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
30 #define USE_NEW_AMOEBA_CODE FALSE
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)
65 #define MP_NO_ACTION 0
68 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
72 #define SCROLL_GO_ON 1
74 // for Bang()/Explode()
75 #define EX_PHASE_START 0
76 #define EX_TYPE_NONE 0
77 #define EX_TYPE_NORMAL (1 << 0)
78 #define EX_TYPE_CENTER (1 << 1)
79 #define EX_TYPE_BORDER (1 << 2)
80 #define EX_TYPE_CROSS (1 << 3)
81 #define EX_TYPE_DYNA (1 << 4)
82 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
84 #define PANEL_OFF() (game.panel.active == FALSE)
85 #define PANEL_DEACTIVATED(p) ((p)->x < 0 || (p)->y < 0 || PANEL_OFF())
86 #define PANEL_XPOS(p) (DX + ALIGNED_TEXT_XPOS(p))
87 #define PANEL_YPOS(p) (DY + ALIGNED_TEXT_YPOS(p))
89 // game panel display and control definitions
90 #define GAME_PANEL_LEVEL_NUMBER 0
91 #define GAME_PANEL_GEMS 1
92 #define GAME_PANEL_INVENTORY_COUNT 2
93 #define GAME_PANEL_INVENTORY_FIRST_1 3
94 #define GAME_PANEL_INVENTORY_FIRST_2 4
95 #define GAME_PANEL_INVENTORY_FIRST_3 5
96 #define GAME_PANEL_INVENTORY_FIRST_4 6
97 #define GAME_PANEL_INVENTORY_FIRST_5 7
98 #define GAME_PANEL_INVENTORY_FIRST_6 8
99 #define GAME_PANEL_INVENTORY_FIRST_7 9
100 #define GAME_PANEL_INVENTORY_FIRST_8 10
101 #define GAME_PANEL_INVENTORY_LAST_1 11
102 #define GAME_PANEL_INVENTORY_LAST_2 12
103 #define GAME_PANEL_INVENTORY_LAST_3 13
104 #define GAME_PANEL_INVENTORY_LAST_4 14
105 #define GAME_PANEL_INVENTORY_LAST_5 15
106 #define GAME_PANEL_INVENTORY_LAST_6 16
107 #define GAME_PANEL_INVENTORY_LAST_7 17
108 #define GAME_PANEL_INVENTORY_LAST_8 18
109 #define GAME_PANEL_KEY_1 19
110 #define GAME_PANEL_KEY_2 20
111 #define GAME_PANEL_KEY_3 21
112 #define GAME_PANEL_KEY_4 22
113 #define GAME_PANEL_KEY_5 23
114 #define GAME_PANEL_KEY_6 24
115 #define GAME_PANEL_KEY_7 25
116 #define GAME_PANEL_KEY_8 26
117 #define GAME_PANEL_KEY_WHITE 27
118 #define GAME_PANEL_KEY_WHITE_COUNT 28
119 #define GAME_PANEL_SCORE 29
120 #define GAME_PANEL_HIGHSCORE 30
121 #define GAME_PANEL_TIME 31
122 #define GAME_PANEL_TIME_HH 32
123 #define GAME_PANEL_TIME_MM 33
124 #define GAME_PANEL_TIME_SS 34
125 #define GAME_PANEL_TIME_ANIM 35
126 #define GAME_PANEL_HEALTH 36
127 #define GAME_PANEL_HEALTH_ANIM 37
128 #define GAME_PANEL_FRAME 38
129 #define GAME_PANEL_SHIELD_NORMAL 39
130 #define GAME_PANEL_SHIELD_NORMAL_TIME 40
131 #define GAME_PANEL_SHIELD_DEADLY 41
132 #define GAME_PANEL_SHIELD_DEADLY_TIME 42
133 #define GAME_PANEL_EXIT 43
134 #define GAME_PANEL_EMC_MAGIC_BALL 44
135 #define GAME_PANEL_EMC_MAGIC_BALL_SWITCH 45
136 #define GAME_PANEL_LIGHT_SWITCH 46
137 #define GAME_PANEL_LIGHT_SWITCH_TIME 47
138 #define GAME_PANEL_TIMEGATE_SWITCH 48
139 #define GAME_PANEL_TIMEGATE_SWITCH_TIME 49
140 #define GAME_PANEL_SWITCHGATE_SWITCH 50
141 #define GAME_PANEL_EMC_LENSES 51
142 #define GAME_PANEL_EMC_LENSES_TIME 52
143 #define GAME_PANEL_EMC_MAGNIFIER 53
144 #define GAME_PANEL_EMC_MAGNIFIER_TIME 54
145 #define GAME_PANEL_BALLOON_SWITCH 55
146 #define GAME_PANEL_DYNABOMB_NUMBER 56
147 #define GAME_PANEL_DYNABOMB_SIZE 57
148 #define GAME_PANEL_DYNABOMB_POWER 58
149 #define GAME_PANEL_PENGUINS 59
150 #define GAME_PANEL_SOKOBAN_OBJECTS 60
151 #define GAME_PANEL_SOKOBAN_FIELDS 61
152 #define GAME_PANEL_ROBOT_WHEEL 62
153 #define GAME_PANEL_CONVEYOR_BELT_1 63
154 #define GAME_PANEL_CONVEYOR_BELT_2 64
155 #define GAME_PANEL_CONVEYOR_BELT_3 65
156 #define GAME_PANEL_CONVEYOR_BELT_4 66
157 #define GAME_PANEL_CONVEYOR_BELT_1_SWITCH 67
158 #define GAME_PANEL_CONVEYOR_BELT_2_SWITCH 68
159 #define GAME_PANEL_CONVEYOR_BELT_3_SWITCH 69
160 #define GAME_PANEL_CONVEYOR_BELT_4_SWITCH 70
161 #define GAME_PANEL_MAGIC_WALL 71
162 #define GAME_PANEL_MAGIC_WALL_TIME 72
163 #define GAME_PANEL_GRAVITY_STATE 73
164 #define GAME_PANEL_GRAPHIC_1 74
165 #define GAME_PANEL_GRAPHIC_2 75
166 #define GAME_PANEL_GRAPHIC_3 76
167 #define GAME_PANEL_GRAPHIC_4 77
168 #define GAME_PANEL_GRAPHIC_5 78
169 #define GAME_PANEL_GRAPHIC_6 79
170 #define GAME_PANEL_GRAPHIC_7 80
171 #define GAME_PANEL_GRAPHIC_8 81
172 #define GAME_PANEL_ELEMENT_1 82
173 #define GAME_PANEL_ELEMENT_2 83
174 #define GAME_PANEL_ELEMENT_3 84
175 #define GAME_PANEL_ELEMENT_4 85
176 #define GAME_PANEL_ELEMENT_5 86
177 #define GAME_PANEL_ELEMENT_6 87
178 #define GAME_PANEL_ELEMENT_7 88
179 #define GAME_PANEL_ELEMENT_8 89
180 #define GAME_PANEL_ELEMENT_COUNT_1 90
181 #define GAME_PANEL_ELEMENT_COUNT_2 91
182 #define GAME_PANEL_ELEMENT_COUNT_3 92
183 #define GAME_PANEL_ELEMENT_COUNT_4 93
184 #define GAME_PANEL_ELEMENT_COUNT_5 94
185 #define GAME_PANEL_ELEMENT_COUNT_6 95
186 #define GAME_PANEL_ELEMENT_COUNT_7 96
187 #define GAME_PANEL_ELEMENT_COUNT_8 97
188 #define GAME_PANEL_CE_SCORE_1 98
189 #define GAME_PANEL_CE_SCORE_2 99
190 #define GAME_PANEL_CE_SCORE_3 100
191 #define GAME_PANEL_CE_SCORE_4 101
192 #define GAME_PANEL_CE_SCORE_5 102
193 #define GAME_PANEL_CE_SCORE_6 103
194 #define GAME_PANEL_CE_SCORE_7 104
195 #define GAME_PANEL_CE_SCORE_8 105
196 #define GAME_PANEL_CE_SCORE_1_ELEMENT 106
197 #define GAME_PANEL_CE_SCORE_2_ELEMENT 107
198 #define GAME_PANEL_CE_SCORE_3_ELEMENT 108
199 #define GAME_PANEL_CE_SCORE_4_ELEMENT 109
200 #define GAME_PANEL_CE_SCORE_5_ELEMENT 110
201 #define GAME_PANEL_CE_SCORE_6_ELEMENT 111
202 #define GAME_PANEL_CE_SCORE_7_ELEMENT 112
203 #define GAME_PANEL_CE_SCORE_8_ELEMENT 113
204 #define GAME_PANEL_PLAYER_NAME 114
205 #define GAME_PANEL_LEVEL_NAME 115
206 #define GAME_PANEL_LEVEL_AUTHOR 116
208 #define NUM_GAME_PANEL_CONTROLS 117
210 struct GamePanelOrderInfo
216 static struct GamePanelOrderInfo game_panel_order[NUM_GAME_PANEL_CONTROLS];
218 struct GamePanelControlInfo
222 struct TextPosInfo *pos;
225 int graphic, graphic_active;
227 int value, last_value;
228 int frame, last_frame;
233 static struct GamePanelControlInfo game_panel_controls[] =
236 GAME_PANEL_LEVEL_NUMBER,
237 &game.panel.level_number,
246 GAME_PANEL_INVENTORY_COUNT,
247 &game.panel.inventory_count,
251 GAME_PANEL_INVENTORY_FIRST_1,
252 &game.panel.inventory_first[0],
256 GAME_PANEL_INVENTORY_FIRST_2,
257 &game.panel.inventory_first[1],
261 GAME_PANEL_INVENTORY_FIRST_3,
262 &game.panel.inventory_first[2],
266 GAME_PANEL_INVENTORY_FIRST_4,
267 &game.panel.inventory_first[3],
271 GAME_PANEL_INVENTORY_FIRST_5,
272 &game.panel.inventory_first[4],
276 GAME_PANEL_INVENTORY_FIRST_6,
277 &game.panel.inventory_first[5],
281 GAME_PANEL_INVENTORY_FIRST_7,
282 &game.panel.inventory_first[6],
286 GAME_PANEL_INVENTORY_FIRST_8,
287 &game.panel.inventory_first[7],
291 GAME_PANEL_INVENTORY_LAST_1,
292 &game.panel.inventory_last[0],
296 GAME_PANEL_INVENTORY_LAST_2,
297 &game.panel.inventory_last[1],
301 GAME_PANEL_INVENTORY_LAST_3,
302 &game.panel.inventory_last[2],
306 GAME_PANEL_INVENTORY_LAST_4,
307 &game.panel.inventory_last[3],
311 GAME_PANEL_INVENTORY_LAST_5,
312 &game.panel.inventory_last[4],
316 GAME_PANEL_INVENTORY_LAST_6,
317 &game.panel.inventory_last[5],
321 GAME_PANEL_INVENTORY_LAST_7,
322 &game.panel.inventory_last[6],
326 GAME_PANEL_INVENTORY_LAST_8,
327 &game.panel.inventory_last[7],
371 GAME_PANEL_KEY_WHITE,
372 &game.panel.key_white,
376 GAME_PANEL_KEY_WHITE_COUNT,
377 &game.panel.key_white_count,
386 GAME_PANEL_HIGHSCORE,
387 &game.panel.highscore,
411 GAME_PANEL_TIME_ANIM,
412 &game.panel.time_anim,
415 IMG_GFX_GAME_PANEL_TIME_ANIM,
416 IMG_GFX_GAME_PANEL_TIME_ANIM_ACTIVE
424 GAME_PANEL_HEALTH_ANIM,
425 &game.panel.health_anim,
428 IMG_GFX_GAME_PANEL_HEALTH_ANIM,
429 IMG_GFX_GAME_PANEL_HEALTH_ANIM_ACTIVE
437 GAME_PANEL_SHIELD_NORMAL,
438 &game.panel.shield_normal,
442 GAME_PANEL_SHIELD_NORMAL_TIME,
443 &game.panel.shield_normal_time,
447 GAME_PANEL_SHIELD_DEADLY,
448 &game.panel.shield_deadly,
452 GAME_PANEL_SHIELD_DEADLY_TIME,
453 &game.panel.shield_deadly_time,
462 GAME_PANEL_EMC_MAGIC_BALL,
463 &game.panel.emc_magic_ball,
467 GAME_PANEL_EMC_MAGIC_BALL_SWITCH,
468 &game.panel.emc_magic_ball_switch,
472 GAME_PANEL_LIGHT_SWITCH,
473 &game.panel.light_switch,
477 GAME_PANEL_LIGHT_SWITCH_TIME,
478 &game.panel.light_switch_time,
482 GAME_PANEL_TIMEGATE_SWITCH,
483 &game.panel.timegate_switch,
487 GAME_PANEL_TIMEGATE_SWITCH_TIME,
488 &game.panel.timegate_switch_time,
492 GAME_PANEL_SWITCHGATE_SWITCH,
493 &game.panel.switchgate_switch,
497 GAME_PANEL_EMC_LENSES,
498 &game.panel.emc_lenses,
502 GAME_PANEL_EMC_LENSES_TIME,
503 &game.panel.emc_lenses_time,
507 GAME_PANEL_EMC_MAGNIFIER,
508 &game.panel.emc_magnifier,
512 GAME_PANEL_EMC_MAGNIFIER_TIME,
513 &game.panel.emc_magnifier_time,
517 GAME_PANEL_BALLOON_SWITCH,
518 &game.panel.balloon_switch,
522 GAME_PANEL_DYNABOMB_NUMBER,
523 &game.panel.dynabomb_number,
527 GAME_PANEL_DYNABOMB_SIZE,
528 &game.panel.dynabomb_size,
532 GAME_PANEL_DYNABOMB_POWER,
533 &game.panel.dynabomb_power,
538 &game.panel.penguins,
542 GAME_PANEL_SOKOBAN_OBJECTS,
543 &game.panel.sokoban_objects,
547 GAME_PANEL_SOKOBAN_FIELDS,
548 &game.panel.sokoban_fields,
552 GAME_PANEL_ROBOT_WHEEL,
553 &game.panel.robot_wheel,
557 GAME_PANEL_CONVEYOR_BELT_1,
558 &game.panel.conveyor_belt[0],
562 GAME_PANEL_CONVEYOR_BELT_2,
563 &game.panel.conveyor_belt[1],
567 GAME_PANEL_CONVEYOR_BELT_3,
568 &game.panel.conveyor_belt[2],
572 GAME_PANEL_CONVEYOR_BELT_4,
573 &game.panel.conveyor_belt[3],
577 GAME_PANEL_CONVEYOR_BELT_1_SWITCH,
578 &game.panel.conveyor_belt_switch[0],
582 GAME_PANEL_CONVEYOR_BELT_2_SWITCH,
583 &game.panel.conveyor_belt_switch[1],
587 GAME_PANEL_CONVEYOR_BELT_3_SWITCH,
588 &game.panel.conveyor_belt_switch[2],
592 GAME_PANEL_CONVEYOR_BELT_4_SWITCH,
593 &game.panel.conveyor_belt_switch[3],
597 GAME_PANEL_MAGIC_WALL,
598 &game.panel.magic_wall,
602 GAME_PANEL_MAGIC_WALL_TIME,
603 &game.panel.magic_wall_time,
607 GAME_PANEL_GRAVITY_STATE,
608 &game.panel.gravity_state,
612 GAME_PANEL_GRAPHIC_1,
613 &game.panel.graphic[0],
617 GAME_PANEL_GRAPHIC_2,
618 &game.panel.graphic[1],
622 GAME_PANEL_GRAPHIC_3,
623 &game.panel.graphic[2],
627 GAME_PANEL_GRAPHIC_4,
628 &game.panel.graphic[3],
632 GAME_PANEL_GRAPHIC_5,
633 &game.panel.graphic[4],
637 GAME_PANEL_GRAPHIC_6,
638 &game.panel.graphic[5],
642 GAME_PANEL_GRAPHIC_7,
643 &game.panel.graphic[6],
647 GAME_PANEL_GRAPHIC_8,
648 &game.panel.graphic[7],
652 GAME_PANEL_ELEMENT_1,
653 &game.panel.element[0],
657 GAME_PANEL_ELEMENT_2,
658 &game.panel.element[1],
662 GAME_PANEL_ELEMENT_3,
663 &game.panel.element[2],
667 GAME_PANEL_ELEMENT_4,
668 &game.panel.element[3],
672 GAME_PANEL_ELEMENT_5,
673 &game.panel.element[4],
677 GAME_PANEL_ELEMENT_6,
678 &game.panel.element[5],
682 GAME_PANEL_ELEMENT_7,
683 &game.panel.element[6],
687 GAME_PANEL_ELEMENT_8,
688 &game.panel.element[7],
692 GAME_PANEL_ELEMENT_COUNT_1,
693 &game.panel.element_count[0],
697 GAME_PANEL_ELEMENT_COUNT_2,
698 &game.panel.element_count[1],
702 GAME_PANEL_ELEMENT_COUNT_3,
703 &game.panel.element_count[2],
707 GAME_PANEL_ELEMENT_COUNT_4,
708 &game.panel.element_count[3],
712 GAME_PANEL_ELEMENT_COUNT_5,
713 &game.panel.element_count[4],
717 GAME_PANEL_ELEMENT_COUNT_6,
718 &game.panel.element_count[5],
722 GAME_PANEL_ELEMENT_COUNT_7,
723 &game.panel.element_count[6],
727 GAME_PANEL_ELEMENT_COUNT_8,
728 &game.panel.element_count[7],
732 GAME_PANEL_CE_SCORE_1,
733 &game.panel.ce_score[0],
737 GAME_PANEL_CE_SCORE_2,
738 &game.panel.ce_score[1],
742 GAME_PANEL_CE_SCORE_3,
743 &game.panel.ce_score[2],
747 GAME_PANEL_CE_SCORE_4,
748 &game.panel.ce_score[3],
752 GAME_PANEL_CE_SCORE_5,
753 &game.panel.ce_score[4],
757 GAME_PANEL_CE_SCORE_6,
758 &game.panel.ce_score[5],
762 GAME_PANEL_CE_SCORE_7,
763 &game.panel.ce_score[6],
767 GAME_PANEL_CE_SCORE_8,
768 &game.panel.ce_score[7],
772 GAME_PANEL_CE_SCORE_1_ELEMENT,
773 &game.panel.ce_score_element[0],
777 GAME_PANEL_CE_SCORE_2_ELEMENT,
778 &game.panel.ce_score_element[1],
782 GAME_PANEL_CE_SCORE_3_ELEMENT,
783 &game.panel.ce_score_element[2],
787 GAME_PANEL_CE_SCORE_4_ELEMENT,
788 &game.panel.ce_score_element[3],
792 GAME_PANEL_CE_SCORE_5_ELEMENT,
793 &game.panel.ce_score_element[4],
797 GAME_PANEL_CE_SCORE_6_ELEMENT,
798 &game.panel.ce_score_element[5],
802 GAME_PANEL_CE_SCORE_7_ELEMENT,
803 &game.panel.ce_score_element[6],
807 GAME_PANEL_CE_SCORE_8_ELEMENT,
808 &game.panel.ce_score_element[7],
812 GAME_PANEL_PLAYER_NAME,
813 &game.panel.player_name,
817 GAME_PANEL_LEVEL_NAME,
818 &game.panel.level_name,
822 GAME_PANEL_LEVEL_AUTHOR,
823 &game.panel.level_author,
834 // values for delayed check of falling and moving elements and for collision
835 #define CHECK_DELAY_MOVING 3
836 #define CHECK_DELAY_FALLING CHECK_DELAY_MOVING
837 #define CHECK_DELAY_COLLISION 2
838 #define CHECK_DELAY_IMPACT CHECK_DELAY_COLLISION
840 // values for initial player move delay (initial delay counter value)
841 #define INITIAL_MOVE_DELAY_OFF -1
842 #define INITIAL_MOVE_DELAY_ON 0
844 // values for player movement speed (which is in fact a delay value)
845 #define MOVE_DELAY_MIN_SPEED 32
846 #define MOVE_DELAY_NORMAL_SPEED 8
847 #define MOVE_DELAY_HIGH_SPEED 4
848 #define MOVE_DELAY_MAX_SPEED 1
850 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
851 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
853 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY( (p)->move_delay_value))
854 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
856 // values for scroll positions
857 #define SCROLL_POSITION_X(x) ((x) < SBX_Left + MIDPOSX ? SBX_Left : \
858 (x) > SBX_Right + MIDPOSX ? SBX_Right :\
860 #define SCROLL_POSITION_Y(y) ((y) < SBY_Upper + MIDPOSY ? SBY_Upper :\
861 (y) > SBY_Lower + MIDPOSY ? SBY_Lower :\
864 // values for other actions
865 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
866 #define MOVE_STEPSIZE_MIN (1)
867 #define MOVE_STEPSIZE_MAX (TILEX)
869 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
870 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
872 #define INIT_GFX_RANDOM() (GetSimpleRandom(1000000))
874 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
875 RND(element_info[e].push_delay_random))
876 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
877 RND(element_info[e].drop_delay_random))
878 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
879 RND(element_info[e].move_delay_random))
880 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
881 (element_info[e].move_delay_random))
882 #define GET_NEW_CE_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
883 RND(element_info[e].ce_value_random_initial))
884 #define GET_CE_SCORE(e) ( (element_info[e].collect_score))
885 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
886 RND((c)->delay_random * (c)->delay_frames))
887 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
888 RND((c)->delay_random))
891 #define GET_VALID_RUNTIME_ELEMENT(e) \
892 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
894 #define RESOLVED_REFERENCE_ELEMENT(be, e) \
895 ((be) + (e) - EL_SELF < EL_CUSTOM_START ? EL_CUSTOM_START : \
896 (be) + (e) - EL_SELF > EL_CUSTOM_END ? EL_CUSTOM_END : \
897 (be) + (e) - EL_SELF)
899 #define GET_PLAYER_FROM_BITS(p) \
900 (EL_PLAYER_1 + ((p) != PLAYER_BITS_ANY ? log_2(p) : 0))
902 #define GET_TARGET_ELEMENT(be, e, ch, cv, cs) \
903 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
904 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
905 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : \
906 (e) == EL_TRIGGER_CE_SCORE ? (ch)->actual_trigger_ce_score : \
907 (e) == EL_CURRENT_CE_VALUE ? (cv) : \
908 (e) == EL_CURRENT_CE_SCORE ? (cs) : \
909 (e) >= EL_PREV_CE_8 && (e) <= EL_NEXT_CE_8 ? \
910 RESOLVED_REFERENCE_ELEMENT(be, e) : \
913 #define CAN_GROW_INTO(e) \
914 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
916 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
917 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
920 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
921 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
922 (CAN_MOVE_INTO_ACID(e) && \
923 Feld[x][y] == EL_ACID) || \
926 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
927 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
928 (CAN_MOVE_INTO_ACID(e) && \
929 Feld[x][y] == EL_ACID) || \
932 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
933 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
935 (CAN_MOVE_INTO_ACID(e) && \
936 Feld[x][y] == EL_ACID) || \
937 (DONT_COLLIDE_WITH(e) && \
939 !PLAYER_ENEMY_PROTECTED(x, y))))
941 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
942 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
944 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
945 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
947 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
948 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
950 #define ANDROID_CAN_CLONE_FIELD(x, y) \
951 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
952 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
954 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
955 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
957 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
958 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
960 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
961 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
963 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
964 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
966 #define PIG_CAN_ENTER_FIELD(e, x, y) \
967 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
969 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
970 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN || \
971 Feld[x][y] == EL_EM_EXIT_OPEN || \
972 Feld[x][y] == EL_STEEL_EXIT_OPEN || \
973 Feld[x][y] == EL_EM_STEEL_EXIT_OPEN || \
974 IS_FOOD_PENGUIN(Feld[x][y])))
975 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
976 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
978 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
979 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
981 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
982 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
984 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
985 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
986 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
988 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
990 #define CE_ENTER_FIELD_COND(e, x, y) \
991 (!IS_PLAYER(x, y) && \
992 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
994 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
995 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
997 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
998 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
1000 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
1001 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
1002 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
1003 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
1005 #define MM_HEALTH(x) (MIN(MAX(0, MAX_HEALTH - (x)), MAX_HEALTH))
1007 // game button identifiers
1008 #define GAME_CTRL_ID_STOP 0
1009 #define GAME_CTRL_ID_PAUSE 1
1010 #define GAME_CTRL_ID_PLAY 2
1011 #define GAME_CTRL_ID_UNDO 3
1012 #define GAME_CTRL_ID_REDO 4
1013 #define GAME_CTRL_ID_SAVE 5
1014 #define GAME_CTRL_ID_PAUSE2 6
1015 #define GAME_CTRL_ID_LOAD 7
1016 #define GAME_CTRL_ID_PANEL_STOP 8
1017 #define GAME_CTRL_ID_PANEL_PAUSE 9
1018 #define GAME_CTRL_ID_PANEL_PLAY 10
1019 #define SOUND_CTRL_ID_MUSIC 11
1020 #define SOUND_CTRL_ID_LOOPS 12
1021 #define SOUND_CTRL_ID_SIMPLE 13
1022 #define SOUND_CTRL_ID_PANEL_MUSIC 14
1023 #define SOUND_CTRL_ID_PANEL_LOOPS 15
1024 #define SOUND_CTRL_ID_PANEL_SIMPLE 16
1026 #define NUM_GAME_BUTTONS 17
1029 // forward declaration for internal use
1031 static void CreateField(int, int, int);
1033 static void ResetGfxAnimation(int, int);
1035 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
1036 static void AdvanceFrameAndPlayerCounters(int);
1038 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
1039 static boolean MovePlayer(struct PlayerInfo *, int, int);
1040 static void ScrollPlayer(struct PlayerInfo *, int);
1041 static void ScrollScreen(struct PlayerInfo *, int);
1043 static int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
1044 static boolean DigFieldByCE(int, int, int);
1045 static boolean SnapField(struct PlayerInfo *, int, int);
1046 static boolean DropElement(struct PlayerInfo *);
1048 static void InitBeltMovement(void);
1049 static void CloseAllOpenTimegates(void);
1050 static void CheckGravityMovement(struct PlayerInfo *);
1051 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
1052 static void KillPlayerUnlessEnemyProtected(int, int);
1053 static void KillPlayerUnlessExplosionProtected(int, int);
1055 static void TestIfPlayerTouchesCustomElement(int, int);
1056 static void TestIfElementTouchesCustomElement(int, int);
1057 static void TestIfElementHitsCustomElement(int, int, int);
1059 static void HandleElementChange(int, int, int);
1060 static void ExecuteCustomElementAction(int, int, int, int);
1061 static boolean ChangeElement(int, int, int, int);
1063 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
1064 #define CheckTriggeredElementChange(x, y, e, ev) \
1065 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
1066 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
1067 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
1068 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
1069 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
1070 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
1071 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
1073 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
1074 #define CheckElementChange(x, y, e, te, ev) \
1075 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
1076 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
1077 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
1078 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
1079 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
1081 static void PlayLevelSound(int, int, int);
1082 static void PlayLevelSoundNearest(int, int, int);
1083 static void PlayLevelSoundAction(int, int, int);
1084 static void PlayLevelSoundElementAction(int, int, int, int);
1085 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
1086 static void PlayLevelSoundActionIfLoop(int, int, int);
1087 static void StopLevelSoundActionIfLoop(int, int, int);
1088 static void PlayLevelMusic(void);
1089 static void FadeLevelSoundsAndMusic(void);
1091 static void HandleGameButtons(struct GadgetInfo *);
1093 int AmoebeNachbarNr(int, int);
1094 void AmoebeUmwandeln(int, int);
1095 void ContinueMoving(int, int);
1096 void Bang(int, int);
1097 void InitMovDir(int, int);
1098 void InitAmoebaNr(int, int);
1099 int NewHiScore(int);
1101 void TestIfGoodThingHitsBadThing(int, int, int);
1102 void TestIfBadThingHitsGoodThing(int, int, int);
1103 void TestIfPlayerTouchesBadThing(int, int);
1104 void TestIfPlayerRunsIntoBadThing(int, int, int);
1105 void TestIfBadThingTouchesPlayer(int, int);
1106 void TestIfBadThingRunsIntoPlayer(int, int, int);
1107 void TestIfFriendTouchesBadThing(int, int);
1108 void TestIfBadThingTouchesFriend(int, int);
1109 void TestIfBadThingTouchesOtherBadThing(int, int);
1110 void TestIfGoodThingGetsHitByBadThing(int, int, int);
1112 void KillPlayer(struct PlayerInfo *);
1113 void BuryPlayer(struct PlayerInfo *);
1114 void RemovePlayer(struct PlayerInfo *);
1115 void ExitPlayer(struct PlayerInfo *);
1117 static int getInvisibleActiveFromInvisibleElement(int);
1118 static int getInvisibleFromInvisibleActiveElement(int);
1120 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
1122 // for detection of endless loops, caused by custom element programming
1123 // (using maximal playfield width x 10 is just a rough approximation)
1124 #define MAX_ELEMENT_CHANGE_RECURSION_DEPTH (MAX_PLAYFIELD_WIDTH * 10)
1126 #define RECURSION_LOOP_DETECTION_START(e, rc) \
1128 if (recursion_loop_detected) \
1131 if (recursion_loop_depth > MAX_ELEMENT_CHANGE_RECURSION_DEPTH) \
1133 recursion_loop_detected = TRUE; \
1134 recursion_loop_element = (e); \
1137 recursion_loop_depth++; \
1140 #define RECURSION_LOOP_DETECTION_END() \
1142 recursion_loop_depth--; \
1145 static int recursion_loop_depth;
1146 static boolean recursion_loop_detected;
1147 static boolean recursion_loop_element;
1149 static int map_player_action[MAX_PLAYERS];
1152 // ----------------------------------------------------------------------------
1153 // definition of elements that automatically change to other elements after
1154 // a specified time, eventually calling a function when changing
1155 // ----------------------------------------------------------------------------
1157 // forward declaration for changer functions
1158 static void InitBuggyBase(int, int);
1159 static void WarnBuggyBase(int, int);
1161 static void InitTrap(int, int);
1162 static void ActivateTrap(int, int);
1163 static void ChangeActiveTrap(int, int);
1165 static void InitRobotWheel(int, int);
1166 static void RunRobotWheel(int, int);
1167 static void StopRobotWheel(int, int);
1169 static void InitTimegateWheel(int, int);
1170 static void RunTimegateWheel(int, int);
1172 static void InitMagicBallDelay(int, int);
1173 static void ActivateMagicBall(int, int);
1175 struct ChangingElementInfo
1180 void (*pre_change_function)(int x, int y);
1181 void (*change_function)(int x, int y);
1182 void (*post_change_function)(int x, int y);
1185 static struct ChangingElementInfo change_delay_list[] =
1220 EL_STEEL_EXIT_OPENING,
1228 EL_STEEL_EXIT_CLOSING,
1229 EL_STEEL_EXIT_CLOSED,
1252 EL_EM_STEEL_EXIT_OPENING,
1253 EL_EM_STEEL_EXIT_OPEN,
1260 EL_EM_STEEL_EXIT_CLOSING,
1284 EL_SWITCHGATE_OPENING,
1292 EL_SWITCHGATE_CLOSING,
1293 EL_SWITCHGATE_CLOSED,
1300 EL_TIMEGATE_OPENING,
1308 EL_TIMEGATE_CLOSING,
1317 EL_ACID_SPLASH_LEFT,
1325 EL_ACID_SPLASH_RIGHT,
1334 EL_SP_BUGGY_BASE_ACTIVATING,
1341 EL_SP_BUGGY_BASE_ACTIVATING,
1342 EL_SP_BUGGY_BASE_ACTIVE,
1349 EL_SP_BUGGY_BASE_ACTIVE,
1373 EL_ROBOT_WHEEL_ACTIVE,
1381 EL_TIMEGATE_SWITCH_ACTIVE,
1389 EL_DC_TIMEGATE_SWITCH_ACTIVE,
1390 EL_DC_TIMEGATE_SWITCH,
1397 EL_EMC_MAGIC_BALL_ACTIVE,
1398 EL_EMC_MAGIC_BALL_ACTIVE,
1405 EL_EMC_SPRING_BUMPER_ACTIVE,
1406 EL_EMC_SPRING_BUMPER,
1413 EL_DIAGONAL_SHRINKING,
1421 EL_DIAGONAL_GROWING,
1442 int push_delay_fixed, push_delay_random;
1446 { EL_SPRING, 0, 0 },
1447 { EL_BALLOON, 0, 0 },
1449 { EL_SOKOBAN_OBJECT, 2, 0 },
1450 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
1451 { EL_SATELLITE, 2, 0 },
1452 { EL_SP_DISK_YELLOW, 2, 0 },
1454 { EL_UNDEFINED, 0, 0 },
1462 move_stepsize_list[] =
1464 { EL_AMOEBA_DROP, 2 },
1465 { EL_AMOEBA_DROPPING, 2 },
1466 { EL_QUICKSAND_FILLING, 1 },
1467 { EL_QUICKSAND_EMPTYING, 1 },
1468 { EL_QUICKSAND_FAST_FILLING, 2 },
1469 { EL_QUICKSAND_FAST_EMPTYING, 2 },
1470 { EL_MAGIC_WALL_FILLING, 2 },
1471 { EL_MAGIC_WALL_EMPTYING, 2 },
1472 { EL_BD_MAGIC_WALL_FILLING, 2 },
1473 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
1474 { EL_DC_MAGIC_WALL_FILLING, 2 },
1475 { EL_DC_MAGIC_WALL_EMPTYING, 2 },
1477 { EL_UNDEFINED, 0 },
1485 collect_count_list[] =
1488 { EL_BD_DIAMOND, 1 },
1489 { EL_EMERALD_YELLOW, 1 },
1490 { EL_EMERALD_RED, 1 },
1491 { EL_EMERALD_PURPLE, 1 },
1493 { EL_SP_INFOTRON, 1 },
1497 { EL_UNDEFINED, 0 },
1505 access_direction_list[] =
1507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
1509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
1510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
1511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
1512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
1513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
1514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
1515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
1516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
1517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
1519 { EL_SP_PORT_LEFT, MV_RIGHT },
1520 { EL_SP_PORT_RIGHT, MV_LEFT },
1521 { EL_SP_PORT_UP, MV_DOWN },
1522 { EL_SP_PORT_DOWN, MV_UP },
1523 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
1524 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
1525 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
1526 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
1527 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
1528 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
1529 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
1530 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
1531 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
1532 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
1533 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
1534 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
1535 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
1536 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
1537 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
1539 { EL_UNDEFINED, MV_NONE }
1542 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
1544 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
1545 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
1546 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
1547 IS_JUST_CHANGING(x, y))
1549 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
1551 // static variables for playfield scan mode (scanning forward or backward)
1552 static int playfield_scan_start_x = 0;
1553 static int playfield_scan_start_y = 0;
1554 static int playfield_scan_delta_x = 1;
1555 static int playfield_scan_delta_y = 1;
1557 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
1558 (y) >= 0 && (y) <= lev_fieldy - 1; \
1559 (y) += playfield_scan_delta_y) \
1560 for ((x) = playfield_scan_start_x; \
1561 (x) >= 0 && (x) <= lev_fieldx - 1; \
1562 (x) += playfield_scan_delta_x)
1565 void DEBUG_SetMaximumDynamite(void)
1569 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
1570 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
1571 local_player->inventory_element[local_player->inventory_size++] =
1576 static void InitPlayfieldScanModeVars(void)
1578 if (game.use_reverse_scan_direction)
1580 playfield_scan_start_x = lev_fieldx - 1;
1581 playfield_scan_start_y = lev_fieldy - 1;
1583 playfield_scan_delta_x = -1;
1584 playfield_scan_delta_y = -1;
1588 playfield_scan_start_x = 0;
1589 playfield_scan_start_y = 0;
1591 playfield_scan_delta_x = 1;
1592 playfield_scan_delta_y = 1;
1596 static void InitPlayfieldScanMode(int mode)
1598 game.use_reverse_scan_direction =
1599 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
1601 InitPlayfieldScanModeVars();
1604 static int get_move_delay_from_stepsize(int move_stepsize)
1607 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
1609 // make sure that stepsize value is always a power of 2
1610 move_stepsize = (1 << log_2(move_stepsize));
1612 return TILEX / move_stepsize;
1615 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
1618 int player_nr = player->index_nr;
1619 int move_delay = get_move_delay_from_stepsize(move_stepsize);
1620 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
1622 // do no immediately change move delay -- the player might just be moving
1623 player->move_delay_value_next = move_delay;
1625 // information if player can move must be set separately
1626 player->cannot_move = cannot_move;
1630 player->move_delay = game.initial_move_delay[player_nr];
1631 player->move_delay_value = game.initial_move_delay_value[player_nr];
1633 player->move_delay_value_next = -1;
1635 player->move_delay_reset_counter = 0;
1639 void GetPlayerConfig(void)
1641 GameFrameDelay = setup.game_frame_delay;
1643 if (!audio.sound_available)
1644 setup.sound_simple = FALSE;
1646 if (!audio.loops_available)
1647 setup.sound_loops = FALSE;
1649 if (!audio.music_available)
1650 setup.sound_music = FALSE;
1652 if (!video.fullscreen_available)
1653 setup.fullscreen = FALSE;
1655 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
1657 SetAudioMode(setup.sound);
1660 int GetElementFromGroupElement(int element)
1662 if (IS_GROUP_ELEMENT(element))
1664 struct ElementGroupInfo *group = element_info[element].group;
1665 int last_anim_random_frame = gfx.anim_random_frame;
1668 if (group->choice_mode == ANIM_RANDOM)
1669 gfx.anim_random_frame = RND(group->num_elements_resolved);
1671 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1672 group->choice_mode, 0,
1675 if (group->choice_mode == ANIM_RANDOM)
1676 gfx.anim_random_frame = last_anim_random_frame;
1678 group->choice_pos++;
1680 element = group->element_resolved[element_pos];
1686 static void IncrementPlayerSokobanFieldsNeeded(struct PlayerInfo *player)
1688 if (level.sb_fields_needed)
1689 player->sokoban_fields_still_needed++;
1692 static void IncrementPlayerSokobanObjectsNeeded(struct PlayerInfo *player)
1694 if (level.sb_objects_needed)
1695 player->sokoban_objects_still_needed++;
1698 static void DecrementPlayerSokobanFieldsNeeded(struct PlayerInfo *player)
1700 if (player->sokoban_fields_still_needed > 0)
1701 player->sokoban_fields_still_needed--;
1704 static void DecrementPlayerSokobanObjectsNeeded(struct PlayerInfo *player)
1706 if (player->sokoban_objects_still_needed > 0)
1707 player->sokoban_objects_still_needed--;
1710 static void InitPlayerField(int x, int y, int element, boolean init_game)
1712 if (element == EL_SP_MURPHY)
1716 if (stored_player[0].present)
1718 Feld[x][y] = EL_SP_MURPHY_CLONE;
1724 stored_player[0].initial_element = element;
1725 stored_player[0].use_murphy = TRUE;
1727 if (!level.use_artwork_element[0])
1728 stored_player[0].artwork_element = EL_SP_MURPHY;
1731 Feld[x][y] = EL_PLAYER_1;
1737 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
1738 int jx = player->jx, jy = player->jy;
1740 player->present = TRUE;
1742 player->block_last_field = (element == EL_SP_MURPHY ?
