_PLAYER(hitx, hity))
13044 /* use player element that is initially defined in the level playfield,
13045 not the player element that corresponds to the runtime player number
13046 (example: a level that contains EL_PLAYER_3 as the only player would
13047 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13048 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13050 CheckElementChangeBySide(x, y, hitting_element, player_element,
13051 CE_HITTING_X, touched_side);
13056 /* "hitting something" is also true when hitting the playfield border */
13057 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13058 CE_HITTING_SOMETHING, direction);
13061 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13063 int i, kill_x = -1, kill_y = -1;
13065 int bad_element = -1;
13066 static int test_xy[4][2] =
13073 static int test_dir[4] =
13081 for (i = 0; i < NUM_DIRECTIONS; i++)
13083 int test_x, test_y, test_move_dir, test_element;
13085 test_x = good_x + test_xy[i][0];
13086 test_y = good_y + test_xy[i][1];
13088 if (!IN_LEV_FIELD(test_x, test_y))
13092 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13094 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13096 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13097 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13099 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13100 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13104 bad_element = test_element;
13110 if (kill_x != -1 || kill_y != -1)
13112 if (IS_PLAYER(good_x, good_y))
13114 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13116 if (player->shield_deadly_time_left > 0 &&
13117 !IS_INDESTRUCTIBLE(bad_element))
13118 Bang(kill_x, kill_y);
13119 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13120 KillPlayer(player);
13123 Bang(good_x, good_y);
13127 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13129 int i, kill_x = -1, kill_y = -1;
13130 int bad_element = Feld[bad_x][bad_y];
13131 static int test_xy[4][2] =
13138 static int touch_dir[4] =
13140 MV_LEFT | MV_RIGHT,
13145 static int test_dir[4] =
13153 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
13156 for (i = 0; i < NUM_DIRECTIONS; i++)
13158 int test_x, test_y, test_move_dir, test_element;
13160 test_x = bad_x + test_xy[i][0];
13161 test_y = bad_y + test_xy[i][1];
13163 if (!IN_LEV_FIELD(test_x, test_y))
13167 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13169 test_element = Feld[test_x][test_y];
13171 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13172 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13174 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13175 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13177 /* good thing is player or penguin that does not move away */
13178 if (IS_PLAYER(test_x, test_y))
13180 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13182 if (bad_element == EL_ROBOT && player->is_moving)
13183 continue; /* robot does not kill player if he is moving */
13185 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13187 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13188 continue; /* center and border element do not touch */
13196 else if (test_element == EL_PENGUIN)
13206 if (kill_x != -1 || kill_y != -1)
13208 if (IS_PLAYER(kill_x, kill_y))
13210 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13212 if (player->shield_deadly_time_left > 0 &&
13213 !IS_INDESTRUCTIBLE(bad_element))
13214 Bang(bad_x, bad_y);
13215 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13216 KillPlayer(player);
13219 Bang(kill_x, kill_y);
13223 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13225 int bad_element = Feld[bad_x][bad_y];
13226 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13227 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13228 int test_x = bad_x + dx, test_y = bad_y + dy;
13229 int test_move_dir, test_element;
13230 int kill_x = -1, kill_y = -1;
13232 if (!IN_LEV_FIELD(test_x, test_y))
13236 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13238 test_element = Feld[test_x][test_y];
13240 if (test_move_dir != bad_move_dir)
13242 /* good thing can be player or penguin that does not move away */
13243 if (IS_PLAYER(test_x, test_y))
13245 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13247 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13248 player as being hit when he is moving towards the bad thing, because
13249 the "get hit by" condition would be lost after the player stops) */
13250 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13251 return; /* player moves away from bad thing */
13256 else if (test_element == EL_PENGUIN)
13263 if (kill_x != -1 || kill_y != -1)
13265 if (IS_PLAYER(kill_x, kill_y))
13267 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13269 if (player->shield_deadly_time_left > 0 &&
13270 !IS_INDESTRUCTIBLE(bad_element))
13271 Bang(bad_x, bad_y);
13272 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13273 KillPlayer(player);
13276 Bang(kill_x, kill_y);
13280 void TestIfPlayerTouchesBadThing(int x, int y)
13282 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13285 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13287 TestIfGoodThingHitsBadThing(x, y, move_dir);
13290 void TestIfBadThingTouchesPlayer(int x, int y)
13292 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13295 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13297 TestIfBadThingHitsGoodThing(x, y, move_dir);
13300 void TestIfFriendTouchesBadThing(int x, int y)
13302 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13305 void TestIfBadThingTouchesFriend(int x, int y)
13307 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13310 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13312 int i, kill_x = bad_x, kill_y = bad_y;
13313 static int xy[4][2] =
13321 for (i = 0; i < NUM_DIRECTIONS; i++)
13325 x = bad_x + xy[i][0];
13326 y = bad_y + xy[i][1];
13327 if (!IN_LEV_FIELD(x, y))
13330 element = Feld[x][y];
13331 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13332 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13340 if (kill_x != bad_x || kill_y != bad_y)
13341 Bang(bad_x, bad_y);
13344 void KillPlayer(struct PlayerInfo *player)
13346 int jx = player->jx, jy = player->jy;
13348 if (!player->active)
13352 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13353 player->killed, player->active, player->reanimated);
13356 /* the following code was introduced to prevent an infinite loop when calling
13358 -> CheckTriggeredElementChangeExt()
13359 -> ExecuteCustomElementAction()
13361 -> (infinitely repeating the above sequence of function calls)
13362 which occurs when killing the player while having a CE with the setting
13363 "kill player X when explosion of <player X>"; the solution using a new
13364 field "player->killed" was chosen for backwards compatibility, although
13365 clever use of the fields "player->active" etc. would probably also work */
13367 if (player->killed)
13371 player->killed = TRUE;
13373 /* remove accessible field at the player's position */
13374 Feld[jx][jy] = EL_EMPTY;
13376 /* deactivate shield (else Bang()/Explode() would not work right) */
13377 player->shield_normal_time_left = 0;
13378 player->shield_deadly_time_left = 0;
13381 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13382 player->killed, player->active, player->reanimated);
13388 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13389 player->killed, player->active, player->reanimated);
13392 if (player->reanimated) /* killed player may have been reanimated */
13393 player->killed = player->reanimated = FALSE;
13395 BuryPlayer(player);
13398 static void KillPlayerUnlessEnemyProtected(int x, int y)
13400 if (!PLAYER_ENEMY_PROTECTED(x, y))
13401 KillPlayer(PLAYERINFO(x, y));
13404 static void KillPlayerUnlessExplosionProtected(int x, int y)
13406 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13407 KillPlayer(PLAYERINFO(x, y));
13410 void BuryPlayer(struct PlayerInfo *player)
13412 int jx = player->jx, jy = player->jy;
13414 if (!player->active)
13417 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13418 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13420 player->GameOver = TRUE;
13421 RemovePlayer(player);
13424 void RemovePlayer(struct PlayerInfo *player)
13426 int jx = player->jx, jy = player->jy;
13427 int i, found = FALSE;
13429 player->present = FALSE;
13430 player->active = FALSE;
13432 if (!ExplodeField[jx][jy])
13433 StorePlayer[jx][jy] = 0;
13435 if (player->is_moving)
13436 TEST_DrawLevelField(player->last_jx, player->last_jy);
13438 for (i = 0; i < MAX_PLAYERS; i++)
13439 if (stored_player[i].active)
13443 AllPlayersGone = TRUE;
13449 void ExitPlayer(struct PlayerInfo *player)
13451 DrawPlayer(player); /* needed here only to cleanup last field */
13452 RemovePlayer(player);
13454 if (local_player->players_still_needed > 0)
13455 local_player->players_still_needed--;
13457 /* also set if some players not yet gone, but not needed to solve level */
13458 if (local_player->players_still_needed == 0)
13459 AllPlayersGone = TRUE;
13462 static void setFieldForSnapping(int x, int y, int element, int direction)
13464 struct ElementInfo *ei = &element_info[element];
13465 int direction_bit = MV_DIR_TO_BIT(direction);
13466 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13467 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13468 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13470 Feld[x][y] = EL_ELEMENT_SNAPPING;
13471 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13473 ResetGfxAnimation(x, y);
13475 GfxElement[x][y] = element;
13476 GfxAction[x][y] = action;
13477 GfxDir[x][y] = direction;
13478 GfxFrame[x][y] = -1;
13482 =============================================================================
13483 checkDiagonalPushing()
13484 -----------------------------------------------------------------------------
13485 check if diagonal input device direction results in pushing of object
13486 (by checking if the alternative direction is walkable, diggable, ...)