1743 level.sp_block_last_field :
1744 level.block_last_field);
1746 // ---------- initialize player's last field block delay ------------------
1748 // always start with reliable default value (no adjustment needed)
1749 player->block_delay_adjustment = 0;
1751 // special case 1: in Supaplex, Murphy blocks last field one more frame
1752 if (player->block_last_field && element == EL_SP_MURPHY)
1753 player->block_delay_adjustment = 1;
1755 // special case 2: in game engines before 3.1.1, blocking was different
1756 if (game.use_block_last_field_bug)
1757 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
1759 if (!network.enabled || player->connected_network)
1761 player->active = TRUE;
1763 // remove potentially duplicate players
1764 if (StorePlayer[jx][jy] == Feld[x][y])
1765 StorePlayer[jx][jy] = 0;
1767 StorePlayer[x][y] = Feld[x][y];
1769 #if DEBUG_INIT_PLAYER
1772 printf("- player element %d activated", player->element_nr);
1773 printf(" (local player is %d and currently %s)\n",
1774 local_player->element_nr,
1775 local_player->active ? "active" : "not active");
1780 Feld[x][y] = EL_EMPTY;
1782 player->jx = player->last_jx = x;
1783 player->jy = player->last_jy = y;
1788 int player_nr = GET_PLAYER_NR(element);
1789 struct PlayerInfo *player = &stored_player[player_nr];
1791 if (player->active && player->killed)
1792 player->reanimated = TRUE; // if player was just killed, reanimate him
1796 static void InitField(int x, int y, boolean init_game)
1798 int element = Feld[x][y];
1807 InitPlayerField(x, y, element, init_game);
1810 case EL_SOKOBAN_FIELD_PLAYER:
1811 element = Feld[x][y] = EL_PLAYER_1;
1812 InitField(x, y, init_game);
1814 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
1815 InitField(x, y, init_game);
1818 case EL_SOKOBAN_FIELD_EMPTY:
1819 IncrementPlayerSokobanFieldsNeeded(local_player);
1822 case EL_SOKOBAN_OBJECT:
1823 IncrementPlayerSokobanObjectsNeeded(local_player);
1827 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
1828 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
1829 else if (x > 0 && Feld[x-1][y] == EL_ACID)
1830 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
1831 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
1832 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
1833 else if (y > 0 && Feld[x][y-1] == EL_ACID)
1834 Feld[x][y] = EL_ACID_POOL_BOTTOM;
1835 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
1836 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
1845 case EL_SPACESHIP_RIGHT:
1846 case EL_SPACESHIP_UP:
1847 case EL_SPACESHIP_LEFT:
1848 case EL_SPACESHIP_DOWN:
1849 case EL_BD_BUTTERFLY:
1850 case EL_BD_BUTTERFLY_RIGHT:
1851 case EL_BD_BUTTERFLY_UP:
1852 case EL_BD_BUTTERFLY_LEFT:
1853 case EL_BD_BUTTERFLY_DOWN:
1855 case EL_BD_FIREFLY_RIGHT:
1856 case EL_BD_FIREFLY_UP:
1857 case EL_BD_FIREFLY_LEFT:
1858 case EL_BD_FIREFLY_DOWN:
1859 case EL_PACMAN_RIGHT:
1861 case EL_PACMAN_LEFT:
1862 case EL_PACMAN_DOWN:
1864 case EL_YAMYAM_LEFT:
1865 case EL_YAMYAM_RIGHT:
1867 case EL_YAMYAM_DOWN:
1868 case EL_DARK_YAMYAM:
1871 case EL_SP_SNIKSNAK:
1872 case EL_SP_ELECTRON:
1881 case EL_AMOEBA_FULL:
1886 case EL_AMOEBA_DROP:
1887 if (y == lev_fieldy - 1)
1889 Feld[x][y] = EL_AMOEBA_GROWING;
1890 Store[x][y] = EL_AMOEBA_WET;
1894 case EL_DYNAMITE_ACTIVE:
1895 case EL_SP_DISK_RED_ACTIVE:
1896 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1897 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1898 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1899 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1900 MovDelay[x][y] = 96;
1903 case EL_EM_DYNAMITE_ACTIVE:
1904 MovDelay[x][y] = 32;
1908 local_player->lights_still_needed++;
1912 local_player->friends_still_needed++;
1917 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1920 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1921 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1922 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1923 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1924 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1925 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1926 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1927 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1928 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1929 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1930 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1931 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1934 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1935 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1936 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1938 if (game.belt_dir_nr[belt_nr] == 3) // initial value
1940 game.belt_dir[belt_nr] = belt_dir;
1941 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1943 else // more than one switch -- set it like the first switch
1945 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1950 case EL_LIGHT_SWITCH_ACTIVE:
1952 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1955 case EL_INVISIBLE_STEELWALL:
1956 case EL_INVISIBLE_WALL:
1957 case EL_INVISIBLE_SAND:
1958 if (game.light_time_left > 0 ||
1959 game.lenses_time_left > 0)
1960 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
1963 case EL_EMC_MAGIC_BALL:
1964 if (game.ball_state)
1965 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1968 case EL_EMC_MAGIC_BALL_SWITCH:
1969 if (game.ball_state)
1970 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1973 case EL_TRIGGER_PLAYER:
1974 case EL_TRIGGER_ELEMENT:
1975 case EL_TRIGGER_CE_VALUE:
1976 case EL_TRIGGER_CE_SCORE:
1978 case EL_ANY_ELEMENT:
1979 case EL_CURRENT_CE_VALUE:
1980 case EL_CURRENT_CE_SCORE:
1997 // reference elements should not be used on the playfield
1998 Feld[x][y] = EL_EMPTY;
2002 if (IS_CUSTOM_ELEMENT(element))
2004 if (CAN_MOVE(element))
2007 if (!element_info[element].use_last_ce_value || init_game)
2008 CustomValue[x][y] = GET_NEW_CE_VALUE(Feld[x][y]);
2010 else if (IS_GROUP_ELEMENT(element))
2012 Feld[x][y] = GetElementFromGroupElement(element);
2014 InitField(x, y, init_game);
2021 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
2024 static void InitField_WithBug1(int x, int y, boolean init_game)
2026 InitField(x, y, init_game);
2028 // not needed to call InitMovDir() -- already done by InitField()!
2029 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2030 CAN_MOVE(Feld[x][y]))
2034 static void InitField_WithBug2(int x, int y, boolean init_game)
2036 int old_element = Feld[x][y];
2038 InitField(x, y, init_game);
2040 // not needed to call InitMovDir() -- already done by InitField()!
2041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2042 CAN_MOVE(old_element) &&
2043 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
2046 /* this case is in fact a combination of not less than three bugs:
2047 first, it calls InitMovDir() for elements that can move, although this is
2048 already done by InitField(); then, it checks the element that was at this
2049 field _before_ the call to InitField() (which can change it); lastly, it
2050 was not called for "mole with direction" elements, which were treated as
2051 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
2055 static int get_key_element_from_nr(int key_nr)
2057 int key_base_element = (key_nr >= STD_NUM_KEYS ? EL_EMC_KEY_5 - STD_NUM_KEYS :
2058 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2059 EL_EM_KEY_1 : EL_KEY_1);
2061 return key_base_element + key_nr;
2064 static int get_next_dropped_element(struct PlayerInfo *player)
2066 return (player->inventory_size > 0 ?
2067 player->inventory_element[player->inventory_size - 1] :
2068 player->inventory_infinite_element != EL_UNDEFINED ?
2069 player->inventory_infinite_element :
2070 player->dynabombs_left > 0 ?
2071 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
2075 static int get_inventory_element_from_pos(struct PlayerInfo *player, int pos)
2077 // pos >= 0: get element from bottom of the stack;
2078 // pos < 0: get element from top of the stack
2082 int min_inventory_size = -pos;
2083 int inventory_pos = player->inventory_size - min_inventory_size;
2084 int min_dynabombs_left = min_inventory_size - player->inventory_size;
2086 return (player->inventory_size >= min_inventory_size ?
2087 player->inventory_element[inventory_pos] :
2088 player->inventory_infinite_element != EL_UNDEFINED ?
2089 player->inventory_infinite_element :
2090 player->dynabombs_left >= min_dynabombs_left ?
2091 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2096 int min_dynabombs_left = pos + 1;
2097 int min_inventory_size = pos + 1 - player->dynabombs_left;
2098 int inventory_pos = pos - player->dynabombs_left;
2100 return (player->inventory_infinite_element != EL_UNDEFINED ?
2101 player->inventory_infinite_element :
2102 player->dynabombs_left >= min_dynabombs_left ?
2103 EL_DYNABOMB_PLAYER_1 + player->index_nr :
2104 player->inventory_size >= min_inventory_size ?
2105 player->inventory_element[inventory_pos] :
2110 static int compareGamePanelOrderInfo(const void *object1, const void *object2)
2112 const struct GamePanelOrderInfo *gpo1 = (struct GamePanelOrderInfo *)object1;
2113 const struct GamePanelOrderInfo *gpo2 = (struct GamePanelOrderInfo *)object2;
2116 if (gpo1->sort_priority != gpo2->sort_priority)
2117 compare_result = gpo1->sort_priority - gpo2->sort_priority;
2119 compare_result = gpo1->nr - gpo2->nr;
2121 return compare_result;
2124 int getPlayerInventorySize(int player_nr)
2126 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2127 return level.native_em_level->ply[player_nr]->dynamite;
2128 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
2129 return level.native_sp_level->game_sp->red_disk_count;
2131 return stored_player[player_nr].inventory_size;
2134 static void InitGameControlValues(void)
2138 for (i = 0; game_panel_controls[i].nr != -1; i++)
2140 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2141 struct GamePanelOrderInfo *gpo = &game_panel_order[i];
2142 struct TextPosInfo *pos = gpc->pos;
2144 int type = gpc->type;
2148 Error(ERR_INFO, "'game_panel_controls' structure corrupted at %d", i);
2149 Error(ERR_EXIT, "this should not happen -- please debug");
2152 // force update of game controls after initialization
2153 gpc->value = gpc->last_value = -1;
2154 gpc->frame = gpc->last_frame = -1;
2155 gpc->gfx_frame = -1;
2157 // determine panel value width for later calculation of alignment
2158 if (type == TYPE_INTEGER || type == TYPE_STRING)
2160 pos->width = pos->size * getFontWidth(pos->font);
2161 pos->height = getFontHeight(pos->font);
2163 else if (type == TYPE_ELEMENT)
2165 pos->width = pos->size;
2166 pos->height = pos->size;
2169 // fill structure for game panel draw order
2171 gpo->sort_priority = pos->sort_priority;
2174 // sort game panel controls according to sort_priority and control number
2175 qsort(game_panel_order, NUM_GAME_PANEL_CONTROLS,
2176 sizeof(struct GamePanelOrderInfo), compareGamePanelOrderInfo);
2179 static void UpdatePlayfieldElementCount(void)
2181 boolean use_element_count = FALSE;
2184 // first check if it is needed at all to calculate playfield element count
2185 for (i = GAME_PANEL_ELEMENT_COUNT_1; i <= GAME_PANEL_ELEMENT_COUNT_8; i++)
2186 if (!PANEL_DEACTIVATED(game_panel_controls[i].pos))
2187 use_element_count = TRUE;
2189 if (!use_element_count)
2192 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2193 element_info[i].element_count = 0;
2195 SCAN_PLAYFIELD(x, y)
2197 element_info[Feld[x][y]].element_count++;
2200 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
2201 for (j = 0; j < MAX_NUM_ELEMENTS; j++)
2202 if (IS_IN_GROUP(j, i))
2203 element_info[EL_GROUP_START + i].element_count +=
2204 element_info[j].element_count;
2207 static void UpdateGameControlValues(void)
2210 int time = (local_player->LevelSolved ?
2211 local_player->LevelSolved_CountingTime :
2212 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2213 level.native_em_level->lev->time :
2214 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2215 level.native_sp_level->game_sp->time_played :
2216 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2217 game_mm.energy_left :
2218 game.no_time_limit ? TimePlayed : TimeLeft);
2219 int score = (local_player->LevelSolved ?
2220 local_player->LevelSolved_CountingScore :
2221 level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2222 level.native_em_level->lev->score :
2223 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2224 level.native_sp_level->game_sp->score :
2225 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2227 local_player->score);
2228 int gems = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2229 level.native_em_level->lev->required :
2230 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2231 level.native_sp_level->game_sp->infotrons_still_needed :
2232 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2233 game_mm.kettles_still_needed :
2234 local_player->gems_still_needed);
2235 int exit_closed = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
2236 level.native_em_level->lev->required > 0 :
2237 level.game_engine_type == GAME_ENGINE_TYPE_SP ?
2238 level.native_sp_level->game_sp->infotrons_still_needed > 0 :
2239 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2240 game_mm.kettles_still_needed > 0 ||
2241 game_mm.lights_still_needed > 0 :
2242 local_player->gems_still_needed > 0 ||
2243 local_player->sokoban_fields_still_needed > 0 ||
2244 local_player->sokoban_objects_still_needed > 0 ||
2245 local_player->lights_still_needed > 0);
2246 int health = (local_player->LevelSolved ?
2247 local_player->LevelSolved_CountingHealth :
2248 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
2249 MM_HEALTH(game_mm.laser_overload_value) :
2250 local_player->health);
2252 UpdatePlayfieldElementCount();
2254 // update game panel control values
2256 // used instead of "level_nr" (for network games)
2257 game_panel_controls[GAME_PANEL_LEVEL_NUMBER].value = levelset.level_nr;
2258 game_panel_controls[GAME_PANEL_GEMS].value = gems;
2260 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value = 0;
2261 for (i = 0; i < MAX_NUM_KEYS; i++)
2262 game_panel_controls[GAME_PANEL_KEY_1 + i].value = EL_EMPTY;
2263 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_EMPTY;
2264 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value = 0;
2266 if (game.centered_player_nr == -1)
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 // only one player in Supaplex game engine
2271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP && i > 0)
2274 for (k = 0; k < MAX_NUM_KEYS; k++)
2276 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2278 if (level.native_em_level->ply[i]->keys & (1 << k))
2279 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2280 get_key_element_from_nr(k);
2282 else if (stored_player[i].key[k])
2283 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2284 get_key_element_from_nr(k);
2287 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2288 getPlayerInventorySize(i);
2290 if (stored_player[i].num_white_keys > 0)
2291 game_panel_controls[GAME_PANEL_KEY_WHITE].value =
2294 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2295 stored_player[i].num_white_keys;
2300 int player_nr = game.centered_player_nr;
2302 for (k = 0; k < MAX_NUM_KEYS; k++)
2304 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2306 if (level.native_em_level->ply[player_nr]->keys & (1 << k))
2307 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2308 get_key_element_from_nr(k);
2310 else if (stored_player[player_nr].key[k])
2311 game_panel_controls[GAME_PANEL_KEY_1 + k].value =
2312 get_key_element_from_nr(k);
2315 game_panel_controls[GAME_PANEL_INVENTORY_COUNT].value +=
2316 getPlayerInventorySize(player_nr);
2318 if (stored_player[player_nr].num_white_keys > 0)
2319 game_panel_controls[GAME_PANEL_KEY_WHITE].value = EL_DC_KEY_WHITE;
2321 game_panel_controls[GAME_PANEL_KEY_WHITE_COUNT].value +=
2322 stored_player[player_nr].num_white_keys;
2325 for (i = 0; i < NUM_PANEL_INVENTORY; i++)
2327 game_panel_controls[GAME_PANEL_INVENTORY_FIRST_1 + i].value =
2328 get_inventory_element_from_pos(local_player, i);
2329 game_panel_controls[GAME_PANEL_INVENTORY_LAST_1 + i].value =
2330 get_inventory_element_from_pos(local_player, -i - 1);
2333 game_panel_controls[GAME_PANEL_SCORE].value = score;
2334 game_panel_controls[GAME_PANEL_HIGHSCORE].value = highscore[0].Score;
2336 game_panel_controls[GAME_PANEL_TIME].value = time;
2338 game_panel_controls[GAME_PANEL_TIME_HH].value = time / 3600;
2339 game_panel_controls[GAME_PANEL_TIME_MM].value = (time / 60) % 60;
2340 game_panel_controls[GAME_PANEL_TIME_SS].value = time % 60;
2342 if (level.time == 0)
2343 game_panel_controls[GAME_PANEL_TIME_ANIM].value = 100;
2345 game_panel_controls[GAME_PANEL_TIME_ANIM].value = time * 100 / level.time;
2347 game_panel_controls[GAME_PANEL_HEALTH].value = health;
2348 game_panel_controls[GAME_PANEL_HEALTH_ANIM].value = health;
2350 game_panel_controls[GAME_PANEL_FRAME].value = FrameCounter;
2352 game_panel_controls[GAME_PANEL_SHIELD_NORMAL].value =
2353 (local_player->shield_normal_time_left > 0 ? EL_SHIELD_NORMAL_ACTIVE :
2355 game_panel_controls[GAME_PANEL_SHIELD_NORMAL_TIME].value =
2356 local_player->shield_normal_time_left;
2357 game_panel_controls[GAME_PANEL_SHIELD_DEADLY].value =
2358 (local_player->shield_deadly_time_left > 0 ? EL_SHIELD_DEADLY_ACTIVE :
2360 game_panel_controls[GAME_PANEL_SHIELD_DEADLY_TIME].value =
2361 local_player->shield_deadly_time_left;
2363 game_panel_controls[GAME_PANEL_EXIT].value =
2364 (exit_closed ? EL_EXIT_CLOSED : EL_EXIT_OPEN);
2366 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL].value =
2367 (game.ball_state ? EL_EMC_MAGIC_BALL_ACTIVE : EL_EMC_MAGIC_BALL);
2368 game_panel_controls[GAME_PANEL_EMC_MAGIC_BALL_SWITCH].value =
2369 (game.ball_state ? EL_EMC_MAGIC_BALL_SWITCH_ACTIVE :
2370 EL_EMC_MAGIC_BALL_SWITCH);
2372 game_panel_controls[GAME_PANEL_LIGHT_SWITCH].value =
2373 (game.light_time_left > 0 ? EL_LIGHT_SWITCH_ACTIVE : EL_LIGHT_SWITCH);
2374 game_panel_controls[GAME_PANEL_LIGHT_SWITCH_TIME].value =
2375 game.light_time_left;
2377 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH].value =
2378 (game.timegate_time_left > 0 ? EL_TIMEGATE_OPEN : EL_TIMEGATE_CLOSED);
2379 game_panel_controls[GAME_PANEL_TIMEGATE_SWITCH_TIME].value =
2380 game.timegate_time_left;
2382 game_panel_controls[GAME_PANEL_SWITCHGATE_SWITCH].value =
2383 EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
2385 game_panel_controls[GAME_PANEL_EMC_LENSES].value =
2386 (game.lenses_time_left > 0 ? EL_EMC_LENSES : EL_EMPTY);
2387 game_panel_controls[GAME_PANEL_EMC_LENSES_TIME].value =
2388 game.lenses_time_left;
2390 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER].value =
2391 (game.magnify_time_left > 0 ? EL_EMC_MAGNIFIER : EL_EMPTY);
2392 game_panel_controls[GAME_PANEL_EMC_MAGNIFIER_TIME].value =
2393 game.magnify_time_left;
2395 game_panel_controls[GAME_PANEL_BALLOON_SWITCH].value =
2396 (game.wind_direction == MV_LEFT ? EL_BALLOON_SWITCH_LEFT :
2397 game.wind_direction == MV_RIGHT ? EL_BALLOON_SWITCH_RIGHT :
2398 game.wind_direction == MV_UP ? EL_BALLOON_SWITCH_UP :
2399 game.wind_direction == MV_DOWN ? EL_BALLOON_SWITCH_DOWN :
2400 EL_BALLOON_SWITCH_NONE);
2402 game_panel_controls[GAME_PANEL_DYNABOMB_NUMBER].value =
2403 local_player->dynabomb_count;
2404 game_panel_controls[GAME_PANEL_DYNABOMB_SIZE].value =
2405 local_player->dynabomb_size;
2406 game_panel_controls[GAME_PANEL_DYNABOMB_POWER].value =
2407 (local_player->dynabomb_xl ? EL_DYNABOMB_INCREASE_POWER : EL_EMPTY);
2409 game_panel_controls[GAME_PANEL_PENGUINS].value =
2410 local_player->friends_still_needed;
2412 game_panel_controls[GAME_PANEL_SOKOBAN_OBJECTS].value =
2413 local_player->sokoban_objects_still_needed;
2414 game_panel_controls[GAME_PANEL_SOKOBAN_FIELDS].value =
2415 local_player->sokoban_fields_still_needed;
2417 game_panel_controls[GAME_PANEL_ROBOT_WHEEL].value =
2418 (game.robot_wheel_active ? EL_ROBOT_WHEEL_ACTIVE : EL_ROBOT_WHEEL);
2420 for (i = 0; i < NUM_BELTS; i++)
2422 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1 + i].value =
2423 (game.belt_dir[i] != MV_NONE ? EL_CONVEYOR_BELT_1_MIDDLE_ACTIVE :
2424 EL_CONVEYOR_BELT_1_MIDDLE) + i;
2425 game_panel_controls[GAME_PANEL_CONVEYOR_BELT_1_SWITCH + i].value =
2426 getBeltSwitchElementFromBeltNrAndBeltDir(i, game.belt_dir[i]);
2429 game_panel_controls[GAME_PANEL_MAGIC_WALL].value =
2430 (game.magic_wall_active ? EL_MAGIC_WALL_ACTIVE : EL_MAGIC_WALL);
2431 game_panel_controls[GAME_PANEL_MAGIC_WALL_TIME].value =
2432 game.magic_wall_time_left;
2434 game_panel_controls[GAME_PANEL_GRAVITY_STATE].value =
2435 local_player->gravity;
2437 for (i = 0; i < NUM_PANEL_GRAPHICS; i++)
2438 game_panel_controls[GAME_PANEL_GRAPHIC_1 + i].value = EL_GRAPHIC_1 + i;
2440 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2441 game_panel_controls[GAME_PANEL_ELEMENT_1 + i].value =
2442 (IS_DRAWABLE_ELEMENT(game.panel.element[i].id) ?
2443 game.panel.element[i].id : EL_UNDEFINED);
2445 for (i = 0; i < NUM_PANEL_ELEMENTS; i++)
2446 game_panel_controls[GAME_PANEL_ELEMENT_COUNT_1 + i].value =
2447 (IS_VALID_ELEMENT(game.panel.element_count[i].id) ?
2448 element_info[game.panel.element_count[i].id].element_count : 0);
2450 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2451 game_panel_controls[GAME_PANEL_CE_SCORE_1 + i].value =
2452 (IS_CUSTOM_ELEMENT(game.panel.ce_score[i].id) ?
2453 element_info[game.panel.ce_score[i].id].collect_score : 0);
2455 for (i = 0; i < NUM_PANEL_CE_SCORE; i++)
2456 game_panel_controls[GAME_PANEL_CE_SCORE_1_ELEMENT + i].value =
2457 (IS_CUSTOM_ELEMENT(game.panel.ce_score_element[i].id) ?
2458 element_info[game.panel.ce_score_element[i].id].collect_score :
2461 game_panel_controls[GAME_PANEL_PLAYER_NAME].value = 0;
2462 game_panel_controls[GAME_PANEL_LEVEL_NAME].value = 0;
2463 game_panel_controls[GAME_PANEL_LEVEL_AUTHOR].value = 0;
2465 // update game panel control frames
2467 for (i = 0; game_panel_controls[i].nr != -1; i++)
2469 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2471 if (gpc->type == TYPE_ELEMENT)
2473 if (gpc->value != EL_UNDEFINED && gpc->value != EL_EMPTY)
2475 int last_anim_random_frame = gfx.anim_random_frame;
2476 int element = gpc->value;
2477 int graphic = el2panelimg(element);
2479 if (gpc->value != gpc->last_value)
2482 gpc->gfx_random = INIT_GFX_RANDOM();
2488 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2489 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2490 gpc->gfx_random = INIT_GFX_RANDOM();
2493 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2494 gfx.anim_random_frame = gpc->gfx_random;
2496 if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2497 gpc->gfx_frame = element_info[element].collect_score;
2499 gpc->frame = getGraphicAnimationFrame(el2panelimg(gpc->value),
2502 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2503 gfx.anim_random_frame = last_anim_random_frame;
2506 else if (gpc->type == TYPE_GRAPHIC)
2508 if (gpc->graphic != IMG_UNDEFINED)
2510 int last_anim_random_frame = gfx.anim_random_frame;
2511 int graphic = gpc->graphic;
2513 if (gpc->value != gpc->last_value)
2516 gpc->gfx_random = INIT_GFX_RANDOM();
2522 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
2523 IS_NEXT_FRAME(gpc->gfx_frame, graphic))
2524 gpc->gfx_random = INIT_GFX_RANDOM();
2527 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2528 gfx.anim_random_frame = gpc->gfx_random;
2530 gpc->frame = getGraphicAnimationFrame(graphic, gpc->gfx_frame);
2532 if (ANIM_MODE(graphic) == ANIM_RANDOM)
2533 gfx.anim_random_frame = last_anim_random_frame;
2539 static void DisplayGameControlValues(void)
2541 boolean redraw_panel = FALSE;
2544 for (i = 0; game_panel_controls[i].nr != -1; i++)
2546 struct GamePanelControlInfo *gpc = &game_panel_controls[i];
2548 if (PANEL_DEACTIVATED(gpc->pos))
2551 if (gpc->value == gpc->last_value &&
2552 gpc->frame == gpc->last_frame)
2555 redraw_panel = TRUE;
2561 // copy default game door content to main double buffer
2563 // !!! CHECK AGAIN !!!
2564 SetPanelBackground();
2565 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
2566 DrawBackground(DX, DY, DXSIZE, DYSIZE);
2568 // redraw game control buttons
2569 RedrawGameButtons();
2571 SetGameStatus(GAME_MODE_PSEUDO_PANEL);
2573 for (i = 0; i < NUM_GAME_PANEL_CONTROLS; i++)
2575 int nr = game_panel_order[i].nr;
2576 struct GamePanelControlInfo *gpc = &game_panel_controls[nr];
2577 struct TextPosInfo *pos = gpc->pos;
2578 int type = gpc->type;
2579 int value = gpc->value;
2580 int frame = gpc->frame;
2581 int size = pos->size;
2582 int font = pos->font;
2583 boolean draw_masked = pos->draw_masked;
2584 int mask_mode = (draw_masked ? BLIT_MASKED : BLIT_OPAQUE);
2586 if (PANEL_DEACTIVATED(pos))
2589 gpc->last_value = value;
2590 gpc->last_frame = frame;
2592 if (type == TYPE_INTEGER)
2594 if (nr == GAME_PANEL_LEVEL_NUMBER ||
2595 nr == GAME_PANEL_TIME)
2597 boolean use_dynamic_size = (size == -1 ? TRUE : FALSE);
2599 if (use_dynamic_size) // use dynamic number of digits
2601 int value_change = (nr == GAME_PANEL_LEVEL_NUMBER ? 100 : 1000);
2602 int size1 = (nr == GAME_PANEL_LEVEL_NUMBER ? 2 : 3);
2603 int size2 = size1 + 1;
2604 int font1 = pos->font;
2605 int font2 = pos->font_alt;
2607 size = (value < value_change ? size1 : size2);
2608 font = (value < value_change ? font1 : font2);
2612 // correct text size if "digits" is zero or less
2614 size = strlen(int2str(value, size));
2616 // dynamically correct text alignment
2617 pos->width = size * getFontWidth(font);
2619 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2620 int2str(value, size), font, mask_mode);
2622 else if (type == TYPE_ELEMENT)
2624 int element, graphic;
2628 int dst_x = PANEL_XPOS(pos);
2629 int dst_y = PANEL_YPOS(pos);
2631 if (value != EL_UNDEFINED && value != EL_EMPTY)
2634 graphic = el2panelimg(value);
2636 // printf("::: %d, '%s' [%d]\n", element, EL_NAME(element), size);
2638 if (element >= EL_GRAPHIC_1 && element <= EL_GRAPHIC_8 && size == 0)
2641 getSizedGraphicSource(graphic, frame, size, &src_bitmap,
2644 width = graphic_info[graphic].width * size / TILESIZE;
2645 height = graphic_info[graphic].height * size / TILESIZE;
2648 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2651 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2655 else if (type == TYPE_GRAPHIC)
2657 int graphic = gpc->graphic;
2658 int graphic_active = gpc->graphic_active;
2662 int dst_x = PANEL_XPOS(pos);
2663 int dst_y = PANEL_YPOS(pos);
2664 boolean skip = (pos->class == get_hash_from_key("mm_engine_only") &&
2665 level.game_engine_type != GAME_ENGINE_TYPE_MM);
2667 if (graphic != IMG_UNDEFINED && !skip)
2669 if (pos->style == STYLE_REVERSE)
2670 value = 100 - value;
2672 getGraphicSource(graphic_active, frame, &src_bitmap, &src_x, &src_y);
2674 if (pos->direction & MV_HORIZONTAL)
2676 width = graphic_info[graphic_active].width * value / 100;
2677 height = graphic_info[graphic_active].height;
2679 if (pos->direction == MV_LEFT)
2681 src_x += graphic_info[graphic_active].width - width;
2682 dst_x += graphic_info[graphic_active].width - width;
2687 width = graphic_info[graphic_active].width;
2688 height = graphic_info[graphic_active].height * value / 100;
2690 if (pos->direction == MV_UP)
2692 src_y += graphic_info[graphic_active].height - height;
2693 dst_y += graphic_info[graphic_active].height - height;
2698 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2701 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2704 getGraphicSource(graphic, frame, &src_bitmap, &src_x, &src_y);
2706 if (pos->direction & MV_HORIZONTAL)
2708 if (pos->direction == MV_RIGHT)
2715 dst_x = PANEL_XPOS(pos);
2718 width = graphic_info[graphic].width - width;
2722 if (pos->direction == MV_DOWN)
2729 dst_y = PANEL_YPOS(pos);
2732 height = graphic_info[graphic].height - height;
2736 BlitBitmapMasked(src_bitmap, drawto, src_x, src_y, width, height,
2739 BlitBitmap(src_bitmap, drawto, src_x, src_y, width, height,
2743 else if (type == TYPE_STRING)
2745 boolean active = (value != 0);
2746 char *state_normal = "off";
2747 char *state_active = "on";
2748 char *state = (active ? state_active : state_normal);
2749 char *s = (nr == GAME_PANEL_GRAVITY_STATE ? state :
2750 nr == GAME_PANEL_PLAYER_NAME ? setup.player_name :
2751 nr == GAME_PANEL_LEVEL_NAME ? level.name :
2752 nr == GAME_PANEL_LEVEL_AUTHOR ? level.author : NULL);
2754 if (nr == GAME_PANEL_GRAVITY_STATE)
2756 int font1 = pos->font; // (used for normal state)
2757 int font2 = pos->font_alt; // (used for active state)
2759 font = (active ? font2 : font1);
2768 // don't truncate output if "chars" is zero or less
2771 // dynamically correct text alignment
2772 pos->width = size * getFontWidth(font);
2775 s_cut = getStringCopyN(s, size);
2777 DrawTextExt(drawto, PANEL_XPOS(pos), PANEL_YPOS(pos),
2778 s_cut, font, mask_mode);
2784 redraw_mask |= REDRAW_DOOR_1;
2787 SetGameStatus(GAME_MODE_PLAYING);
2790 void UpdateAndDisplayGameControlValues(void)
2792 if (tape.deactivate_display)
2795 UpdateGameControlValues();
2796 DisplayGameControlValues();
2800 static void UpdateGameDoorValues(void)
2802 UpdateGameControlValues();
2806 void DrawGameDoorValues(void)
2808 DisplayGameControlValues();
2812 // ============================================================================
2814 // ----------------------------------------------------------------------------
2815 // initialize game engine due to level / tape version number
2816 // ============================================================================
2818 static void InitGameEngine(void)
2820 int i, j, k, l, x, y;
2822 // set game engine from tape file when re-playing, else from level file
2823 game.engine_version = (tape.playing ? tape.engine_version :
2824 level.game_version);
2826 // set single or multi-player game mode (needed for re-playing tapes)
2827 game.team_mode = setup.team_mode;
2831 int num_players = 0;
2833 for (i = 0; i < MAX_PLAYERS; i++)
2834 if (tape.player_participates[i])
2837 // multi-player tapes contain input data for more than one player
2838 game.team_mode = (num_players > 1);
2841 // --------------------------------------------------------------------------
2842 // set flags for bugs and changes according to active game engine version
2843 // --------------------------------------------------------------------------
2846 Summary of bugfix/change:
2847 Fixed handling for custom elements that change when pushed by the player.
2849 Fixed/changed in version:
2853 Before 3.1.0, custom elements that "change when pushing" changed directly
2854 after the player started pushing them (until then handled in "DigField()").
2855 Since 3.1.0, these custom elements are not changed until the "pushing"
2856 move of the element is finished (now handled in "ContinueMoving()").
2858 Affected levels/tapes:
2859 The first condition is generally needed for all levels/tapes before version
2860 3.1.0, which might use the old behaviour before it was changed; known tapes
2861 that are affected are some tapes from the level set "Walpurgis Gardens" by
2863 The second condition is an exception from the above case and is needed for
2864 the special case of tapes recorded with game (not engine!) version 3.1.0 or
2865 above (including some development versions of 3.1.0), but before it was
2866 known that this change would break tapes like the above and was fixed in
2867 3.1.1, so that the changed behaviour was active although the engine version
2868 while recording maybe was before 3.1.0. There is at least one tape that is
2869 affected by this exception, which is the tape for the one-level set "Bug
2870 Machine" by Juergen Bonhagen.
2873 game.use_change_when_pushing_bug =
2874 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
2876 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
2877 tape.game_version < VERSION_IDENT(3,1,1,0)));
2880 Summary of bugfix/change:
2881 Fixed handling for blocking the field the player leaves when moving.
2883 Fixed/changed in version:
2887 Before 3.1.1, when "block last field when moving" was enabled, the field
2888 the player is leaving when moving was blocked for the time of the move,
2889 and was directly unblocked afterwards. This resulted in the last field
2890 being blocked for exactly one less than the number of frames of one player
2891 move. Additionally, even when blocking was disabled, the last field was
2892 blocked for exactly one frame.
2893 Since 3.1.1, due to changes in player movement handling, the last field
2894 is not blocked at all when blocking is disabled. When blocking is enabled,
2895 the last field is blocked for exactly the number of frames of one player
2896 move. Additionally, if the player is Murphy, the hero of Supaplex, the
2897 last field is blocked for exactly one more than the number of frames of
2900 Affected levels/tapes:
2901 (!!! yet to be determined -- probably many !!!)
2904 game.use_block_last_field_bug =
2905 (game.engine_version < VERSION_IDENT(3,1,1,0));
2907 game_em.use_single_button =
2908 (game.engine_version > VERSION_IDENT(4,0,0,2));
2910 game_em.use_snap_key_bug =
2911 (game.engine_version < VERSION_IDENT(4,0,1,0));
2913 // --------------------------------------------------------------------------
2915 // set maximal allowed number of custom element changes per game frame
2916 game.max_num_changes_per_frame = 1;
2918 // default scan direction: scan playfield from top/left to bottom/right
2919 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
2921 // dynamically adjust element properties according to game engine version
2922 InitElementPropertiesEngine(game.engine_version);
2925 printf("level %d: level version == %06d\n", level_nr, level.game_version);
2926 printf(" tape version == %06d [%s] [file: %06d]\n",
2927 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
2929 printf(" => game.engine_version == %06d\n", game.engine_version);
2932 // ---------- initialize player's initial move delay ------------------------
2934 // dynamically adjust player properties according to level information
2935 for (i = 0; i < MAX_PLAYERS; i++)
2936 game.initial_move_delay_value[i] =
2937 get_move_delay_from_stepsize(level.initial_player_stepsize[i]);
2939 // dynamically adjust player properties according to game engine version
2940 for (i = 0; i < MAX_PLAYERS; i++)
2941 game.initial_move_delay[i] =
2942 (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
2943 game.initial_move_delay_value[i] : 0);
2945 // ---------- initialize player's initial push delay ------------------------
2947 // dynamically adjust player properties according to game engine version
2948 game.initial_push_delay_value =
2949 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
2951 // ---------- initialize changing elements ----------------------------------
2953 // initialize changing elements information
2954 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2956 struct ElementInfo *ei = &element_info[i];
2958 // this pointer might have been changed in the level editor
2959 ei->change = &ei->change_page[0];
2961 if (!IS_CUSTOM_ELEMENT(i))
2963 ei->change->target_element = EL_EMPTY_SPACE;
2964 ei->change->delay_fixed = 0;
2965 ei->change->delay_random = 0;
2966 ei->change->delay_frames = 1;
2969 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
2971 ei->has_change_event[j] = FALSE;
2973 ei->event_page_nr[j] = 0;
2974 ei->event_page[j] = &ei->change_page[0];
2978 // add changing elements from pre-defined list
2979 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
2981 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
2982 struct ElementInfo *ei = &element_info[ch_delay->element];
2984 ei->change->target_element = ch_delay->target_element;
2985 ei->change->delay_fixed = ch_delay->change_delay;
2987 ei->change->pre_change_function = ch_delay->pre_change_function;
2988 ei->change->change_function = ch_delay->change_function;
2989 ei->change->post_change_function = ch_delay->post_change_function;
2991 ei->change->can_change = TRUE;
2992 ei->change->can_change_or_has_action = TRUE;
2994 ei->has_change_event[CE_DELAY] = TRUE;
2996 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
2997 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
3000 // ---------- initialize internal run-time variables ------------------------
3002 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3004 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3006 for (j = 0; j < ei->num_change_pages; j++)
3008 ei->change_page[j].can_change_or_has_action =
3009 (ei->change_page[j].can_change |
3010 ei->change_page[j].has_action);
3014 // add change events from custom element configuration
3015 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3017 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3019 for (j = 0; j < ei->num_change_pages; j++)
3021 if (!ei->change_page[j].can_change_or_has_action)
3024 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3026 // only add event page for the first page found with this event
3027 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
3029 ei->has_change_event[k] = TRUE;
3031 ei->event_page_nr[k] = j;
3032 ei->event_page[k] = &ei->change_page[j];
3038 // ---------- initialize reference elements in change conditions ------------
3040 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3042 int element = EL_CUSTOM_START + i;
3043 struct ElementInfo *ei = &element_info[element];
3045 for (j = 0; j < ei->num_change_pages; j++)
3047 int trigger_element = ei->change_page[j].initial_trigger_element;
3049 if (trigger_element >= EL_PREV_CE_8 &&
3050 trigger_element <= EL_NEXT_CE_8)
3051 trigger_element = RESOLVED_REFERENCE_ELEMENT(element, trigger_element);
3053 ei->change_page[j].trigger_element = trigger_element;
3057 // ---------- initialize run-time trigger player and element ----------------
3059 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
3061 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
3063 for (j = 0; j < ei->num_change_pages; j++)
3065 ei->change_page[j].actual_trigger_element = EL_EMPTY;
3066 ei->change_page[j].actual_trigger_player = EL_EMPTY;
3067 ei->change_page[j].actual_trigger_player_bits = CH_PLAYER_NONE;
3068 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
3069 ei->change_page[j].actual_trigger_ce_value = 0;
3070 ei->change_page[j].actual_trigger_ce_score = 0;
3074 // ---------- initialize trigger events -------------------------------------
3076 // initialize trigger events information
3077 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3078 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
3079 trigger_events[i][j] = FALSE;
3081 // add trigger events from element change event properties
3082 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3084 struct ElementInfo *ei = &element_info[i];
3086 for (j = 0; j < ei->num_change_pages; j++)
3088 if (!ei->change_page[j].can_change_or_has_action)
3091 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
3093 int trigger_element = ei->change_page[j].trigger_element;
3095 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
3097 if (ei->change_page[j].has_event[k])
3099 if (IS_GROUP_ELEMENT(trigger_element))
3101 struct ElementGroupInfo *group =
3102 element_info[trigger_element].group;
3104 for (l = 0; l < group->num_elements_resolved; l++)
3105 trigger_events[group->element_resolved[l]][k] = TRUE;
3107 else if (trigger_element == EL_ANY_ELEMENT)
3108 for (l = 0; l < MAX_NUM_ELEMENTS; l++)
3109 trigger_events[l][k] = TRUE;
3111 trigger_events[trigger_element][k] = TRUE;
3118 // ---------- initialize push delay -----------------------------------------
3120 // initialize push delay values to default
3121 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3123 if (!IS_CUSTOM_ELEMENT(i))
3125 // set default push delay values (corrected since version 3.0.7-1)
3126 if (game.engine_version < VERSION_IDENT(3,0,7,1))
3128 element_info[i].push_delay_fixed = 2;
3129 element_info[i].push_delay_random = 8;
3133 element_info[i].push_delay_fixed = 8;
3134 element_info[i].push_delay_random = 8;
3139 // set push delay value for certain elements from pre-defined list
3140 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
3142 int e = push_delay_list[i].element;
3144 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
3145 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
3148 // set push delay value for Supaplex elements for newer engine versions
3149 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
3151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3153 if (IS_SP_ELEMENT(i))
3155 // set SP push delay to just enough to push under a falling zonk
3156 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
3158 element_info[i].push_delay_fixed = delay;
3159 element_info[i].push_delay_random = 0;
3164 // ---------- initialize move stepsize --------------------------------------
3166 // initialize move stepsize values to default
3167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3168 if (!IS_CUSTOM_ELEMENT(i))
3169 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
3171 // set move stepsize value for certain elements from pre-defined list
3172 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
3174 int e = move_stepsize_list[i].element;
3176 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
3179 // ---------- initialize collect score --------------------------------------
3181 // initialize collect score values for custom elements from initial value
3182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3183 if (IS_CUSTOM_ELEMENT(i))
3184 element_info[i].collect_score = element_info[i].collect_score_initial;
3186 // ---------- initialize collect count --------------------------------------
3188 // initialize collect count values for non-custom elements
3189 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3190 if (!IS_CUSTOM_ELEMENT(i))
3191 element_info[i].collect_count_initial = 0;
3193 // add collect count values for all elements from pre-defined list
3194 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
3195 element_info[collect_count_list[i].element].collect_count_initial =
3196 collect_count_list[i].count;
3198 // ---------- initialize access direction -----------------------------------
3200 // initialize access direction values to default (access from every side)
3201 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3202 if (!IS_CUSTOM_ELEMENT(i))
3203 element_info[i].access_direction = MV_ALL_DIRECTIONS;
3205 // set access direction value for certain elements from pre-defined list
3206 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
3207 element_info[access_direction_list[i].element].access_direction =
3208 access_direction_list[i].direction;
3210 // ---------- initialize explosion content ----------------------------------
3211 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3213 if (IS_CUSTOM_ELEMENT(i))
3216 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
3218 // (content for EL_YAMYAM set at run-time with game.yamyam_content_nr)
3220 element_info[i].content.e[x][y] =
3221 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
3222 i == EL_PLAYER_2 ? EL_EMERALD_RED :
3223 i == EL_PLAYER_3 ? EL_EMERALD :
3224 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
3225 i == EL_MOLE ? EL_EMERALD_RED :
3226 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
3227 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
3228 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
3229 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
3230 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
3231 i == EL_WALL_EMERALD ? EL_EMERALD :
3232 i == EL_WALL_DIAMOND ? EL_DIAMOND :
3233 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
3234 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
3235 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
3236 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
3237 i == EL_WALL_PEARL ? EL_PEARL :
3238 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
3243 // ---------- initialize recursion detection --------------------------------
3244 recursion_loop_depth = 0;
3245 recursion_loop_detected = FALSE;
3246 recursion_loop_element = EL_UNDEFINED;
3248 // ---------- initialize graphics engine ------------------------------------
3249 game.scroll_delay_value =
3250 (game.forced_scroll_delay_value != -1 ? game.forced_scroll_delay_value :
3251 setup.scroll_delay ? setup.scroll_delay_value : 0);
3252 game.scroll_delay_value =
3253 MIN(MAX(MIN_SCROLL_DELAY, game.scroll_delay_value), MAX_SCROLL_DELAY);
3255 // ---------- initialize game engine snapshots ------------------------------
3256 for (i = 0; i < MAX_PLAYERS; i++)
3257 game.snapshot.last_action[i] = 0;
3258 game.snapshot.changed_action = FALSE;
3259 game.snapshot.collected_item = FALSE;
3260 game.snapshot.mode =
3261 (strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_STEP) ?
3262 SNAPSHOT_MODE_EVERY_STEP :
3263 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_MOVE) ?
3264 SNAPSHOT_MODE_EVERY_MOVE :
3265 strEqual(setup.engine_snapshot_mode, STR_SNAPSHOT_MODE_EVERY_COLLECT) ?
3266 SNAPSHOT_MODE_EVERY_COLLECT : SNAPSHOT_MODE_OFF);
3267 game.snapshot.save_snapshot = FALSE;
3269 // ---------- initialize level time for Supaplex engine ---------------------
3270 // Supaplex levels with time limit currently unsupported -- should be added
3271 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
3275 static int get_num_special_action(int element, int action_first,
3278 int num_special_action = 0;
3281 for (i = action_first; i <= action_last; i++)
3283 boolean found = FALSE;
3285 for (j = 0; j < NUM_DIRECTIONS; j++)
3286 if (el_act_dir2img(element, i, j) !=
3287 el_act_dir2img(element, ACTION_DEFAULT, j))
3291 num_special_action++;
3296 return num_special_action;
3300 // ============================================================================
3302 // ----------------------------------------------------------------------------
3303 // initialize and start new game
3304 // ============================================================================
3306 #if DEBUG_INIT_PLAYER
3307 static void DebugPrintPlayerStatus(char *message)
3314 printf("%s:\n", message);
3316 for (i = 0; i < MAX_PLAYERS; i++)
3318 struct PlayerInfo *player = &stored_player[i];
3320 printf("- player %d: present == %d, connected == %d [%d/%d], active == %d",
3324 player->connected_locally,
3325 player->connected_network,
3328 if (local_player == player)
3329 printf(" (local player)");
3338 int full_lev_fieldx = lev_fieldx + (BorderElement != EL_EMPTY ? 2 : 0);
3339 int full_lev_fieldy = lev_fieldy + (BorderElement != EL_EMPTY ? 2 : 0);
3340 int fade_mask = REDRAW_FIELD;
3342 boolean emulate_bd = TRUE; // unless non-BOULDERDASH elements found
3343 boolean emulate_sb = TRUE; // unless non-SOKOBAN elements found
3344 boolean emulate_sp = TRUE; // unless non-SUPAPLEX elements found
3345 int initial_move_dir = MV_DOWN;
3348 // required here to update video display before fading (FIX THIS)
3349 DrawMaskedBorder(REDRAW_DOOR_2);
3351 if (!game.restart_level)
3352 CloseDoor(DOOR_CLOSE_1);
3354 SetGameStatus(GAME_MODE_PLAYING);
3356 if (level_editor_test_game)
3357 FadeSkipNextFadeIn();
3359 FadeSetEnterScreen();
3361 if (CheckIfGlobalBorderOrPlayfieldViewportHasChanged())
3362 fade_mask = REDRAW_ALL;
3364 FadeLevelSoundsAndMusic();
3366 ExpireSoundLoops(TRUE);
3370 // needed if different viewport properties defined for playing
3371 ChangeViewportPropertiesIfNeeded();
3375 DrawCompleteVideoDisplay();
3377 OpenDoor(GetDoorState() | DOOR_NO_DELAY | DOOR_FORCE_REDRAW);
3380 InitGameControlValues();
3382 // don't play tapes over network
3383 network_playing = (network.enabled && !tape.playing);
3385 for (i = 0; i < MAX_PLAYERS; i++)
3387 struct PlayerInfo *player = &stored_player[i];
3389 player->index_nr = i;
3390 player->index_bit = (1 << i);
3391 player->element_nr = EL_PLAYER_1 + i;
3393 player->present = FALSE;
3394 player->active = FALSE;
3395 player->mapped = FALSE;
3397 player->killed = FALSE;
3398 player->reanimated = FALSE;
3401 player->effective_action = 0;
3402 player->programmed_action = 0;
3404 player->mouse_action.lx = 0;
3405 player->mouse_action.ly = 0;
3406 player->mouse_action.button = 0;
3407 player->mouse_action.button_hint = 0;
3409 player->effective_mouse_action.lx = 0;
3410 player->effective_mouse_action.ly = 0;
3411 player->effective_mouse_action.button = 0;
3412 player->effective_mouse_action.button_hint = 0;
3415 player->score_final = 0;
3417 player->health = MAX_HEALTH;
3418 player->health_final = MAX_HEALTH;
3420 player->gems_still_needed = level.gems_needed;
3421 player->sokoban_fields_still_needed = 0;
3422 player->sokoban_objects_still_needed = 0;
3423 player->lights_still_needed = 0;
3424 player->players_still_needed = 0;
3425 player->friends_still_needed = 0;
3427 for (j = 0; j < MAX_NUM_KEYS; j++)
3428 player->key[j] = FALSE;
3430 player->num_white_keys = 0;
3432 player->dynabomb_count = 0;
3433 player->dynabomb_size = 1;
3434 player->dynabombs_left = 0;
3435 player->dynabomb_xl = FALSE;
3437 player->MovDir = initial_move_dir;
3440 player->GfxDir = initial_move_dir;
3441 player->GfxAction = ACTION_DEFAULT;
3443 player->StepFrame = 0;
3445 player->initial_element = player->element_nr;
3446 player->artwork_element =
3447 (level.use_artwork_element[i] ? level.artwork_element[i] :
3448 player->element_nr);
3449 player->use_murphy = FALSE;
3451 player->block_last_field = FALSE; // initialized in InitPlayerField()
3452 player->block_delay_adjustment = 0; // initialized in InitPlayerField()
3454 player->gravity = level.initial_player_gravity[i];
3456 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
3458 player->actual_frame_counter = 0;
3460 player->step_counter = 0;
3462 player->last_move_dir = initial_move_dir;
3464 player->is_active = FALSE;
3466 player->is_waiting = FALSE;
3467 player->is_moving = FALSE;
3468 player->is_auto_moving = FALSE;
3469 player->is_digging = FALSE;
3470 player->is_snapping = FALSE;
3471 player->is_collecting = FALSE;
3472 player->is_pushing = FALSE;
3473 player->is_switching = FALSE;
3474 player->is_dropping = FALSE;
3475 player->is_dropping_pressed = FALSE;
3477 player->is_bored = FALSE;
3478 player->is_sleeping = FALSE;
3480 player->was_waiting = TRUE;
3481 player->was_moving = FALSE;
3482 player->was_snapping = FALSE;
3483 player->was_dropping = FALSE;
3485 player->force_dropping = FALSE;
3487 player->frame_counter_bored = -1;
3488 player->frame_counter_sleeping = -1;
3490 player->anim_delay_counter = 0;
3491 player->post_delay_counter = 0;
3493 player->dir_waiting = initial_move_dir;
3494 player->action_waiting = ACTION_DEFAULT;
3495 player->last_action_waiting = ACTION_DEFAULT;
3496 player->special_action_bored = ACTION_DEFAULT;
3497 player->special_action_sleeping = ACTION_DEFAULT;
3499 player->switch_x = -1;
3500 player->switch_y = -1;
3502 player->drop_x = -1;
3503 player->drop_y = -1;
3505 player->show_envelope = 0;
3507 SetPlayerMoveSpeed(player, level.initial_player_stepsize[i], TRUE);
3509 player->push_delay = -1; // initialized when pushing starts
3510 player->push_delay_value = game.initial_push_delay_value;
3512 player->drop_delay = 0;
3513 player->drop_pressed_delay = 0;
3515 player->last_jx = -1;
3516 player->last_jy = -1;
3520 player->shield_normal_time_left = 0;
3521 player->shield_deadly_time_left = 0;
3523 player->inventory_infinite_element = EL_UNDEFINED;
3524 player->inventory_size = 0;
3526 if (level.use_initial_inventory[i])
3528 for (j = 0; j < level.initial_inventory_size[i]; j++)
3530 int element = level.initial_inventory_content[i][j];
3531 int collect_count = element_info[element].collect_count_initial;
3534 if (!IS_CUSTOM_ELEMENT(element))
3537 if (collect_count == 0)
3538 player->inventory_infinite_element = element;
3540 for (k = 0; k < collect_count; k++)
3541 if (player->inventory_size < MAX_INVENTORY_SIZE)
3542 player->inventory_element[player->inventory_size++] = element;
3546 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
3547 SnapField(player, 0, 0);
3549 player->LevelSolved = FALSE;
3550 player->GameOver = FALSE;
3552 player->LevelSolved_GameWon = FALSE;
3553 player->LevelSolved_GameEnd = FALSE;
3554 player->LevelSolved_SaveTape = FALSE;
3555 player->LevelSolved_SaveScore = FALSE;
3557 player->LevelSolved_CountingTime = 0;
3558 player->LevelSolved_CountingScore = 0;
3559 player->LevelSolved_CountingHealth = 0;
3561 map_player_action[i] = i;
3564 network_player_action_received = FALSE;
3566 // initial null action
3567 if (network_playing)
3568 SendToServer_MovePlayer(MV_NONE);
3576 TimeLeft = level.time;
3579 ScreenMovDir = MV_NONE;
3583 ScrollStepSize = 0; // will be correctly initialized by ScrollScreen()
3585 AllPlayersGone = FALSE;
3587 game.panel.active = TRUE;
3589 game.no_time_limit = (level.time == 0);
3591 game.yamyam_content_nr = 0;
3592 game.robot_wheel_active = FALSE;
3593 game.magic_wall_active = FALSE;
3594 game.magic_wall_time_left = 0;
3595 game.light_time_left = 0;
3596 game.timegate_time_left = 0;
3597 game.switchgate_pos = 0;
3598 game.wind_direction = level.wind_direction_initial;
3600 game.lenses_time_left = 0;
3601 game.magnify_time_left = 0;
3603 game.ball_state = level.ball_state_initial;
3604 game.ball_content_nr = 0;
3606 game.explosions_delayed = TRUE;
3608 game.envelope_active = FALSE;
3610 for (i = 0; i < NUM_BELTS; i++)
3612 game.belt_dir[i] = MV_NONE;
3613 game.belt_dir_nr[i] = 3; // not moving, next moving left
3616 for (i = 0; i < MAX_NUM_AMOEBA; i++)
3617 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
3619 #if DEBUG_INIT_PLAYER
3620 DebugPrintPlayerStatus("Player status at level initialization");
3623 SCAN_PLAYFIELD(x, y)
3625 Feld[x][y] = Last[x][y] = level.field[x][y];
3626 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
3627 ChangeDelay[x][y] = 0;
3628 ChangePage[x][y] = -1;
3629 CustomValue[x][y] = 0; // initialized in InitField()
3630 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
3632 WasJustMoving[x][y] = 0;
3633 WasJustFalling[x][y] = 0;
3634 CheckCollision[x][y] = 0;
3635 CheckImpact[x][y] = 0;
3637 Pushed[x][y] = FALSE;
3639 ChangeCount[x][y] = 0;
3640 ChangeEvent[x][y] = -1;
3642 ExplodePhase[x][y] = 0;
3643 ExplodeDelay[x][y] = 0;
3644 ExplodeField[x][y] = EX_TYPE_NONE;
3646 RunnerVisit[x][y] = 0;
3647 PlayerVisit[x][y] = 0;
3650 GfxRandom[x][y] = INIT_GFX_RANDOM();
3651 GfxElement[x][y] = EL_UNDEFINED;
3652 GfxAction[x][y] = ACTION_DEFAULT;
3653 GfxDir[x][y] = MV_NONE;
3654 GfxRedraw[x][y] = GFX_REDRAW_NONE;
3657 SCAN_PLAYFIELD(x, y)
3659 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
3661 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
3663 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
3666 InitField(x, y, TRUE);
3668 ResetGfxAnimation(x, y);
3673 for (i = 0; i < MAX_PLAYERS; i++)
3675 struct PlayerInfo *player = &stored_player[i];
3677 // set number of special actions for bored and sleeping animation
3678 player->num_special_action_bored =
3679 get_num_special_action(player->artwork_element,
3680 ACTION_BORING_1, ACTION_BORING_LAST);
3681 player->num_special_action_sleeping =
3682 get_num_special_action(player->artwork_element,
3683 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
3686 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
3687 emulate_sb ? EMU_SOKOBAN :
3688 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
3690 // initialize type of slippery elements
3691 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3693 if (!IS_CUSTOM_ELEMENT(i))
3695 // default: elements slip down either to the left or right randomly
3696 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
3698 // SP style elements prefer to slip down on the left side
3699 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
3700 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3702 // BD style elements prefer to slip down on the left side
3703 if (game.emulation == EMU_BOULDERDASH)
3704 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
3708 // initialize explosion and ignition delay
3709 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
3711 if (!IS_CUSTOM_ELEMENT(i))
3714 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
3715 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
3716 game.emulation == EMU_SUPAPLEX ? 3 : 2);
3717 int last_phase = (num_phase + 1) * delay;
3718 int half_phase = (num_phase / 2) * delay;
3720 element_info[i].explosion_delay = last_phase - 1;
3721 element_info[i].ignition_delay = half_phase;
3723 if (i == EL_BLACK_ORB)
3724 element_info[i].ignition_delay = 1;
3728 // correct non-moving belts to start moving left
3729 for (i = 0; i < NUM_BELTS; i++)
3730 if (game.belt_dir[i] == MV_NONE)
3731 game.belt_dir_nr[i] = 3; // not moving, next moving left
3733 #if USE_NEW_PLAYER_ASSIGNMENTS
3734 for (i = 0; i < MAX_PLAYERS; i++)
3736 stored_player[i].connected = FALSE;
3738 // in network game mode, the local player might not be the first player
3739 if (stored_player[i].connected_locally)
3740 local_player = &stored_player[i];
3743 if (!network.enabled)
3744 local_player->connected = TRUE;
3748 for (i = 0; i < MAX_PLAYERS; i++)
3749 stored_player[i].connected = tape.player_participates[i];
3751 else if (network.enabled)
3753 // add team mode players connected over the network (needed for correct
3754 // assignment of player figures from level to locally playing players)
3756 for (i = 0; i < MAX_PLAYERS; i++)
3757 if (stored_player[i].connected_network)
3758 stored_player[i].connected = TRUE;
3760 else if (game.team_mode)
3762 // try to guess locally connected team mode players (needed for correct
3763 // assignment of player figures from level to locally playing players)
3765 for (i = 0; i < MAX_PLAYERS; i++)
3766 if (setup.input[i].use_joystick ||
3767 setup.input[i].key.left != KSYM_UNDEFINED)
3768 stored_player[i].connected = TRUE;
3771 #if DEBUG_INIT_PLAYER
3772 DebugPrintPlayerStatus("Player status after level initialization");
3775 #if DEBUG_INIT_PLAYER
3777 printf("Reassigning players ...\n");
3780 // check if any connected player was not found in playfield
3781 for (i = 0; i < MAX_PLAYERS; i++)
3783 struct PlayerInfo *player = &stored_player[i];
3785 if (player->connected && !player->present)
3787 struct PlayerInfo *field_player = NULL;
3789 #if DEBUG_INIT_PLAYER
3791 printf("- looking for field player for player %d ...\n", i + 1);
3794 // assign first free player found that is present in the playfield
3796 // first try: look for unmapped playfield player that is not connected
3797 for (j = 0; j < MAX_PLAYERS; j++)
3798 if (field_player == NULL &&
3799 stored_player[j].present &&
3800 !stored_player[j].mapped &&
3801 !stored_player[j].connected)
3802 field_player = &stored_player[j];
3804 // second try: look for *any* unmapped playfield player
3805 for (j = 0; j < MAX_PLAYERS; j++)
3806 if (field_player == NULL &&
3807 stored_player[j].present &&
3808 !stored_player[j].mapped)
3809 field_player = &stored_player[j];
3811 if (field_player != NULL)
3813 int jx = field_player->jx, jy = field_player->jy;
3815 #if DEBUG_INIT_PLAYER
3817 printf("- found player %d\n", field_player->index_nr + 1);
3820 player->present = FALSE;
3821 player->active = FALSE;
3823 field_player->present = TRUE;
3824 field_player->active = TRUE;
3827 player->initial_element = field_player->initial_element;
3828 player->artwork_element = field_player->artwork_element;
3830 player->block_last_field = field_player->block_last_field;
3831 player->block_delay_adjustment = field_player->block_delay_adjustment;
3834 StorePlayer[jx][jy] = field_player->element_nr;
3836 field_player->jx = field_player->last_jx = jx;
3837 field_player->jy = field_player->last_jy = jy;
3839 if (local_player == player)
3840 local_player = field_player;
3842 map_player_action[field_player->index_nr] = i;
3844 field_player->mapped = TRUE;
3846 #if DEBUG_INIT_PLAYER
3848 printf("- map_player_action[%d] == %d\n",
3849 field_player->index_nr + 1, i + 1);
3854 if (player->connected && player->present)
3855 player->mapped = TRUE;
3858 #if DEBUG_INIT_PLAYER
3859 DebugPrintPlayerStatus("Player status after player assignment (first stage)");
3864 // check if any connected player was not found in playfield
3865 for (i = 0; i < MAX_PLAYERS; i++)
3867 struct PlayerInfo *player = &stored_player[i];
3869 if (player->connected && !player->present)
3871 for (j = 0; j < MAX_PLAYERS; j++)
3873 struct PlayerInfo *field_player = &stored_player[j];
3874 int jx = field_player->jx, jy = field_player->jy;
3876 // assign first free player found that is present in the playfield
3877 if (field_player->present && !field_player->connected)
3879 player->present = TRUE;
3880 player->active = TRUE;
3882 field_player->present = FALSE;
3883 field_player->active = FALSE;
3885 player->initial_element = field_player->initial_element;
3886 player->artwork_element = field_player->artwork_element;
3888 player->block_last_field = field_player->block_last_field;
3889 player->block_delay_adjustment = field_player->block_delay_adjustment;
3891 StorePlayer[jx][jy] = player->element_nr;
3893 player->jx = player->last_jx = jx;
3894 player->jy = player->last_jy = jy;
3904 printf("::: local_player->present == %d\n", local_player->present);
3907 // set focus to local player for network games, else to all players
3908 game.centered_player_nr = (network_playing ? local_player->index_nr : -1);
3909 game.centered_player_nr_next = game.centered_player_nr;
3910 game.set_centered_player = FALSE;
3912 if (network_playing && tape.recording)
3914 // store client dependent player focus when recording network games
3915 tape.centered_player_nr_next = game.centered_player_nr_next;
3916 tape.set_centered_player = TRUE;
3921 // when playing a tape, eliminate all players who do not participate
3923 #if USE_NEW_PLAYER_ASSIGNMENTS
3925 if (!game.team_mode)
3927 for (i = 0; i < MAX_PLAYERS; i++)
3929 if (stored_player[i].active &&
3930 !tape.player_participates[map_player_action[i]])
3932 struct PlayerInfo *player = &stored_player[i];
3933 int jx = player->jx, jy = player->jy;
3935 #if DEBUG_INIT_PLAYER
3937 printf("Removing player %d at (%d, %d)\n", i + 1, jx, jy);
3940 player->active = FALSE;
3941 StorePlayer[jx][jy] = 0;
3942 Feld[jx][jy] = EL_EMPTY;
3949 for (i = 0; i < MAX_PLAYERS; i++)
3951 if (stored_player[i].active &&
3952 !tape.player_participates[i])
3954 struct PlayerInfo *player = &stored_player[i];
3955 int jx = player->jx, jy = player->jy;
3957 player->active = FALSE;
3958 StorePlayer[jx][jy] = 0;
3959 Feld[jx][jy] = EL_EMPTY;
3964 else if (!network.enabled && !game.team_mode) // && !tape.playing
3966 // when in single player mode, eliminate all but the local player
3968 for (i = 0; i < MAX_PLAYERS; i++)
3970 struct PlayerInfo *player = &stored_player[i];
3972 if (player->active && player != local_player)
3974 int jx = player->jx, jy = player->jy;
3976 player->active = FALSE;
3977 player->present = FALSE;
3979 StorePlayer[jx][jy] = 0;
3980 Feld[jx][jy] = EL_EMPTY;
3985 for (i = 0; i < MAX_PLAYERS; i++)
3986 if (stored_player[i].active)
3987 local_player->players_still_needed++;
3989 if (level.solved_by_one_player)
3990 local_player->players_still_needed = 1;
3992 // when recording the game, store which players take part in the game
3995 #if USE_NEW_PLAYER_ASSIGNMENTS
3996 for (i = 0; i < MAX_PLAYERS; i++)
3997 if (stored_player[i].connected)
3998 tape.player_participates[i] = TRUE;
4000 for (i = 0; i < MAX_PLAYERS; i++)
4001 if (stored_player[i].active)
4002 tape.player_participates[i] = TRUE;
4006 #if DEBUG_INIT_PLAYER
4007 DebugPrintPlayerStatus("Player status after player assignment (final stage)");
4010 if (BorderElement == EL_EMPTY)
4013 SBX_Right = lev_fieldx - SCR_FIELDX;
4015 SBY_Lower = lev_fieldy - SCR_FIELDY;
4020 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
4022 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
4025 if (full_lev_fieldx <= SCR_FIELDX)
4026 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
4027 if (full_lev_fieldy <= SCR_FIELDY)
4028 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
4030 if (EVEN(SCR_FIELDX) && full_lev_fieldx > SCR_FIELDX)
4032 if (EVEN(SCR_FIELDY) && full_lev_fieldy > SCR_FIELDY)
4035 // if local player not found, look for custom element that might create
4036 // the player (make some assumptions about the right custom element)
4037 if (!local_player->present)
4039 int start_x = 0, start_y = 0;
4040 int found_rating = 0;
4041 int found_element = EL_UNDEFINED;
4042 int player_nr = local_player->index_nr;
4044 SCAN_PLAYFIELD(x, y)
4046 int element = Feld[x][y];
4051 if (level.use_start_element[player_nr] &&
4052 level.start_element[player_nr] == element &&
4059 found_element = element;
4062 if (!IS_CUSTOM_ELEMENT(element))
4065 if (CAN_CHANGE(element))
4067 for (i = 0; i < element_info[element].num_change_pages; i++)
4069 // check for player created from custom element as single target
4070 content = element_info[element].change_page[i].target_element;
4071 is_player = ELEM_IS_PLAYER(content);
4073 if (is_player && (found_rating < 3 ||
4074 (found_rating == 3 && element < found_element)))
4080 found_element = element;
4085 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
4087 // check for player created from custom element as explosion content
4088 content = element_info[element].content.e[xx][yy];
4089 is_player = ELEM_IS_PLAYER(content);
4091 if (is_player && (found_rating < 2 ||
4092 (found_rating == 2 && element < found_element)))
4094 start_x = x + xx - 1;
4095 start_y = y + yy - 1;
4098 found_element = element;
4101 if (!CAN_CHANGE(element))
4104 for (i = 0; i < element_info[element].num_change_pages; i++)
4106 // check for player created from custom element as extended target
4108 element_info[element].change_page[i].target_content.e[xx][yy];
4110 is_player = ELEM_IS_PLAYER(content);
4112 if (is_player && (found_rating < 1 ||
4113 (found_rating == 1 && element < found_element)))
4115 start_x = x + xx - 1;
4116 start_y = y + yy - 1;
4119 found_element = element;
4125 scroll_x = SCROLL_POSITION_X(start_x);
4126 scroll_y = SCROLL_POSITION_Y(start_y);
4130 scroll_x = SCROLL_POSITION_X(local_player->jx);
4131 scroll_y = SCROLL_POSITION_Y(local_player->jy);
4134 // !!! FIX THIS (START) !!!
4135 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4137 InitGameEngine_EM();
4139 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
4141 InitGameEngine_SP();
4143 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4145 InitGameEngine_MM();
4149 DrawLevel(REDRAW_FIELD);
4152 // after drawing the level, correct some elements
4153 if (game.timegate_time_left == 0)
4154 CloseAllOpenTimegates();
4157 // blit playfield from scroll buffer to normal back buffer for fading in
4158 BlitScreenToBitmap(backbuffer);
4159 // !!! FIX THIS (END) !!!
4161 DrawMaskedBorder(fade_mask);
4166 // full screen redraw is required at this point in the following cases:
4167 // - special editor door undrawn when game was started from level editor
4168 // - drawing area (playfield) was changed and has to be removed completely
4169 redraw_mask = REDRAW_ALL;
4173 if (!game.restart_level)
4175 // copy default game door content to main double buffer
4177 // !!! CHECK AGAIN !!!
4178 SetPanelBackground();
4179 // SetDoorBackgroundImage(IMG_BACKGROUND_PANEL);
4180 DrawBackground(DX, DY, DXSIZE, DYSIZE);
4183 SetPanelBackground();
4184 SetDrawBackgroundMask(REDRAW_DOOR_1);
4186 UpdateAndDisplayGameControlValues();
4188 if (!game.restart_level)
4194 CreateGameButtons();
4199 // copy actual game door content to door double buffer for OpenDoor()
4200 BlitBitmap(drawto, bitmap_db_door_1, DX, DY, DXSIZE, DYSIZE, 0, 0);
4202 OpenDoor(DOOR_OPEN_ALL);
4204 KeyboardAutoRepeatOffUnlessAutoplay();
4206 #if DEBUG_INIT_PLAYER
4207 DebugPrintPlayerStatus("Player status (final)");
4216 if (!game.restart_level && !tape.playing)
4218 LevelStats_incPlayed(level_nr);
4220 SaveLevelSetup_SeriesInfo();
4223 game.restart_level = FALSE;
4224 game.restart_game_message = NULL;
4225 game.request_active = FALSE;
4227 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4228 InitGameActions_MM();
4230 SaveEngineSnapshotToListInitial();
4232 if (!game.restart_level)
4234 PlaySound(SND_GAME_STARTING);
4236 if (setup.sound_music)
4241 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y,
4242 int actual_player_x, int actual_player_y)
4244 // this is used for non-R'n'D game engines to update certain engine values
4246 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
4248 actual_player_x = correctLevelPosX_EM(actual_player_x);
4249 actual_player_y = correctLevelPosY_EM(actual_player_y);
4252 // needed to determine if sounds are played within the visible screen area
4253 scroll_x = actual_scroll_x;
4254 scroll_y = actual_scroll_y;
4256 // needed to get player position for "follow finger" playing input method
4257 local_player->jx = actual_player_x;
4258 local_player->jy = actual_player_y;
4261 void InitMovDir(int x, int y)
4263 int i, element = Feld[x][y];
4264 static int xy[4][2] =
4271 static int direction[3][4] =
4273 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
4274 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
4275 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
4284 Feld[x][y] = EL_BUG;
4285 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
4288 case EL_SPACESHIP_RIGHT:
4289 case EL_SPACESHIP_UP:
4290 case EL_SPACESHIP_LEFT:
4291 case EL_SPACESHIP_DOWN:
4292 Feld[x][y] = EL_SPACESHIP;
4293 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
4296 case EL_BD_BUTTERFLY_RIGHT:
4297 case EL_BD_BUTTERFLY_UP:
4298 case EL_BD_BUTTERFLY_LEFT:
4299 case EL_BD_BUTTERFLY_DOWN:
4300 Feld[x][y] = EL_BD_BUTTERFLY;
4301 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
4304 case EL_BD_FIREFLY_RIGHT:
4305 case EL_BD_FIREFLY_UP:
4306 case EL_BD_FIREFLY_LEFT:
4307 case EL_BD_FIREFLY_DOWN:
4308 Feld[x][y] = EL_BD_FIREFLY;
4309 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
4312 case EL_PACMAN_RIGHT:
4314 case EL_PACMAN_LEFT:
4315 case EL_PACMAN_DOWN:
4316 Feld[x][y] = EL_PACMAN;
4317 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
4320 case EL_YAMYAM_LEFT:
4321 case EL_YAMYAM_RIGHT:
4323 case EL_YAMYAM_DOWN:
4324 Feld[x][y] = EL_YAMYAM;
4325 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
4328 case EL_SP_SNIKSNAK:
4329 MovDir[x][y] = MV_UP;
4332 case EL_SP_ELECTRON:
4333 MovDir[x][y] = MV_LEFT;
4340 Feld[x][y] = EL_MOLE;
4341 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
4345 if (IS_CUSTOM_ELEMENT(element))
4347 struct ElementInfo *ei = &element_info[element];
4348 int move_direction_initial = ei->move_direction_initial;
4349 int move_pattern = ei->move_pattern;
4351 if (move_direction_initial == MV_START_PREVIOUS)
4353 if (MovDir[x][y] != MV_NONE)
4356 move_direction_initial = MV_START_AUTOMATIC;
4359 if (move_direction_initial == MV_START_RANDOM)
4360 MovDir[x][y] = 1 << RND(4);
4361 else if (move_direction_initial & MV_ANY_DIRECTION)
4362 MovDir[x][y] = move_direction_initial;
4363 else if (move_pattern == MV_ALL_DIRECTIONS ||
4364 move_pattern == MV_TURNING_LEFT ||
4365 move_pattern == MV_TURNING_RIGHT ||
4366 move_pattern == MV_TURNING_LEFT_RIGHT ||
4367 move_pattern == MV_TURNING_RIGHT_LEFT ||
4368 move_pattern == MV_TURNING_RANDOM)
4369 MovDir[x][y] = 1 << RND(4);
4370 else if (move_pattern == MV_HORIZONTAL)
4371 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4372 else if (move_pattern == MV_VERTICAL)
4373 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4374 else if (move_pattern & MV_ANY_DIRECTION)
4375 MovDir[x][y] = element_info[element].move_pattern;
4376 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
4377 move_pattern == MV_ALONG_RIGHT_SIDE)
4379 // use random direction as default start direction
4380 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
4381 MovDir[x][y] = 1 << RND(4);
4383 for (i = 0; i < NUM_DIRECTIONS; i++)
4385 int x1 = x + xy[i][0];
4386 int y1 = y + xy[i][1];
4388 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4390 if (move_pattern == MV_ALONG_RIGHT_SIDE)
4391 MovDir[x][y] = direction[0][i];
4393 MovDir[x][y] = direction[1][i];
4402 MovDir[x][y] = 1 << RND(4);
4404 if (element != EL_BUG &&
4405 element != EL_SPACESHIP &&
4406 element != EL_BD_BUTTERFLY &&
4407 element != EL_BD_FIREFLY)
4410 for (i = 0; i < NUM_DIRECTIONS; i++)
4412 int x1 = x + xy[i][0];
4413 int y1 = y + xy[i][1];
4415 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
4417 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4419 MovDir[x][y] = direction[0][i];
4422 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4423 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4425 MovDir[x][y] = direction[1][i];
4434 GfxDir[x][y] = MovDir[x][y];
4437 void InitAmoebaNr(int x, int y)
4440 int group_nr = AmoebeNachbarNr(x, y);
4444 for (i = 1; i < MAX_NUM_AMOEBA; i++)
4446 if (AmoebaCnt[i] == 0)
4454 AmoebaNr[x][y] = group_nr;
4455 AmoebaCnt[group_nr]++;
4456 AmoebaCnt2[group_nr]++;
4459 static void PlayerWins(struct PlayerInfo *player)
4461 if (level.game_engine_type == GAME_ENGINE_TYPE_RND &&
4462 local_player->players_still_needed > 0)
4465 player->LevelSolved = TRUE;
4466 player->GameOver = TRUE;
4468 player->score_final = (level.game_engine_type == GAME_ENGINE_TYPE_EM ?
4469 level.native_em_level->lev->score :
4470 level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4473 player->health_final = (level.game_engine_type == GAME_ENGINE_TYPE_MM ?