13487 =============================================================================
13490 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13491 int x, int y, int real_dx, int real_dy)
13493 int jx, jy, dx, dy, xx, yy;
13495 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
13498 /* diagonal direction: check alternative direction */
13503 xx = jx + (dx == 0 ? real_dx : 0);
13504 yy = jy + (dy == 0 ? real_dy : 0);
13506 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13510 =============================================================================
13512 -----------------------------------------------------------------------------
13513 x, y: field next to player (non-diagonal) to try to dig to
13514 real_dx, real_dy: direction as read from input device (can be diagonal)
13515 =============================================================================
13518 static int DigField(struct PlayerInfo *player,
13519 int oldx, int oldy, int x, int y,
13520 int real_dx, int real_dy, int mode)
13522 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13523 boolean player_was_pushing = player->is_pushing;
13524 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13525 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13526 int jx = oldx, jy = oldy;
13527 int dx = x - jx, dy = y - jy;
13528 int nextx = x + dx, nexty = y + dy;
13529 int move_direction = (dx == -1 ? MV_LEFT :
13530 dx == +1 ? MV_RIGHT :
13532 dy == +1 ? MV_DOWN : MV_NONE);
13533 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13534 int dig_side = MV_DIR_OPPOSITE(move_direction);
13535 int old_element = Feld[jx][jy];
13536 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13539 if (is_player) /* function can also be called by EL_PENGUIN */
13541 if (player->MovPos == 0)
13543 player->is_digging = FALSE;
13544 player->is_collecting = FALSE;
13547 if (player->MovPos == 0) /* last pushing move finished */
13548 player->is_pushing = FALSE;
13550 if (mode == DF_NO_PUSH) /* player just stopped pushing */
13552 player->is_switching = FALSE;
13553 player->push_delay = -1;
13555 return MP_NO_ACTION;
13559 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13560 old_element = Back[jx][jy];
13562 /* in case of element dropped at player position, check background */
13563 else if (Back[jx][jy] != EL_EMPTY &&
13564 game.engine_version >= VERSION_IDENT(2,2,0,0))
13565 old_element = Back[jx][jy];
13567 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13568 return MP_NO_ACTION; /* field has no opening in this direction */
13570 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13571 return MP_NO_ACTION; /* field has no opening in this direction */
13573 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13577 Feld[jx][jy] = player->artwork_element;
13578 InitMovingField(jx, jy, MV_DOWN);
13579 Store[jx][jy] = EL_ACID;
13580 ContinueMoving(jx, jy);
13581 BuryPlayer(player);
13583 return MP_DONT_RUN_INTO;
13586 if (player_can_move && DONT_RUN_INTO(element))
13588 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13590 return MP_DONT_RUN_INTO;
13593 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13594 return MP_NO_ACTION;
13596 collect_count = element_info[element].collect_count_initial;
13598 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
13599 return MP_NO_ACTION;
13601 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13602 player_can_move = player_can_move_or_snap;
13604 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13605 game.engine_version >= VERSION_IDENT(2,2,0,0))
13607 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13608 player->index_bit, dig_side);
13609 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13610 player->index_bit, dig_side);
13612 if (element == EL_DC_LANDMINE)
13615 if (Feld[x][y] != element) /* field changed by snapping */
13618 return MP_NO_ACTION;
13621 if (player->gravity && is_player && !player->is_auto_moving &&
13622 canFallDown(player) && move_direction != MV_DOWN &&
13623 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13624 return MP_NO_ACTION; /* player cannot walk here due to gravity */
13626 if (player_can_move &&
13627 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13629 int sound_element = SND_ELEMENT(element);
13630 int sound_action = ACTION_WALKING;
13632 if (IS_RND_GATE(element))
13634 if (!player->key[RND_GATE_NR(element)])
13635 return MP_NO_ACTION;
13637 else if (IS_RND_GATE_GRAY(element))
13639 if (!player->key[RND_GATE_GRAY_NR(element)])
13640 return MP_NO_ACTION;
13642 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13644 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13645 return MP_NO_ACTION;
13647 else if (element == EL_EXIT_OPEN ||
13648 element == EL_EM_EXIT_OPEN ||
13649 element == EL_EM_EXIT_OPENING ||
13650 element == EL_STEEL_EXIT_OPEN ||
13651 element == EL_EM_STEEL_EXIT_OPEN ||
13652 element == EL_EM_STEEL_EXIT_OPENING ||
13653 element == EL_SP_EXIT_OPEN ||
13654 element == EL_SP_EXIT_OPENING)
13656 sound_action = ACTION_PASSING; /* player is passing exit */
13658 else if (element == EL_EMPTY)
13660 sound_action = ACTION_MOVING; /* nothing to walk on */
13663 /* play sound from background or player, whatever is available */
13664 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13665 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13667 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13669 else if (player_can_move &&
13670 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13672 if (!ACCESS_FROM(element, opposite_direction))
13673 return MP_NO_ACTION; /* field not accessible from this direction */
13675 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
13676 return MP_NO_ACTION;
13678 if (IS_EM_GATE(element))
13680 if (!player->key[EM_GATE_NR(element)])
13681 return MP_NO_ACTION;
13683 else if (IS_EM_GATE_GRAY(element))
13685 if (!player->key[EM_GATE_GRAY_NR(element)])
13686 return MP_NO_ACTION;
13688 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13690 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13691 return MP_NO_ACTION;
13693 else if (IS_EMC_GATE(element))
13695 if (!player->key[EMC_GATE_NR(element)])
13696 return MP_NO_ACTION;
13698 else if (IS_EMC_GATE_GRAY(element))
13700 if (!player->key[EMC_GATE_GRAY_NR(element)])
13701 return MP_NO_ACTION;
13703 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13705 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13706 return MP_NO_ACTION;
13708 else if (element == EL_DC_GATE_WHITE ||
13709 element == EL_DC_GATE_WHITE_GRAY ||
13710 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13712 if (player->num_white_keys == 0)
13713 return MP_NO_ACTION;
13715 player->num_white_keys--;
13717 else if (IS_SP_PORT(element))
13719 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13720 element == EL_SP_GRAVITY_PORT_RIGHT ||
13721 element == EL_SP_GRAVITY_PORT_UP ||
13722 element == EL_SP_GRAVITY_PORT_DOWN)
13723 player->gravity = !player->gravity;
13724 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13725 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13726 element == EL_SP_GRAVITY_ON_PORT_UP ||
13727 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13728 player->gravity = TRUE;
13729 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13730 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13731 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13732 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13733 player->gravity = FALSE;
13736 /* automatically move to the next field with double speed */
13737 player->programmed_action = move_direction;
13739 if (player->move_delay_reset_counter == 0)
13741 player->move_delay_reset_counter = 2; /* two double speed steps */
13743 DOUBLE_PLAYER_SPEED(player);
13746 PlayLevelSoundAction(x, y, ACTION_PASSING);
13748 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13752 if (mode != DF_SNAP)
13754 GfxElement[x][y] = GFX_ELEMENT(element);
13755 player->is_digging = TRUE;
13758 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13760 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13761 player->index_bit, dig_side);
13763 if (mode == DF_SNAP)
13765 if (level.block_snap_field)
13766 setFieldForSnapping(x, y, element, move_direction);
13768 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13770 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13771 player->index_bit, dig_side);
13774 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13778 if (is_player && mode != DF_SNAP)
13780 GfxElement[x][y] = element;
13781 player->is_collecting = TRUE;