4474 MM_HEALTH(game_mm.laser_overload_value) :
4477 player->LevelSolved_CountingTime = (game.no_time_limit ? TimePlayed :
4479 player->LevelSolved_CountingScore = player->score_final;
4480 player->LevelSolved_CountingHealth = player->health_final;
4485 static int time_count_steps;
4486 static int time, time_final;
4487 static int score, score_final;
4488 static int health, health_final;
4489 static int game_over_delay_1 = 0;
4490 static int game_over_delay_2 = 0;
4491 static int game_over_delay_3 = 0;
4492 int game_over_delay_value_1 = 50;
4493 int game_over_delay_value_2 = 25;
4494 int game_over_delay_value_3 = 50;
4496 if (!local_player->LevelSolved_GameWon)
4500 // do not start end game actions before the player stops moving (to exit)
4501 if (local_player->MovPos)
4504 local_player->LevelSolved_GameWon = TRUE;
4505 local_player->LevelSolved_SaveTape = tape.recording;
4506 local_player->LevelSolved_SaveScore = !tape.playing;
4510 LevelStats_incSolved(level_nr);
4512 SaveLevelSetup_SeriesInfo();
4515 if (tape.auto_play) // tape might already be stopped here
4516 tape.auto_play_level_solved = TRUE;
4520 game_over_delay_1 = 0;
4521 game_over_delay_2 = 0;
4522 game_over_delay_3 = game_over_delay_value_3;
4524 time = time_final = (game.no_time_limit ? TimePlayed : TimeLeft);
4525 score = score_final = local_player->score_final;
4526 health = health_final = local_player->health_final;
4528 if (level.score[SC_TIME_BONUS] > 0)
4533 score_final += TimeLeft * level.score[SC_TIME_BONUS];
4535 else if (game.no_time_limit && TimePlayed < 999)
4538 score_final += (999 - TimePlayed) * level.score[SC_TIME_BONUS];
4541 time_count_steps = MAX(1, ABS(time_final - time) / 100);
4543 game_over_delay_1 = game_over_delay_value_1;
4545 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
4548 score_final += health * level.score[SC_TIME_BONUS];
4550 game_over_delay_2 = game_over_delay_value_2;
4553 local_player->score_final = score_final;
4554 local_player->health_final = health_final;
4557 if (level_editor_test_game)
4560 score = score_final;
4562 local_player->LevelSolved_CountingTime = time;
4563 local_player->LevelSolved_CountingScore = score;
4565 game_panel_controls[GAME_PANEL_TIME].value = time;
4566 game_panel_controls[GAME_PANEL_SCORE].value = score;
4568 DisplayGameControlValues();
4571 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
4573 if (ExitX >= 0 && ExitY >= 0) // local player has left the level
4575 // close exit door after last player
4576 if ((AllPlayersGone &&
4577 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
4578 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN ||
4579 Feld[ExitX][ExitY] == EL_STEEL_EXIT_OPEN)) ||
4580 Feld[ExitX][ExitY] == EL_EM_EXIT_OPEN ||
4581 Feld[ExitX][ExitY] == EL_EM_STEEL_EXIT_OPEN)
4583 int element = Feld[ExitX][ExitY];
4585 Feld[ExitX][ExitY] =
4586 (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
4587 element == EL_EM_EXIT_OPEN ? EL_EM_EXIT_CLOSING :
4588 element == EL_SP_EXIT_OPEN ? EL_SP_EXIT_CLOSING:
4589 element == EL_STEEL_EXIT_OPEN ? EL_STEEL_EXIT_CLOSING:
4590 EL_EM_STEEL_EXIT_CLOSING);
4592 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
4595 // player disappears
4596 DrawLevelField(ExitX, ExitY);
4599 for (i = 0; i < MAX_PLAYERS; i++)
4601 struct PlayerInfo *player = &stored_player[i];
4603 if (player->present)
4605 RemovePlayer(player);
4607 // player disappears
4608 DrawLevelField(player->jx, player->jy);
4613 PlaySound(SND_GAME_WINNING);
4616 if (game_over_delay_1 > 0)
4618 game_over_delay_1--;
4623 if (time != time_final)
4625 int time_to_go = ABS(time_final - time);
4626 int time_count_dir = (time < time_final ? +1 : -1);
4628 if (time_to_go < time_count_steps)
4629 time_count_steps = 1;
4631 time += time_count_steps * time_count_dir;
4632 score += time_count_steps * level.score[SC_TIME_BONUS];
4634 local_player->LevelSolved_CountingTime = time;
4635 local_player->LevelSolved_CountingScore = score;
4637 game_panel_controls[GAME_PANEL_TIME].value = time;
4638 game_panel_controls[GAME_PANEL_SCORE].value = score;
4640 DisplayGameControlValues();
4642 if (time == time_final)
4643 StopSound(SND_GAME_LEVELTIME_BONUS);
4644 else if (setup.sound_loops)
4645 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4647 PlaySound(SND_GAME_LEVELTIME_BONUS);
4652 if (game_over_delay_2 > 0)
4654 game_over_delay_2--;
4659 if (health != health_final)
4661 int health_count_dir = (health < health_final ? +1 : -1);
4663 health += health_count_dir;
4664 score += level.score[SC_TIME_BONUS];
4666 local_player->LevelSolved_CountingHealth = health;
4667 local_player->LevelSolved_CountingScore = score;
4669 game_panel_controls[GAME_PANEL_HEALTH].value = health;
4670 game_panel_controls[GAME_PANEL_SCORE].value = score;
4672 DisplayGameControlValues();
4674 if (health == health_final)
4675 StopSound(SND_GAME_LEVELTIME_BONUS);
4676 else if (setup.sound_loops)
4677 PlaySoundLoop(SND_GAME_LEVELTIME_BONUS);
4679 PlaySound(SND_GAME_LEVELTIME_BONUS);
4684 game.panel.active = FALSE;
4686 if (game_over_delay_3 > 0)
4688 game_over_delay_3--;
4698 // used instead of "level_nr" (needed for network games)
4699 int last_level_nr = levelset.level_nr;
4702 local_player->LevelSolved_GameEnd = TRUE;
4704 if (local_player->LevelSolved_SaveTape)
4706 // make sure that request dialog to save tape does not open door again
4707 if (!global.use_envelope_request)
4708 CloseDoor(DOOR_CLOSE_1);
4710 SaveTapeChecked_LevelSolved(tape.level_nr); // ask to save tape
4713 // if no tape is to be saved, close both doors simultaneously
4714 CloseDoor(DOOR_CLOSE_ALL);
4716 if (level_editor_test_game)
4718 SetGameStatus(GAME_MODE_MAIN);
4725 if (!local_player->LevelSolved_SaveScore)
4727 SetGameStatus(GAME_MODE_MAIN);
4734 if (level_nr == leveldir_current->handicap_level)
4736 leveldir_current->handicap_level++;
4738 SaveLevelSetup_SeriesInfo();
4741 if (setup.increment_levels &&
4742 level_nr < leveldir_current->last_level &&
4745 level_nr++; // advance to next level
4746 TapeErase(); // start with empty tape
4748 if (setup.auto_play_next_level)
4750 LoadLevel(level_nr);
4752 SaveLevelSetup_SeriesInfo();
4756 hi_pos = NewHiScore(last_level_nr);
4758 if (hi_pos >= 0 && !setup.skip_scores_after_game)
4760 SetGameStatus(GAME_MODE_SCORES);
4762 DrawHallOfFame(last_level_nr, hi_pos);
4764 else if (setup.auto_play_next_level && setup.increment_levels &&
4765 last_level_nr < leveldir_current->last_level &&
4768 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
4772 SetGameStatus(GAME_MODE_MAIN);
4778 int NewHiScore(int level_nr)
4782 boolean one_score_entry_per_name = !program.many_scores_per_name;
4784 LoadScore(level_nr);
4786 if (strEqual(setup.player_name, EMPTY_PLAYER_NAME) ||
4787 local_player->score_final < highscore[MAX_SCORE_ENTRIES - 1].Score)
4790 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
4792 if (local_player->score_final > highscore[k].Score)
4794 // player has made it to the hall of fame
4796 if (k < MAX_SCORE_ENTRIES - 1)
4798 int m = MAX_SCORE_ENTRIES - 1;
4800 if (one_score_entry_per_name)
4802 for (l = k; l < MAX_SCORE_ENTRIES; l++)
4803 if (strEqual(setup.player_name, highscore[l].Name))
4806 if (m == k) // player's new highscore overwrites his old one
4810 for (l = m; l > k; l--)
4812 strcpy(highscore[l].Name, highscore[l - 1].Name);
4813 highscore[l].Score = highscore[l - 1].Score;
4819 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
4820 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
4821 highscore[k].Score = local_player->score_final;
4826 else if (one_score_entry_per_name &&
4827 !strncmp(setup.player_name, highscore[k].Name,
4828 MAX_PLAYER_NAME_LEN))
4829 break; // player already there with a higher score
4833 SaveScore(level_nr);
4838 static int getElementMoveStepsizeExt(int x, int y, int direction)
4840 int element = Feld[x][y];
4841 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4842 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4843 int horiz_move = (dx != 0);
4844 int sign = (horiz_move ? dx : dy);
4845 int step = sign * element_info[element].move_stepsize;
4847 // special values for move stepsize for spring and things on conveyor belt
4850 if (CAN_FALL(element) &&
4851 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4852 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4853 else if (element == EL_SPRING)
4854 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4860 static int getElementMoveStepsize(int x, int y)
4862 return getElementMoveStepsizeExt(x, y, MovDir[x][y]);
4865 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
4867 if (player->GfxAction != action || player->GfxDir != dir)
4869 player->GfxAction = action;
4870 player->GfxDir = dir;
4872 player->StepFrame = 0;
4876 static void ResetGfxFrame(int x, int y)
4878 // profiling showed that "autotest" spends 10~20% of its time in this function
4879 if (DrawingDeactivatedField())
4882 int element = Feld[x][y];
4883 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
4885 if (graphic_info[graphic].anim_global_sync)
4886 GfxFrame[x][y] = FrameCounter;
4887 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
4888 GfxFrame[x][y] = CustomValue[x][y];
4889 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
4890 GfxFrame[x][y] = element_info[element].collect_score;
4891 else if (ANIM_MODE(graphic) == ANIM_CE_DELAY)
4892 GfxFrame[x][y] = ChangeDelay[x][y];
4895 static void ResetGfxAnimation(int x, int y)
4897 GfxAction[x][y] = ACTION_DEFAULT;
4898 GfxDir[x][y] = MovDir[x][y];
4901 ResetGfxFrame(x, y);
4904 static void ResetRandomAnimationValue(int x, int y)
4906 GfxRandom[x][y] = INIT_GFX_RANDOM();
4909 static void InitMovingField(int x, int y, int direction)
4911 int element = Feld[x][y];
4912 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4913 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4916 boolean is_moving_before, is_moving_after;
4918 // check if element was/is moving or being moved before/after mode change
4919 is_moving_before = (WasJustMoving[x][y] != 0);
4920 is_moving_after = (getElementMoveStepsizeExt(x, y, direction) != 0);
4922 // reset animation only for moving elements which change direction of moving
4923 // or which just started or stopped moving
4924 // (else CEs with property "can move" / "not moving" are reset each frame)
4925 if (is_moving_before != is_moving_after ||
4926 direction != MovDir[x][y])
4927 ResetGfxAnimation(x, y);
4929 MovDir[x][y] = direction;
4930 GfxDir[x][y] = direction;
4932 GfxAction[x][y] = (!is_moving_after ? ACTION_WAITING :
4933 direction == MV_DOWN && CAN_FALL(element) ?
4934 ACTION_FALLING : ACTION_MOVING);
4936 // this is needed for CEs with property "can move" / "not moving"
4938 if (is_moving_after)
4940 if (Feld[newx][newy] == EL_EMPTY)
4941 Feld[newx][newy] = EL_BLOCKED;
4943 MovDir[newx][newy] = MovDir[x][y];
4945 CustomValue[newx][newy] = CustomValue[x][y];
4947 GfxFrame[newx][newy] = GfxFrame[x][y];
4948 GfxRandom[newx][newy] = GfxRandom[x][y];
4949 GfxAction[newx][newy] = GfxAction[x][y];
4950 GfxDir[newx][newy] = GfxDir[x][y];
4954 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
4956 int direction = MovDir[x][y];
4957 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
4958 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
4964 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
4966 int oldx = x, oldy = y;
4967 int direction = MovDir[x][y];
4969 if (direction == MV_LEFT)
4971 else if (direction == MV_RIGHT)
4973 else if (direction == MV_UP)
4975 else if (direction == MV_DOWN)
4978 *comes_from_x = oldx;
4979 *comes_from_y = oldy;
4982 static int MovingOrBlocked2Element(int x, int y)
4984 int element = Feld[x][y];
4986 if (element == EL_BLOCKED)
4990 Blocked2Moving(x, y, &oldx, &oldy);
4991 return Feld[oldx][oldy];
4997 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
4999 // like MovingOrBlocked2Element(), but if element is moving
5000 // and (x,y) is the field the moving element is just leaving,
5001 // return EL_BLOCKED instead of the element value
5002 int element = Feld[x][y];
5004 if (IS_MOVING(x, y))
5006 if (element == EL_BLOCKED)
5010 Blocked2Moving(x, y, &oldx, &oldy);
5011 return Feld[oldx][oldy];
5020 static void RemoveField(int x, int y)
5022 Feld[x][y] = EL_EMPTY;
5028 CustomValue[x][y] = 0;
5031 ChangeDelay[x][y] = 0;
5032 ChangePage[x][y] = -1;
5033 Pushed[x][y] = FALSE;
5035 GfxElement[x][y] = EL_UNDEFINED;
5036 GfxAction[x][y] = ACTION_DEFAULT;
5037 GfxDir[x][y] = MV_NONE;
5040 static void RemoveMovingField(int x, int y)
5042 int oldx = x, oldy = y, newx = x, newy = y;
5043 int element = Feld[x][y];
5044 int next_element = EL_UNDEFINED;
5046 if (element != EL_BLOCKED && !IS_MOVING(x, y))
5049 if (IS_MOVING(x, y))
5051 Moving2Blocked(x, y, &newx, &newy);
5053 if (Feld[newx][newy] != EL_BLOCKED)
5055 // element is moving, but target field is not free (blocked), but
5056 // already occupied by something different (example: acid pool);
5057 // in this case, only remove the moving field, but not the target
5059 RemoveField(oldx, oldy);
5061 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5063 TEST_DrawLevelField(oldx, oldy);
5068 else if (element == EL_BLOCKED)
5070 Blocked2Moving(x, y, &oldx, &oldy);
5071 if (!IS_MOVING(oldx, oldy))
5075 if (element == EL_BLOCKED &&
5076 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
5077 Feld[oldx][oldy] == EL_QUICKSAND_FAST_EMPTYING ||
5078 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
5079 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
5080 Feld[oldx][oldy] == EL_DC_MAGIC_WALL_EMPTYING ||
5081 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
5082 next_element = get_next_element(Feld[oldx][oldy]);
5084 RemoveField(oldx, oldy);
5085 RemoveField(newx, newy);
5087 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
5089 if (next_element != EL_UNDEFINED)
5090 Feld[oldx][oldy] = next_element;
5092 TEST_DrawLevelField(oldx, oldy);
5093 TEST_DrawLevelField(newx, newy);
5096 void DrawDynamite(int x, int y)
5098 int sx = SCREENX(x), sy = SCREENY(y);
5099 int graphic = el2img(Feld[x][y]);
5102 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
5105 if (IS_WALKABLE_INSIDE(Back[x][y]))
5109 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
5110 else if (Store[x][y])
5111 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
5113 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5115 if (Back[x][y] || Store[x][y])
5116 DrawGraphicThruMask(sx, sy, graphic, frame);
5118 DrawGraphic(sx, sy, graphic, frame);
5121 static void CheckDynamite(int x, int y)
5123 if (MovDelay[x][y] != 0) // dynamite is still waiting to explode
5127 if (MovDelay[x][y] != 0)
5130 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5136 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
5141 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
5143 boolean num_checked_players = 0;
5146 for (i = 0; i < MAX_PLAYERS; i++)
5148 if (stored_player[i].active)
5150 int sx = stored_player[i].jx;
5151 int sy = stored_player[i].jy;
5153 if (num_checked_players == 0)
5160 *sx1 = MIN(*sx1, sx);
5161 *sy1 = MIN(*sy1, sy);
5162 *sx2 = MAX(*sx2, sx);
5163 *sy2 = MAX(*sy2, sy);
5166 num_checked_players++;
5171 static boolean checkIfAllPlayersFitToScreen_RND(void)
5173 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
5175 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5177 return (sx2 - sx1 < SCR_FIELDX &&
5178 sy2 - sy1 < SCR_FIELDY);
5181 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
5183 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
5185 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
5187 *sx = (sx1 + sx2) / 2;
5188 *sy = (sy1 + sy2) / 2;
5191 static void DrawRelocateScreen(int old_x, int old_y, int x, int y, int move_dir,
5192 boolean center_screen, boolean quick_relocation)
5194 unsigned int frame_delay_value_old = GetVideoFrameDelay();
5195 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5196 boolean no_delay = (tape.warp_forward);
5197 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5198 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5199 int new_scroll_x, new_scroll_y;
5201 if (level.lazy_relocation && IN_VIS_FIELD(SCREENX(x), SCREENY(y)))
5203 // case 1: quick relocation inside visible screen (without scrolling)
5210 if (!level.shifted_relocation || center_screen)
5212 // relocation _with_ centering of screen
5214 new_scroll_x = SCROLL_POSITION_X(x);
5215 new_scroll_y = SCROLL_POSITION_Y(y);
5219 // relocation _without_ centering of screen
5221 int center_scroll_x = SCROLL_POSITION_X(old_x);
5222 int center_scroll_y = SCROLL_POSITION_Y(old_y);
5223 int offset_x = x + (scroll_x - center_scroll_x);
5224 int offset_y = y + (scroll_y - center_scroll_y);
5226 // for new screen position, apply previous offset to center position
5227 new_scroll_x = SCROLL_POSITION_X(offset_x);
5228 new_scroll_y = SCROLL_POSITION_Y(offset_y);
5231 if (quick_relocation)
5233 // case 2: quick relocation (redraw without visible scrolling)
5235 scroll_x = new_scroll_x;
5236 scroll_y = new_scroll_y;
5243 // case 3: visible relocation (with scrolling to new position)
5245 ScrollScreen(NULL, SCROLL_GO_ON); // scroll last frame to full tile
5247 SetVideoFrameDelay(wait_delay_value);
5249 while (scroll_x != new_scroll_x || scroll_y != new_scroll_y)
5252 int fx = FX, fy = FY;
5254 dx = (new_scroll_x < scroll_x ? +1 : new_scroll_x > scroll_x ? -1 : 0);
5255 dy = (new_scroll_y < scroll_y ? +1 : new_scroll_y > scroll_y ? -1 : 0);
5257 if (dx == 0 && dy == 0) // no scrolling needed at all
5263 fx += dx * TILEX / 2;
5264 fy += dy * TILEY / 2;
5266 ScrollLevel(dx, dy);
5269 // scroll in two steps of half tile size to make things smoother
5270 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
5272 // scroll second step to align at full tile size
5273 BlitScreenToBitmap(window);
5279 SetVideoFrameDelay(frame_delay_value_old);
5282 static void RelocatePlayer(int jx, int jy, int el_player_raw)
5284 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
5285 int player_nr = GET_PLAYER_NR(el_player);
5286 struct PlayerInfo *player = &stored_player[player_nr];
5287 boolean ffwd_delay = (tape.playing && tape.fast_forward);
5288 boolean no_delay = (tape.warp_forward);
5289 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
5290 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
5291 int old_jx = player->jx;
5292 int old_jy = player->jy;
5293 int old_element = Feld[old_jx][old_jy];
5294 int element = Feld[jx][jy];
5295 boolean player_relocated = (old_jx != jx || old_jy != jy);
5297 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
5298 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
5299 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
5300 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
5301 int leave_side_horiz = move_dir_horiz;
5302 int leave_side_vert = move_dir_vert;
5303 int enter_side = enter_side_horiz | enter_side_vert;
5304 int leave_side = leave_side_horiz | leave_side_vert;
5306 if (player->GameOver) // do not reanimate dead player
5309 if (!player_relocated) // no need to relocate the player
5312 if (IS_PLAYER(jx, jy)) // player already placed at new position
5314 RemoveField(jx, jy); // temporarily remove newly placed player
5315 DrawLevelField(jx, jy);
5318 if (player->present)
5320 while (player->MovPos)
5322 ScrollPlayer(player, SCROLL_GO_ON);
5323 ScrollScreen(NULL, SCROLL_GO_ON);
5325 AdvanceFrameAndPlayerCounters(player->index_nr);
5329 BackToFront_WithFrameDelay(wait_delay_value);
5332 DrawPlayer(player); // needed here only to cleanup last field
5333 DrawLevelField(player->jx, player->jy); // remove player graphic
5335 player->is_moving = FALSE;
5338 if (IS_CUSTOM_ELEMENT(old_element))
5339 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
5341 player->index_bit, leave_side);
5343 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
5345 player->index_bit, leave_side);
5347 Feld[jx][jy] = el_player;
5348 InitPlayerField(jx, jy, el_player, TRUE);
5350 /* "InitPlayerField()" above sets Feld[jx][jy] to EL_EMPTY, but it may be
5351 possible that the relocation target field did not contain a player element,
5352 but a walkable element, to which the new player was relocated -- in this
5353 case, restore that (already initialized!) element on the player field */
5354 if (!ELEM_IS_PLAYER(element)) // player may be set on walkable element
5356 Feld[jx][jy] = element; // restore previously existing element
5359 // only visually relocate centered player
5360 DrawRelocateScreen(old_jx, old_jy, player->jx, player->jy, player->MovDir,
5361 FALSE, level.instant_relocation);
5363 TestIfPlayerTouchesBadThing(jx, jy);
5364 TestIfPlayerTouchesCustomElement(jx, jy);
5366 if (IS_CUSTOM_ELEMENT(element))
5367 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
5368 player->index_bit, enter_side);
5370 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
5371 player->index_bit, enter_side);
5373 if (player->is_switching)
5375 /* ensure that relocation while still switching an element does not cause
5376 a new element to be treated as also switched directly after relocation
5377 (this is important for teleporter switches that teleport the player to
5378 a place where another teleporter switch is in the same direction, which
5379 would then incorrectly be treated as immediately switched before the
5380 direction key that caused the switch was released) */
5382 player->switch_x += jx - old_jx;
5383 player->switch_y += jy - old_jy;
5387 static void Explode(int ex, int ey, int phase, int mode)
5393 // !!! eliminate this variable !!!
5394 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
5396 if (game.explosions_delayed)
5398 ExplodeField[ex][ey] = mode;
5402 if (phase == EX_PHASE_START) // initialize 'Store[][]' field
5404 int center_element = Feld[ex][ey];
5405 int artwork_element, explosion_element; // set these values later
5407 // remove things displayed in background while burning dynamite
5408 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
5411 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
5413 // put moving element to center field (and let it explode there)
5414 center_element = MovingOrBlocked2Element(ex, ey);
5415 RemoveMovingField(ex, ey);
5416 Feld[ex][ey] = center_element;
5419 // now "center_element" is finally determined -- set related values now
5420 artwork_element = center_element; // for custom player artwork
5421 explosion_element = center_element; // for custom player artwork
5423 if (IS_PLAYER(ex, ey))
5425 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
5427 artwork_element = stored_player[player_nr].artwork_element;
5429 if (level.use_explosion_element[player_nr])
5431 explosion_element = level.explosion_element[player_nr];
5432 artwork_element = explosion_element;
5436 if (mode == EX_TYPE_NORMAL ||
5437 mode == EX_TYPE_CENTER ||
5438 mode == EX_TYPE_CROSS)
5439 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
5441 last_phase = element_info[explosion_element].explosion_delay + 1;
5443 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
5445 int xx = x - ex + 1;
5446 int yy = y - ey + 1;
5449 if (!IN_LEV_FIELD(x, y) ||
5450 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
5451 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
5454 element = Feld[x][y];
5456 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
5458 element = MovingOrBlocked2Element(x, y);
5460 if (!IS_EXPLOSION_PROOF(element))
5461 RemoveMovingField(x, y);
5464 // indestructible elements can only explode in center (but not flames)
5465 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
5466 mode == EX_TYPE_BORDER)) ||
5467 element == EL_FLAMES)
5470 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
5471 behaviour, for example when touching a yamyam that explodes to rocks
5472 with active deadly shield, a rock is created under the player !!! */
5473 // (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8)
5475 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
5476 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
5477 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
5479 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
5482 if (IS_ACTIVE_BOMB(element))
5484 // re-activate things under the bomb like gate or penguin
5485 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
5492 // save walkable background elements while explosion on same tile
5493 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
5494 (x != ex || y != ey || mode == EX_TYPE_BORDER))
5495 Back[x][y] = element;
5497 // ignite explodable elements reached by other explosion
5498 if (element == EL_EXPLOSION)
5499 element = Store2[x][y];
5501 if (AmoebaNr[x][y] &&
5502 (element == EL_AMOEBA_FULL ||
5503 element == EL_BD_AMOEBA ||
5504 element == EL_AMOEBA_GROWING))
5506 AmoebaCnt[AmoebaNr[x][y]]--;
5507 AmoebaCnt2[AmoebaNr[x][y]]--;
5512 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
5514 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
5516 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
5518 if (PLAYERINFO(ex, ey)->use_murphy)
5519 Store[x][y] = EL_EMPTY;
5522 // !!! check this case -- currently needed for rnd_rado_negundo_v,
5523 // !!! levels 015 018 019 020 021 022 023 026 027 028 !!!
5524 else if (ELEM_IS_PLAYER(center_element))
5525 Store[x][y] = EL_EMPTY;
5526 else if (center_element == EL_YAMYAM)
5527 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
5528 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
5529 Store[x][y] = element_info[center_element].content.e[xx][yy];
5531 // needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
5532 // (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
5533 // otherwise) -- FIX THIS !!!
5534 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
5535 Store[x][y] = element_info[element].content.e[1][1];
5537 else if (!CAN_EXPLODE(element))
5538 Store[x][y] = element_info[element].content.e[1][1];
5541 Store[x][y] = EL_EMPTY;
5543 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
5544 center_element == EL_AMOEBA_TO_DIAMOND)
5545 Store2[x][y] = element;
5547 Feld[x][y] = EL_EXPLOSION;
5548 GfxElement[x][y] = artwork_element;
5550 ExplodePhase[x][y] = 1;
5551 ExplodeDelay[x][y] = last_phase;
5556 if (center_element == EL_YAMYAM)
5557 game.yamyam_content_nr =
5558 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
5570 GfxFrame[x][y] = 0; // restart explosion animation
5572 last_phase = ExplodeDelay[x][y];
5574 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
5576 // this can happen if the player leaves an explosion just in time
5577 if (GfxElement[x][y] == EL_UNDEFINED)
5578 GfxElement[x][y] = EL_EMPTY;
5580 border_element = Store2[x][y];
5581 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5582 border_element = StorePlayer[x][y];
5584 if (phase == element_info[border_element].ignition_delay ||
5585 phase == last_phase)
5587 boolean border_explosion = FALSE;
5589 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
5590 !PLAYER_EXPLOSION_PROTECTED(x, y))
5592 KillPlayerUnlessExplosionProtected(x, y);
5593 border_explosion = TRUE;
5595 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
5597 Feld[x][y] = Store2[x][y];
5600 border_explosion = TRUE;
5602 else if (border_element == EL_AMOEBA_TO_DIAMOND)
5604 AmoebeUmwandeln(x, y);
5606 border_explosion = TRUE;
5609 // if an element just explodes due to another explosion (chain-reaction),
5610 // do not immediately end the new explosion when it was the last frame of
5611 // the explosion (as it would be done in the following "if"-statement!)
5612 if (border_explosion && phase == last_phase)
5616 if (phase == last_phase)
5620 element = Feld[x][y] = Store[x][y];
5621 Store[x][y] = Store2[x][y] = 0;
5622 GfxElement[x][y] = EL_UNDEFINED;
5624 // player can escape from explosions and might therefore be still alive
5625 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
5626 element <= EL_PLAYER_IS_EXPLODING_4)
5628 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
5629 int explosion_element = EL_PLAYER_1 + player_nr;
5630 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
5631 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
5633 if (level.use_explosion_element[player_nr])
5634 explosion_element = level.explosion_element[player_nr];
5636 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
5637 element_info[explosion_element].content.e[xx][yy]);
5640 // restore probably existing indestructible background element
5641 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
5642 element = Feld[x][y] = Back[x][y];
5645 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
5646 GfxDir[x][y] = MV_NONE;
5647 ChangeDelay[x][y] = 0;
5648 ChangePage[x][y] = -1;
5650 CustomValue[x][y] = 0;
5652 InitField_WithBug2(x, y, FALSE);
5654 TEST_DrawLevelField(x, y);
5656 TestIfElementTouchesCustomElement(x, y);
5658 if (GFX_CRUMBLED(element))
5659 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
5661 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
5662 StorePlayer[x][y] = 0;
5664 if (ELEM_IS_PLAYER(element))
5665 RelocatePlayer(x, y, element);
5667 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5669 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
5670 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5673 TEST_DrawLevelFieldCrumbled(x, y);
5675 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
5677 DrawLevelElement(x, y, Back[x][y]);
5678 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
5680 else if (IS_WALKABLE_UNDER(Back[x][y]))
5682 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5683 DrawLevelElementThruMask(x, y, Back[x][y]);
5685 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
5686 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
5690 static void DynaExplode(int ex, int ey)
5693 int dynabomb_element = Feld[ex][ey];
5694 int dynabomb_size = 1;
5695 boolean dynabomb_xl = FALSE;
5696 struct PlayerInfo *player;
5697 static int xy[4][2] =
5705 if (IS_ACTIVE_BOMB(dynabomb_element))
5707 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
5708 dynabomb_size = player->dynabomb_size;
5709 dynabomb_xl = player->dynabomb_xl;
5710 player->dynabombs_left++;
5713 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
5715 for (i = 0; i < NUM_DIRECTIONS; i++)
5717 for (j = 1; j <= dynabomb_size; j++)
5719 int x = ex + j * xy[i][0];
5720 int y = ey + j * xy[i][1];
5723 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
5726 element = Feld[x][y];
5728 // do not restart explosions of fields with active bombs
5729 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
5732 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
5734 if (element != EL_EMPTY && element != EL_EXPLOSION &&
5735 !IS_DIGGABLE(element) && !dynabomb_xl)
5741 void Bang(int x, int y)
5743 int element = MovingOrBlocked2Element(x, y);
5744 int explosion_type = EX_TYPE_NORMAL;
5746 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
5748 struct PlayerInfo *player = PLAYERINFO(x, y);
5750 element = Feld[x][y] = player->initial_element;
5752 if (level.use_explosion_element[player->index_nr])
5754 int explosion_element = level.explosion_element[player->index_nr];
5756 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
5757 explosion_type = EX_TYPE_CROSS;
5758 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
5759 explosion_type = EX_TYPE_CENTER;
5767 case EL_BD_BUTTERFLY:
5770 case EL_DARK_YAMYAM:
5774 RaiseScoreElement(element);
5777 case EL_DYNABOMB_PLAYER_1_ACTIVE:
5778 case EL_DYNABOMB_PLAYER_2_ACTIVE:
5779 case EL_DYNABOMB_PLAYER_3_ACTIVE:
5780 case EL_DYNABOMB_PLAYER_4_ACTIVE:
5781 case EL_DYNABOMB_INCREASE_NUMBER:
5782 case EL_DYNABOMB_INCREASE_SIZE:
5783 case EL_DYNABOMB_INCREASE_POWER:
5784 explosion_type = EX_TYPE_DYNA;
5787 case EL_DC_LANDMINE:
5788 explosion_type = EX_TYPE_CENTER;
5793 case EL_LAMP_ACTIVE:
5794 case EL_AMOEBA_TO_DIAMOND:
5795 if (!IS_PLAYER(x, y)) // penguin and player may be at same field
5796 explosion_type = EX_TYPE_CENTER;
5800 if (element_info[element].explosion_type == EXPLODES_CROSS)
5801 explosion_type = EX_TYPE_CROSS;
5802 else if (element_info[element].explosion_type == EXPLODES_1X1)
5803 explosion_type = EX_TYPE_CENTER;
5807 if (explosion_type == EX_TYPE_DYNA)
5810 Explode(x, y, EX_PHASE_START, explosion_type);
5812 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
5815 static void SplashAcid(int x, int y)
5817 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
5818 (!IN_LEV_FIELD(x - 1, y - 2) ||
5819 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
5820 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
5822 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
5823 (!IN_LEV_FIELD(x + 1, y - 2) ||
5824 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
5825 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
5827 PlayLevelSound(x, y, SND_ACID_SPLASHING);
5830 static void InitBeltMovement(void)
5832 static int belt_base_element[4] =
5834 EL_CONVEYOR_BELT_1_LEFT,
5835 EL_CONVEYOR_BELT_2_LEFT,
5836 EL_CONVEYOR_BELT_3_LEFT,
5837 EL_CONVEYOR_BELT_4_LEFT
5839 static int belt_base_active_element[4] =
5841 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5842 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5843 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5844 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5849 // set frame order for belt animation graphic according to belt direction
5850 for (i = 0; i < NUM_BELTS; i++)
5854 for (j = 0; j < NUM_BELT_PARTS; j++)
5856 int element = belt_base_active_element[belt_nr] + j;
5857 int graphic_1 = el2img(element);
5858 int graphic_2 = el2panelimg(element);
5860 if (game.belt_dir[i] == MV_LEFT)
5862 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5863 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5867 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5868 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5873 SCAN_PLAYFIELD(x, y)
5875 int element = Feld[x][y];
5877 for (i = 0; i < NUM_BELTS; i++)
5879 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
5881 int e_belt_nr = getBeltNrFromBeltElement(element);
5884 if (e_belt_nr == belt_nr)
5886 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
5888 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
5895 static void ToggleBeltSwitch(int x, int y)
5897 static int belt_base_element[4] =
5899 EL_CONVEYOR_BELT_1_LEFT,
5900 EL_CONVEYOR_BELT_2_LEFT,
5901 EL_CONVEYOR_BELT_3_LEFT,
5902 EL_CONVEYOR_BELT_4_LEFT
5904 static int belt_base_active_element[4] =
5906 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
5907 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
5908 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
5909 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
5911 static int belt_base_switch_element[4] =
5913 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
5914 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
5915 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
5916 EL_CONVEYOR_BELT_4_SWITCH_LEFT
5918 static int belt_move_dir[4] =
5926 int element = Feld[x][y];
5927 int belt_nr = getBeltNrFromBeltSwitchElement(element);
5928 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
5929 int belt_dir = belt_move_dir[belt_dir_nr];
5932 if (!IS_BELT_SWITCH(element))
5935 game.belt_dir_nr[belt_nr] = belt_dir_nr;
5936 game.belt_dir[belt_nr] = belt_dir;
5938 if (belt_dir_nr == 3)
5941 // set frame order for belt animation graphic according to belt direction
5942 for (i = 0; i < NUM_BELT_PARTS; i++)
5944 int element = belt_base_active_element[belt_nr] + i;
5945 int graphic_1 = el2img(element);
5946 int graphic_2 = el2panelimg(element);
5948 if (belt_dir == MV_LEFT)
5950 graphic_info[graphic_1].anim_mode &= ~ANIM_REVERSE;
5951 graphic_info[graphic_2].anim_mode &= ~ANIM_REVERSE;
5955 graphic_info[graphic_1].anim_mode |= ANIM_REVERSE;
5956 graphic_info[graphic_2].anim_mode |= ANIM_REVERSE;
5960 SCAN_PLAYFIELD(xx, yy)
5962 int element = Feld[xx][yy];
5964 if (IS_BELT_SWITCH(element))
5966 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
5968 if (e_belt_nr == belt_nr)
5970 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
5971 TEST_DrawLevelField(xx, yy);
5974 else if (IS_BELT(element) && belt_dir != MV_NONE)
5976 int e_belt_nr = getBeltNrFromBeltElement(element);
5978 if (e_belt_nr == belt_nr)
5980 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
5982 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
5983 TEST_DrawLevelField(xx, yy);
5986 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
5988 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
5990 if (e_belt_nr == belt_nr)
5992 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
5994 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
5995 TEST_DrawLevelField(xx, yy);
6001 static void ToggleSwitchgateSwitch(int x, int y)
6005 game.switchgate_pos = !game.switchgate_pos;
6007 SCAN_PLAYFIELD(xx, yy)
6009 int element = Feld[xx][yy];
6011 if (element == EL_SWITCHGATE_SWITCH_UP)
6013 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_DOWN;
6014 TEST_DrawLevelField(xx, yy);
6016 else if (element == EL_SWITCHGATE_SWITCH_DOWN)
6018 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP;
6019 TEST_DrawLevelField(xx, yy);
6021 else if (element == EL_DC_SWITCHGATE_SWITCH_UP)
6023 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_DOWN;
6024 TEST_DrawLevelField(xx, yy);
6026 else if (element == EL_DC_SWITCHGATE_SWITCH_DOWN)
6028 Feld[xx][yy] = EL_DC_SWITCHGATE_SWITCH_UP;
6029 TEST_DrawLevelField(xx, yy);
6031 else if (element == EL_SWITCHGATE_OPEN ||
6032 element == EL_SWITCHGATE_OPENING)
6034 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
6036 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
6038 else if (element == EL_SWITCHGATE_CLOSED ||
6039 element == EL_SWITCHGATE_CLOSING)
6041 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
6043 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
6048 static int getInvisibleActiveFromInvisibleElement(int element)
6050 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
6051 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
6052 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
6056 static int getInvisibleFromInvisibleActiveElement(int element)
6058 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
6059 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
6060 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
6064 static void RedrawAllLightSwitchesAndInvisibleElements(void)
6068 SCAN_PLAYFIELD(x, y)
6070 int element = Feld[x][y];
6072 if (element == EL_LIGHT_SWITCH &&
6073 game.light_time_left > 0)
6075 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
6076 TEST_DrawLevelField(x, y);
6078 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
6079 game.light_time_left == 0)
6081 Feld[x][y] = EL_LIGHT_SWITCH;
6082 TEST_DrawLevelField(x, y);
6084 else if (element == EL_EMC_DRIPPER &&
6085 game.light_time_left > 0)
6087 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6088 TEST_DrawLevelField(x, y);
6090 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6091 game.light_time_left == 0)
6093 Feld[x][y] = EL_EMC_DRIPPER;
6094 TEST_DrawLevelField(x, y);
6096 else if (element == EL_INVISIBLE_STEELWALL ||
6097 element == EL_INVISIBLE_WALL ||
6098 element == EL_INVISIBLE_SAND)
6100 if (game.light_time_left > 0)
6101 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6103 TEST_DrawLevelField(x, y);
6105 // uncrumble neighbour fields, if needed
6106 if (element == EL_INVISIBLE_SAND)
6107 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6109 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6110 element == EL_INVISIBLE_WALL_ACTIVE ||
6111 element == EL_INVISIBLE_SAND_ACTIVE)
6113 if (game.light_time_left == 0)
6114 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6116 TEST_DrawLevelField(x, y);
6118 // re-crumble neighbour fields, if needed
6119 if (element == EL_INVISIBLE_SAND)
6120 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6125 static void RedrawAllInvisibleElementsForLenses(void)
6129 SCAN_PLAYFIELD(x, y)
6131 int element = Feld[x][y];
6133 if (element == EL_EMC_DRIPPER &&
6134 game.lenses_time_left > 0)
6136 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
6137 TEST_DrawLevelField(x, y);
6139 else if (element == EL_EMC_DRIPPER_ACTIVE &&
6140 game.lenses_time_left == 0)
6142 Feld[x][y] = EL_EMC_DRIPPER;
6143 TEST_DrawLevelField(x, y);
6145 else if (element == EL_INVISIBLE_STEELWALL ||
6146 element == EL_INVISIBLE_WALL ||
6147 element == EL_INVISIBLE_SAND)
6149 if (game.lenses_time_left > 0)
6150 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
6152 TEST_DrawLevelField(x, y);
6154 // uncrumble neighbour fields, if needed
6155 if (element == EL_INVISIBLE_SAND)
6156 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6158 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
6159 element == EL_INVISIBLE_WALL_ACTIVE ||
6160 element == EL_INVISIBLE_SAND_ACTIVE)
6162 if (game.lenses_time_left == 0)
6163 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
6165 TEST_DrawLevelField(x, y);
6167 // re-crumble neighbour fields, if needed
6168 if (element == EL_INVISIBLE_SAND)
6169 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
6174 static void RedrawAllInvisibleElementsForMagnifier(void)
6178 SCAN_PLAYFIELD(x, y)
6180 int element = Feld[x][y];
6182 if (element == EL_EMC_FAKE_GRASS &&
6183 game.magnify_time_left > 0)
6185 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
6186 TEST_DrawLevelField(x, y);
6188 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
6189 game.magnify_time_left == 0)
6191 Feld[x][y] = EL_EMC_FAKE_GRASS;
6192 TEST_DrawLevelField(x, y);
6194 else if (IS_GATE_GRAY(element) &&
6195 game.magnify_time_left > 0)
6197 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
6198 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
6199 IS_EM_GATE_GRAY(element) ?
6200 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
6201 IS_EMC_GATE_GRAY(element) ?
6202 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
6203 IS_DC_GATE_GRAY(element) ?
6204 EL_DC_GATE_WHITE_GRAY_ACTIVE :
6206 TEST_DrawLevelField(x, y);
6208 else if (IS_GATE_GRAY_ACTIVE(element) &&
6209 game.magnify_time_left == 0)
6211 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
6212 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
6213 IS_EM_GATE_GRAY_ACTIVE(element) ?
6214 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
6215 IS_EMC_GATE_GRAY_ACTIVE(element) ?
6216 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
6217 IS_DC_GATE_GRAY_ACTIVE(element) ?
6218 EL_DC_GATE_WHITE_GRAY :
6220 TEST_DrawLevelField(x, y);
6225 static void ToggleLightSwitch(int x, int y)
6227 int element = Feld[x][y];
6229 game.light_time_left =
6230 (element == EL_LIGHT_SWITCH ?