13784 if (element == EL_SPEED_PILL)
13786 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13788 else if (element == EL_EXTRA_TIME && level.time > 0)
13790 TimeLeft += level.extra_time;
13792 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13794 DisplayGameControlValues();
13796 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13798 player->shield_normal_time_left += level.shield_normal_time;
13799 if (element == EL_SHIELD_DEADLY)
13800 player->shield_deadly_time_left += level.shield_deadly_time;
13802 else if (element == EL_DYNAMITE ||
13803 element == EL_EM_DYNAMITE ||
13804 element == EL_SP_DISK_RED)
13806 if (player->inventory_size < MAX_INVENTORY_SIZE)
13807 player->inventory_element[player->inventory_size++] = element;
13809 DrawGameDoorValues();
13811 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13813 player->dynabomb_count++;
13814 player->dynabombs_left++;
13816 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13818 player->dynabomb_size++;
13820 else if (element == EL_DYNABOMB_INCREASE_POWER)
13822 player->dynabomb_xl = TRUE;
13824 else if (IS_KEY(element))
13826 player->key[KEY_NR(element)] = TRUE;
13828 DrawGameDoorValues();
13830 else if (element == EL_DC_KEY_WHITE)
13832 player->num_white_keys++;
13834 /* display white keys? */
13835 /* DrawGameDoorValues(); */
13837 else if (IS_ENVELOPE(element))
13839 player->show_envelope = element;
13841 else if (element == EL_EMC_LENSES)
13843 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13845 RedrawAllInvisibleElementsForLenses();
13847 else if (element == EL_EMC_MAGNIFIER)
13849 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13851 RedrawAllInvisibleElementsForMagnifier();
13853 else if (IS_DROPPABLE(element) ||
13854 IS_THROWABLE(element)) /* can be collected and dropped */
13858 if (collect_count == 0)
13859 player->inventory_infinite_element = element;
13861 for (i = 0; i < collect_count; i++)
13862 if (player->inventory_size < MAX_INVENTORY_SIZE)
13863 player->inventory_element[player->inventory_size++] = element;
13865 DrawGameDoorValues();
13867 else if (collect_count > 0)
13869 local_player->gems_still_needed -= collect_count;
13870 if (local_player->gems_still_needed < 0)
13871 local_player->gems_still_needed = 0;
13873 game.snapshot.collected_item = TRUE;
13875 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13877 DisplayGameControlValues();
13880 RaiseScoreElement(element);
13881 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13884 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13885 player->index_bit, dig_side);
13887 if (mode == DF_SNAP)
13889 if (level.block_snap_field)
13890 setFieldForSnapping(x, y, element, move_direction);
13892 TestIfElementTouchesCustomElement(x, y); /* for empty space */
13894 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13895 player->index_bit, dig_side);
13898 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13900 if (mode == DF_SNAP && element != EL_BD_ROCK)
13901 return MP_NO_ACTION;
13903 if (CAN_FALL(element) && dy)
13904 return MP_NO_ACTION;
13906 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13907 !(element == EL_SPRING && level.use_spring_bug))
13908 return MP_NO_ACTION;
13910 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13911 ((move_direction & MV_VERTICAL &&
13912 ((element_info[element].move_pattern & MV_LEFT &&
13913 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13914 (element_info[element].move_pattern & MV_RIGHT &&
13915 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13916 (move_direction & MV_HORIZONTAL &&
13917 ((element_info[element].move_pattern & MV_UP &&
13918 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13919 (element_info[element].move_pattern & MV_DOWN &&
13920 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13921 return MP_NO_ACTION;
13923 /* do not push elements already moving away faster than player */
13924 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13925 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13926 return MP_NO_ACTION;
13928 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13930 if (player->push_delay_value == -1 || !player_was_pushing)
13931 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13933 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13935 if (player->push_delay_value == -1)
13936 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13938 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13940 if (!player->is_pushing)
13941 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13944 player->is_pushing = TRUE;
13945 player->is_active = TRUE;
13947 if (!(IN_LEV_FIELD(nextx, nexty) &&
13948 (IS_FREE(nextx, nexty) ||
13949 (IS_SB_ELEMENT(element) &&
13950 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13951 (IS_CUSTOM_ELEMENT(element) &&
13952 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13953 return MP_NO_ACTION;
13955 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13956 return MP_NO_ACTION;
13958 if (player->push_delay == -1) /* new pushing; restart delay */
13959 player->push_delay = 0;
13961 if (player->push_delay < player->push_delay_value &&
13962 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13963 element != EL_SPRING && element != EL_BALLOON)
13965 /* make sure that there is no move delay before next try to push */
13966 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13967 player->move_delay = 0;
13969 return MP_NO_ACTION;
13972 if (IS_CUSTOM_ELEMENT(element) &&
13973 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13975 if (!DigFieldByCE(nextx, nexty, element))
13976 return MP_NO_ACTION;
13979 if (IS_SB_ELEMENT(element))
13981 if (element == EL_SOKOBAN_FIELD_FULL)
13983 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13984 local_player->sokobanfields_still_needed++;
13987 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13989 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13990 local_player->sokobanfields_still_needed--;
13993 Feld[x][y] = EL_SOKOBAN_OBJECT;
13995 if (Back[x][y] == Back[nextx][nexty])
13996 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13997 else if (Back[x][y] != 0)
13998 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
14001 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14004 if (local_player->sokobanfields_still_needed == 0 &&
14005 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14007 local_player->players_still_needed = 0;
14009 PlayerWins(player);
14011 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14015 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14017 InitMovingField(x, y, move_direction);
14018 GfxAction[x][y] = ACTION_PUSHING;
14020 if (mode == DF_SNAP)
14021 ContinueMoving(x, y);
14023 MovPos[x][y] = (dx != 0 ? dx : dy);
14025 Pushed[x][y] = TRUE;
14026 Pushed[nextx][nexty] = TRUE;
14028 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14029 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14031 player->push_delay_value = -1; /* get new value later */
14033 /* check for element change _after_ element has been pushed */
14034 if (game.use_change_when_pushing_bug)
14036 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14037 player->index_bit, dig_side);
14038 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14039 player->index_bit, dig_side);
14042 else if (IS_SWITCHABLE(element))
14044 if (PLAYER_SWITCHING(player, x, y))
14046 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14047 player->index_bit, dig_side);
14052 player->is_switching = TRUE;
14053 player->switch_x = x;
14054 player->switch_y = y;
14056 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14058 if (element == EL_ROBOT_WHEEL)
14060 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14064 game.robot_wheel_active = TRUE;
14066 TEST_DrawLevelField(x, y);
14068 else if (element == EL_SP_TERMINAL)
14072 SCAN_PLAYFIELD(xx, yy)
14074 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14078 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14080 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14082 ResetGfxAnimation(xx, yy);
14083 TEST_DrawLevelField(xx, yy);
14087 else if (IS_BELT_SWITCH(element))
14089 ToggleBeltSwitch(x, y);
14091 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14092 element == EL_SWITCHGATE_SWITCH_DOWN ||
14093 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14094 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14096 ToggleSwitchgateSwitch(x, y);
14098 else if (element == EL_LIGHT_SWITCH ||
14099 element == EL_LIGHT_SWITCH_ACTIVE)
14101 ToggleLightSwitch(x, y);