6231 level.time_light * FRAMES_PER_SECOND : 0);
6233 RedrawAllLightSwitchesAndInvisibleElements();
6236 static void ActivateTimegateSwitch(int x, int y)
6240 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
6242 SCAN_PLAYFIELD(xx, yy)
6244 int element = Feld[xx][yy];
6246 if (element == EL_TIMEGATE_CLOSED ||
6247 element == EL_TIMEGATE_CLOSING)
6249 Feld[xx][yy] = EL_TIMEGATE_OPENING;
6250 PlayLevelSound(xx, yy, SND_CLASS_TIMEGATE_OPENING);
6254 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
6256 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
6257 TEST_DrawLevelField(xx, yy);
6263 Feld[x][y] = (Feld[x][y] == EL_TIMEGATE_SWITCH ? EL_TIMEGATE_SWITCH_ACTIVE :
6264 EL_DC_TIMEGATE_SWITCH_ACTIVE);
6267 static void Impact(int x, int y)
6269 boolean last_line = (y == lev_fieldy - 1);
6270 boolean object_hit = FALSE;
6271 boolean impact = (last_line || object_hit);
6272 int element = Feld[x][y];
6273 int smashed = EL_STEELWALL;
6275 if (!last_line) // check if element below was hit
6277 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
6280 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
6281 MovDir[x][y + 1] != MV_DOWN ||
6282 MovPos[x][y + 1] <= TILEY / 2));
6284 // do not smash moving elements that left the smashed field in time
6285 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
6286 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
6289 #if USE_QUICKSAND_IMPACT_BUGFIX
6290 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
6292 RemoveMovingField(x, y + 1);
6293 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
6294 Feld[x][y + 2] = EL_ROCK;
6295 TEST_DrawLevelField(x, y + 2);
6300 if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTYING && object_hit == FALSE)
6302 RemoveMovingField(x, y + 1);
6303 Feld[x][y + 1] = EL_QUICKSAND_FAST_EMPTY;
6304 Feld[x][y + 2] = EL_ROCK;
6305 TEST_DrawLevelField(x, y + 2);
6312 smashed = MovingOrBlocked2Element(x, y + 1);
6314 impact = (last_line || object_hit);
6317 if (!last_line && smashed == EL_ACID) // element falls into acid
6319 SplashAcid(x, y + 1);
6323 // !!! not sufficient for all cases -- see EL_PEARL below !!!
6324 // only reset graphic animation if graphic really changes after impact
6326 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
6328 ResetGfxAnimation(x, y);
6329 TEST_DrawLevelField(x, y);
6332 if (impact && CAN_EXPLODE_IMPACT(element))
6337 else if (impact && element == EL_PEARL &&
6338 smashed != EL_DC_MAGIC_WALL && smashed != EL_DC_MAGIC_WALL_ACTIVE)
6340 ResetGfxAnimation(x, y);
6342 Feld[x][y] = EL_PEARL_BREAKING;
6343 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6346 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
6348 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6353 if (impact && element == EL_AMOEBA_DROP)
6355 if (object_hit && IS_PLAYER(x, y + 1))
6356 KillPlayerUnlessEnemyProtected(x, y + 1);
6357 else if (object_hit && smashed == EL_PENGUIN)
6361 Feld[x][y] = EL_AMOEBA_GROWING;
6362 Store[x][y] = EL_AMOEBA_WET;
6364 ResetRandomAnimationValue(x, y);
6369 if (object_hit) // check which object was hit
6371 if ((CAN_PASS_MAGIC_WALL(element) &&
6372 (smashed == EL_MAGIC_WALL ||
6373 smashed == EL_BD_MAGIC_WALL)) ||
6374 (CAN_PASS_DC_MAGIC_WALL(element) &&
6375 smashed == EL_DC_MAGIC_WALL))
6378 int activated_magic_wall =
6379 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
6380 smashed == EL_BD_MAGIC_WALL ? EL_BD_MAGIC_WALL_ACTIVE :
6381 EL_DC_MAGIC_WALL_ACTIVE);
6383 // activate magic wall / mill
6384 SCAN_PLAYFIELD(xx, yy)
6386 if (Feld[xx][yy] == smashed)
6387 Feld[xx][yy] = activated_magic_wall;
6390 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
6391 game.magic_wall_active = TRUE;
6393 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
6394 SND_MAGIC_WALL_ACTIVATING :
6395 smashed == EL_BD_MAGIC_WALL ?
6396 SND_BD_MAGIC_WALL_ACTIVATING :
6397 SND_DC_MAGIC_WALL_ACTIVATING));
6400 if (IS_PLAYER(x, y + 1))
6402 if (CAN_SMASH_PLAYER(element))
6404 KillPlayerUnlessEnemyProtected(x, y + 1);
6408 else if (smashed == EL_PENGUIN)
6410 if (CAN_SMASH_PLAYER(element))
6416 else if (element == EL_BD_DIAMOND)
6418 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
6424 else if (((element == EL_SP_INFOTRON ||
6425 element == EL_SP_ZONK) &&
6426 (smashed == EL_SP_SNIKSNAK ||
6427 smashed == EL_SP_ELECTRON ||
6428 smashed == EL_SP_DISK_ORANGE)) ||
6429 (element == EL_SP_INFOTRON &&
6430 smashed == EL_SP_DISK_YELLOW))
6435 else if (CAN_SMASH_EVERYTHING(element))
6437 if (IS_CLASSIC_ENEMY(smashed) ||
6438 CAN_EXPLODE_SMASHED(smashed))
6443 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
6445 if (smashed == EL_LAMP ||
6446 smashed == EL_LAMP_ACTIVE)
6451 else if (smashed == EL_NUT)
6453 Feld[x][y + 1] = EL_NUT_BREAKING;
6454 PlayLevelSound(x, y, SND_NUT_BREAKING);
6455 RaiseScoreElement(EL_NUT);
6458 else if (smashed == EL_PEARL)
6460 ResetGfxAnimation(x, y);
6462 Feld[x][y + 1] = EL_PEARL_BREAKING;
6463 PlayLevelSound(x, y, SND_PEARL_BREAKING);
6466 else if (smashed == EL_DIAMOND)
6468 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
6469 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
6472 else if (IS_BELT_SWITCH(smashed))
6474 ToggleBeltSwitch(x, y + 1);
6476 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
6477 smashed == EL_SWITCHGATE_SWITCH_DOWN ||
6478 smashed == EL_DC_SWITCHGATE_SWITCH_UP ||
6479 smashed == EL_DC_SWITCHGATE_SWITCH_DOWN)
6481 ToggleSwitchgateSwitch(x, y + 1);
6483 else if (smashed == EL_LIGHT_SWITCH ||
6484 smashed == EL_LIGHT_SWITCH_ACTIVE)
6486 ToggleLightSwitch(x, y + 1);
6490 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6492 CheckElementChangeBySide(x, y + 1, smashed, element,
6493 CE_SWITCHED, CH_SIDE_TOP);
6494 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
6500 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
6505 // play sound of magic wall / mill
6507 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
6508 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ||
6509 Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE))
6511 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
6512 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
6513 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
6514 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
6515 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
6516 PlayLevelSound(x, y, SND_DC_MAGIC_WALL_FILLING);
6521 // play sound of object that hits the ground
6522 if (last_line || object_hit)
6523 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
6526 static void TurnRoundExt(int x, int y)
6538 { 0, 0 }, { 0, 0 }, { 0, 0 },
6543 int left, right, back;
6547 { MV_DOWN, MV_UP, MV_RIGHT },
6548 { MV_UP, MV_DOWN, MV_LEFT },
6550 { MV_LEFT, MV_RIGHT, MV_DOWN },
6554 { MV_RIGHT, MV_LEFT, MV_UP }
6557 int element = Feld[x][y];
6558 int move_pattern = element_info[element].move_pattern;
6560 int old_move_dir = MovDir[x][y];
6561 int left_dir = turn[old_move_dir].left;
6562 int right_dir = turn[old_move_dir].right;
6563 int back_dir = turn[old_move_dir].back;
6565 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
6566 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
6567 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
6568 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
6570 int left_x = x + left_dx, left_y = y + left_dy;
6571 int right_x = x + right_dx, right_y = y + right_dy;
6572 int move_x = x + move_dx, move_y = y + move_dy;
6576 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
6578 TestIfBadThingTouchesOtherBadThing(x, y);
6580 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
6581 MovDir[x][y] = right_dir;
6582 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6583 MovDir[x][y] = left_dir;
6585 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
6587 else if (element == EL_BD_BUTTERFLY) // && MovDir[x][y] == left_dir)
6590 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
6592 TestIfBadThingTouchesOtherBadThing(x, y);
6594 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
6595 MovDir[x][y] = left_dir;
6596 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
6597 MovDir[x][y] = right_dir;
6599 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
6601 else if (element == EL_BD_FIREFLY) // && MovDir[x][y] == right_dir)
6604 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
6606 TestIfBadThingTouchesOtherBadThing(x, y);
6608 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
6609 MovDir[x][y] = left_dir;
6610 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
6611 MovDir[x][y] = right_dir;
6613 if (MovDir[x][y] != old_move_dir)
6616 else if (element == EL_YAMYAM)
6618 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
6619 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
6621 if (can_turn_left && can_turn_right)
6622 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6623 else if (can_turn_left)
6624 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6625 else if (can_turn_right)
6626 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6628 MovDir[x][y] = back_dir;
6630 MovDelay[x][y] = 16 + 16 * RND(3);
6632 else if (element == EL_DARK_YAMYAM)
6634 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6636 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
6639 if (can_turn_left && can_turn_right)
6640 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6641 else if (can_turn_left)
6642 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6643 else if (can_turn_right)
6644 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6646 MovDir[x][y] = back_dir;
6648 MovDelay[x][y] = 16 + 16 * RND(3);
6650 else if (element == EL_PACMAN)
6652 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
6653 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
6655 if (can_turn_left && can_turn_right)
6656 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
6657 else if (can_turn_left)
6658 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
6659 else if (can_turn_right)
6660 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
6662 MovDir[x][y] = back_dir;
6664 MovDelay[x][y] = 6 + RND(40);
6666 else if (element == EL_PIG)
6668 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
6669 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
6670 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
6671 boolean should_turn_left, should_turn_right, should_move_on;
6673 int rnd = RND(rnd_value);
6675 should_turn_left = (can_turn_left &&
6677 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
6678 y + back_dy + left_dy)));
6679 should_turn_right = (can_turn_right &&
6681 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
6682 y + back_dy + right_dy)));
6683 should_move_on = (can_move_on &&
6686 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
6687 y + move_dy + left_dy) ||
6688 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
6689 y + move_dy + right_dy)));
6691 if (should_turn_left || should_turn_right || should_move_on)
6693 if (should_turn_left && should_turn_right && should_move_on)
6694 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
6695 rnd < 2 * rnd_value / 3 ? right_dir :
6697 else if (should_turn_left && should_turn_right)
6698 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6699 else if (should_turn_left && should_move_on)
6700 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
6701 else if (should_turn_right && should_move_on)
6702 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
6703 else if (should_turn_left)
6704 MovDir[x][y] = left_dir;
6705 else if (should_turn_right)
6706 MovDir[x][y] = right_dir;
6707 else if (should_move_on)
6708 MovDir[x][y] = old_move_dir;
6710 else 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(xx, yy) ||
6725 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
6726 MovDir[x][y] = old_move_dir;
6730 else if (element == EL_DRAGON)
6732 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
6733 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
6734 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
6736 int rnd = RND(rnd_value);
6738 if (can_move_on && rnd > rnd_value / 8)
6739 MovDir[x][y] = old_move_dir;
6740 else if (can_turn_left && can_turn_right)
6741 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
6742 else if (can_turn_left && rnd > rnd_value / 8)
6743 MovDir[x][y] = left_dir;
6744 else if (can_turn_right && rnd > rnd_value / 8)
6745 MovDir[x][y] = right_dir;
6747 MovDir[x][y] = back_dir;
6749 xx = x + move_xy[MovDir[x][y]].dx;
6750 yy = y + move_xy[MovDir[x][y]].dy;
6752 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
6753 MovDir[x][y] = old_move_dir;
6757 else if (element == EL_MOLE)
6759 boolean can_move_on =
6760 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
6761 IS_AMOEBOID(Feld[move_x][move_y]) ||
6762 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
6765 boolean can_turn_left =
6766 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
6767 IS_AMOEBOID(Feld[left_x][left_y])));
6769 boolean can_turn_right =
6770 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
6771 IS_AMOEBOID(Feld[right_x][right_y])));
6773 if (can_turn_left && can_turn_right)
6774 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
6775 else if (can_turn_left)
6776 MovDir[x][y] = left_dir;
6778 MovDir[x][y] = right_dir;
6781 if (MovDir[x][y] != old_move_dir)
6784 else if (element == EL_BALLOON)
6786 MovDir[x][y] = game.wind_direction;
6789 else if (element == EL_SPRING)
6791 if (MovDir[x][y] & MV_HORIZONTAL)
6793 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
6794 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6796 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
6797 ResetGfxAnimation(move_x, move_y);
6798 TEST_DrawLevelField(move_x, move_y);
6800 MovDir[x][y] = back_dir;
6802 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
6803 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
6804 MovDir[x][y] = MV_NONE;
6809 else if (element == EL_ROBOT ||
6810 element == EL_SATELLITE ||
6811 element == EL_PENGUIN ||
6812 element == EL_EMC_ANDROID)
6814 int attr_x = -1, attr_y = -1;
6825 for (i = 0; i < MAX_PLAYERS; i++)
6827 struct PlayerInfo *player = &stored_player[i];
6828 int jx = player->jx, jy = player->jy;
6830 if (!player->active)
6834 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
6842 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
6843 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
6844 game.engine_version < VERSION_IDENT(3,1,0,0)))
6850 if (element == EL_PENGUIN)
6853 static int xy[4][2] =
6861 for (i = 0; i < NUM_DIRECTIONS; i++)
6863 int ex = x + xy[i][0];
6864 int ey = y + xy[i][1];
6866 if (IN_LEV_FIELD(ex, ey) && (Feld[ex][ey] == EL_EXIT_OPEN ||
6867 Feld[ex][ey] == EL_EM_EXIT_OPEN ||
6868 Feld[ex][ey] == EL_STEEL_EXIT_OPEN ||
6869 Feld[ex][ey] == EL_EM_STEEL_EXIT_OPEN))
6878 MovDir[x][y] = MV_NONE;
6880 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
6881 else if (attr_x > x)
6882 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
6884 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
6885 else if (attr_y > y)
6886 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
6888 if (element == EL_ROBOT)
6892 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6893 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
6894 Moving2Blocked(x, y, &newx, &newy);
6896 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
6897 MovDelay[x][y] = 8 + 8 * !RND(3);
6899 MovDelay[x][y] = 16;
6901 else if (element == EL_PENGUIN)
6907 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6909 boolean first_horiz = RND(2);
6910 int new_move_dir = MovDir[x][y];
6913 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6914 Moving2Blocked(x, y, &newx, &newy);
6916 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6920 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6921 Moving2Blocked(x, y, &newx, &newy);
6923 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
6926 MovDir[x][y] = old_move_dir;
6930 else if (element == EL_SATELLITE)
6936 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
6938 boolean first_horiz = RND(2);
6939 int new_move_dir = MovDir[x][y];
6942 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6943 Moving2Blocked(x, y, &newx, &newy);
6945 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6949 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
6950 Moving2Blocked(x, y, &newx, &newy);
6952 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
6955 MovDir[x][y] = old_move_dir;
6959 else if (element == EL_EMC_ANDROID)
6961 static int check_pos[16] =
6963 -1, // 0 => (invalid)
6966 -1, // 3 => (invalid)
6968 0, // 5 => MV_LEFT | MV_UP
6969 2, // 6 => MV_RIGHT | MV_UP
6970 -1, // 7 => (invalid)
6972 6, // 9 => MV_LEFT | MV_DOWN
6973 4, // 10 => MV_RIGHT | MV_DOWN
6974 -1, // 11 => (invalid)
6975 -1, // 12 => (invalid)
6976 -1, // 13 => (invalid)
6977 -1, // 14 => (invalid)
6978 -1, // 15 => (invalid)
6986 { -1, -1, MV_LEFT | MV_UP },
6988 { +1, -1, MV_RIGHT | MV_UP },
6989 { +1, 0, MV_RIGHT },
6990 { +1, +1, MV_RIGHT | MV_DOWN },
6992 { -1, +1, MV_LEFT | MV_DOWN },
6995 int start_pos, check_order;
6996 boolean can_clone = FALSE;
6999 // check if there is any free field around current position
7000 for (i = 0; i < 8; i++)
7002 int newx = x + check_xy[i].dx;
7003 int newy = y + check_xy[i].dy;
7005 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7013 if (can_clone) // randomly find an element to clone
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;
7027 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
7029 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
7030 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
7032 Store[x][y] = Feld[newx][newy];
7041 if (can_clone) // randomly find a direction to move
7045 start_pos = check_pos[RND(8)];
7046 check_order = (RND(2) ? -1 : +1);
7048 for (i = 0; i < 8; i++)
7050 int pos_raw = start_pos + i * check_order;
7051 int pos = (pos_raw + 8) % 8;
7052 int newx = x + check_xy[pos].dx;
7053 int newy = y + check_xy[pos].dy;
7054 int new_move_dir = check_xy[pos].dir;
7056 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7058 MovDir[x][y] = new_move_dir;
7059 MovDelay[x][y] = level.android_clone_time * 8 + 1;
7068 if (can_clone) // cloning and moving successful
7071 // cannot clone -- try to move towards player
7073 start_pos = check_pos[MovDir[x][y] & 0x0f];
7074 check_order = (RND(2) ? -1 : +1);
7076 for (i = 0; i < 3; i++)
7078 // first check start_pos, then previous/next or (next/previous) pos
7079 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
7080 int pos = (pos_raw + 8) % 8;
7081 int newx = x + check_xy[pos].dx;
7082 int newy = y + check_xy[pos].dy;
7083 int new_move_dir = check_xy[pos].dir;
7085 if (IS_PLAYER(newx, newy))
7088 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
7090 MovDir[x][y] = new_move_dir;
7091 MovDelay[x][y] = level.android_move_time * 8 + 1;
7098 else if (move_pattern == MV_TURNING_LEFT ||
7099 move_pattern == MV_TURNING_RIGHT ||
7100 move_pattern == MV_TURNING_LEFT_RIGHT ||
7101 move_pattern == MV_TURNING_RIGHT_LEFT ||
7102 move_pattern == MV_TURNING_RANDOM ||
7103 move_pattern == MV_ALL_DIRECTIONS)
7105 boolean can_turn_left =
7106 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
7107 boolean can_turn_right =
7108 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
7110 if (element_info[element].move_stepsize == 0) // "not moving"
7113 if (move_pattern == MV_TURNING_LEFT)
7114 MovDir[x][y] = left_dir;
7115 else if (move_pattern == MV_TURNING_RIGHT)
7116 MovDir[x][y] = right_dir;
7117 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
7118 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
7119 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
7120 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
7121 else if (move_pattern == MV_TURNING_RANDOM)
7122 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
7123 can_turn_right && !can_turn_left ? right_dir :
7124 RND(2) ? left_dir : right_dir);
7125 else if (can_turn_left && can_turn_right)
7126 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
7127 else if (can_turn_left)
7128 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
7129 else if (can_turn_right)
7130 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
7132 MovDir[x][y] = back_dir;
7134 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7136 else if (move_pattern == MV_HORIZONTAL ||
7137 move_pattern == MV_VERTICAL)
7139 if (move_pattern & old_move_dir)
7140 MovDir[x][y] = back_dir;
7141 else if (move_pattern == MV_HORIZONTAL)
7142 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
7143 else if (move_pattern == MV_VERTICAL)
7144 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
7146 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7148 else if (move_pattern & MV_ANY_DIRECTION)
7150 MovDir[x][y] = move_pattern;
7151 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7153 else if (move_pattern & MV_WIND_DIRECTION)
7155 MovDir[x][y] = game.wind_direction;
7156 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7158 else if (move_pattern == MV_ALONG_LEFT_SIDE)
7160 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
7161 MovDir[x][y] = left_dir;
7162 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7163 MovDir[x][y] = right_dir;
7165 if (MovDir[x][y] != old_move_dir)
7166 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7168 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
7170 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
7171 MovDir[x][y] = right_dir;
7172 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7173 MovDir[x][y] = left_dir;
7175 if (MovDir[x][y] != old_move_dir)
7176 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7178 else if (move_pattern == MV_TOWARDS_PLAYER ||
7179 move_pattern == MV_AWAY_FROM_PLAYER)
7181 int attr_x = -1, attr_y = -1;
7183 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
7194 for (i = 0; i < MAX_PLAYERS; i++)
7196 struct PlayerInfo *player = &stored_player[i];
7197 int jx = player->jx, jy = player->jy;
7199 if (!player->active)
7203 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
7211 MovDir[x][y] = MV_NONE;
7213 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
7214 else if (attr_x > x)
7215 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
7217 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
7218 else if (attr_y > y)
7219 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
7221 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7223 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
7225 boolean first_horiz = RND(2);
7226 int new_move_dir = MovDir[x][y];
7228 if (element_info[element].move_stepsize == 0) // "not moving"
7230 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
7231 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7237 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7238 Moving2Blocked(x, y, &newx, &newy);
7240 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7244 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
7245 Moving2Blocked(x, y, &newx, &newy);
7247 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
7250 MovDir[x][y] = old_move_dir;
7253 else if (move_pattern == MV_WHEN_PUSHED ||
7254 move_pattern == MV_WHEN_DROPPED)
7256 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
7257 MovDir[x][y] = MV_NONE;
7261 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
7263 static int test_xy[7][2] =
7273 static int test_dir[7] =
7283 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
7284 int move_preference = -1000000; // start with very low preference
7285 int new_move_dir = MV_NONE;
7286 int start_test = RND(4);
7289 for (i = 0; i < NUM_DIRECTIONS; i++)
7291 int move_dir = test_dir[start_test + i];
7292 int move_dir_preference;
7294 xx = x + test_xy[start_test + i][0];
7295 yy = y + test_xy[start_test + i][1];
7297 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
7298 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
7300 new_move_dir = move_dir;
7305 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
7308 move_dir_preference = -1 * RunnerVisit[xx][yy];
7309 if (hunter_mode && PlayerVisit[xx][yy] > 0)
7310 move_dir_preference = PlayerVisit[xx][yy];
7312 if (move_dir_preference > move_preference)
7314 // prefer field that has not been visited for the longest time
7315 move_preference = move_dir_preference;
7316 new_move_dir = move_dir;
7318 else if (move_dir_preference == move_preference &&
7319 move_dir == old_move_dir)
7321 // prefer last direction when all directions are preferred equally
7322 move_preference = move_dir_preference;
7323 new_move_dir = move_dir;
7327 MovDir[x][y] = new_move_dir;
7328 if (old_move_dir != new_move_dir)
7329 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
7333 static void TurnRound(int x, int y)
7335 int direction = MovDir[x][y];
7339 GfxDir[x][y] = MovDir[x][y];
7341 if (direction != MovDir[x][y])
7345 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
7347 ResetGfxFrame(x, y);
7350 static boolean JustBeingPushed(int x, int y)
7354 for (i = 0; i < MAX_PLAYERS; i++)
7356 struct PlayerInfo *player = &stored_player[i];
7358 if (player->active && player->is_pushing && player->MovPos)
7360 int next_jx = player->jx + (player->jx - player->last_jx);
7361 int next_jy = player->jy + (player->jy - player->last_jy);
7363 if (x == next_jx && y == next_jy)
7371 static void StartMoving(int x, int y)
7373 boolean started_moving = FALSE; // some elements can fall _and_ move
7374 int element = Feld[x][y];
7379 if (MovDelay[x][y] == 0)
7380 GfxAction[x][y] = ACTION_DEFAULT;
7382 if (CAN_FALL(element) && y < lev_fieldy - 1)
7384 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
7385 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
7386 if (JustBeingPushed(x, y))
7389 if (element == EL_QUICKSAND_FULL)
7391 if (IS_FREE(x, y + 1))
7393 InitMovingField(x, y, MV_DOWN);
7394 started_moving = TRUE;
7396 Feld[x][y] = EL_QUICKSAND_EMPTYING;
7397 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7398 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7399 Store[x][y] = EL_ROCK;
7401 Store[x][y] = EL_ROCK;
7404 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7406 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7408 if (!MovDelay[x][y])
7410 MovDelay[x][y] = TILEY + 1;
7412 ResetGfxAnimation(x, y);
7413 ResetGfxAnimation(x, y + 1);
7418 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7419 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7426 Feld[x][y] = EL_QUICKSAND_EMPTY;
7427 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7428 Store[x][y + 1] = Store[x][y];
7431 PlayLevelSoundAction(x, y, ACTION_FILLING);
7433 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7435 if (!MovDelay[x][y])
7437 MovDelay[x][y] = TILEY + 1;
7439 ResetGfxAnimation(x, y);
7440 ResetGfxAnimation(x, y + 1);
7445 DrawLevelElement(x, y, EL_QUICKSAND_EMPTYING);
7446 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7453 Feld[x][y] = EL_QUICKSAND_EMPTY;
7454 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7455 Store[x][y + 1] = Store[x][y];
7458 PlayLevelSoundAction(x, y, ACTION_FILLING);
7461 else if (element == EL_QUICKSAND_FAST_FULL)
7463 if (IS_FREE(x, y + 1))
7465 InitMovingField(x, y, MV_DOWN);
7466 started_moving = TRUE;
7468 Feld[x][y] = EL_QUICKSAND_FAST_EMPTYING;
7469 #if USE_QUICKSAND_BD_ROCK_BUGFIX
7470 if (Store[x][y] != EL_ROCK && Store[x][y] != EL_BD_ROCK)
7471 Store[x][y] = EL_ROCK;
7473 Store[x][y] = EL_ROCK;
7476 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
7478 else if (Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7480 if (!MovDelay[x][y])
7482 MovDelay[x][y] = TILEY + 1;
7484 ResetGfxAnimation(x, y);
7485 ResetGfxAnimation(x, y + 1);
7490 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7491 DrawLevelElement(x, y + 1, EL_QUICKSAND_FAST_FILLING);
7498 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7499 Feld[x][y + 1] = EL_QUICKSAND_FAST_FULL;
7500 Store[x][y + 1] = Store[x][y];
7503 PlayLevelSoundAction(x, y, ACTION_FILLING);
7505 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7507 if (!MovDelay[x][y])
7509 MovDelay[x][y] = TILEY + 1;
7511 ResetGfxAnimation(x, y);
7512 ResetGfxAnimation(x, y + 1);
7517 DrawLevelElement(x, y, EL_QUICKSAND_FAST_EMPTYING);
7518 DrawLevelElement(x, y + 1, EL_QUICKSAND_FILLING);
7525 Feld[x][y] = EL_QUICKSAND_FAST_EMPTY;
7526 Feld[x][y + 1] = EL_QUICKSAND_FULL;
7527 Store[x][y + 1] = Store[x][y];
7530 PlayLevelSoundAction(x, y, ACTION_FILLING);
7533 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7534 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
7536 InitMovingField(x, y, MV_DOWN);
7537 started_moving = TRUE;
7539 Feld[x][y] = EL_QUICKSAND_FILLING;
7540 Store[x][y] = element;
7542 PlayLevelSoundAction(x, y, ACTION_FILLING);
7544 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
7545 Feld[x][y + 1] == EL_QUICKSAND_FAST_EMPTY)
7547 InitMovingField(x, y, MV_DOWN);
7548 started_moving = TRUE;
7550 Feld[x][y] = EL_QUICKSAND_FAST_FILLING;
7551 Store[x][y] = element;
7553 PlayLevelSoundAction(x, y, ACTION_FILLING);
7555 else if (element == EL_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_MAGIC_WALL_EMPTYING;
7563 Store[x][y] = EL_CHANGED(Store[x][y]);
7565 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
7567 if (!MovDelay[x][y])
7568 MovDelay[x][y] = TILEY / 4 + 1;
7577 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
7578 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
7579 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
7583 else if (element == EL_BD_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_BD_MAGIC_WALL_EMPTYING;
7591 Store[x][y] = EL_CHANGED_BD(Store[x][y]);
7593 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
7595 if (!MovDelay[x][y])
7596 MovDelay[x][y] = TILEY / 4 + 1;
7605 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
7606 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
7607 Store[x][y + 1] = EL_CHANGED_BD(Store[x][y]);
7611 else if (element == EL_DC_MAGIC_WALL_FULL)
7613 if (IS_FREE(x, y + 1))
7615 InitMovingField(x, y, MV_DOWN);
7616 started_moving = TRUE;
7618 Feld[x][y] = EL_DC_MAGIC_WALL_EMPTYING;
7619 Store[x][y] = EL_CHANGED_DC(Store[x][y]);
7621 else if (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)
7623 if (!MovDelay[x][y])
7624 MovDelay[x][y] = TILEY / 4 + 1;
7633 Feld[x][y] = EL_DC_MAGIC_WALL_ACTIVE;
7634 Feld[x][y + 1] = EL_DC_MAGIC_WALL_FULL;
7635 Store[x][y + 1] = EL_CHANGED_DC(Store[x][y]);
7639 else if ((CAN_PASS_MAGIC_WALL(element) &&
7640 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
7641 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)) ||
7642 (CAN_PASS_DC_MAGIC_WALL(element) &&
7643 (Feld[x][y + 1] == EL_DC_MAGIC_WALL_ACTIVE)))
7646 InitMovingField(x, y, MV_DOWN);
7647 started_moving = TRUE;
7650 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
7651 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE ? EL_BD_MAGIC_WALL_FILLING :
7652 EL_DC_MAGIC_WALL_FILLING);
7653 Store[x][y] = element;
7655 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
7657 SplashAcid(x, y + 1);
7659 InitMovingField(x, y, MV_DOWN);
7660 started_moving = TRUE;
7662 Store[x][y] = EL_ACID;
7665 (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7666 CheckImpact[x][y] && !IS_FREE(x, y + 1)) ||
7667 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
7668 CAN_FALL(element) && WasJustFalling[x][y] &&
7669 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
7671 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
7672 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
7673 (Feld[x][y + 1] == EL_BLOCKED)))
7675 /* this is needed for a special case not covered by calling "Impact()"
7676 from "ContinueMoving()": if an element moves to a tile directly below
7677 another element which was just falling on that tile (which was empty
7678 in the previous frame), the falling element above would just stop
7679 instead of smashing the element below (in previous version, the above
7680 element was just checked for "moving" instead of "falling", resulting
7681 in incorrect smashes caused by horizontal movement of the above
7682 element; also, the case of the player being the element to smash was
7683 simply not covered here... :-/ ) */
7685 CheckCollision[x][y] = 0;
7686 CheckImpact[x][y] = 0;
7690 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
7692 if (MovDir[x][y] == MV_NONE)
7694 InitMovingField(x, y, MV_DOWN);
7695 started_moving = TRUE;
7698 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
7700 if (WasJustFalling[x][y]) // prevent animation from being restarted
7701 MovDir[x][y] = MV_DOWN;
7703 InitMovingField(x, y, MV_DOWN);
7704 started_moving = TRUE;
7706 else if (element == EL_AMOEBA_DROP)
7708 Feld[x][y] = EL_AMOEBA_GROWING;
7709 Store[x][y] = EL_AMOEBA_WET;
7711 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
7712 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
7713 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
7714 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
7716 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
7717 (IS_FREE(x - 1, y + 1) ||
7718 Feld[x - 1][y + 1] == EL_ACID));
7719 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
7720 (IS_FREE(x + 1, y + 1) ||
7721 Feld[x + 1][y + 1] == EL_ACID));
7722 boolean can_fall_any = (can_fall_left || can_fall_right);
7723 boolean can_fall_both = (can_fall_left && can_fall_right);
7724 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
7726 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
7728 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
7729 can_fall_right = FALSE;
7730 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
7731 can_fall_left = FALSE;
7732 else if (slippery_type == SLIPPERY_ONLY_LEFT)
7733 can_fall_right = FALSE;
7734 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
7735 can_fall_left = FALSE;
7737 can_fall_any = (can_fall_left || can_fall_right);
7738 can_fall_both = FALSE;
7743 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
7744 can_fall_right = FALSE; // slip down on left side
7746 can_fall_left = !(can_fall_right = RND(2));
7748 can_fall_both = FALSE;
7753 // if not determined otherwise, prefer left side for slipping down
7754 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
7755 started_moving = TRUE;
7758 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
7760 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
7761 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
7762 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
7763 int belt_dir = game.belt_dir[belt_nr];
7765 if ((belt_dir == MV_LEFT && left_is_free) ||
7766 (belt_dir == MV_RIGHT && right_is_free))
7768 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
7770 InitMovingField(x, y, belt_dir);
7771 started_moving = TRUE;
7773 Pushed[x][y] = TRUE;
7774 Pushed[nextx][y] = TRUE;
7776 GfxAction[x][y] = ACTION_DEFAULT;
7780 MovDir[x][y] = 0; // if element was moving, stop it
7785 // not "else if" because of elements that can fall and move (EL_SPRING)
7786 if (CAN_MOVE(element) && !started_moving)
7788 int move_pattern = element_info[element].move_pattern;
7791 Moving2Blocked(x, y, &newx, &newy);
7793 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
7796 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
7797 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
7799 WasJustMoving[x][y] = 0;
7800 CheckCollision[x][y] = 0;
7802 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
7804 if (Feld[x][y] != element) // element has changed
7808 if (!MovDelay[x][y]) // start new movement phase
7810 // all objects that can change their move direction after each step
7811 // (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall
7813 if (element != EL_YAMYAM &&
7814 element != EL_DARK_YAMYAM &&
7815 element != EL_PACMAN &&
7816 !(move_pattern & MV_ANY_DIRECTION) &&
7817 move_pattern != MV_TURNING_LEFT &&
7818 move_pattern != MV_TURNING_RIGHT &&
7819 move_pattern != MV_TURNING_LEFT_RIGHT &&
7820 move_pattern != MV_TURNING_RIGHT_LEFT &&
7821 move_pattern != MV_TURNING_RANDOM)
7825 if (MovDelay[x][y] && (element == EL_BUG ||
7826 element == EL_SPACESHIP ||
7827 element == EL_SP_SNIKSNAK ||
7828 element == EL_SP_ELECTRON ||
7829 element == EL_MOLE))
7830 TEST_DrawLevelField(x, y);
7834 if (MovDelay[x][y]) // wait some time before next movement
7838 if (element == EL_ROBOT ||
7839 element == EL_YAMYAM ||
7840 element == EL_DARK_YAMYAM)
7842 DrawLevelElementAnimationIfNeeded(x, y, element);
7843 PlayLevelSoundAction(x, y, ACTION_WAITING);
7845 else if (element == EL_SP_ELECTRON)
7846 DrawLevelElementAnimationIfNeeded(x, y, element);
7847 else if (element == EL_DRAGON)
7850 int dir = MovDir[x][y];
7851 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
7852 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
7853 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
7854 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
7855 dir == MV_UP ? IMG_FLAMES_1_UP :
7856 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
7857 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
7859 GfxAction[x][y] = ACTION_ATTACKING;
7861 if (IS_PLAYER(x, y))
7862 DrawPlayerField(x, y);
7864 TEST_DrawLevelField(x, y);
7866 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
7868 for (i = 1; i <= 3; i++)
7870 int xx = x + i * dx;
7871 int yy = y + i * dy;
7872 int sx = SCREENX(xx);
7873 int sy = SCREENY(yy);
7874 int flame_graphic = graphic + (i - 1);
7876 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
7881 int flamed = MovingOrBlocked2Element(xx, yy);
7883 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
7886 RemoveMovingField(xx, yy);
7888 ChangeDelay[xx][yy] = 0;
7890 Feld[xx][yy] = EL_FLAMES;
7892 if (IN_SCR_FIELD(sx, sy))
7894 TEST_DrawLevelFieldCrumbled(xx, yy);
7895 DrawGraphic(sx, sy, flame_graphic, frame);
7900 if (Feld[xx][yy] == EL_FLAMES)
7901 Feld[xx][yy] = EL_EMPTY;
7902 TEST_DrawLevelField(xx, yy);
7907 if (MovDelay[x][y]) // element still has to wait some time
7909 PlayLevelSoundAction(x, y, ACTION_WAITING);
7915 // now make next step
7917 Moving2Blocked(x, y, &newx, &newy); // get next screen position
7919 if (DONT_COLLIDE_WITH(element) &&
7920 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
7921 !PLAYER_ENEMY_PROTECTED(newx, newy))
7923 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
7928 else if (CAN_MOVE_INTO_ACID(element) &&
7929 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
7930 !IS_MV_DIAGONAL(MovDir[x][y]) &&
7931 (MovDir[x][y] == MV_DOWN ||
7932 game.engine_version >= VERSION_IDENT(3,1,0,0)))
7934 SplashAcid(newx, newy);
7935 Store[x][y] = EL_ACID;
7937 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
7939 if (Feld[newx][newy] == EL_EXIT_OPEN ||
7940 Feld[newx][newy] == EL_EM_EXIT_OPEN ||
7941 Feld[newx][newy] == EL_STEEL_EXIT_OPEN ||
7942 Feld[newx][newy] == EL_EM_STEEL_EXIT_OPEN)
7945 TEST_DrawLevelField(x, y);
7947 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
7948 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
7949 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
7951 local_player->friends_still_needed--;
7952 if (!local_player->friends_still_needed &&
7953 !local_player->GameOver && AllPlayersGone)
7954 PlayerWins(local_player);
7958 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
7960 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
7961 TEST_DrawLevelField(newx, newy);
7963 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7965 else if (!IS_FREE(newx, newy))
7967 GfxAction[x][y] = ACTION_WAITING;
7969 if (IS_PLAYER(x, y))
7970 DrawPlayerField(x, y);
7972 TEST_DrawLevelField(x, y);
7977 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
7979 if (IS_FOOD_PIG(Feld[newx][newy]))
7981 if (IS_MOVING(newx, newy))
7982 RemoveMovingField(newx, newy);
7985 Feld[newx][newy] = EL_EMPTY;
7986 TEST_DrawLevelField(newx, newy);
7989 PlayLevelSound(x, y, SND_PIG_DIGGING);
7991 else if (!IS_FREE(newx, newy))
7993 if (IS_PLAYER(x, y))
7994 DrawPlayerField(x, y);
7996 TEST_DrawLevelField(x, y);
8001 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
8003 if (Store[x][y] != EL_EMPTY)
8005 boolean can_clone = FALSE;
8008 // check if element to clone is still there
8009 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
8011 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
8019 // cannot clone or target field not free anymore -- do not clone
8020 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8021 Store[x][y] = EL_EMPTY;
8024 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
8026 if (IS_MV_DIAGONAL(MovDir[x][y]))
8028 int diagonal_move_dir = MovDir[x][y];
8029 int stored = Store[x][y];
8030 int change_delay = 8;
8033 // android is moving diagonally
8035 CreateField(x, y, EL_DIAGONAL_SHRINKING);
8037 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
8038 GfxElement[x][y] = EL_EMC_ANDROID;
8039 GfxAction[x][y] = ACTION_SHRINKING;
8040 GfxDir[x][y] = diagonal_move_dir;
8041 ChangeDelay[x][y] = change_delay;
8043 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
8046 DrawLevelGraphicAnimation(x, y, graphic);
8047 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
8049 if (Feld[newx][newy] == EL_ACID)
8051 SplashAcid(newx, newy);
8056 CreateField(newx, newy, EL_DIAGONAL_GROWING);
8058 Store[newx][newy] = EL_EMC_ANDROID;
8059 GfxElement[newx][newy] = EL_EMC_ANDROID;
8060 GfxAction[newx][newy] = ACTION_GROWING;
8061 GfxDir[newx][newy] = diagonal_move_dir;
8062 ChangeDelay[newx][newy] = change_delay;
8064 graphic = el_act_dir2img(GfxElement[newx][newy],
8065 GfxAction[newx][newy], GfxDir[newx][newy]);
8067 DrawLevelGraphicAnimation(newx, newy, graphic);
8068 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
8074 Feld[newx][newy] = EL_EMPTY;
8075 TEST_DrawLevelField(newx, newy);
8077 PlayLevelSoundAction(x, y, ACTION_DIGGING);
8080 else if (!IS_FREE(newx, newy))
8085 else if (IS_CUSTOM_ELEMENT(element) &&
8086 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
8088 if (!DigFieldByCE(newx, newy, element))
8091 if (move_pattern & MV_MAZE_RUNNER_STYLE)
8093 RunnerVisit[x][y] = FrameCounter;
8094 PlayerVisit[x][y] /= 8; // expire player visit path
8097 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
8099 if (!IS_FREE(newx, newy))
8101 if (IS_PLAYER(x, y))
8102 DrawPlayerField(x, y);
8104 TEST_DrawLevelField(x, y);
8110 boolean wanna_flame = !RND(10);
8111 int dx = newx - x, dy = newy - y;
8112 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
8113 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
8114 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
8115 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
8116 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
8117 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
8120 IS_CLASSIC_ENEMY(element1) ||
8121 IS_CLASSIC_ENEMY(element2)) &&
8122 element1 != EL_DRAGON && element2 != EL_DRAGON &&
8123 element1 != EL_FLAMES && element2 != EL_FLAMES)
8125 ResetGfxAnimation(x, y);
8126 GfxAction[x][y] = ACTION_ATTACKING;
8128 if (IS_PLAYER(x, y))
8129 DrawPlayerField(x, y);
8131 TEST_DrawLevelField(x, y);
8133 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
8135 MovDelay[x][y] = 50;
8137 Feld[newx][newy] = EL_FLAMES;
8138 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
8139 Feld[newx1][newy1] = EL_FLAMES;
8140 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
8141 Feld[newx2][newy2] = EL_FLAMES;
8147 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8148 Feld[newx][newy] == EL_DIAMOND)
8150 if (IS_MOVING(newx, newy))
8151 RemoveMovingField(newx, newy);
8154 Feld[newx][newy] = EL_EMPTY;
8155 TEST_DrawLevelField(newx, newy);
8158 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
8160 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
8161 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
8163 if (AmoebaNr[newx][newy])
8165 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8166 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8167 Feld[newx][newy] == EL_BD_AMOEBA)
8168 AmoebaCnt[AmoebaNr[newx][newy]]--;
8171 if (IS_MOVING(newx, newy))
8173 RemoveMovingField(newx, newy);
8177 Feld[newx][newy] = EL_EMPTY;
8178 TEST_DrawLevelField(newx, newy);
8181 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
8183 else if ((element == EL_PACMAN || element == EL_MOLE)
8184 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
8186 if (AmoebaNr[newx][newy])
8188 AmoebaCnt2[AmoebaNr[newx][newy]]--;
8189 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
8190 Feld[newx][newy] == EL_BD_AMOEBA)
8191 AmoebaCnt[AmoebaNr[newx][newy]]--;
8194 if (element == EL_MOLE)
8196 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
8197 PlayLevelSound(x, y, SND_MOLE_DIGGING);
8199 ResetGfxAnimation(x, y);
8200 GfxAction[x][y] = ACTION_DIGGING;
8201 TEST_DrawLevelField(x, y);
8203 MovDelay[newx][newy] = 0; // start amoeba shrinking delay
8205 return; // wait for shrinking amoeba
8207 else // element == EL_PACMAN
8209 Feld[newx][newy] = EL_EMPTY;
8210 TEST_DrawLevelField(newx, newy);
8211 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
8214 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
8215 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
8216 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
8218 // wait for shrinking amoeba to completely disappear
8221 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
8223 // object was running against a wall
8227 if (GFX_ELEMENT(element) != EL_SAND) // !!! FIX THIS (crumble) !!!
8228 DrawLevelElementAnimation(x, y, element);
8230 if (DONT_TOUCH(element))
8231 TestIfBadThingTouchesPlayer(x, y);
8236 InitMovingField(x, y, MovDir[x][y]);
8238 PlayLevelSoundAction(x, y, ACTION_MOVING);
8242 ContinueMoving(x, y);
8245 void ContinueMoving(int x, int y)
8247 int element = Feld[x][y];
8248 struct ElementInfo *ei = &element_info[element];
8249 int direction = MovDir[x][y];
8250 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8251 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8252 int newx = x + dx, newy = y + dy;
8253 int stored = Store[x][y];
8254 int stored_new = Store[newx][newy];
8255 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
8256 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
8257 boolean last_line = (newy == lev_fieldy - 1);
8259 MovPos[x][y] += getElementMoveStepsize(x, y);
8261 if (pushed_by_player) // special case: moving object pushed by player
8262 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
8264 if (ABS(MovPos[x][y]) < TILEX)
8266 TEST_DrawLevelField(x, y);
8268 return; // element is still moving
8271 // element reached destination field
8273 Feld[x][y] = EL_EMPTY;
8274 Feld[newx][newy] = element;
8275 MovPos[x][y] = 0; // force "not moving" for "crumbled sand"
8277 if (Store[x][y] == EL_ACID) // element is moving into acid pool
8279 element = Feld[newx][newy] = EL_ACID;
8281 else if (element == EL_MOLE)
8283 Feld[x][y] = EL_SAND;
8285 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8287 else if (element == EL_QUICKSAND_FILLING)
8289 element = Feld[newx][newy] = get_next_element(element);
8290 Store[newx][newy] = Store[x][y];
8292 else if (element == EL_QUICKSAND_EMPTYING)
8294 Feld[x][y] = get_next_element(element);
8295 element = Feld[newx][newy] = Store[x][y];
8297 else if (element == EL_QUICKSAND_FAST_FILLING)
8299 element = Feld[newx][newy] = get_next_element(element);
8300 Store[newx][newy] = Store[x][y];
8302 else if (element == EL_QUICKSAND_FAST_EMPTYING)
8304 Feld[x][y] = get_next_element(element);
8305 element = Feld[newx][newy] = Store[x][y];
8307 else if (element == EL_MAGIC_WALL_FILLING)
8309 element = Feld[newx][newy] = get_next_element(element);
8310 if (!game.magic_wall_active)
8311 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
8312 Store[newx][newy] = Store[x][y];
8314 else if (element == EL_MAGIC_WALL_EMPTYING)
8316 Feld[x][y] = get_next_element(element);
8317 if (!game.magic_wall_active)
8318 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8319 element = Feld[newx][newy] = Store[x][y];
8321 InitField(newx, newy, FALSE);
8323 else if (element == EL_BD_MAGIC_WALL_FILLING)
8325 element = Feld[newx][newy] = get_next_element(element);
8326 if (!game.magic_wall_active)
8327 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
8328 Store[newx][newy] = Store[x][y];
8330 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
8332 Feld[x][y] = get_next_element(element);
8333 if (!game.magic_wall_active)
8334 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8335 element = Feld[newx][newy] = Store[x][y];
8337 InitField(newx, newy, FALSE);
8339 else if (element == EL_DC_MAGIC_WALL_FILLING)
8341 element = Feld[newx][newy] = get_next_element(element);
8342 if (!game.magic_wall_active)
8343 element = Feld[newx][newy] = EL_DC_MAGIC_WALL_DEAD;
8344 Store[newx][newy] = Store[x][y];
8346 else if (element == EL_DC_MAGIC_WALL_EMPTYING)
8348 Feld[x][y] = get_next_element(element);
8349 if (!game.magic_wall_active)
8350 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
8351 element = Feld[newx][newy] = Store[x][y];
8353 InitField(newx, newy, FALSE);
8355 else if (element == EL_AMOEBA_DROPPING)
8357 Feld[x][y] = get_next_element(element);
8358 element = Feld[newx][newy] = Store[x][y];
8360 else if (element == EL_SOKOBAN_OBJECT)
8363 Feld[x][y] = Back[x][y];
8365 if (Back[newx][newy])
8366 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
8368 Back[x][y] = Back[newx][newy] = 0;
8371 Store[x][y] = EL_EMPTY;
8376 MovDelay[newx][newy] = 0;
8378 if (CAN_CHANGE_OR_HAS_ACTION(element))
8380 // copy element change control values to new field
8381 ChangeDelay[newx][newy] = ChangeDelay[x][y];
8382 ChangePage[newx][newy] = ChangePage[x][y];
8383 ChangeCount[newx][newy] = ChangeCount[x][y];
8384 ChangeEvent[newx][newy] = ChangeEvent[x][y];
8387 CustomValue[newx][newy] = CustomValue[x][y];
8389 ChangeDelay[x][y] = 0;
8390 ChangePage[x][y] = -1;
8391 ChangeCount[x][y] = 0;
8392 ChangeEvent[x][y] = -1;
8394 CustomValue[x][y] = 0;
8396 // copy animation control values to new field
8397 GfxFrame[newx][newy] = GfxFrame[x][y];
8398 GfxRandom[newx][newy] = GfxRandom[x][y]; // keep same random value
8399 GfxAction[newx][newy] = GfxAction[x][y]; // keep action one frame
8400 GfxDir[newx][newy] = GfxDir[x][y]; // keep element direction
8402 Pushed[x][y] = Pushed[newx][newy] = FALSE;
8404 // some elements can leave other elements behind after moving
8405 if (ei->move_leave_element != EL_EMPTY &&
8406 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
8407 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
8409 int move_leave_element = ei->move_leave_element;
8411 // this makes it possible to leave the removed element again
8412 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
8413 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
8415 Feld[x][y] = move_leave_element;
8417 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8418 MovDir[x][y] = direction;
8420 InitField(x, y, FALSE);
8422 if (GFX_CRUMBLED(Feld[x][y]))
8423 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
8425 if (ELEM_IS_PLAYER(move_leave_element))
8426 RelocatePlayer(x, y, move_leave_element);
8429 // do this after checking for left-behind element
8430 ResetGfxAnimation(x, y); // reset animation values for old field
8432 if (!CAN_MOVE(element) ||
8433 (CAN_FALL(element) && direction == MV_DOWN &&
8434 (element == EL_SPRING ||
8435 element_info[element].move_pattern == MV_WHEN_PUSHED ||
8436 element_info[element].move_pattern == MV_WHEN_DROPPED)))
8437 GfxDir[x][y] = MovDir[newx][newy] = 0;
8439 TEST_DrawLevelField(x, y);
8440 TEST_DrawLevelField(newx, newy);
8442 Stop[newx][newy] = TRUE; // ignore this element until the next frame
8444 // prevent pushed element from moving on in pushed direction
8445 if (pushed_by_player && CAN_MOVE(element) &&
8446 element_info[element].move_pattern & MV_ANY_DIRECTION &&
8447 !(element_info[element].move_pattern & direction))
8448 TurnRound(newx, newy);
8450 // prevent elements on conveyor belt from moving on in last direction
8451 if (pushed_by_conveyor && CAN_FALL(element) &&
8452 direction & MV_HORIZONTAL)
8453 MovDir[newx][newy] = 0;
8455 if (!pushed_by_player)
8457 int nextx = newx + dx, nexty = newy + dy;
8458 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
8460 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
8462 if (CAN_FALL(element) && direction == MV_DOWN)
8463 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
8465 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
8466 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
8468 if (CAN_FALL(element) && direction == MV_DOWN && check_collision_again)
8469 CheckImpact[newx][newy] = CHECK_DELAY_IMPACT;
8472 if (DONT_TOUCH(element)) // object may be nasty to player or others
8474 TestIfBadThingTouchesPlayer(newx, newy);
8475 TestIfBadThingTouchesFriend(newx, newy);
8477 if (!IS_CUSTOM_ELEMENT(element))
8478 TestIfBadThingTouchesOtherBadThing(newx, newy);
8480 else if (element == EL_PENGUIN)
8481 TestIfFriendTouchesBadThing(newx, newy);
8483 if (DONT_GET_HIT_BY(element))
8485 TestIfGoodThingGetsHitByBadThing(newx, newy, direction);
8488 // give the player one last chance (one more frame) to move away
8489 if (CAN_FALL(element) && direction == MV_DOWN &&
8490 (last_line || (!IS_FREE(x, newy + 1) &&
8491 (!IS_PLAYER(x, newy + 1) ||
8492 game.engine_version < VERSION_IDENT(3,1,1,0)))))
8495 if (pushed_by_player && !game.use_change_when_pushing_bug)
8497 int push_side = MV_DIR_OPPOSITE(direction);
8498 struct PlayerInfo *player = PLAYERINFO(x, y);
8500 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
8501 player->index_bit, push_side);
8502 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
8503 player->index_bit, push_side);
8506 if (element == EL_EMC_ANDROID && pushed_by_player) // make another move
8507 MovDelay[newx][newy] = 1;
8509 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
8511 TestIfElementTouchesCustomElement(x, y); // empty or new element
8512 TestIfElementHitsCustomElement(newx, newy, direction);
8513 TestIfPlayerTouchesCustomElement(newx, newy);
8514 TestIfElementTouchesCustomElement(newx, newy);
8516 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
8517 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
8518 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
8519 MV_DIR_OPPOSITE(direction));
8522 int AmoebeNachbarNr(int ax, int ay)
8525 int element = Feld[ax][ay];
8527 static int xy[4][2] =
8535 for (i = 0; i < NUM_DIRECTIONS; i++)
8537 int x = ax + xy[i][0];
8538 int y = ay + xy[i][1];
8540 if (!IN_LEV_FIELD(x, y))
8543 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
8544 group_nr = AmoebaNr[x][y];
8550 static void AmoebenVereinigen(int ax, int ay)
8552 int i, x, y, xx, yy;
8553 int new_group_nr = AmoebaNr[ax][ay];
8554 static int xy[4][2] =
8562 if (new_group_nr == 0)
8565 for (i = 0; i < NUM_DIRECTIONS; i++)
8570 if (!IN_LEV_FIELD(x, y))
8573 if ((Feld[x][y] == EL_AMOEBA_FULL ||
8574 Feld[x][y] == EL_BD_AMOEBA ||
8575 Feld[x][y] == EL_AMOEBA_DEAD) &&
8576 AmoebaNr[x][y] != new_group_nr)
8578 int old_group_nr = AmoebaNr[x][y];
8580 if (old_group_nr == 0)
8583 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
8584 AmoebaCnt[old_group_nr] = 0;
8585 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
8586 AmoebaCnt2[old_group_nr] = 0;
8588 SCAN_PLAYFIELD(xx, yy)
8590 if (AmoebaNr[xx][yy] == old_group_nr)
8591 AmoebaNr[xx][yy] = new_group_nr;
8597 void AmoebeUmwandeln(int ax, int ay)
8601 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
8603 int group_nr = AmoebaNr[ax][ay];
8608 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
8609 printf("AmoebeUmwandeln(): This should never happen!\n");
8614 SCAN_PLAYFIELD(x, y)
8616 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
8619 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
8623 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
8624 SND_AMOEBA_TURNING_TO_GEM :
8625 SND_AMOEBA_TURNING_TO_ROCK));
8630 static int xy[4][2] =
8638 for (i = 0; i < NUM_DIRECTIONS; i++)
8643 if (!IN_LEV_FIELD(x, y))
8646 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
8648 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
8649 SND_AMOEBA_TURNING_TO_GEM :
8650 SND_AMOEBA_TURNING_TO_ROCK));
8657 static void AmoebeUmwandelnBD(int ax, int ay, int new_element)
8660 int group_nr = AmoebaNr[ax][ay];
8661 boolean done = FALSE;
8666 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
8667 printf("AmoebeUmwandelnBD(): This should never happen!\n");
8672 SCAN_PLAYFIELD(x, y)
8674 if (AmoebaNr[x][y] == group_nr &&
8675 (Feld[x][y] == EL_AMOEBA_DEAD ||
8676 Feld[x][y] == EL_BD_AMOEBA ||
8677 Feld[x][y] == EL_AMOEBA_GROWING))
8680 Feld[x][y] = new_element;
8681 InitField(x, y, FALSE);
8682 TEST_DrawLevelField(x, y);
8688 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
8689 SND_BD_AMOEBA_TURNING_TO_ROCK :
8690 SND_BD_AMOEBA_TURNING_TO_GEM));
8693 static void AmoebeWaechst(int x, int y)
8695 static unsigned int sound_delay = 0;
8696 static unsigned int sound_delay_value = 0;
8698 if (!MovDelay[x][y]) // start new growing cycle
8702 if (DelayReached(&sound_delay, sound_delay_value))
8704 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
8705 sound_delay_value = 30;
8709 if (MovDelay[x][y]) // wait some time before growing bigger
8712 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8714 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
8715 6 - MovDelay[x][y]);
8717 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
8720 if (!MovDelay[x][y])
8722 Feld[x][y] = Store[x][y];
8724 TEST_DrawLevelField(x, y);
8729 static void AmoebaDisappearing(int x, int y)
8731 static unsigned int sound_delay = 0;
8732 static unsigned int sound_delay_value = 0;
8734 if (!MovDelay[x][y]) // start new shrinking cycle
8738 if (DelayReached(&sound_delay, sound_delay_value))
8739 sound_delay_value = 30;
8742 if (MovDelay[x][y]) // wait some time before shrinking
8745 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
8747 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
8748 6 - MovDelay[x][y]);
8750 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
8753 if (!MovDelay[x][y])
8755 Feld[x][y] = EL_EMPTY;
8756 TEST_DrawLevelField(x, y);
8758 // don't let mole enter this field in this cycle;
8759 // (give priority to objects falling to this field from above)
8765 static void AmoebeAbleger(int ax, int ay)
8768 int element = Feld[ax][ay];
8769 int graphic = el2img(element);
8770 int newax = ax, neway = ay;
8771 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
8772 static int xy[4][2] =
8780 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
8782 Feld[ax][ay] = EL_AMOEBA_DEAD;
8783 TEST_DrawLevelField(ax, ay);
8787 if (IS_ANIMATED(graphic))
8788 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8790 if (!MovDelay[ax][ay]) // start making new amoeba field
8791 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
8793 if (MovDelay[ax][ay]) // wait some time before making new amoeba
8796 if (MovDelay[ax][ay])
8800 if (can_drop) // EL_AMOEBA_WET or EL_EMC_DRIPPER
8803 int x = ax + xy[start][0];
8804 int y = ay + xy[start][1];
8806 if (!IN_LEV_FIELD(x, y))
8809 if (IS_FREE(x, y) ||
8810 CAN_GROW_INTO(Feld[x][y]) ||
8811 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8812 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8818 if (newax == ax && neway == ay)
8821 else // normal or "filled" (BD style) amoeba
8824 boolean waiting_for_player = FALSE;
8826 for (i = 0; i < NUM_DIRECTIONS; i++)
8828 int j = (start + i) % 4;
8829 int x = ax + xy[j][0];
8830 int y = ay + xy[j][1];
8832 if (!IN_LEV_FIELD(x, y))
8835 if (IS_FREE(x, y) ||
8836 CAN_GROW_INTO(Feld[x][y]) ||
8837 Feld[x][y] == EL_QUICKSAND_EMPTY ||
8838 Feld[x][y] == EL_QUICKSAND_FAST_EMPTY)
8844 else if (IS_PLAYER(x, y))
8845 waiting_for_player = TRUE;
8848 if (newax == ax && neway == ay) // amoeba cannot grow
8850 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
8852 Feld[ax][ay] = EL_AMOEBA_DEAD;
8853 TEST_DrawLevelField(ax, ay);
8854 AmoebaCnt[AmoebaNr[ax][ay]]--;
8856 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) // amoeba is completely dead
8858 if (element == EL_AMOEBA_FULL)
8859 AmoebeUmwandeln(ax, ay);
8860 else if (element == EL_BD_AMOEBA)
8861 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
8866 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
8868 // amoeba gets larger by growing in some direction
8870 int new_group_nr = AmoebaNr[ax][ay];
8873 if (new_group_nr == 0)
8875 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
8876 printf("AmoebeAbleger(): This should never happen!\n");
8881 AmoebaNr[newax][neway] = new_group_nr;
8882 AmoebaCnt[new_group_nr]++;
8883 AmoebaCnt2[new_group_nr]++;
8885 // if amoeba touches other amoeba(s) after growing, unify them
8886 AmoebenVereinigen(newax, neway);
8888 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
8890 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
8896 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
8897 (neway == lev_fieldy - 1 && newax != ax))
8899 Feld[newax][neway] = EL_AMOEBA_GROWING; // creation of new amoeba
8900 Store[newax][neway] = element;
8902 else if (neway == ay || element == EL_EMC_DRIPPER)
8904 Feld[newax][neway] = EL_AMOEBA_DROP; // drop left/right of amoeba
8906 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
8910 InitMovingField(ax, ay, MV_DOWN); // drop dripping from amoeba
8911 Feld[ax][ay] = EL_AMOEBA_DROPPING;
8912 Store[ax][ay] = EL_AMOEBA_DROP;
8913 ContinueMoving(ax, ay);
8917 TEST_DrawLevelField(newax, neway);
8920 static void Life(int ax, int ay)
8924 int element = Feld[ax][ay];
8925 int graphic = el2img(element);
8926 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
8928 boolean changed = FALSE;
8930 if (IS_ANIMATED(graphic))
8931 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
8936 if (!MovDelay[ax][ay]) // start new "game of life" cycle
8937 MovDelay[ax][ay] = life_time;
8939 if (MovDelay[ax][ay]) // wait some time before next cycle
8942 if (MovDelay[ax][ay])
8946 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
8948 int xx = ax+x1, yy = ay+y1;
8949 int old_element = Feld[xx][yy];
8950 int num_neighbours = 0;
8952 if (!IN_LEV_FIELD(xx, yy))
8955 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
8957 int x = xx+x2, y = yy+y2;
8959 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
8962 boolean is_player_cell = (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y));
8963 boolean is_neighbour = FALSE;
8965 if (level.use_life_bugs)
8967 (((Feld[x][y] == element || is_player_cell) && !Stop[x][y]) ||
8968 (IS_FREE(x, y) && Stop[x][y]));
8971 (Last[x][y] == element || is_player_cell);
8977 boolean is_free = FALSE;
8979 if (level.use_life_bugs)
8980 is_free = (IS_FREE(xx, yy));
8982 is_free = (IS_FREE(xx, yy) && Last[xx][yy] == EL_EMPTY);
8984 if (xx == ax && yy == ay) // field in the middle
8986 if (num_neighbours < life_parameter[0] ||
8987 num_neighbours > life_parameter[1])
8989 Feld[xx][yy] = EL_EMPTY;
8990 if (Feld[xx][yy] != old_element)
8991 TEST_DrawLevelField(xx, yy);
8992 Stop[xx][yy] = TRUE;
8996 else if (is_free || CAN_GROW_INTO(Feld[xx][yy]))
8997 { // free border field
8998 if (num_neighbours >= life_parameter[2] &&
8999 num_neighbours <= life_parameter[3])
9001 Feld[xx][yy] = element;
9002 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
9003 if (Feld[xx][yy] != old_element)
9004 TEST_DrawLevelField(xx, yy);
9005 Stop[xx][yy] = TRUE;
9012 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
9013 SND_GAME_OF_LIFE_GROWING);
9016 static void InitRobotWheel(int x, int y)
9018 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
9021 static void RunRobotWheel(int x, int y)
9023 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
9026 static void StopRobotWheel(int x, int y)
9028 if (ZX == x && ZY == y)
9032 game.robot_wheel_active = FALSE;
9036 static void InitTimegateWheel(int x, int y)
9038 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
9041 static void RunTimegateWheel(int x, int y)
9043 PlayLevelSound(x, y, SND_CLASS_TIMEGATE_SWITCH_ACTIVE);
9046 static void InitMagicBallDelay(int x, int y)
9048 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
9051 static void ActivateMagicBall(int bx, int by)
9055 if (level.ball_random)
9057 int pos_border = RND(8); // select one of the eight border elements
9058 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
9059 int xx = pos_content % 3;
9060 int yy = pos_content / 3;
9065 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9066 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9070 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
9072 int xx = x - bx + 1;
9073 int yy = y - by + 1;
9075 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
9076 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
9080 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
9083 static void CheckExit(int x, int y)
9085 if (local_player->gems_still_needed > 0 ||
9086 local_player->sokoban_fields_still_needed > 0 ||
9087 local_player->sokoban_objects_still_needed > 0 ||
9088 local_player->lights_still_needed > 0)
9090 int element = Feld[x][y];
9091 int graphic = el2img(element);
9093 if (IS_ANIMATED(graphic))
9094 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9099 if (AllPlayersGone) // do not re-open exit door closed after last player
9102 Feld[x][y] = EL_EXIT_OPENING;
9104 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
9107 static void CheckExitEM(int x, int y)
9109 if (local_player->gems_still_needed > 0 ||
9110 local_player->sokoban_fields_still_needed > 0 ||
9111 local_player->sokoban_objects_still_needed > 0 ||
9112 local_player->lights_still_needed > 0)
9114 int element = Feld[x][y];
9115 int graphic = el2img(element);
9117 if (IS_ANIMATED(graphic))
9118 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9123 if (AllPlayersGone) // do not re-open exit door closed after last player
9126 Feld[x][y] = EL_EM_EXIT_OPENING;
9128 PlayLevelSoundNearest(x, y, SND_CLASS_EM_EXIT_OPENING);
9131 static void CheckExitSteel(int x, int y)
9133 if (local_player->gems_still_needed > 0 ||
9134 local_player->sokoban_fields_still_needed > 0 ||
9135 local_player->sokoban_objects_still_needed > 0 ||
9136 local_player->lights_still_needed > 0)
9138 int element = Feld[x][y];
9139 int graphic = el2img(element);
9141 if (IS_ANIMATED(graphic))
9142 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9147 if (AllPlayersGone) // do not re-open exit door closed after last player
9150 Feld[x][y] = EL_STEEL_EXIT_OPENING;
9152 PlayLevelSoundNearest(x, y, SND_CLASS_STEEL_EXIT_OPENING);
9155 static void CheckExitSteelEM(int x, int y)
9157 if (local_player->gems_still_needed > 0 ||
9158 local_player->sokoban_fields_still_needed > 0 ||
9159 local_player->sokoban_objects_still_needed > 0 ||
9160 local_player->lights_still_needed > 0)
9162 int element = Feld[x][y];
9163 int graphic = el2img(element);
9165 if (IS_ANIMATED(graphic))
9166 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9171 if (AllPlayersGone) // do not re-open exit door closed after last player
9174 Feld[x][y] = EL_EM_STEEL_EXIT_OPENING;
9176 PlayLevelSoundNearest(x, y, SND_CLASS_EM_STEEL_EXIT_OPENING);
9179 static void CheckExitSP(int x, int y)
9181 if (local_player->gems_still_needed > 0)
9183 int element = Feld[x][y];
9184 int graphic = el2img(element);
9186 if (IS_ANIMATED(graphic))
9187 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9192 if (AllPlayersGone) // do not re-open exit door closed after last player
9195 Feld[x][y] = EL_SP_EXIT_OPENING;
9197 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
9200 static void CloseAllOpenTimegates(void)
9204 SCAN_PLAYFIELD(x, y)
9206 int element = Feld[x][y];
9208 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
9210 Feld[x][y] = EL_TIMEGATE_CLOSING;
9212 PlayLevelSoundAction(x, y, ACTION_CLOSING);
9217 static void DrawTwinkleOnField(int x, int y)
9219 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
9222 if (Feld[x][y] == EL_BD_DIAMOND)
9225 if (MovDelay[x][y] == 0) // next animation frame
9226 MovDelay[x][y] = 11 * !GetSimpleRandom(500);
9228 if (MovDelay[x][y] != 0) // wait some time before next frame
9232 DrawLevelElementAnimation(x, y, Feld[x][y]);
9234 if (MovDelay[x][y] != 0)
9236 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
9237 10 - MovDelay[x][y]);
9239 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
9244 static void MauerWaechst(int x, int y)
9248 if (!MovDelay[x][y]) // next animation frame
9249 MovDelay[x][y] = 3 * delay;
9251 if (MovDelay[x][y]) // wait some time before next frame
9255 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
9257 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
9258 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
9260 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
9263 if (!MovDelay[x][y])
9265 if (MovDir[x][y] == MV_LEFT)
9267 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
9268 TEST_DrawLevelField(x - 1, y);
9270 else if (MovDir[x][y] == MV_RIGHT)
9272 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
9273 TEST_DrawLevelField(x + 1, y);
9275 else if (MovDir[x][y] == MV_UP)
9277 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
9278 TEST_DrawLevelField(x, y - 1);
9282 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
9283 TEST_DrawLevelField(x, y + 1);
9286 Feld[x][y] = Store[x][y];
9288 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
9289 TEST_DrawLevelField(x, y);
9294 static void MauerAbleger(int ax, int ay)
9296 int element = Feld[ax][ay];
9297 int graphic = el2img(element);
9298 boolean oben_frei = FALSE, unten_frei = FALSE;
9299 boolean links_frei = FALSE, rechts_frei = FALSE;
9300 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9301 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9302 boolean new_wall = FALSE;
9304 if (IS_ANIMATED(graphic))
9305 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9307 if (!MovDelay[ax][ay]) // start building new wall
9308 MovDelay[ax][ay] = 6;
9310 if (MovDelay[ax][ay]) // wait some time before building new wall
9313 if (MovDelay[ax][ay])
9317 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9319 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9321 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9323 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9326 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
9327 element == EL_EXPANDABLE_WALL_ANY)
9331 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
9332 Store[ax][ay-1] = element;
9333 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9334 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9335 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9336 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
9341 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
9342 Store[ax][ay+1] = element;
9343 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9344 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9345 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9346 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
9351 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9352 element == EL_EXPANDABLE_WALL_ANY ||
9353 element == EL_EXPANDABLE_WALL ||
9354 element == EL_BD_EXPANDABLE_WALL)
9358 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
9359 Store[ax-1][ay] = element;
9360 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9361 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9362 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9363 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
9369 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
9370 Store[ax+1][ay] = element;
9371 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9372 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9373 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9374 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
9379 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
9380 TEST_DrawLevelField(ax, ay);
9382 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9384 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9385 unten_massiv = TRUE;
9386 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9387 links_massiv = TRUE;
9388 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9389 rechts_massiv = TRUE;
9391 if (((oben_massiv && unten_massiv) ||
9392 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9393 element == EL_EXPANDABLE_WALL) &&
9394 ((links_massiv && rechts_massiv) ||
9395 element == EL_EXPANDABLE_WALL_VERTICAL))
9396 Feld[ax][ay] = EL_WALL;
9399 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9402 static void MauerAblegerStahl(int ax, int ay)
9404 int element = Feld[ax][ay];
9405 int graphic = el2img(element);
9406 boolean oben_frei = FALSE, unten_frei = FALSE;
9407 boolean links_frei = FALSE, rechts_frei = FALSE;
9408 boolean oben_massiv = FALSE, unten_massiv = FALSE;
9409 boolean links_massiv = FALSE, rechts_massiv = FALSE;
9410 boolean new_wall = FALSE;
9412 if (IS_ANIMATED(graphic))
9413 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
9415 if (!MovDelay[ax][ay]) // start building new wall
9416 MovDelay[ax][ay] = 6;
9418 if (MovDelay[ax][ay]) // wait some time before building new wall
9421 if (MovDelay[ax][ay])
9425 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
9427 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
9429 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
9431 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
9434 if (element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
9435 element == EL_EXPANDABLE_STEELWALL_ANY)
9439 Feld[ax][ay-1] = EL_EXPANDABLE_STEELWALL_GROWING;
9440 Store[ax][ay-1] = element;
9441 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
9442 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
9443 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
9444 IMG_EXPANDABLE_STEELWALL_GROWING_UP, 0);
9449 Feld[ax][ay+1] = EL_EXPANDABLE_STEELWALL_GROWING;
9450 Store[ax][ay+1] = element;
9451 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
9452 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
9453 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
9454 IMG_EXPANDABLE_STEELWALL_GROWING_DOWN, 0);
9459 if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
9460 element == EL_EXPANDABLE_STEELWALL_ANY)
9464 Feld[ax-1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9465 Store[ax-1][ay] = element;
9466 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
9467 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
9468 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
9469 IMG_EXPANDABLE_STEELWALL_GROWING_LEFT, 0);
9475 Feld[ax+1][ay] = EL_EXPANDABLE_STEELWALL_GROWING;
9476 Store[ax+1][ay] = element;
9477 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
9478 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
9479 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
9480 IMG_EXPANDABLE_STEELWALL_GROWING_RIGHT, 0);
9485 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
9487 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
9488 unten_massiv = TRUE;
9489 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
9490 links_massiv = TRUE;
9491 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
9492 rechts_massiv = TRUE;
9494 if (((oben_massiv && unten_massiv) ||
9495 element == EL_EXPANDABLE_STEELWALL_HORIZONTAL) &&
9496 ((links_massiv && rechts_massiv) ||
9497 element == EL_EXPANDABLE_STEELWALL_VERTICAL))
9498 Feld[ax][ay] = EL_STEELWALL;
9501 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
9504 static void CheckForDragon(int x, int y)
9507 boolean dragon_found = FALSE;
9508 static int xy[4][2] =
9516 for (i = 0; i < NUM_DIRECTIONS; i++)
9518 for (j = 0; j < 4; j++)
9520 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9522 if (IN_LEV_FIELD(xx, yy) &&
9523 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
9525 if (Feld[xx][yy] == EL_DRAGON)
9526 dragon_found = TRUE;
9535 for (i = 0; i < NUM_DIRECTIONS; i++)
9537 for (j = 0; j < 3; j++)
9539 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
9541 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
9543 Feld[xx][yy] = EL_EMPTY;
9544 TEST_DrawLevelField(xx, yy);
9553 static void InitBuggyBase(int x, int y)
9555 int element = Feld[x][y];
9556 int activating_delay = FRAMES_PER_SECOND / 4;
9559 (element == EL_SP_BUGGY_BASE ?
9560 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
9561 element == EL_SP_BUGGY_BASE_ACTIVATING ?
9563 element == EL_SP_BUGGY_BASE_ACTIVE ?
9564 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
9567 static void WarnBuggyBase(int x, int y)
9570 static int xy[4][2] =
9578 for (i = 0; i < NUM_DIRECTIONS; i++)
9580 int xx = x + xy[i][0];
9581 int yy = y + xy[i][1];
9583 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
9585 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
9592 static void InitTrap(int x, int y)
9594 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
9597 static void ActivateTrap(int x, int y)
9599 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
9602 static void ChangeActiveTrap(int x, int y)
9604 int graphic = IMG_TRAP_ACTIVE;
9606 // if new animation frame was drawn, correct crumbled sand border
9607 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
9608 TEST_DrawLevelFieldCrumbled(x, y);
9611 static int getSpecialActionElement(int element, int number, int base_element)
9613 return (element != EL_EMPTY ? element :
9614 number != -1 ? base_element + number - 1 :
9618 static int getModifiedActionNumber(int value_old, int operator, int operand,
9619 int value_min, int value_max)
9621 int value_new = (operator == CA_MODE_SET ? operand :
9622 operator == CA_MODE_ADD ? value_old + operand :
9623 operator == CA_MODE_SUBTRACT ? value_old - operand :
9624 operator == CA_MODE_MULTIPLY ? value_old * operand :
9625 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
9626 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
9629 return (value_new < value_min ? value_min :
9630 value_new > value_max ? value_max :
9634 static void ExecuteCustomElementAction(int x, int y, int element, int page)
9636 struct ElementInfo *ei = &element_info[element];
9637 struct ElementChangeInfo *change = &ei->change_page[page];
9638 int target_element = change->target_element;
9639 int action_type = change->action_type;
9640 int action_mode = change->action_mode;
9641 int action_arg = change->action_arg;
9642 int action_element = change->action_element;
9645 if (!change->has_action)
9648 // ---------- determine action paramater values -----------------------------
9650 int level_time_value =
9651 (level.time > 0 ? TimeLeft :
9654 int action_arg_element_raw =
9655 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
9656 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
9657 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
9658 action_arg == CA_ARG_ELEMENT_ACTION ? change->action_element :
9659 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ? change->actual_trigger_element:
9660 action_arg == CA_ARG_INVENTORY_RM_TARGET ? change->target_element :
9661 action_arg == CA_ARG_INVENTORY_RM_ACTION ? change->action_element :
9663 int action_arg_element = GetElementFromGroupElement(action_arg_element_raw);
9665 int action_arg_direction =
9666 (action_arg >= CA_ARG_DIRECTION_LEFT &&
9667 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
9668 action_arg == CA_ARG_DIRECTION_TRIGGER ?
9669 change->actual_trigger_side :
9670 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
9671 MV_DIR_OPPOSITE(change->actual_trigger_side) :
9674 int action_arg_number_min =
9675 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
9678 int action_arg_number_max =
9679 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
9680 action_type == CA_SET_LEVEL_GEMS ? 999 :
9681 action_type == CA_SET_LEVEL_TIME ? 9999 :
9682 action_type == CA_SET_LEVEL_SCORE ? 99999 :
9683 action_type == CA_SET_CE_VALUE ? 9999 :
9684 action_type == CA_SET_CE_SCORE ? 9999 :
9687 int action_arg_number_reset =
9688 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize[0] :
9689 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
9690 action_type == CA_SET_LEVEL_TIME ? level.time :
9691 action_type == CA_SET_LEVEL_SCORE ? 0 :
9692 action_type == CA_SET_CE_VALUE ? GET_NEW_CE_VALUE(element) :
9693 action_type == CA_SET_CE_SCORE ? 0 :
9696 int action_arg_number =
9697 (action_arg <= CA_ARG_MAX ? action_arg :
9698 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
9699 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
9700 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
9701 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
9702 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
9703 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
9704 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
9705 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
9706 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
9707 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
9708 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
9709 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
9710 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CE_VALUE(target_element):
9711 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
9712 action_arg == CA_ARG_ELEMENT_CV_ACTION ? GET_NEW_CE_VALUE(action_element):
9713 action_arg == CA_ARG_ELEMENT_CS_TARGET ? GET_CE_SCORE(target_element) :
9714 action_arg == CA_ARG_ELEMENT_CS_TRIGGER ? change->actual_trigger_ce_score:
9715 action_arg == CA_ARG_ELEMENT_CS_ACTION ? GET_CE_SCORE(action_element) :
9716 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
9717 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
9718 action_arg == CA_ARG_ELEMENT_NR_ACTION ? change->action_element :
9721 int action_arg_number_old =
9722 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
9723 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
9724 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
9725 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
9726 action_type == CA_SET_CE_SCORE ? ei->collect_score :
9729 int action_arg_number_new =
9730 getModifiedActionNumber(action_arg_number_old,
9731 action_mode, action_arg_number,
9732 action_arg_number_min, action_arg_number_max);
9734 int trigger_player_bits =
9735 (change->actual_trigger_player_bits != CH_PLAYER_NONE ?