14103 else if (element == EL_TIMEGATE_SWITCH ||
14104 element == EL_DC_TIMEGATE_SWITCH)
14106 ActivateTimegateSwitch(x, y);
14108 else if (element == EL_BALLOON_SWITCH_LEFT ||
14109 element == EL_BALLOON_SWITCH_RIGHT ||
14110 element == EL_BALLOON_SWITCH_UP ||
14111 element == EL_BALLOON_SWITCH_DOWN ||
14112 element == EL_BALLOON_SWITCH_NONE ||
14113 element == EL_BALLOON_SWITCH_ANY)
14115 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14116 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14117 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14118 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14119 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14122 else if (element == EL_LAMP)
14124 Feld[x][y] = EL_LAMP_ACTIVE;
14125 local_player->lights_still_needed--;
14127 ResetGfxAnimation(x, y);
14128 TEST_DrawLevelField(x, y);
14130 else if (element == EL_TIME_ORB_FULL)
14132 Feld[x][y] = EL_TIME_ORB_EMPTY;
14134 if (level.time > 0 || level.use_time_orb_bug)
14136 TimeLeft += level.time_orb_time;
14137 game.no_time_limit = FALSE;
14139 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14141 DisplayGameControlValues();
14144 ResetGfxAnimation(x, y);
14145 TEST_DrawLevelField(x, y);
14147 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14148 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14152 game.ball_state = !game.ball_state;
14154 SCAN_PLAYFIELD(xx, yy)
14156 int e = Feld[xx][yy];
14158 if (game.ball_state)
14160 if (e == EL_EMC_MAGIC_BALL)
14161 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14162 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14163 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14167 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14168 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14169 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14170 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14175 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14176 player->index_bit, dig_side);
14178 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14179 player->index_bit, dig_side);
14181 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14182 player->index_bit, dig_side);
14188 if (!PLAYER_SWITCHING(player, x, y))
14190 player->is_switching = TRUE;
14191 player->switch_x = x;
14192 player->switch_y = y;
14194 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14195 player->index_bit, dig_side);
14196 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14197 player->index_bit, dig_side);
14199 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14200 player->index_bit, dig_side);
14201 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14202 player->index_bit, dig_side);
14205 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14206 player->index_bit, dig_side);
14207 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14208 player->index_bit, dig_side);
14210 return MP_NO_ACTION;
14213 player->push_delay = -1;
14215 if (is_player) /* function can also be called by EL_PENGUIN */
14217 if (Feld[x][y] != element) /* really digged/collected something */
14219 player->is_collecting = !player->is_digging;
14220 player->is_active = TRUE;
14227 static boolean DigFieldByCE(int x, int y, int digging_element)
14229 int element = Feld[x][y];
14231 if (!IS_FREE(x, y))
14233 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14234 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14237 /* no element can dig solid indestructible elements */
14238 if (IS_INDESTRUCTIBLE(element) &&
14239 !IS_DIGGABLE(element) &&
14240 !IS_COLLECTIBLE(element))
14243 if (AmoebaNr[x][y] &&
14244 (element == EL_AMOEBA_FULL ||
14245 element == EL_BD_AMOEBA ||
14246 element == EL_AMOEBA_GROWING))
14248 AmoebaCnt[AmoebaNr[x][y]]--;
14249 AmoebaCnt2[AmoebaNr[x][y]]--;
14252 if (IS_MOVING(x, y))
14253 RemoveMovingField(x, y);
14257 TEST_DrawLevelField(x, y);
14260 /* if digged element was about to explode, prevent the explosion */
14261 ExplodeField[x][y] = EX_TYPE_NONE;
14263 PlayLevelSoundAction(x, y, action);
14266 Store[x][y] = EL_EMPTY;
14268 /* this makes it possible to leave the removed element again */
14269 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14270 Store[x][y] = element;
14275 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14277 int jx = player->jx, jy = player->jy;
14278 int x = jx + dx, y = jy + dy;
14279 int snap_direction = (dx == -1 ? MV_LEFT :
14280 dx == +1 ? MV_RIGHT :
14282 dy == +1 ? MV_DOWN : MV_NONE);
14283 boolean can_continue_snapping = (level.continuous_snapping &&
14284 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14286 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14289 if (!player->active || !IN_LEV_FIELD(x, y))
14297 if (player->MovPos == 0)
14298 player->is_pushing = FALSE;
14300 player->is_snapping = FALSE;
14302 if (player->MovPos == 0)
14304 player->is_moving = FALSE;
14305 player->is_digging = FALSE;
14306 player->is_collecting = FALSE;
14312 /* prevent snapping with already pressed snap key when not allowed */
14313 if (player->is_snapping && !can_continue_snapping)
14316 player->MovDir = snap_direction;
14318 if (player->MovPos == 0)
14320 player->is_moving = FALSE;
14321 player->is_digging = FALSE;
14322 player->is_collecting = FALSE;
14325 player->is_dropping = FALSE;
14326 player->is_dropping_pressed = FALSE;
14327 player->drop_pressed_delay = 0;
14329 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14332 player->is_snapping = TRUE;
14333 player->is_active = TRUE;
14335 if (player->MovPos == 0)
14337 player->is_moving = FALSE;
14338 player->is_digging = FALSE;
14339 player->is_collecting = FALSE;
14342 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
14343 TEST_DrawLevelField(player->last_jx, player->last_jy);
14345 TEST_DrawLevelField(x, y);
14350 static boolean DropElement(struct PlayerInfo *player)
14352 int old_element, new_element;
14353 int dropx = player->jx, dropy = player->jy;
14354 int drop_direction = player->MovDir;
14355 int drop_side = drop_direction;
14356 int drop_element = get_next_dropped_element(player);
14358 /* do not drop an element on top of another element; when holding drop key
14359 pressed without moving, dropped element must move away before the next
14360 element can be dropped (this is especially important if the next element
14361 is dynamite, which can be placed on background for historical reasons) */
14362 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14365 if (IS_THROWABLE(drop_element))
14367 dropx += GET_DX_FROM_DIR(drop_direction);
14368 dropy += GET_DY_FROM_DIR(drop_direction);
14370 if (!IN_LEV_FIELD(dropx, dropy))
14374 old_element = Feld[dropx][dropy]; /* old element at dropping position */
14375 new_element = drop_element; /* default: no change when dropping */
14377 /* check if player is active, not moving and ready to drop */
14378 if (!player->active || player->MovPos || player->drop_delay > 0)
14381 /* check if player has anything that can be dropped */
14382 if (new_element == EL_UNDEFINED)
14385 /* only set if player has anything that can be dropped */
14386 player->is_dropping_pressed = TRUE;
14388 /* check if drop key was pressed long enough for EM style dynamite */
14389 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14392 /* check if anything can be dropped at the current position */
14393 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14396 /* collected custom elements can only be dropped on empty fields */
14397 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14400 if (old_element != EL_EMPTY)
14401 Back[dropx][dropy] = old_element; /* store old element on this field */
14403 ResetGfxAnimation(dropx, dropy);
14404 ResetRandomAnimationValue(dropx, dropy);
14406 if (player->inventory_size > 0 ||
14407 player->inventory_infinite_element != EL_UNDEFINED)
14409 if (player->inventory_size > 0)
14411 player->inventory_size--;
14413 DrawGameDoorValues();
14415 if (new_element == EL_DYNAMITE)
14416 new_element = EL_DYNAMITE_ACTIVE;
14417 else if (new_element == EL_EM_DYNAMITE)
14418 new_element = EL_EM_DYNAMITE_ACTIVE;
14419 else if (new_element == EL_SP_DISK_RED)
14420 new_element = EL_SP_DISK_RED_ACTIVE;
14423 Feld[dropx][dropy] = new_element;
14425 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14426 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14427 el2img(Feld[dropx][dropy]), 0);
14429 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14431 /* needed if previous element just changed to "empty" in the last frame */
14432 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14434 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14435 player->index_bit, drop_side);
14436 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14438 player->index_bit, drop_side);
14440 TestIfElementTouchesCustomElement(dropx, dropy);
14442 else /* player is dropping a dyna bomb */
14444 player->dynabombs_left--;
14446 Feld[dropx][dropy] = new_element;
14448 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14449 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14450 el2img(Feld[dropx][dropy]), 0);
14452 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14455 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
14456 InitField_WithBug1(dropx, dropy, FALSE);
14458 new_element = Feld[dropx][dropy]; /* element might have changed */
14460 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14461 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14463 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14464 MovDir[dropx][dropy] = drop_direction;
14466 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
14468 /* do not cause impact style collision by dropping elements that can fall */
14469 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14472 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14473 player->is_dropping = TRUE;
14475 player->drop_pressed_delay = 0;
14476 player->is_dropping_pressed = FALSE;
14478 player->drop_x = dropx;
14479 player->drop_y = dropy;
14484 /* ------------------------------------------------------------------------- */
14485 /* game sound playing functions */
14486 /* ------------------------------------------------------------------------- */
14488 static int *loop_sound_frame = NULL;
14489 static int *loop_sound_volume = NULL;
14491 void InitPlayLevelSound(void)
14493 int num_sounds = getSoundListSize();
14495 checked_free(loop_sound_frame);
14496 checked_free(loop_sound_volume);
14498 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14499 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14502 static void PlayLevelSound(int x, int y, int nr)
14504 int sx = SCREENX(x), sy = SCREENY(y);
14505 int volume, stereo_position;
14506 int max_distance = 8;
14507 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14509 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14510 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14513 if (!IN_LEV_FIELD(x, y) ||
14514 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14515 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14518 volume = SOUND_MAX_VOLUME;
14520 if (!IN_SCR_FIELD(sx, sy))
14522 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14523 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14525 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14528 stereo_position = (SOUND_MAX_LEFT +
14529 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14530 (SCR_FIELDX + 2 * max_distance));
14532 if (IS_LOOP_SOUND(nr))
14534 /* This assures that quieter loop sounds do not overwrite louder ones,
14535 while restarting sound volume comparison with each new game frame. */
14537 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14540 loop_sound_volume[nr] = volume;
14541 loop_sound_frame[nr] = FrameCounter;
14544 PlaySoundExt(nr, volume, stereo_position, type);
14547 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14549 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14550 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14551 y < LEVELY(BY1) ? LEVELY(BY1) :
14552 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14556 static void PlayLevelSoundAction(int x, int y, int action)
14558 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14561 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14563 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14565 if (sound_effect != SND_UNDEFINED)
14566 PlayLevelSound(x, y, sound_effect);
14569 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14572 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14574 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14575 PlayLevelSound(x, y, sound_effect);
14578 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14580 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14582 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14583 PlayLevelSound(x, y, sound_effect);
14586 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14588 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14590 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14591 StopSound(sound_effect);
14594 static int getLevelMusicNr(void)
14596 if (levelset.music[level_nr] != MUS_UNDEFINED)
14597 return levelset.music[level_nr]; /* from config file */
14599 return MAP_NOCONF_MUSIC(level_nr); /* from music dir */
14602 static void FadeLevelSounds(void)
14607 static void FadeLevelMusic(void)
14609 int music_nr = getLevelMusicNr();
14610 char *curr_music = getCurrentlyPlayingMusicFilename();
14611 char *next_music = getMusicInfoEntryFilename(music_nr);
14613 if (!strEqual(curr_music, next_music))
14617 void FadeLevelSoundsAndMusic(void)
14623 static void PlayLevelMusic(void)
14625 int music_nr = getLevelMusicNr();
14626 char *curr_music = getCurrentlyPlayingMusicFilename();
14627 char *next_music = getMusicInfoEntryFilename(music_nr);
14629 if (!strEqual(curr_music, next_music))
14630 PlayMusicLoop(music_nr);
14633 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14635 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14636 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14637 int x = xx - 1 - offset;
14638 int y = yy - 1 - offset;
14643 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14647 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14651 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14655 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14659 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14663 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14667 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14670 case SAMPLE_android_clone:
14671 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14674 case SAMPLE_android_move:
14675 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14678 case SAMPLE_spring:
14679 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14683 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14687 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14690 case SAMPLE_eater_eat:
14691 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14695 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14698 case SAMPLE_collect:
14699 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14702 case SAMPLE_diamond:
14703 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14706 case SAMPLE_squash:
14707 /* !!! CHECK THIS !!! */
14709 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14711 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14715 case SAMPLE_wonderfall:
14716 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14720 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14724 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14728 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14732 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14736 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14740 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14743 case SAMPLE_wonder:
14744 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14748 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14751 case SAMPLE_exit_open:
14752 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14755 case SAMPLE_exit_leave:
14756 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14759 case SAMPLE_dynamite:
14760 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14764 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14768 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14772 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14776 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14780 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14784 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14788 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14793 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14795 int element = map_element_SP_to_RND(element_sp);
14796 int action = map_action_SP_to_RND(action_sp);
14797 int offset = (setup.sp_show_border_elements ? 0 : 1);
14798 int x = xx - offset;
14799 int y = yy - offset;
14801 PlayLevelSoundElementAction(x, y, element, action);
14804 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14806 int element = map_element_MM_to_RND(element_mm);