9736 change->actual_trigger_player_bits : change->trigger_player);
9738 int action_arg_player_bits =
9739 (action_arg >= CA_ARG_PLAYER_1 &&
9740 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
9741 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
9742 action_arg == CA_ARG_PLAYER_ACTION ? 1 << GET_PLAYER_NR(action_element) :
9745 // ---------- execute action -----------------------------------------------
9747 switch (action_type)
9754 // ---------- level actions ----------------------------------------------
9756 case CA_RESTART_LEVEL:
9758 game.restart_level = TRUE;
9763 case CA_SHOW_ENVELOPE:
9765 int element = getSpecialActionElement(action_arg_element,
9766 action_arg_number, EL_ENVELOPE_1);
9768 if (IS_ENVELOPE(element))
9769 local_player->show_envelope = element;
9774 case CA_SET_LEVEL_TIME:
9776 if (level.time > 0) // only modify limited time value
9778 TimeLeft = action_arg_number_new;
9780 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
9782 DisplayGameControlValues();
9784 if (!TimeLeft && setup.time_limit)
9785 for (i = 0; i < MAX_PLAYERS; i++)
9786 KillPlayer(&stored_player[i]);
9792 case CA_SET_LEVEL_SCORE:
9794 local_player->score = action_arg_number_new;
9796 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
9798 DisplayGameControlValues();
9803 case CA_SET_LEVEL_GEMS:
9805 local_player->gems_still_needed = action_arg_number_new;
9807 game.snapshot.collected_item = TRUE;
9809 game_panel_controls[GAME_PANEL_GEMS].value =
9810 local_player->gems_still_needed;
9812 DisplayGameControlValues();
9817 case CA_SET_LEVEL_WIND:
9819 game.wind_direction = action_arg_direction;
9824 case CA_SET_LEVEL_RANDOM_SEED:
9826 // ensure that setting a new random seed while playing is predictable
9827 InitRND(action_arg_number_new ? action_arg_number_new : RND(1000000) + 1);
9832 // ---------- player actions ---------------------------------------------
9834 case CA_MOVE_PLAYER:
9836 // automatically move to the next field in specified direction
9837 for (i = 0; i < MAX_PLAYERS; i++)
9838 if (trigger_player_bits & (1 << i))
9839 stored_player[i].programmed_action = action_arg_direction;
9844 case CA_EXIT_PLAYER:
9846 for (i = 0; i < MAX_PLAYERS; i++)
9847 if (action_arg_player_bits & (1 << i))
9848 ExitPlayer(&stored_player[i]);
9851 PlayerWins(local_player);
9856 case CA_KILL_PLAYER:
9858 for (i = 0; i < MAX_PLAYERS; i++)
9859 if (action_arg_player_bits & (1 << i))
9860 KillPlayer(&stored_player[i]);
9865 case CA_SET_PLAYER_KEYS:
9867 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
9868 int element = getSpecialActionElement(action_arg_element,
9869 action_arg_number, EL_KEY_1);
9871 if (IS_KEY(element))
9873 for (i = 0; i < MAX_PLAYERS; i++)
9875 if (trigger_player_bits & (1 << i))
9877 stored_player[i].key[KEY_NR(element)] = key_state;
9879 DrawGameDoorValues();
9887 case CA_SET_PLAYER_SPEED:
9889 for (i = 0; i < MAX_PLAYERS; i++)
9891 if (trigger_player_bits & (1 << i))
9893 int move_stepsize = TILEX / stored_player[i].move_delay_value;
9895 if (action_arg == CA_ARG_SPEED_FASTER &&
9896 stored_player[i].cannot_move)
9898 action_arg_number = STEPSIZE_VERY_SLOW;
9900 else if (action_arg == CA_ARG_SPEED_SLOWER ||
9901 action_arg == CA_ARG_SPEED_FASTER)
9903 action_arg_number = 2;
9904 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
9907 else if (action_arg == CA_ARG_NUMBER_RESET)
9909 action_arg_number = level.initial_player_stepsize[i];
9913 getModifiedActionNumber(move_stepsize,
9916 action_arg_number_min,
9917 action_arg_number_max);
9919 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
9926 case CA_SET_PLAYER_SHIELD:
9928 for (i = 0; i < MAX_PLAYERS; i++)
9930 if (trigger_player_bits & (1 << i))
9932 if (action_arg == CA_ARG_SHIELD_OFF)
9934 stored_player[i].shield_normal_time_left = 0;
9935 stored_player[i].shield_deadly_time_left = 0;
9937 else if (action_arg == CA_ARG_SHIELD_NORMAL)
9939 stored_player[i].shield_normal_time_left = 999999;
9941 else if (action_arg == CA_ARG_SHIELD_DEADLY)
9943 stored_player[i].shield_normal_time_left = 999999;
9944 stored_player[i].shield_deadly_time_left = 999999;
9952 case CA_SET_PLAYER_GRAVITY:
9954 for (i = 0; i < MAX_PLAYERS; i++)
9956 if (trigger_player_bits & (1 << i))
9958 stored_player[i].gravity =
9959 (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
9960 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
9961 action_arg == CA_ARG_GRAVITY_TOGGLE ? !stored_player[i].gravity :
9962 stored_player[i].gravity);
9969 case CA_SET_PLAYER_ARTWORK:
9971 for (i = 0; i < MAX_PLAYERS; i++)
9973 if (trigger_player_bits & (1 << i))
9975 int artwork_element = action_arg_element;
9977 if (action_arg == CA_ARG_ELEMENT_RESET)
9979 (level.use_artwork_element[i] ? level.artwork_element[i] :
9980 stored_player[i].element_nr);
9982 if (stored_player[i].artwork_element != artwork_element)
9983 stored_player[i].Frame = 0;
9985 stored_player[i].artwork_element = artwork_element;
9987 SetPlayerWaiting(&stored_player[i], FALSE);
9989 // set number of special actions for bored and sleeping animation
9990 stored_player[i].num_special_action_bored =
9991 get_num_special_action(artwork_element,
9992 ACTION_BORING_1, ACTION_BORING_LAST);
9993 stored_player[i].num_special_action_sleeping =
9994 get_num_special_action(artwork_element,
9995 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
10002 case CA_SET_PLAYER_INVENTORY:
10004 for (i = 0; i < MAX_PLAYERS; i++)
10006 struct PlayerInfo *player = &stored_player[i];
10009 if (trigger_player_bits & (1 << i))
10011 int inventory_element = action_arg_element;
10013 if (action_arg == CA_ARG_ELEMENT_TARGET ||
10014 action_arg == CA_ARG_ELEMENT_TRIGGER ||
10015 action_arg == CA_ARG_ELEMENT_ACTION)
10017 int element = inventory_element;
10018 int collect_count = element_info[element].collect_count_initial;
10020 if (!IS_CUSTOM_ELEMENT(element))
10023 if (collect_count == 0)
10024 player->inventory_infinite_element = element;
10026 for (k = 0; k < collect_count; k++)
10027 if (player->inventory_size < MAX_INVENTORY_SIZE)
10028 player->inventory_element[player->inventory_size++] =
10031 else if (action_arg == CA_ARG_INVENTORY_RM_TARGET ||
10032 action_arg == CA_ARG_INVENTORY_RM_TRIGGER ||
10033 action_arg == CA_ARG_INVENTORY_RM_ACTION)
10035 if (player->inventory_infinite_element != EL_UNDEFINED &&
10036 IS_EQUAL_OR_IN_GROUP(player->inventory_infinite_element,
10037 action_arg_element_raw))
10038 player->inventory_infinite_element = EL_UNDEFINED;
10040 for (k = 0, j = 0; j < player->inventory_size; j++)
10042 if (!IS_EQUAL_OR_IN_GROUP(player->inventory_element[j],
10043 action_arg_element_raw))
10044 player->inventory_element[k++] = player->inventory_element[j];
10047 player->inventory_size = k;
10049 else if (action_arg == CA_ARG_INVENTORY_RM_FIRST)
10051 if (player->inventory_size > 0)
10053 for (j = 0; j < player->inventory_size - 1; j++)
10054 player->inventory_element[j] = player->inventory_element[j + 1];
10056 player->inventory_size--;
10059 else if (action_arg == CA_ARG_INVENTORY_RM_LAST)
10061 if (player->inventory_size > 0)
10062 player->inventory_size--;
10064 else if (action_arg == CA_ARG_INVENTORY_RM_ALL)
10066 player->inventory_infinite_element = EL_UNDEFINED;
10067 player->inventory_size = 0;
10069 else if (action_arg == CA_ARG_INVENTORY_RESET)
10071 player->inventory_infinite_element = EL_UNDEFINED;
10072 player->inventory_size = 0;
10074 if (level.use_initial_inventory[i])
10076 for (j = 0; j < level.initial_inventory_size[i]; j++)
10078 int element = level.initial_inventory_content[i][j];
10079 int collect_count = element_info[element].collect_count_initial;
10081 if (!IS_CUSTOM_ELEMENT(element))
10084 if (collect_count == 0)
10085 player->inventory_infinite_element = element;
10087 for (k = 0; k < collect_count; k++)
10088 if (player->inventory_size < MAX_INVENTORY_SIZE)
10089 player->inventory_element[player->inventory_size++] =
10100 // ---------- CE actions -------------------------------------------------
10102 case CA_SET_CE_VALUE:
10104 int last_ce_value = CustomValue[x][y];
10106 CustomValue[x][y] = action_arg_number_new;
10108 if (CustomValue[x][y] != last_ce_value)
10110 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_CHANGES);
10111 CheckTriggeredElementChange(x, y, element, CE_VALUE_CHANGES_OF_X);
10113 if (CustomValue[x][y] == 0)
10115 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
10116 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
10123 case CA_SET_CE_SCORE:
10125 int last_ce_score = ei->collect_score;
10127 ei->collect_score = action_arg_number_new;
10129 if (ei->collect_score != last_ce_score)
10131 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_CHANGES);
10132 CheckTriggeredElementChange(x, y, element, CE_SCORE_CHANGES_OF_X);
10134 if (ei->collect_score == 0)
10138 CheckElementChange(x, y, element, EL_UNDEFINED, CE_SCORE_GETS_ZERO);
10139 CheckTriggeredElementChange(x, y, element, CE_SCORE_GETS_ZERO_OF_X);
10142 This is a very special case that seems to be a mixture between
10143 CheckElementChange() and CheckTriggeredElementChange(): while
10144 the first one only affects single elements that are triggered
10145 directly, the second one affects multiple elements in the playfield
10146 that are triggered indirectly by another element. This is a third
10147 case: Changing the CE score always affects multiple identical CEs,
10148 so every affected CE must be checked, not only the single CE for
10149 which the CE score was changed in the first place (as every instance
10150 of that CE shares the same CE score, and therefore also can change)!
10152 SCAN_PLAYFIELD(xx, yy)
10154 if (Feld[xx][yy] == element)
10155 CheckElementChange(xx, yy, element, EL_UNDEFINED,
10156 CE_SCORE_GETS_ZERO);
10164 case CA_SET_CE_ARTWORK:
10166 int artwork_element = action_arg_element;
10167 boolean reset_frame = FALSE;
10170 if (action_arg == CA_ARG_ELEMENT_RESET)
10171 artwork_element = (ei->use_gfx_element ? ei->gfx_element_initial :
10174 if (ei->gfx_element != artwork_element)
10175 reset_frame = TRUE;
10177 ei->gfx_element = artwork_element;
10179 SCAN_PLAYFIELD(xx, yy)
10181 if (Feld[xx][yy] == element)
10185 ResetGfxAnimation(xx, yy);
10186 ResetRandomAnimationValue(xx, yy);
10189 TEST_DrawLevelField(xx, yy);
10196 // ---------- engine actions ---------------------------------------------
10198 case CA_SET_ENGINE_SCAN_MODE:
10200 InitPlayfieldScanMode(action_arg);
10210 static void CreateFieldExt(int x, int y, int element, boolean is_change)
10212 int old_element = Feld[x][y];
10213 int new_element = GetElementFromGroupElement(element);
10214 int previous_move_direction = MovDir[x][y];
10215 int last_ce_value = CustomValue[x][y];
10216 boolean player_explosion_protected = PLAYER_EXPLOSION_PROTECTED(x, y);
10217 boolean new_element_is_player = ELEM_IS_PLAYER(new_element);
10218 boolean add_player_onto_element = (new_element_is_player &&
10219 new_element != EL_SOKOBAN_FIELD_PLAYER &&
10220 IS_WALKABLE(old_element));
10222 if (!add_player_onto_element)
10224 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
10225 RemoveMovingField(x, y);
10229 Feld[x][y] = new_element;
10231 if (element_info[new_element].move_direction_initial == MV_START_PREVIOUS)
10232 MovDir[x][y] = previous_move_direction;
10234 if (element_info[new_element].use_last_ce_value)
10235 CustomValue[x][y] = last_ce_value;
10237 InitField_WithBug1(x, y, FALSE);
10239 new_element = Feld[x][y]; // element may have changed
10241 ResetGfxAnimation(x, y);
10242 ResetRandomAnimationValue(x, y);
10244 TEST_DrawLevelField(x, y);
10246 if (GFX_CRUMBLED(new_element))
10247 TEST_DrawLevelFieldCrumbledNeighbours(x, y);
10250 // check if element under the player changes from accessible to unaccessible
10251 // (needed for special case of dropping element which then changes)
10252 // (must be checked after creating new element for walkable group elements)
10253 if (IS_PLAYER(x, y) && !player_explosion_protected &&
10254 IS_ACCESSIBLE(old_element) && !IS_ACCESSIBLE(new_element))
10261 // "ChangeCount" not set yet to allow "entered by player" change one time
10262 if (new_element_is_player)
10263 RelocatePlayer(x, y, new_element);
10266 ChangeCount[x][y]++; // count number of changes in the same frame
10268 TestIfBadThingTouchesPlayer(x, y);
10269 TestIfPlayerTouchesCustomElement(x, y);
10270 TestIfElementTouchesCustomElement(x, y);
10273 static void CreateField(int x, int y, int element)
10275 CreateFieldExt(x, y, element, FALSE);
10278 static void CreateElementFromChange(int x, int y, int element)
10280 element = GET_VALID_RUNTIME_ELEMENT(element);
10282 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
10284 int old_element = Feld[x][y];
10286 // prevent changed element from moving in same engine frame
10287 // unless both old and new element can either fall or move
10288 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
10289 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
10293 CreateFieldExt(x, y, element, TRUE);
10296 static boolean ChangeElement(int x, int y, int element, int page)
10298 struct ElementInfo *ei = &element_info[element];
10299 struct ElementChangeInfo *change = &ei->change_page[page];
10300 int ce_value = CustomValue[x][y];
10301 int ce_score = ei->collect_score;
10302 int target_element;
10303 int old_element = Feld[x][y];
10305 // always use default change event to prevent running into a loop
10306 if (ChangeEvent[x][y] == -1)
10307 ChangeEvent[x][y] = CE_DELAY;
10309 if (ChangeEvent[x][y] == CE_DELAY)
10311 // reset actual trigger element, trigger player and action element
10312 change->actual_trigger_element = EL_EMPTY;
10313 change->actual_trigger_player = EL_EMPTY;
10314 change->actual_trigger_player_bits = CH_PLAYER_NONE;
10315 change->actual_trigger_side = CH_SIDE_NONE;
10316 change->actual_trigger_ce_value = 0;
10317 change->actual_trigger_ce_score = 0;
10320 // do not change elements more than a specified maximum number of changes
10321 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
10324 ChangeCount[x][y]++; // count number of changes in the same frame
10326 if (change->explode)
10333 if (change->use_target_content)
10335 boolean complete_replace = TRUE;
10336 boolean can_replace[3][3];
10339 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10342 boolean is_walkable;
10343 boolean is_diggable;
10344 boolean is_collectible;
10345 boolean is_removable;
10346 boolean is_destructible;
10347 int ex = x + xx - 1;
10348 int ey = y + yy - 1;
10349 int content_element = change->target_content.e[xx][yy];
10352 can_replace[xx][yy] = TRUE;
10354 if (ex == x && ey == y) // do not check changing element itself
10357 if (content_element == EL_EMPTY_SPACE)
10359 can_replace[xx][yy] = FALSE; // do not replace border with space
10364 if (!IN_LEV_FIELD(ex, ey))
10366 can_replace[xx][yy] = FALSE;
10367 complete_replace = FALSE;
10374 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10375 e = MovingOrBlocked2Element(ex, ey);
10377 is_empty = (IS_FREE(ex, ey) ||
10378 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
10380 is_walkable = (is_empty || IS_WALKABLE(e));
10381 is_diggable = (is_empty || IS_DIGGABLE(e));
10382 is_collectible = (is_empty || IS_COLLECTIBLE(e));
10383 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
10384 is_removable = (is_diggable || is_collectible);
10386 can_replace[xx][yy] =
10387 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
10388 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
10389 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
10390 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
10391 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
10392 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
10393 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
10395 if (!can_replace[xx][yy])
10396 complete_replace = FALSE;
10399 if (!change->only_if_complete || complete_replace)
10401 boolean something_has_changed = FALSE;
10403 if (change->only_if_complete && change->use_random_replace &&
10404 RND(100) < change->random_percentage)
10407 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
10409 int ex = x + xx - 1;
10410 int ey = y + yy - 1;
10411 int content_element;
10413 if (can_replace[xx][yy] && (!change->use_random_replace ||
10414 RND(100) < change->random_percentage))
10416 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
10417 RemoveMovingField(ex, ey);
10419 ChangeEvent[ex][ey] = ChangeEvent[x][y];
10421 content_element = change->target_content.e[xx][yy];
10422 target_element = GET_TARGET_ELEMENT(element, content_element, change,
10423 ce_value, ce_score);
10425 CreateElementFromChange(ex, ey, target_element);
10427 something_has_changed = TRUE;
10429 // for symmetry reasons, freeze newly created border elements
10430 if (ex != x || ey != y)
10431 Stop[ex][ey] = TRUE; // no more moving in this frame
10435 if (something_has_changed)
10437 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10438 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10444 target_element = GET_TARGET_ELEMENT(element, change->target_element, change,
10445 ce_value, ce_score);
10447 if (element == EL_DIAGONAL_GROWING ||
10448 element == EL_DIAGONAL_SHRINKING)
10450 target_element = Store[x][y];
10452 Store[x][y] = EL_EMPTY;
10455 CreateElementFromChange(x, y, target_element);
10457 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
10458 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
10461 // this uses direct change before indirect change
10462 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
10467 static void HandleElementChange(int x, int y, int page)
10469 int element = MovingOrBlocked2Element(x, y);
10470 struct ElementInfo *ei = &element_info[element];
10471 struct ElementChangeInfo *change = &ei->change_page[page];
10472 boolean handle_action_before_change = FALSE;
10475 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
10476 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
10479 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
10480 x, y, element, element_info[element].token_name);
10481 printf("HandleElementChange(): This should never happen!\n");
10486 // this can happen with classic bombs on walkable, changing elements
10487 if (!CAN_CHANGE_OR_HAS_ACTION(element))
10492 if (ChangeDelay[x][y] == 0) // initialize element change
10494 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
10496 if (change->can_change)
10498 // !!! not clear why graphic animation should be reset at all here !!!
10499 // !!! UPDATE: but is needed for correct Snake Bite tail animation !!!
10500 // !!! SOLUTION: do not reset if graphics engine set to 4 or above !!!
10503 GRAPHICAL BUG ADDRESSED BY CHECKING GRAPHICS ENGINE VERSION:
10505 When using an animation frame delay of 1 (this only happens with
10506 "sp_zonk.moving.left/right" in the classic graphics), the default
10507 (non-moving) animation shows wrong animation frames (while the
10508 moving animation, like "sp_zonk.moving.left/right", is correct,
10509 so this graphical bug never shows up with the classic graphics).
10510 For an animation with 4 frames, this causes wrong frames 0,0,1,2
10511 be drawn instead of the correct frames 0,1,2,3. This is caused by
10512 "GfxFrame[][]" being reset *twice* (in two successive frames) after
10513 an element change: First when the change delay ("ChangeDelay[][]")
10514 counter has reached zero after decrementing, then a second time in
10515 the next frame (after "GfxFrame[][]" was already incremented) when
10516 "ChangeDelay[][]" is reset to the initial delay value again.
10518 This causes frame 0 to be drawn twice, while the last frame won't
10519 be drawn anymore, resulting in the wrong frame sequence 0,0,1,2.
10521 As some animations may already be cleverly designed around this bug
10522 (at least the "Snake Bite" snake tail animation does this), it cannot
10523 simply be fixed here without breaking such existing animations.
10524 Unfortunately, it cannot easily be detected if a graphics set was
10525 designed "before" or "after" the bug was fixed. As a workaround,
10526 a new graphics set option "game.graphics_engine_version" was added
10527 to be able to specify the game's major release version for which the
10528 graphics set was designed, which can then be used to decide if the
10529 bugfix should be used (version 4 and above) or not (version 3 or
10530 below, or if no version was specified at all, as with old sets).
10532 (The wrong/fixed animation frames can be tested with the test level set
10533 "test_gfxframe" and level "000", which contains a specially prepared
10534 custom element at level position (x/y) == (11/9) which uses the zonk
10535 animation mentioned above. Using "game.graphics_engine_version: 4"
10536 fixes the wrong animation frames, showing the correct frames 0,1,2,3.
10537 This can also be seen from the debug output for this test element.)
10540 // when a custom element is about to change (for example by change delay),
10541 // do not reset graphic animation when the custom element is moving
10542 if (game.graphics_engine_version < 4 &&
10545 ResetGfxAnimation(x, y);
10546 ResetRandomAnimationValue(x, y);
10549 if (change->pre_change_function)
10550 change->pre_change_function(x, y);
10554 ChangeDelay[x][y]--;
10556 if (ChangeDelay[x][y] != 0) // continue element change
10558 if (change->can_change)
10560 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
10562 if (IS_ANIMATED(graphic))
10563 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
10565 if (change->change_function)
10566 change->change_function(x, y);
10569 else // finish element change
10571 if (ChangePage[x][y] != -1) // remember page from delayed change
10573 page = ChangePage[x][y];
10574 ChangePage[x][y] = -1;
10576 change = &ei->change_page[page];
10579 if (IS_MOVING(x, y)) // never change a running system ;-)
10581 ChangeDelay[x][y] = 1; // try change after next move step
10582 ChangePage[x][y] = page; // remember page to use for change
10587 // special case: set new level random seed before changing element
10588 if (change->has_action && change->action_type == CA_SET_LEVEL_RANDOM_SEED)
10589 handle_action_before_change = TRUE;
10591 if (change->has_action && handle_action_before_change)
10592 ExecuteCustomElementAction(x, y, element, page);
10594 if (change->can_change)
10596 if (ChangeElement(x, y, element, page))
10598 if (change->post_change_function)
10599 change->post_change_function(x, y);
10603 if (change->has_action && !handle_action_before_change)
10604 ExecuteCustomElementAction(x, y, element, page);
10608 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
10609 int trigger_element,
10611 int trigger_player,
10615 boolean change_done_any = FALSE;
10616 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
10619 if (!(trigger_events[trigger_element][trigger_event]))
10622 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10624 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
10626 int element = EL_CUSTOM_START + i;
10627 boolean change_done = FALSE;
10630 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10631 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10634 for (p = 0; p < element_info[element].num_change_pages; p++)
10636 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10638 if (change->can_change_or_has_action &&
10639 change->has_event[trigger_event] &&
10640 change->trigger_side & trigger_side &&
10641 change->trigger_player & trigger_player &&
10642 change->trigger_page & trigger_page_bits &&
10643 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
10645 change->actual_trigger_element = trigger_element;
10646 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10647 change->actual_trigger_player_bits = trigger_player;
10648 change->actual_trigger_side = trigger_side;
10649 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
10650 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10652 if ((change->can_change && !change_done) || change->has_action)
10656 SCAN_PLAYFIELD(x, y)
10658 if (Feld[x][y] == element)
10660 if (change->can_change && !change_done)
10662 // if element already changed in this frame, not only prevent
10663 // another element change (checked in ChangeElement()), but
10664 // also prevent additional element actions for this element
10666 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10667 !level.use_action_after_change_bug)
10670 ChangeDelay[x][y] = 1;
10671 ChangeEvent[x][y] = trigger_event;
10673 HandleElementChange(x, y, p);
10675 else if (change->has_action)
10677 // if element already changed in this frame, not only prevent
10678 // another element change (checked in ChangeElement()), but
10679 // also prevent additional element actions for this element
10681 if (ChangeCount[x][y] >= game.max_num_changes_per_frame &&
10682 !level.use_action_after_change_bug)
10685 ExecuteCustomElementAction(x, y, element, p);
10686 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10691 if (change->can_change)
10693 change_done = TRUE;
10694 change_done_any = TRUE;
10701 RECURSION_LOOP_DETECTION_END();
10703 return change_done_any;
10706 static boolean CheckElementChangeExt(int x, int y,
10708 int trigger_element,
10710 int trigger_player,
10713 boolean change_done = FALSE;
10716 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
10717 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
10720 if (Feld[x][y] == EL_BLOCKED)
10722 Blocked2Moving(x, y, &x, &y);
10723 element = Feld[x][y];
10726 // check if element has already changed or is about to change after moving
10727 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
10728 Feld[x][y] != element) ||
10730 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
10731 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
10732 ChangePage[x][y] != -1)))
10735 RECURSION_LOOP_DETECTION_START(trigger_element, FALSE);
10737 for (p = 0; p < element_info[element].num_change_pages; p++)
10739 struct ElementChangeInfo *change = &element_info[element].change_page[p];
10741 /* check trigger element for all events where the element that is checked
10742 for changing interacts with a directly adjacent element -- this is
10743 different to element changes that affect other elements to change on the
10744 whole playfield (which is handeld by CheckTriggeredElementChangeExt()) */
10745 boolean check_trigger_element =
10746 (trigger_event == CE_TOUCHING_X ||
10747 trigger_event == CE_HITTING_X ||
10748 trigger_event == CE_HIT_BY_X ||
10749 trigger_event == CE_DIGGING_X); // this one was forgotten until 3.2.3
10751 if (change->can_change_or_has_action &&
10752 change->has_event[trigger_event] &&
10753 change->trigger_side & trigger_side &&
10754 change->trigger_player & trigger_player &&
10755 (!check_trigger_element ||
10756 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
10758 change->actual_trigger_element = trigger_element;
10759 change->actual_trigger_player = GET_PLAYER_FROM_BITS(trigger_player);
10760 change->actual_trigger_player_bits = trigger_player;
10761 change->actual_trigger_side = trigger_side;
10762 change->actual_trigger_ce_value = CustomValue[x][y];
10763 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10765 // special case: trigger element not at (x,y) position for some events
10766 if (check_trigger_element)
10778 { 0, 0 }, { 0, 0 }, { 0, 0 },
10782 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
10783 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
10785 change->actual_trigger_ce_value = CustomValue[xx][yy];
10786 change->actual_trigger_ce_score = GET_CE_SCORE(trigger_element);
10789 if (change->can_change && !change_done)
10791 ChangeDelay[x][y] = 1;
10792 ChangeEvent[x][y] = trigger_event;
10794 HandleElementChange(x, y, p);
10796 change_done = TRUE;
10798 else if (change->has_action)
10800 ExecuteCustomElementAction(x, y, element, p);
10801 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
10806 RECURSION_LOOP_DETECTION_END();
10808 return change_done;
10811 static void PlayPlayerSound(struct PlayerInfo *player)
10813 int jx = player->jx, jy = player->jy;
10814 int sound_element = player->artwork_element;
10815 int last_action = player->last_action_waiting;
10816 int action = player->action_waiting;
10818 if (player->is_waiting)
10820 if (action != last_action)
10821 PlayLevelSoundElementAction(jx, jy, sound_element, action);
10823 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
10827 if (action != last_action)
10828 StopSound(element_info[sound_element].sound[last_action]);
10830 if (last_action == ACTION_SLEEPING)
10831 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
10835 static void PlayAllPlayersSound(void)
10839 for (i = 0; i < MAX_PLAYERS; i++)
10840 if (stored_player[i].active)
10841 PlayPlayerSound(&stored_player[i]);
10844 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
10846 boolean last_waiting = player->is_waiting;
10847 int move_dir = player->MovDir;
10849 player->dir_waiting = move_dir;
10850 player->last_action_waiting = player->action_waiting;
10854 if (!last_waiting) // not waiting -> waiting
10856 player->is_waiting = TRUE;
10858 player->frame_counter_bored =
10860 game.player_boring_delay_fixed +
10861 GetSimpleRandom(game.player_boring_delay_random);
10862 player->frame_counter_sleeping =
10864 game.player_sleeping_delay_fixed +
10865 GetSimpleRandom(game.player_sleeping_delay_random);
10867 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
10870 if (game.player_sleeping_delay_fixed +
10871 game.player_sleeping_delay_random > 0 &&
10872 player->anim_delay_counter == 0 &&
10873 player->post_delay_counter == 0 &&
10874 FrameCounter >= player->frame_counter_sleeping)
10875 player->is_sleeping = TRUE;
10876 else if (game.player_boring_delay_fixed +
10877 game.player_boring_delay_random > 0 &&
10878 FrameCounter >= player->frame_counter_bored)
10879 player->is_bored = TRUE;
10881 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
10882 player->is_bored ? ACTION_BORING :
10885 if (player->is_sleeping && player->use_murphy)
10887 // special case for sleeping Murphy when leaning against non-free tile
10889 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
10890 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
10891 !IS_MOVING(player->jx - 1, player->jy)))
10892 move_dir = MV_LEFT;
10893 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
10894 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
10895 !IS_MOVING(player->jx + 1, player->jy)))
10896 move_dir = MV_RIGHT;
10898 player->is_sleeping = FALSE;
10900 player->dir_waiting = move_dir;
10903 if (player->is_sleeping)
10905 if (player->num_special_action_sleeping > 0)
10907 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10909 int last_special_action = player->special_action_sleeping;
10910 int num_special_action = player->num_special_action_sleeping;
10911 int special_action =
10912 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
10913 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
10914 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
10915 last_special_action + 1 : ACTION_SLEEPING);
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_sleeping = special_action;
10929 if (player->anim_delay_counter > 0)
10931 player->action_waiting = player->special_action_sleeping;
10932 player->anim_delay_counter--;
10934 else if (player->post_delay_counter > 0)
10936 player->post_delay_counter--;
10940 else if (player->is_bored)
10942 if (player->num_special_action_bored > 0)
10944 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
10946 int special_action =
10947 ACTION_BORING_1 + GetSimpleRandom(player->num_special_action_bored);
10948 int special_graphic =
10949 el_act_dir2img(player->artwork_element, special_action, move_dir);
10951 player->anim_delay_counter =
10952 graphic_info[special_graphic].anim_delay_fixed +
10953 GetSimpleRandom(graphic_info[special_graphic].anim_delay_random);
10954 player->post_delay_counter =
10955 graphic_info[special_graphic].post_delay_fixed +
10956 GetSimpleRandom(graphic_info[special_graphic].post_delay_random);
10958 player->special_action_bored = special_action;
10961 if (player->anim_delay_counter > 0)
10963 player->action_waiting = player->special_action_bored;
10964 player->anim_delay_counter--;
10966 else if (player->post_delay_counter > 0)
10968 player->post_delay_counter--;
10973 else if (last_waiting) // waiting -> not waiting
10975 player->is_waiting = FALSE;
10976 player->is_bored = FALSE;
10977 player->is_sleeping = FALSE;
10979 player->frame_counter_bored = -1;
10980 player->frame_counter_sleeping = -1;
10982 player->anim_delay_counter = 0;
10983 player->post_delay_counter = 0;
10985 player->dir_waiting = player->MovDir;
10986 player->action_waiting = ACTION_DEFAULT;
10988 player->special_action_bored = ACTION_DEFAULT;
10989 player->special_action_sleeping = ACTION_DEFAULT;
10993 static void CheckSaveEngineSnapshot(struct PlayerInfo *player)
10995 if ((!player->is_moving && player->was_moving) ||
10996 (player->MovPos == 0 && player->was_moving) ||
10997 (player->is_snapping && !player->was_snapping) ||
10998 (player->is_dropping && !player->was_dropping))
11000 if (!CheckSaveEngineSnapshotToList())
11003 player->was_moving = FALSE;
11004 player->was_snapping = TRUE;
11005 player->was_dropping = TRUE;
11009 if (player->is_moving)
11010 player->was_moving = TRUE;
11012 if (!player->is_snapping)
11013 player->was_snapping = FALSE;
11015 if (!player->is_dropping)
11016 player->was_dropping = FALSE;
11020 static void CheckSingleStepMode(struct PlayerInfo *player)
11022 if (tape.single_step && tape.recording && !tape.pausing)
11024 /* as it is called "single step mode", just return to pause mode when the
11025 player stopped moving after one tile (or never starts moving at all) */
11026 if (!player->is_moving &&
11027 !player->is_pushing &&
11028 !player->is_dropping_pressed)
11030 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
11031 SnapField(player, 0, 0); // stop snapping
11035 CheckSaveEngineSnapshot(player);
11038 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
11040 int left = player_action & JOY_LEFT;
11041 int right = player_action & JOY_RIGHT;
11042 int up = player_action & JOY_UP;
11043 int down = player_action & JOY_DOWN;
11044 int button1 = player_action & JOY_BUTTON_1;
11045 int button2 = player_action & JOY_BUTTON_2;
11046 int dx = (left ? -1 : right ? 1 : 0);
11047 int dy = (up ? -1 : down ? 1 : 0);
11049 if (!player->active || tape.pausing)
11055 SnapField(player, dx, dy);
11059 DropElement(player);
11061 MovePlayer(player, dx, dy);
11064 CheckSingleStepMode(player);
11066 SetPlayerWaiting(player, FALSE);
11068 return player_action;
11072 // no actions for this player (no input at player's configured device)
11074 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
11075 SnapField(player, 0, 0);
11076 CheckGravityMovementWhenNotMoving(player);
11078 if (player->MovPos == 0)
11079 SetPlayerWaiting(player, TRUE);
11081 if (player->MovPos == 0) // needed for tape.playing
11082 player->is_moving = FALSE;
11084 player->is_dropping = FALSE;
11085 player->is_dropping_pressed = FALSE;
11086 player->drop_pressed_delay = 0;
11088 CheckSingleStepMode(player);
11094 static void SetMouseActionFromTapeAction(struct MouseActionInfo *mouse_action,
11097 if (!tape.use_mouse)
11100 mouse_action->lx = tape_action[TAPE_ACTION_LX];
11101 mouse_action->ly = tape_action[TAPE_ACTION_LY];
11102 mouse_action->button = tape_action[TAPE_ACTION_BUTTON];
11105 static void SetTapeActionFromMouseAction(byte *tape_action,
11106 struct MouseActionInfo *mouse_action)
11108 if (!tape.use_mouse)
11111 tape_action[TAPE_ACTION_LX] = mouse_action->lx;
11112 tape_action[TAPE_ACTION_LY] = mouse_action->ly;
11113 tape_action[TAPE_ACTION_BUTTON] = mouse_action->button;
11116 static void CheckLevelSolved(void)
11118 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11120 if (game_em.level_solved &&
11121 !game_em.game_over) // game won
11123 PlayerWins(local_player);
11125 game_em.game_over = TRUE;
11127 AllPlayersGone = TRUE;
11130 if (game_em.game_over) // game lost
11131 AllPlayersGone = TRUE;
11133 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11135 if (game_sp.level_solved &&
11136 !game_sp.game_over) // game won
11138 PlayerWins(local_player);
11140 game_sp.game_over = TRUE;
11142 AllPlayersGone = TRUE;
11145 if (game_sp.game_over) // game lost
11146 AllPlayersGone = TRUE;
11148 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11150 if (game_mm.level_solved &&
11151 !game_mm.game_over) // game won
11153 PlayerWins(local_player);
11155 game_mm.game_over = TRUE;
11157 AllPlayersGone = TRUE;
11160 if (game_mm.game_over) // game lost
11161 AllPlayersGone = TRUE;
11165 static void CheckLevelTime(void)
11169 if (TimeFrames >= FRAMES_PER_SECOND)
11174 for (i = 0; i < MAX_PLAYERS; i++)
11176 struct PlayerInfo *player = &stored_player[i];
11178 if (SHIELD_ON(player))
11180 player->shield_normal_time_left--;
11182 if (player->shield_deadly_time_left > 0)
11183 player->shield_deadly_time_left--;
11187 if (!local_player->LevelSolved && !level.use_step_counter)
11195 if (TimeLeft <= 10 && setup.time_limit)
11196 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
11198 /* this does not make sense: game_panel_controls[GAME_PANEL_TIME].value
11199 is reset from other values in UpdateGameDoorValues() -- FIX THIS */
11201 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
11203 if (!TimeLeft && setup.time_limit)
11205 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11206 level.native_em_level->lev->killed_out_of_time = TRUE;
11208 for (i = 0; i < MAX_PLAYERS; i++)
11209 KillPlayer(&stored_player[i]);
11212 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
11214 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
11217 level.native_em_level->lev->time =
11218 (game.no_time_limit ? TimePlayed : TimeLeft);
11221 if (tape.recording || tape.playing)
11222 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
11225 if (tape.recording || tape.playing)
11226 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
11228 UpdateAndDisplayGameControlValues();
11231 void AdvanceFrameAndPlayerCounters(int player_nr)
11235 // advance frame counters (global frame counter and time frame counter)
11239 // advance player counters (counters for move delay, move animation etc.)
11240 for (i = 0; i < MAX_PLAYERS; i++)
11242 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
11243 int move_delay_value = stored_player[i].move_delay_value;
11244 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
11246 if (!advance_player_counters) // not all players may be affected
11249 if (move_frames == 0) // less than one move per game frame
11251 int stepsize = TILEX / move_delay_value;
11252 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
11253 int count = (stored_player[i].is_moving ?