14807 int action = map_action_MM_to_RND(action_mm);
14809 int x = xx - offset;
14810 int y = yy - offset;
14812 if (!IS_MM_ELEMENT(element))
14813 element = EL_MM_DEFAULT;
14815 PlayLevelSoundElementAction(x, y, element, action);
14818 void PlaySound_MM(int sound_mm)
14820 int sound = map_sound_MM_to_RND(sound_mm);
14822 if (sound == SND_UNDEFINED)
14828 void PlaySoundLoop_MM(int sound_mm)
14830 int sound = map_sound_MM_to_RND(sound_mm);
14832 if (sound == SND_UNDEFINED)
14835 PlaySoundLoop(sound);
14838 void StopSound_MM(int sound_mm)
14840 int sound = map_sound_MM_to_RND(sound_mm);
14842 if (sound == SND_UNDEFINED)
14848 void RaiseScore(int value)
14850 local_player->score += value;
14852 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14854 DisplayGameControlValues();
14857 void RaiseScoreElement(int element)
14862 case EL_BD_DIAMOND:
14863 case EL_EMERALD_YELLOW:
14864 case EL_EMERALD_RED:
14865 case EL_EMERALD_PURPLE:
14866 case EL_SP_INFOTRON:
14867 RaiseScore(level.score[SC_EMERALD]);
14870 RaiseScore(level.score[SC_DIAMOND]);
14873 RaiseScore(level.score[SC_CRYSTAL]);
14876 RaiseScore(level.score[SC_PEARL]);
14879 case EL_BD_BUTTERFLY:
14880 case EL_SP_ELECTRON:
14881 RaiseScore(level.score[SC_BUG]);
14884 case EL_BD_FIREFLY:
14885 case EL_SP_SNIKSNAK:
14886 RaiseScore(level.score[SC_SPACESHIP]);
14889 case EL_DARK_YAMYAM:
14890 RaiseScore(level.score[SC_YAMYAM]);
14893 RaiseScore(level.score[SC_ROBOT]);
14896 RaiseScore(level.score[SC_PACMAN]);
14899 RaiseScore(level.score[SC_NUT]);
14902 case EL_EM_DYNAMITE:
14903 case EL_SP_DISK_RED:
14904 case EL_DYNABOMB_INCREASE_NUMBER:
14905 case EL_DYNABOMB_INCREASE_SIZE:
14906 case EL_DYNABOMB_INCREASE_POWER:
14907 RaiseScore(level.score[SC_DYNAMITE]);
14909 case EL_SHIELD_NORMAL:
14910 case EL_SHIELD_DEADLY:
14911 RaiseScore(level.score[SC_SHIELD]);
14913 case EL_EXTRA_TIME:
14914 RaiseScore(level.extra_time_score);
14928 case EL_DC_KEY_WHITE:
14929 RaiseScore(level.score[SC_KEY]);
14932 RaiseScore(element_info[element].collect_score);
14937 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14939 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14941 /* closing door required in case of envelope style request dialogs */
14943 CloseDoor(DOOR_CLOSE_1);
14945 if (network.enabled)
14946 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14950 FadeSkipNextFadeIn();
14952 SetGameStatus(GAME_MODE_MAIN);
14957 else /* continue playing the game */
14959 if (tape.playing && tape.deactivate_display)
14960 TapeDeactivateDisplayOff(TRUE);
14962 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14964 if (tape.playing && tape.deactivate_display)
14965 TapeDeactivateDisplayOn();
14969 void RequestQuitGame(boolean ask_if_really_quit)
14971 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14972 boolean skip_request = AllPlayersGone || quick_quit;
14974 RequestQuitGameExt(skip_request, quick_quit,
14975 "Do you really want to quit the game?");
14978 void RequestRestartGame(char *message)
14980 game.restart_game_message = NULL;
14982 if (Request(message, REQ_ASK | REQ_STAY_CLOSED))
14984 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14988 SetGameStatus(GAME_MODE_MAIN);
14995 /* ------------------------------------------------------------------------- */
14996 /* random generator functions */
14997 /* ------------------------------------------------------------------------- */
14999 unsigned int InitEngineRandom_RND(int seed)
15001 game.num_random_calls = 0;
15003 return InitEngineRandom(seed);
15006 unsigned int RND(int max)
15010 game.num_random_calls++;
15012 return GetEngineRandom(max);
15019 /* ------------------------------------------------------------------------- */
15020 /* game engine snapshot handling functions */
15021 /* ------------------------------------------------------------------------- */
15023 struct EngineSnapshotInfo
15025 /* runtime values for custom element collect score */
15026 int collect_score[NUM_CUSTOM_ELEMENTS];
15028 /* runtime values for group element choice position */
15029 int choice_pos[NUM_GROUP_ELEMENTS];
15031 /* runtime values for belt position animations */
15032 int belt_graphic[4][NUM_BELT_PARTS];
15033 int belt_anim_mode[4][NUM_BELT_PARTS];
15036 static struct EngineSnapshotInfo engine_snapshot_rnd;
15037 static char *snapshot_level_identifier = NULL;
15038 static int snapshot_level_nr = -1;
15040 static void SaveEngineSnapshotValues_RND(void)
15042 static int belt_base_active_element[4] =
15044 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15045 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15046 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15047 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15051 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15053 int element = EL_CUSTOM_START + i;
15055 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15058 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15060 int element = EL_GROUP_START + i;
15062 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15065 for (i = 0; i < 4; i++)
15067 for (j = 0; j < NUM_BELT_PARTS; j++)
15069 int element = belt_base_active_element[i] + j;
15070 int graphic = el2img(element);
15071 int anim_mode = graphic_info[graphic].anim_mode;
15073 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15074 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15079 static void LoadEngineSnapshotValues_RND(void)
15081 unsigned int num_random_calls = game.num_random_calls;
15084 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15086 int element = EL_CUSTOM_START + i;
15088 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15091 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15093 int element = EL_GROUP_START + i;
15095 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15098 for (i = 0; i < 4; i++)
15100 for (j = 0; j < NUM_BELT_PARTS; j++)
15102 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15103 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15105 graphic_info[graphic].anim_mode = anim_mode;
15109 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15111 InitRND(tape.random_seed);
15112 for (i = 0; i < num_random_calls; i++)
15116 if (game.num_random_calls != num_random_calls)
15118 Error(ERR_INFO, "number of random calls out of sync");
15119 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15120 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15121 Error(ERR_EXIT, "this should not happen -- please debug");
15125 void FreeEngineSnapshotSingle(void)
15127 FreeSnapshotSingle();
15129 setString(&snapshot_level_identifier, NULL);
15130 snapshot_level_nr = -1;
15133 void FreeEngineSnapshotList(void)
15135 FreeSnapshotList();
15138 static ListNode *SaveEngineSnapshotBuffers(void)
15140 ListNode *buffers = NULL;
15142 /* copy some special values to a structure better suited for the snapshot */
15144 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15145 SaveEngineSnapshotValues_RND();
15146 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15147 SaveEngineSnapshotValues_EM();
15148 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15149 SaveEngineSnapshotValues_SP(&buffers);
15150 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15151 SaveEngineSnapshotValues_MM(&buffers);
15153 /* save values stored in special snapshot structure */
15155 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15156 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15157 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15158 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15159 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15160 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15161 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15162 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15164 /* save further RND engine values */
15166 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15167 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15168 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15170 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15171 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15172 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15173 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15175 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15176 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15177 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15178 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15179 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15181 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15182 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15183 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15185 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15187 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15189 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15190 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15192 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15193 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15194 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15195 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15196 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15197 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15198 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15199 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15200 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15201 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15202 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15203 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15204 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15205 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15206 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15207 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15208 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15209 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15211 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15212 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15214 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15215 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15216 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15218 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15219 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15221 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15222 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15223 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15224 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15225 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15227 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15228 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15231 ListNode *node = engine_snapshot_list_rnd;
15234 while (node != NULL)
15236 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15241 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15247 void SaveEngineSnapshotSingle(void)
15249 ListNode *buffers = SaveEngineSnapshotBuffers();
15251 /* finally save all snapshot buffers to single snapshot */
15252 SaveSnapshotSingle(buffers);
15254 /* save level identification information */
15255 setString(&snapshot_level_identifier, leveldir_current->identifier);
15256 snapshot_level_nr = level_nr;
15259 boolean CheckSaveEngineSnapshotToList(void)
15261 boolean save_snapshot =
15262 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15263 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15264 game.snapshot.changed_action) ||
15265 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15266 game.snapshot.collected_item));
15268 game.snapshot.changed_action = FALSE;
15269 game.snapshot.collected_item = FALSE;
15270 game.snapshot.save_snapshot = save_snapshot;
15272 return save_snapshot;
15275 void SaveEngineSnapshotToList(void)
15277 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15281 ListNode *buffers = SaveEngineSnapshotBuffers();
15283 /* finally save all snapshot buffers to snapshot list */
15284 SaveSnapshotToList(buffers);
15287 void SaveEngineSnapshotToListInitial(void)
15289 FreeEngineSnapshotList();
15291 SaveEngineSnapshotToList();
15294 static void LoadEngineSnapshotValues(void)
15296 /* restore special values from snapshot structure */
15298 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15299 LoadEngineSnapshotValues_RND();
15300 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15301 LoadEngineSnapshotValues_EM();
15302 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15303 LoadEngineSnapshotValues_SP();
15304 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15305 LoadEngineSnapshotValues_MM();
15308 void LoadEngineSnapshotSingle(void)
15310 LoadSnapshotSingle();
15312 LoadEngineSnapshotValues();
15315 static void LoadEngineSnapshot_Undo(int steps)
15317 LoadSnapshotFromList_Older(steps);
15319 LoadEngineSnapshotValues();
15322 static void LoadEngineSnapshot_Redo(int steps)
15324 LoadSnapshotFromList_Newer(steps);
15326 LoadEngineSnapshotValues();
15329 boolean CheckEngineSnapshotSingle(void)
15331 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15332 snapshot_level_nr == level_nr);
15335 boolean CheckEngineSnapshotList(void)
15337 return CheckSnapshotList();
15341 /* ---------- new game button stuff ---------------------------------------- */
15348 boolean *setup_value;
15349 boolean allowed_on_tape;
15351 } gamebutton_info[NUM_GAME_BUTTONS] =
15354 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15355 GAME_CTRL_ID_STOP, NULL,
15359 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15360 GAME_CTRL_ID_PAUSE, NULL,
15364 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15365 GAME_CTRL_ID_PLAY, NULL,
15369 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15370 GAME_CTRL_ID_UNDO, NULL,
15374 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15375 GAME_CTRL_ID_REDO, NULL,
15379 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15380 GAME_CTRL_ID_SAVE, NULL,
15384 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15385 GAME_CTRL_ID_PAUSE2, NULL,
15389 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15390 GAME_CTRL_ID_LOAD, NULL,
15394 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15395 GAME_CTRL_ID_PANEL_STOP, NULL,
15399 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15400 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15401 FALSE, "pause game"
15404 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15405 GAME_CTRL_ID_PANEL_PLAY, NULL,
15409 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15410 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15411 TRUE, "background music on/off"
15414 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15415 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15416 TRUE, "sound loops on/off"
15419 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15420 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15421 TRUE, "normal sounds on/off"
15424 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15425 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15426 FALSE, "background music on/off"
15429 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15430 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15431 FALSE, "sound loops on/off"
15434 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15435 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15436 FALSE, "normal sounds on/off"
15440 void CreateGameButtons(void)
15444 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15446 int graphic = gamebutton_info[i].graphic;
15447 struct GraphicInfo *gfx = &graphic_info[graphic];
15448 struct XY *pos = gamebutton_info[i].pos;
15449 struct GadgetInfo *gi;
15452 unsigned int event_mask;
15453 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15454 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15455 int base_x = (on_tape ? VX : DX);
15456 int base_y = (on_tape ? VY : DY);
15457 int gd_x = gfx->src_x;
15458 int gd_y = gfx->src_y;
15459 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15460 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15461 int gd_xa = gfx->src_x + gfx->active_xoffset;
15462 int gd_ya = gfx->src_y + gfx->active_yoffset;
15463 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15464 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15467 if (gfx->bitmap == NULL)
15469 game_gadget[id] = NULL;
15474 if (id == GAME_CTRL_ID_STOP ||
15475 id == GAME_CTRL_ID_PANEL_STOP ||
15476 id == GAME_CTRL_ID_PLAY ||
15477 id == GAME_CTRL_ID_PANEL_PLAY ||
15478 id == GAME_CTRL_ID_SAVE ||
15479 id == GAME_CTRL_ID_LOAD)
15481 button_type = GD_TYPE_NORMAL_BUTTON;
15483 event_mask = GD_EVENT_RELEASED;
15485 else if (id == GAME_CTRL_ID_UNDO ||
15486 id == GAME_CTRL_ID_REDO)
15488 button_type = GD_TYPE_NORMAL_BUTTON;
15490 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15494 button_type = GD_TYPE_CHECK_BUTTON;
15495 checked = (gamebutton_info[i].setup_value != NULL ?
15496 *gamebutton_info[i].setup_value : FALSE);
15497 event_mask = GD_EVENT_PRESSED;
15500 gi = CreateGadget(GDI_CUSTOM_ID, id,
15501 GDI_IMAGE_ID, graphic,
15502 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15503 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15504 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15505 GDI_WIDTH, gfx->width,
15506 GDI_HEIGHT, gfx->height,
15507 GDI_TYPE, button_type,
15508 GDI_STATE, GD_BUTTON_UNPRESSED,
15509 GDI_CHECKED, checked,
15510 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15511 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15512 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15513 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15514 GDI_DIRECT_DRAW, FALSE,
15515 GDI_EVENT_MASK, event_mask,
15516 GDI_CALLBACK_ACTION, HandleGameButtons,
15520 Error(ERR_EXIT, "cannot create gadget");
15522 game_gadget[id] = gi;
15526 void FreeGameButtons(void)
15530 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15531 FreeGadget(game_gadget[i]);
15534 static void UnmapGameButtonsAtSamePosition(int id)
15538 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15540 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15541 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15542 UnmapGadget(game_gadget[i]);
15545 static void UnmapGameButtonsAtSamePosition_All(void)
15547 if (setup.show_snapshot_buttons)
15549 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15550 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15551 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15555 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15556 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15557 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15559 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15560 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15561 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15565 static void MapGameButtonsAtSamePosition(int id)
15569 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15571 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15572 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15573 MapGadget(game_gadget[i]);
15575 UnmapGameButtonsAtSamePosition_All();
15578 void MapUndoRedoButtons(void)
15580 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15581 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15583 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15584 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15586 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15589 void UnmapUndoRedoButtons(void)
15591 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15592 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15594 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15595 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15597 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15600 static void MapGameButtonsExt(boolean on_tape)
15604 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15605 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15606 i != GAME_CTRL_ID_UNDO &&
15607 i != GAME_CTRL_ID_REDO)
15608 MapGadget(game_gadget[i]);
15610 UnmapGameButtonsAtSamePosition_All();
15612 RedrawGameButtons();
15615 static void UnmapGameButtonsExt(boolean on_tape)
15619 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15620 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15621 UnmapGadget(game_gadget[i]);
15624 static void RedrawGameButtonsExt(boolean on_tape)
15628 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15629 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15630 RedrawGadget(game_gadget[i]);
15632 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15633 redraw_mask &= ~REDRAW_ALL;
15636 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15641 gi->checked = state;
15644 static void RedrawSoundButtonGadget(int id)
15646 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15647 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15648 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15649 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15650 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15651 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15654 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15655 RedrawGadget(game_gadget[id2]);
15658 void MapGameButtons(void)
15660 MapGameButtonsExt(FALSE);
15663 void UnmapGameButtons(void)
15665 UnmapGameButtonsExt(FALSE);
15668 void RedrawGameButtons(void)
15670 RedrawGameButtonsExt(FALSE);
15673 void MapGameButtonsOnTape(void)
15675 MapGameButtonsExt(TRUE);
15678 void UnmapGameButtonsOnTape(void)
15680 UnmapGameButtonsExt(TRUE);
15683 void RedrawGameButtonsOnTape(void)
15685 RedrawGameButtonsExt(TRUE);
15688 static void GameUndoRedoExt(void)
15690 ClearPlayerAction();
15692 tape.pausing = TRUE;
15695 UpdateAndDisplayGameControlValues();
15697 DrawCompleteVideoDisplay();
15698 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15699 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15700 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15705 static void GameUndo(int steps)
15707 if (!CheckEngineSnapshotList())
15710 LoadEngineSnapshot_Undo(steps);
15715 static void GameRedo(int steps)
15717 if (!CheckEngineSnapshotList())
15720 LoadEngineSnapshot_Redo(steps);
15725 static void HandleGameButtonsExt(int id, int button)
15727 static boolean game_undo_executed = FALSE;
15728 int steps = BUTTON_STEPSIZE(button);
15729 boolean handle_game_buttons =
15730 (game_status == GAME_MODE_PLAYING ||
15731 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15733 if (!handle_game_buttons)
15738 case GAME_CTRL_ID_STOP:
15739 case GAME_CTRL_ID_PANEL_STOP:
15740 if (game_status == GAME_MODE_MAIN)
15746 RequestQuitGame(TRUE);
15750 case GAME_CTRL_ID_PAUSE:
15751 case GAME_CTRL_ID_PAUSE2:
15752 case GAME_CTRL_ID_PANEL_PAUSE:
15753 if (network.enabled && game_status == GAME_MODE_PLAYING)
15756 SendToServer_ContinuePlaying();
15758 SendToServer_PausePlaying();
15761 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15763 game_undo_executed = FALSE;
15767 case GAME_CTRL_ID_PLAY:
15768 case GAME_CTRL_ID_PANEL_PLAY:
15769 if (game_status == GAME_MODE_MAIN)
15771 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15773 else if (tape.pausing)
15775 if (network.enabled)
15776 SendToServer_ContinuePlaying();
15778 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15782 case GAME_CTRL_ID_UNDO:
15783 // Important: When using "save snapshot when collecting an item" mode,
15784 // load last (current) snapshot for first "undo" after pressing "pause"
15785 // (else the last-but-one snapshot would be loaded, because the snapshot
15786 // pointer already points to the last snapshot when pressing "pause",
15787 // which is fine for "every step/move" mode, but not for "every collect")
15788 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15789 !game_undo_executed)
15792 game_undo_executed = TRUE;
15797 case GAME_CTRL_ID_REDO:
15801 case GAME_CTRL_ID_SAVE:
15805 case GAME_CTRL_ID_LOAD:
15809 case SOUND_CTRL_ID_MUSIC:
15810 case SOUND_CTRL_ID_PANEL_MUSIC:
15811 if (setup.sound_music)
15813 setup.sound_music = FALSE;
15817 else if (audio.music_available)
15819 setup.sound = setup.sound_music = TRUE;
15821 SetAudioMode(setup.sound);
15823 if (game_status == GAME_MODE_PLAYING)
15827 RedrawSoundButtonGadget(id);
15831 case SOUND_CTRL_ID_LOOPS:
15832 case SOUND_CTRL_ID_PANEL_LOOPS:
15833 if (setup.sound_loops)
15834 setup.sound_loops = FALSE;
15835 else if (audio.loops_available)
15837 setup.sound = setup.sound_loops = TRUE;
15839 SetAudioMode(setup.sound);
15842 RedrawSoundButtonGadget(id);
15846 case SOUND_CTRL_ID_SIMPLE:
15847 case SOUND_CTRL_ID_PANEL_SIMPLE:
15848 if (setup.sound_simple)
15849 setup.sound_simple = FALSE;
15850 else if (audio.sound_available)
15852 setup.sound = setup.sound_simple = TRUE;
15854 SetAudioMode(setup.sound);
15857 RedrawSoundButtonGadget(id);
15866 static void HandleGameButtons(struct GadgetInfo *gi)
15868 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15871 void HandleSoundButtonKeys(Key key)
15873 if (key == setup.shortcut.sound_simple)
15874 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15875 else if (key == setup.shortcut.sound_loops)
15876 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15877 else if (key == setup.shortcut.sound_music)
15878 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);