11254 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
11256 if (count % delay == 0)
11260 stored_player[i].Frame += move_frames;
11262 if (stored_player[i].MovPos != 0)
11263 stored_player[i].StepFrame += move_frames;
11265 if (stored_player[i].move_delay > 0)
11266 stored_player[i].move_delay--;
11268 // due to bugs in previous versions, counter must count up, not down
11269 if (stored_player[i].push_delay != -1)
11270 stored_player[i].push_delay++;
11272 if (stored_player[i].drop_delay > 0)
11273 stored_player[i].drop_delay--;
11275 if (stored_player[i].is_dropping_pressed)
11276 stored_player[i].drop_pressed_delay++;
11280 void StartGameActions(boolean init_network_game, boolean record_tape,
11283 unsigned int new_random_seed = InitRND(random_seed);
11286 TapeStartRecording(new_random_seed);
11288 if (init_network_game)
11290 SendToServer_LevelFile();
11291 SendToServer_StartPlaying();
11299 static void GameActionsExt(void)
11302 static unsigned int game_frame_delay = 0;
11304 unsigned int game_frame_delay_value;
11305 byte *recorded_player_action;
11306 byte summarized_player_action = 0;
11307 byte tape_action[MAX_PLAYERS];
11310 // detect endless loops, caused by custom element programming
11311 if (recursion_loop_detected && recursion_loop_depth == 0)
11313 char *message = getStringCat3("Internal Error! Element ",
11314 EL_NAME(recursion_loop_element),
11315 " caused endless loop! Quit the game?");
11317 Error(ERR_WARN, "element '%s' caused endless loop in game engine",
11318 EL_NAME(recursion_loop_element));
11320 RequestQuitGameExt(FALSE, level_editor_test_game, message);
11322 recursion_loop_detected = FALSE; // if game should be continued
11329 if (game.restart_level)
11330 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
11332 CheckLevelSolved();
11334 if (local_player->LevelSolved && !local_player->LevelSolved_GameEnd)
11337 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
11340 if (game_status != GAME_MODE_PLAYING) // status might have changed
11343 game_frame_delay_value =
11344 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
11346 if (tape.playing && tape.warp_forward && !tape.pausing)
11347 game_frame_delay_value = 0;
11349 SetVideoFrameDelay(game_frame_delay_value);
11353 // ---------- main game synchronization point ----------
11355 int skip = WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11357 printf("::: skip == %d\n", skip);
11360 // ---------- main game synchronization point ----------
11362 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
11366 if (network_playing && !network_player_action_received)
11368 // try to get network player actions in time
11370 // last chance to get network player actions without main loop delay
11371 HandleNetworking();
11373 // game was quit by network peer
11374 if (game_status != GAME_MODE_PLAYING)
11377 // check if network player actions still missing and game still running
11378 if (!network_player_action_received && !checkGameEnded())
11379 return; // failed to get network player actions in time
11381 // do not yet reset "network_player_action_received" (for tape.pausing)
11387 // at this point we know that we really continue executing the game
11389 network_player_action_received = FALSE;
11391 // when playing tape, read previously recorded player input from tape data
11392 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
11394 local_player->effective_mouse_action = local_player->mouse_action;
11396 if (recorded_player_action != NULL)
11397 SetMouseActionFromTapeAction(&local_player->effective_mouse_action,
11398 recorded_player_action);
11400 // TapePlayAction() may return NULL when toggling to "pause before death"
11404 if (tape.set_centered_player)
11406 game.centered_player_nr_next = tape.centered_player_nr_next;
11407 game.set_centered_player = TRUE;
11410 for (i = 0; i < MAX_PLAYERS; i++)
11412 summarized_player_action |= stored_player[i].action;
11414 if (!network_playing && (game.team_mode || tape.playing))
11415 stored_player[i].effective_action = stored_player[i].action;
11418 if (network_playing && !checkGameEnded())
11419 SendToServer_MovePlayer(summarized_player_action);
11421 // summarize all actions at local players mapped input device position
11422 // (this allows using different input devices in single player mode)
11423 if (!network.enabled && !game.team_mode)
11424 stored_player[map_player_action[local_player->index_nr]].effective_action =
11425 summarized_player_action;
11427 if (tape.recording &&
11429 setup.input_on_focus &&
11430 game.centered_player_nr != -1)
11432 for (i = 0; i < MAX_PLAYERS; i++)
11433 stored_player[i].effective_action =
11434 (i == game.centered_player_nr ? summarized_player_action : 0);
11437 if (recorded_player_action != NULL)
11438 for (i = 0; i < MAX_PLAYERS; i++)
11439 stored_player[i].effective_action = recorded_player_action[i];
11441 for (i = 0; i < MAX_PLAYERS; i++)
11443 tape_action[i] = stored_player[i].effective_action;
11445 /* (this may happen in the RND game engine if a player was not present on
11446 the playfield on level start, but appeared later from a custom element */
11447 if (setup.team_mode &&
11450 !tape.player_participates[i])
11451 tape.player_participates[i] = TRUE;
11454 SetTapeActionFromMouseAction(tape_action,
11455 &local_player->effective_mouse_action);
11457 // only record actions from input devices, but not programmed actions
11458 if (tape.recording)
11459 TapeRecordAction(tape_action);
11461 #if USE_NEW_PLAYER_ASSIGNMENTS
11462 // !!! also map player actions in single player mode !!!
11463 // if (game.team_mode)
11466 byte mapped_action[MAX_PLAYERS];
11468 #if DEBUG_PLAYER_ACTIONS
11470 for (i = 0; i < MAX_PLAYERS; i++)
11471 printf(" %d, ", stored_player[i].effective_action);
11474 for (i = 0; i < MAX_PLAYERS; i++)
11475 mapped_action[i] = stored_player[map_player_action[i]].effective_action;
11477 for (i = 0; i < MAX_PLAYERS; i++)
11478 stored_player[i].effective_action = mapped_action[i];
11480 #if DEBUG_PLAYER_ACTIONS
11482 for (i = 0; i < MAX_PLAYERS; i++)
11483 printf(" %d, ", stored_player[i].effective_action);
11487 #if DEBUG_PLAYER_ACTIONS
11491 for (i = 0; i < MAX_PLAYERS; i++)
11492 printf(" %d, ", stored_player[i].effective_action);
11498 for (i = 0; i < MAX_PLAYERS; i++)
11500 // allow engine snapshot in case of changed movement attempt
11501 if ((game.snapshot.last_action[i] & KEY_MOTION) !=
11502 (stored_player[i].effective_action & KEY_MOTION))
11503 game.snapshot.changed_action = TRUE;
11505 // allow engine snapshot in case of snapping/dropping attempt
11506 if ((game.snapshot.last_action[i] & KEY_BUTTON) == 0 &&
11507 (stored_player[i].effective_action & KEY_BUTTON) != 0)
11508 game.snapshot.changed_action = TRUE;
11510 game.snapshot.last_action[i] = stored_player[i].effective_action;
11513 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
11515 GameActions_EM_Main();
11517 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
11519 GameActions_SP_Main();
11521 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
11523 GameActions_MM_Main();
11527 GameActions_RND_Main();
11530 BlitScreenToBitmap(backbuffer);
11532 CheckLevelSolved();
11535 AdvanceFrameAndPlayerCounters(-1); // advance counters for all players
11537 if (global.show_frames_per_second)
11539 static unsigned int fps_counter = 0;
11540 static int fps_frames = 0;
11541 unsigned int fps_delay_ms = Counter() - fps_counter;
11545 if (fps_delay_ms >= 500) // calculate FPS every 0.5 seconds
11547 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
11550 fps_counter = Counter();
11552 // always draw FPS to screen after FPS value was updated
11553 redraw_mask |= REDRAW_FPS;
11556 // only draw FPS if no screen areas are deactivated (invisible warp mode)
11557 if (GetDrawDeactivationMask() == REDRAW_NONE)
11558 redraw_mask |= REDRAW_FPS;
11562 static void GameActions_CheckSaveEngineSnapshot(void)
11564 if (!game.snapshot.save_snapshot)
11567 // clear flag for saving snapshot _before_ saving snapshot
11568 game.snapshot.save_snapshot = FALSE;
11570 SaveEngineSnapshotToList();
11573 void GameActions(void)
11577 GameActions_CheckSaveEngineSnapshot();
11580 void GameActions_EM_Main(void)
11582 byte effective_action[MAX_PLAYERS];
11583 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11586 for (i = 0; i < MAX_PLAYERS; i++)
11587 effective_action[i] = stored_player[i].effective_action;
11589 GameActions_EM(effective_action, warp_mode);
11592 void GameActions_SP_Main(void)
11594 byte effective_action[MAX_PLAYERS];
11595 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11598 for (i = 0; i < MAX_PLAYERS; i++)
11599 effective_action[i] = stored_player[i].effective_action;
11601 GameActions_SP(effective_action, warp_mode);
11603 for (i = 0; i < MAX_PLAYERS; i++)
11605 if (stored_player[i].force_dropping)
11606 stored_player[i].action |= KEY_BUTTON_DROP;
11608 stored_player[i].force_dropping = FALSE;
11612 void GameActions_MM_Main(void)
11614 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
11616 GameActions_MM(local_player->effective_mouse_action, warp_mode);
11619 void GameActions_RND_Main(void)
11624 void GameActions_RND(void)
11626 int magic_wall_x = 0, magic_wall_y = 0;
11627 int i, x, y, element, graphic, last_gfx_frame;
11629 InitPlayfieldScanModeVars();
11631 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
11633 SCAN_PLAYFIELD(x, y)
11635 ChangeCount[x][y] = 0;
11636 ChangeEvent[x][y] = -1;
11640 if (game.set_centered_player)
11642 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
11644 // switching to "all players" only possible if all players fit to screen
11645 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
11647 game.centered_player_nr_next = game.centered_player_nr;
11648 game.set_centered_player = FALSE;
11651 // do not switch focus to non-existing (or non-active) player
11652 if (game.centered_player_nr_next >= 0 &&
11653 !stored_player[game.centered_player_nr_next].active)
11655 game.centered_player_nr_next = game.centered_player_nr;
11656 game.set_centered_player = FALSE;
11660 if (game.set_centered_player &&
11661 ScreenMovPos == 0) // screen currently aligned at tile position
11665 if (game.centered_player_nr_next == -1)
11667 setScreenCenteredToAllPlayers(&sx, &sy);
11671 sx = stored_player[game.centered_player_nr_next].jx;
11672 sy = stored_player[game.centered_player_nr_next].jy;
11675 game.centered_player_nr = game.centered_player_nr_next;
11676 game.set_centered_player = FALSE;
11678 DrawRelocateScreen(0, 0, sx, sy, MV_NONE, TRUE, setup.quick_switch);
11679 DrawGameDoorValues();
11682 for (i = 0; i < MAX_PLAYERS; i++)
11684 int actual_player_action = stored_player[i].effective_action;
11687 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
11688 - rnd_equinox_tetrachloride 048
11689 - rnd_equinox_tetrachloride_ii 096
11690 - rnd_emanuel_schmieg 002
11691 - doctor_sloan_ww 001, 020
11693 if (stored_player[i].MovPos == 0)
11694 CheckGravityMovement(&stored_player[i]);
11697 // overwrite programmed action with tape action
11698 if (stored_player[i].programmed_action)
11699 actual_player_action = stored_player[i].programmed_action;
11701 PlayerActions(&stored_player[i], actual_player_action);
11703 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
11706 ScrollScreen(NULL, SCROLL_GO_ON);
11708 /* for backwards compatibility, the following code emulates a fixed bug that
11709 occured when pushing elements (causing elements that just made their last
11710 pushing step to already (if possible) make their first falling step in the
11711 same game frame, which is bad); this code is also needed to use the famous
11712 "spring push bug" which is used in older levels and might be wanted to be
11713 used also in newer levels, but in this case the buggy pushing code is only
11714 affecting the "spring" element and no other elements */
11716 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
11718 for (i = 0; i < MAX_PLAYERS; i++)
11720 struct PlayerInfo *player = &stored_player[i];
11721 int x = player->jx;
11722 int y = player->jy;
11724 if (player->active && player->is_pushing && player->is_moving &&
11726 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
11727 Feld[x][y] == EL_SPRING))
11729 ContinueMoving(x, y);
11731 // continue moving after pushing (this is actually a bug)
11732 if (!IS_MOVING(x, y))
11733 Stop[x][y] = FALSE;
11738 SCAN_PLAYFIELD(x, y)
11740 Last[x][y] = Feld[x][y];
11742 ChangeCount[x][y] = 0;
11743 ChangeEvent[x][y] = -1;
11745 // this must be handled before main playfield loop
11746 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
11749 if (MovDelay[x][y] <= 0)
11753 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
11756 if (MovDelay[x][y] <= 0)
11759 TEST_DrawLevelField(x, y);
11761 TestIfElementTouchesCustomElement(x, y); // for empty space
11766 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
11768 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
11769 printf("GameActions(): This should never happen!\n");
11771 ChangePage[x][y] = -1;
11775 Stop[x][y] = FALSE;
11776 if (WasJustMoving[x][y] > 0)
11777 WasJustMoving[x][y]--;
11778 if (WasJustFalling[x][y] > 0)
11779 WasJustFalling[x][y]--;
11780 if (CheckCollision[x][y] > 0)
11781 CheckCollision[x][y]--;
11782 if (CheckImpact[x][y] > 0)
11783 CheckImpact[x][y]--;
11787 /* reset finished pushing action (not done in ContinueMoving() to allow
11788 continuous pushing animation for elements with zero push delay) */
11789 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
11791 ResetGfxAnimation(x, y);
11792 TEST_DrawLevelField(x, y);
11796 if (IS_BLOCKED(x, y))
11800 Blocked2Moving(x, y, &oldx, &oldy);
11801 if (!IS_MOVING(oldx, oldy))
11803 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
11804 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
11805 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
11806 printf("GameActions(): This should never happen!\n");
11812 SCAN_PLAYFIELD(x, y)
11814 element = Feld[x][y];
11815 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11816 last_gfx_frame = GfxFrame[x][y];
11818 ResetGfxFrame(x, y);
11820 if (GfxFrame[x][y] != last_gfx_frame && !Stop[x][y])
11821 DrawLevelGraphicAnimation(x, y, graphic);
11823 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
11824 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
11825 ResetRandomAnimationValue(x, y);
11827 SetRandomAnimationValue(x, y);
11829 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
11831 if (IS_INACTIVE(element))
11833 if (IS_ANIMATED(graphic))
11834 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11839 // this may take place after moving, so 'element' may have changed
11840 if (IS_CHANGING(x, y) &&
11841 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
11843 int page = element_info[element].event_page_nr[CE_DELAY];
11845 HandleElementChange(x, y, page);
11847 element = Feld[x][y];
11848 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11851 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
11855 element = Feld[x][y];
11856 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
11858 if (IS_ANIMATED(graphic) &&
11859 !IS_MOVING(x, y) &&
11861 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11863 if (IS_GEM(element) || element == EL_SP_INFOTRON)
11864 TEST_DrawTwinkleOnField(x, y);
11866 else if (element == EL_ACID)
11869 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11871 else if ((element == EL_EXIT_OPEN ||
11872 element == EL_EM_EXIT_OPEN ||
11873 element == EL_SP_EXIT_OPEN ||
11874 element == EL_STEEL_EXIT_OPEN ||
11875 element == EL_EM_STEEL_EXIT_OPEN ||
11876 element == EL_SP_TERMINAL ||
11877 element == EL_SP_TERMINAL_ACTIVE ||
11878 element == EL_EXTRA_TIME ||
11879 element == EL_SHIELD_NORMAL ||
11880 element == EL_SHIELD_DEADLY) &&
11881 IS_ANIMATED(graphic))
11882 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11883 else if (IS_MOVING(x, y))
11884 ContinueMoving(x, y);
11885 else if (IS_ACTIVE_BOMB(element))
11886 CheckDynamite(x, y);
11887 else if (element == EL_AMOEBA_GROWING)
11888 AmoebeWaechst(x, y);
11889 else if (element == EL_AMOEBA_SHRINKING)
11890 AmoebaDisappearing(x, y);
11892 #if !USE_NEW_AMOEBA_CODE
11893 else if (IS_AMOEBALIVE(element))
11894 AmoebeAbleger(x, y);
11897 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
11899 else if (element == EL_EXIT_CLOSED)
11901 else if (element == EL_EM_EXIT_CLOSED)
11903 else if (element == EL_STEEL_EXIT_CLOSED)
11904 CheckExitSteel(x, y);
11905 else if (element == EL_EM_STEEL_EXIT_CLOSED)
11906 CheckExitSteelEM(x, y);
11907 else if (element == EL_SP_EXIT_CLOSED)
11909 else if (element == EL_EXPANDABLE_WALL_GROWING ||
11910 element == EL_EXPANDABLE_STEELWALL_GROWING)
11911 MauerWaechst(x, y);
11912 else if (element == EL_EXPANDABLE_WALL ||
11913 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
11914 element == EL_EXPANDABLE_WALL_VERTICAL ||
11915 element == EL_EXPANDABLE_WALL_ANY ||
11916 element == EL_BD_EXPANDABLE_WALL)
11917 MauerAbleger(x, y);
11918 else if (element == EL_EXPANDABLE_STEELWALL_HORIZONTAL ||
11919 element == EL_EXPANDABLE_STEELWALL_VERTICAL ||
11920 element == EL_EXPANDABLE_STEELWALL_ANY)
11921 MauerAblegerStahl(x, y);
11922 else if (element == EL_FLAMES)
11923 CheckForDragon(x, y);
11924 else if (element == EL_EXPLOSION)
11925 ; // drawing of correct explosion animation is handled separately
11926 else if (element == EL_ELEMENT_SNAPPING ||
11927 element == EL_DIAGONAL_SHRINKING ||
11928 element == EL_DIAGONAL_GROWING)
11930 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
11932 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11934 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
11935 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
11937 if (IS_BELT_ACTIVE(element))
11938 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
11940 if (game.magic_wall_active)
11942 int jx = local_player->jx, jy = local_player->jy;
11944 // play the element sound at the position nearest to the player
11945 if ((element == EL_MAGIC_WALL_FULL ||
11946 element == EL_MAGIC_WALL_ACTIVE ||
11947 element == EL_MAGIC_WALL_EMPTYING ||
11948 element == EL_BD_MAGIC_WALL_FULL ||
11949 element == EL_BD_MAGIC_WALL_ACTIVE ||
11950 element == EL_BD_MAGIC_WALL_EMPTYING ||
11951 element == EL_DC_MAGIC_WALL_FULL ||
11952 element == EL_DC_MAGIC_WALL_ACTIVE ||
11953 element == EL_DC_MAGIC_WALL_EMPTYING) &&
11954 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
11962 #if USE_NEW_AMOEBA_CODE
11963 // new experimental amoeba growth stuff
11964 if (!(FrameCounter % 8))
11966 static unsigned int random = 1684108901;
11968 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
11970 x = RND(lev_fieldx);
11971 y = RND(lev_fieldy);
11972 element = Feld[x][y];
11974 if (!IS_PLAYER(x,y) &&
11975 (element == EL_EMPTY ||
11976 CAN_GROW_INTO(element) ||
11977 element == EL_QUICKSAND_EMPTY ||
11978 element == EL_QUICKSAND_FAST_EMPTY ||
11979 element == EL_ACID_SPLASH_LEFT ||
11980 element == EL_ACID_SPLASH_RIGHT))
11982 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
11983 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
11984 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
11985 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
11986 Feld[x][y] = EL_AMOEBA_DROP;
11989 random = random * 129 + 1;
11994 game.explosions_delayed = FALSE;
11996 SCAN_PLAYFIELD(x, y)
11998 element = Feld[x][y];
12000 if (ExplodeField[x][y])
12001 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
12002 else if (element == EL_EXPLOSION)
12003 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
12005 ExplodeField[x][y] = EX_TYPE_NONE;
12008 game.explosions_delayed = TRUE;
12010 if (game.magic_wall_active)
12012 if (!(game.magic_wall_time_left % 4))
12014 int element = Feld[magic_wall_x][magic_wall_y];
12016 if (element == EL_BD_MAGIC_WALL_FULL ||
12017 element == EL_BD_MAGIC_WALL_ACTIVE ||
12018 element == EL_BD_MAGIC_WALL_EMPTYING)
12019 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
12020 else if (element == EL_DC_MAGIC_WALL_FULL ||
12021 element == EL_DC_MAGIC_WALL_ACTIVE ||
12022 element == EL_DC_MAGIC_WALL_EMPTYING)
12023 PlayLevelSound(magic_wall_x, magic_wall_y, SND_DC_MAGIC_WALL_ACTIVE);
12025 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
12028 if (game.magic_wall_time_left > 0)
12030 game.magic_wall_time_left--;
12032 if (!game.magic_wall_time_left)
12034 SCAN_PLAYFIELD(x, y)
12036 element = Feld[x][y];
12038 if (element == EL_MAGIC_WALL_ACTIVE ||
12039 element == EL_MAGIC_WALL_FULL)
12041 Feld[x][y] = EL_MAGIC_WALL_DEAD;
12042 TEST_DrawLevelField(x, y);
12044 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
12045 element == EL_BD_MAGIC_WALL_FULL)
12047 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
12048 TEST_DrawLevelField(x, y);
12050 else if (element == EL_DC_MAGIC_WALL_ACTIVE ||
12051 element == EL_DC_MAGIC_WALL_FULL)
12053 Feld[x][y] = EL_DC_MAGIC_WALL_DEAD;
12054 TEST_DrawLevelField(x, y);
12058 game.magic_wall_active = FALSE;
12063 if (game.light_time_left > 0)
12065 game.light_time_left--;
12067 if (game.light_time_left == 0)
12068 RedrawAllLightSwitchesAndInvisibleElements();
12071 if (game.timegate_time_left > 0)
12073 game.timegate_time_left--;
12075 if (game.timegate_time_left == 0)
12076 CloseAllOpenTimegates();
12079 if (game.lenses_time_left > 0)
12081 game.lenses_time_left--;
12083 if (game.lenses_time_left == 0)
12084 RedrawAllInvisibleElementsForLenses();
12087 if (game.magnify_time_left > 0)
12089 game.magnify_time_left--;
12091 if (game.magnify_time_left == 0)
12092 RedrawAllInvisibleElementsForMagnifier();
12095 for (i = 0; i < MAX_PLAYERS; i++)
12097 struct PlayerInfo *player = &stored_player[i];
12099 if (SHIELD_ON(player))
12101 if (player->shield_deadly_time_left)
12102 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
12103 else if (player->shield_normal_time_left)
12104 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
12108 #if USE_DELAYED_GFX_REDRAW
12109 SCAN_PLAYFIELD(x, y)
12111 if (GfxRedraw[x][y] != GFX_REDRAW_NONE)
12113 /* !!! PROBLEM: THIS REDRAWS THE PLAYFIELD _AFTER_ THE SCAN, BUT TILES
12114 !!! MAY HAVE CHANGED AFTER BEING DRAWN DURING PLAYFIELD SCAN !!! */
12116 if (GfxRedraw[x][y] & GFX_REDRAW_TILE)
12117 DrawLevelField(x, y);
12119 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED)
12120 DrawLevelFieldCrumbled(x, y);
12122 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_CRUMBLED_NEIGHBOURS)
12123 DrawLevelFieldCrumbledNeighbours(x, y);
12125 if (GfxRedraw[x][y] & GFX_REDRAW_TILE_TWINKLED)
12126 DrawTwinkleOnField(x, y);
12129 GfxRedraw[x][y] = GFX_REDRAW_NONE;
12134 PlayAllPlayersSound();
12136 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
12138 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
12140 local_player->show_envelope = 0;
12143 // use random number generator in every frame to make it less predictable
12144 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12148 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
12150 int min_x = x, min_y = y, max_x = x, max_y = y;
12153 for (i = 0; i < MAX_PLAYERS; i++)
12155 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12157 if (!stored_player[i].active || &stored_player[i] == player)
12160 min_x = MIN(min_x, jx);
12161 min_y = MIN(min_y, jy);
12162 max_x = MAX(max_x, jx);
12163 max_y = MAX(max_y, jy);
12166 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
12169 static boolean AllPlayersInVisibleScreen(void)
12173 for (i = 0; i < MAX_PLAYERS; i++)
12175 int jx = stored_player[i].jx, jy = stored_player[i].jy;
12177 if (!stored_player[i].active)
12180 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12187 void ScrollLevel(int dx, int dy)
12189 int scroll_offset = 2 * TILEX_VAR;
12192 BlitBitmap(drawto_field, drawto_field,
12193 FX + TILEX_VAR * (dx == -1) - scroll_offset,
12194 FY + TILEY_VAR * (dy == -1) - scroll_offset,
12195 SXSIZE - TILEX_VAR * (dx != 0) + 2 * scroll_offset,
12196 SYSIZE - TILEY_VAR * (dy != 0) + 2 * scroll_offset,
12197 FX + TILEX_VAR * (dx == 1) - scroll_offset,
12198 FY + TILEY_VAR * (dy == 1) - scroll_offset);
12202 x = (dx == 1 ? BX1 : BX2);
12203 for (y = BY1; y <= BY2; y++)
12204 DrawScreenField(x, y);
12209 y = (dy == 1 ? BY1 : BY2);
12210 for (x = BX1; x <= BX2; x++)
12211 DrawScreenField(x, y);
12214 redraw_mask |= REDRAW_FIELD;
12217 static boolean canFallDown(struct PlayerInfo *player)
12219 int jx = player->jx, jy = player->jy;
12221 return (IN_LEV_FIELD(jx, jy + 1) &&
12222 (IS_FREE(jx, jy + 1) ||
12223 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
12224 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
12225 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
12228 static boolean canPassField(int x, int y, int move_dir)
12230 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12231 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12232 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12233 int nextx = x + dx;
12234 int nexty = y + dy;
12235 int element = Feld[x][y];
12237 return (IS_PASSABLE_FROM(element, opposite_dir) &&
12238 !CAN_MOVE(element) &&
12239 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
12240 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
12241 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
12244 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
12246 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
12247 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
12248 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
12252 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
12253 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
12254 (IS_DIGGABLE(Feld[newx][newy]) ||
12255 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
12256 canPassField(newx, newy, move_dir)));
12259 static void CheckGravityMovement(struct PlayerInfo *player)
12261 if (player->gravity && !player->programmed_action)
12263 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
12264 int move_dir_vertical = player->effective_action & MV_VERTICAL;
12265 boolean player_is_snapping = (player->effective_action & JOY_BUTTON_1);
12266 int jx = player->jx, jy = player->jy;
12267 boolean player_is_moving_to_valid_field =
12268 (!player_is_snapping &&
12269 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
12270 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
12271 boolean player_can_fall_down = canFallDown(player);
12273 if (player_can_fall_down &&
12274 !player_is_moving_to_valid_field)
12275 player->programmed_action = MV_DOWN;
12279 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
12281 return CheckGravityMovement(player);
12283 if (player->gravity && !player->programmed_action)
12285 int jx = player->jx, jy = player->jy;
12286 boolean field_under_player_is_free =
12287 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
12288 boolean player_is_standing_on_valid_field =
12289 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
12290 (IS_WALKABLE(Feld[jx][jy]) &&
12291 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
12293 if (field_under_player_is_free && !player_is_standing_on_valid_field)
12294 player->programmed_action = MV_DOWN;
12299 MovePlayerOneStep()
12300 -----------------------------------------------------------------------------
12301 dx, dy: direction (non-diagonal) to try to move the player to
12302 real_dx, real_dy: direction as read from input device (can be diagonal)
12305 boolean MovePlayerOneStep(struct PlayerInfo *player,
12306 int dx, int dy, int real_dx, int real_dy)
12308 int jx = player->jx, jy = player->jy;
12309 int new_jx = jx + dx, new_jy = jy + dy;
12311 boolean player_can_move = !player->cannot_move;
12313 if (!player->active || (!dx && !dy))
12314 return MP_NO_ACTION;
12316 player->MovDir = (dx < 0 ? MV_LEFT :
12317 dx > 0 ? MV_RIGHT :
12319 dy > 0 ? MV_DOWN : MV_NONE);
12321 if (!IN_LEV_FIELD(new_jx, new_jy))
12322 return MP_NO_ACTION;
12324 if (!player_can_move)
12326 if (player->MovPos == 0)
12328 player->is_moving = FALSE;
12329 player->is_digging = FALSE;
12330 player->is_collecting = FALSE;
12331 player->is_snapping = FALSE;
12332 player->is_pushing = FALSE;
12336 if (!network.enabled && game.centered_player_nr == -1 &&
12337 !AllPlayersInSight(player, new_jx, new_jy))
12338 return MP_NO_ACTION;
12340 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
12341 if (can_move != MP_MOVING)
12344 // check if DigField() has caused relocation of the player
12345 if (player->jx != jx || player->jy != jy)
12346 return MP_NO_ACTION; // <-- !!! CHECK THIS [-> MP_ACTION ?] !!!
12348 StorePlayer[jx][jy] = 0;
12349 player->last_jx = jx;
12350 player->last_jy = jy;
12351 player->jx = new_jx;
12352 player->jy = new_jy;
12353 StorePlayer[new_jx][new_jy] = player->element_nr;
12355 if (player->move_delay_value_next != -1)
12357 player->move_delay_value = player->move_delay_value_next;
12358 player->move_delay_value_next = -1;
12362 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
12364 player->step_counter++;
12366 PlayerVisit[jx][jy] = FrameCounter;
12368 player->is_moving = TRUE;
12371 // should better be called in MovePlayer(), but this breaks some tapes
12372 ScrollPlayer(player, SCROLL_INIT);
12378 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
12380 int jx = player->jx, jy = player->jy;
12381 int old_jx = jx, old_jy = jy;
12382 int moved = MP_NO_ACTION;
12384 if (!player->active)
12389 if (player->MovPos == 0)
12391 player->is_moving = FALSE;
12392 player->is_digging = FALSE;
12393 player->is_collecting = FALSE;
12394 player->is_snapping = FALSE;
12395 player->is_pushing = FALSE;
12401 if (player->move_delay > 0)
12404 player->move_delay = -1; // set to "uninitialized" value
12406 // store if player is automatically moved to next field
12407 player->is_auto_moving = (player->programmed_action != MV_NONE);
12409 // remove the last programmed player action
12410 player->programmed_action = 0;
12412 if (player->MovPos)
12414 // should only happen if pre-1.2 tape recordings are played
12415 // this is only for backward compatibility
12417 int original_move_delay_value = player->move_delay_value;
12420 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%d]\n",
12424 // scroll remaining steps with finest movement resolution
12425 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
12427 while (player->MovPos)
12429 ScrollPlayer(player, SCROLL_GO_ON);
12430 ScrollScreen(NULL, SCROLL_GO_ON);
12432 AdvanceFrameAndPlayerCounters(player->index_nr);
12435 BackToFront_WithFrameDelay(0);
12438 player->move_delay_value = original_move_delay_value;
12441 player->is_active = FALSE;
12443 if (player->last_move_dir & MV_HORIZONTAL)
12445 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
12446 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
12450 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
12451 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
12454 if (!moved && !player->is_active)
12456 player->is_moving = FALSE;
12457 player->is_digging = FALSE;
12458 player->is_collecting = FALSE;
12459 player->is_snapping = FALSE;
12460 player->is_pushing = FALSE;
12466 if (moved & MP_MOVING && !ScreenMovPos &&
12467 (player->index_nr == game.centered_player_nr ||
12468 game.centered_player_nr == -1))
12470 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
12471 int offset = game.scroll_delay_value;
12473 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
12475 // actual player has left the screen -- scroll in that direction
12476 if (jx != old_jx) // player has moved horizontally
12477 scroll_x += (jx - old_jx);
12478 else // player has moved vertically
12479 scroll_y += (jy - old_jy);
12483 if (jx != old_jx) // player has moved horizontally
12485 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
12486 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
12487 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
12489 // don't scroll over playfield boundaries
12490 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
12491 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
12493 // don't scroll more than one field at a time
12494 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
12496 // don't scroll against the player's moving direction
12497 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
12498 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
12499 scroll_x = old_scroll_x;
12501 else // player has moved vertically
12503 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
12504 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
12505 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
12507 // don't scroll over playfield boundaries
12508 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
12509 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
12511 // don't scroll more than one field at a time
12512 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
12514 // don't scroll against the player's moving direction
12515 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
12516 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
12517 scroll_y = old_scroll_y;
12521 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
12523 if (!network.enabled && game.centered_player_nr == -1 &&
12524 !AllPlayersInVisibleScreen())
12526 scroll_x = old_scroll_x;
12527 scroll_y = old_scroll_y;
12531 ScrollScreen(player, SCROLL_INIT);
12532 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
12537 player->StepFrame = 0;
12539 if (moved & MP_MOVING)
12541 if (old_jx != jx && old_jy == jy)
12542 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
12543 else if (old_jx == jx && old_jy != jy)
12544 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
12546 TEST_DrawLevelField(jx, jy); // for "crumbled sand"
12548 player->last_move_dir = player->MovDir;
12549 player->is_moving = TRUE;
12550 player->is_snapping = FALSE;
12551 player->is_switching = FALSE;
12552 player->is_dropping = FALSE;
12553 player->is_dropping_pressed = FALSE;
12554 player->drop_pressed_delay = 0;
12557 // should better be called here than above, but this breaks some tapes
12558 ScrollPlayer(player, SCROLL_INIT);
12563 CheckGravityMovementWhenNotMoving(player);
12565 player->is_moving = FALSE;
12567 /* at this point, the player is allowed to move, but cannot move right now
12568 (e.g. because of something blocking the way) -- ensure that the player
12569 is also allowed to move in the next frame (in old versions before 3.1.1,
12570 the player was forced to wait again for eight frames before next try) */
12572 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
12573 player->move_delay = 0; // allow direct movement in the next frame
12576 if (player->move_delay == -1) // not yet initialized by DigField()
12577 player->move_delay = player->move_delay_value;
12579 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12581 TestIfPlayerTouchesBadThing(jx, jy);
12582 TestIfPlayerTouchesCustomElement(jx, jy);
12585 if (!player->active)
12586 RemovePlayer(player);
12591 void ScrollPlayer(struct PlayerInfo *player, int mode)
12593 int jx = player->jx, jy = player->jy;
12594 int last_jx = player->last_jx, last_jy = player->last_jy;
12595 int move_stepsize = TILEX / player->move_delay_value;
12597 if (!player->active)
12600 if (player->MovPos == 0 && mode == SCROLL_GO_ON) // player not moving
12603 if (mode == SCROLL_INIT)
12605 player->actual_frame_counter = FrameCounter;
12606 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12608 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
12609 Feld[last_jx][last_jy] == EL_EMPTY)
12611 int last_field_block_delay = 0; // start with no blocking at all
12612 int block_delay_adjustment = player->block_delay_adjustment;
12614 // if player blocks last field, add delay for exactly one move
12615 if (player->block_last_field)
12617 last_field_block_delay += player->move_delay_value;
12619 // when blocking enabled, prevent moving up despite gravity
12620 if (player->gravity && player->MovDir == MV_UP)
12621 block_delay_adjustment = -1;
12624 // add block delay adjustment (also possible when not blocking)
12625 last_field_block_delay += block_delay_adjustment;
12627 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
12628 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
12631 if (player->MovPos != 0) // player has not yet reached destination
12634 else if (!FrameReached(&player->actual_frame_counter, 1))
12637 if (player->MovPos != 0)
12639 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
12640 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
12642 // before DrawPlayer() to draw correct player graphic for this case
12643 if (player->MovPos == 0)
12644 CheckGravityMovement(player);
12647 if (player->MovPos == 0) // player reached destination field
12649 if (player->move_delay_reset_counter > 0)
12651 player->move_delay_reset_counter--;
12653 if (player->move_delay_reset_counter == 0)
12655 // continue with normal speed after quickly moving through gate
12656 HALVE_PLAYER_SPEED(player);
12658 // be able to make the next move without delay
12659 player->move_delay = 0;
12663 player->last_jx = jx;
12664 player->last_jy = jy;
12666 if (Feld[jx][jy] == EL_EXIT_OPEN ||
12667 Feld[jx][jy] == EL_EM_EXIT_OPEN ||
12668 Feld[jx][jy] == EL_EM_EXIT_OPENING ||
12669 Feld[jx][jy] == EL_STEEL_EXIT_OPEN ||
12670 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPEN ||
12671 Feld[jx][jy] == EL_EM_STEEL_EXIT_OPENING ||
12672 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
12673 Feld[jx][jy] == EL_SP_EXIT_OPENING) // <-- special case
12675 ExitPlayer(player);
12677 if ((local_player->friends_still_needed == 0 ||
12678 IS_SP_ELEMENT(Feld[jx][jy])) &&
12680 PlayerWins(local_player);
12683 // this breaks one level: "machine", level 000
12685 int move_direction = player->MovDir;
12686 int enter_side = MV_DIR_OPPOSITE(move_direction);
12687 int leave_side = move_direction;
12688 int old_jx = last_jx;
12689 int old_jy = last_jy;
12690 int old_element = Feld[old_jx][old_jy];
12691 int new_element = Feld[jx][jy];
12693 if (IS_CUSTOM_ELEMENT(old_element))
12694 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
12696 player->index_bit, leave_side);
12698 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
12699 CE_PLAYER_LEAVES_X,
12700 player->index_bit, leave_side);
12702 if (IS_CUSTOM_ELEMENT(new_element))
12703 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
12704 player->index_bit, enter_side);
12706 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
12707 CE_PLAYER_ENTERS_X,
12708 player->index_bit, enter_side);
12710 CheckTriggeredElementChangeBySide(jx, jy, player->initial_element,
12711 CE_MOVE_OF_X, move_direction);
12714 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12716 TestIfPlayerTouchesBadThing(jx, jy);
12717 TestIfPlayerTouchesCustomElement(jx, jy);
12719 /* needed because pushed element has not yet reached its destination,
12720 so it would trigger a change event at its previous field location */
12721 if (!player->is_pushing)
12722 TestIfElementTouchesCustomElement(jx, jy); // for empty space
12724 if (!player->active)
12725 RemovePlayer(player);
12728 if (!local_player->LevelSolved && level.use_step_counter)
12738 if (TimeLeft <= 10 && setup.time_limit)
12739 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
12741 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
12743 DisplayGameControlValues();
12745 if (!TimeLeft && setup.time_limit)
12746 for (i = 0; i < MAX_PLAYERS; i++)
12747 KillPlayer(&stored_player[i]);
12749 else if (game.no_time_limit && !AllPlayersGone) // level w/o time limit
12751 game_panel_controls[GAME_PANEL_TIME].value = TimePlayed;
12753 DisplayGameControlValues();
12757 if (tape.single_step && tape.recording && !tape.pausing &&
12758 !player->programmed_action)
12759 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
12761 if (!player->programmed_action)
12762 CheckSaveEngineSnapshot(player);
12766 void ScrollScreen(struct PlayerInfo *player, int mode)
12768 static unsigned int screen_frame_counter = 0;
12770 if (mode == SCROLL_INIT)
12772 // set scrolling step size according to actual player's moving speed
12773 ScrollStepSize = TILEX / player->move_delay_value;
12775 screen_frame_counter = FrameCounter;
12776 ScreenMovDir = player->MovDir;
12777 ScreenMovPos = player->MovPos;
12778 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12781 else if (!FrameReached(&screen_frame_counter, 1))
12786 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
12787 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
12788 redraw_mask |= REDRAW_FIELD;
12791 ScreenMovDir = MV_NONE;
12794 void TestIfPlayerTouchesCustomElement(int x, int y)
12796 static int xy[4][2] =
12803 static int trigger_sides[4][2] =
12805 // center side border side
12806 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12807 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12808 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12809 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12811 static int touch_dir[4] =
12813 MV_LEFT | MV_RIGHT,
12818 int center_element = Feld[x][y]; // should always be non-moving!
12821 for (i = 0; i < NUM_DIRECTIONS; i++)
12823 int xx = x + xy[i][0];
12824 int yy = y + xy[i][1];
12825 int center_side = trigger_sides[i][0];
12826 int border_side = trigger_sides[i][1];
12827 int border_element;
12829 if (!IN_LEV_FIELD(xx, yy))
12832 if (IS_PLAYER(x, y)) // player found at center element
12834 struct PlayerInfo *player = PLAYERINFO(x, y);
12836 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12837 border_element = Feld[xx][yy]; // may be moving!
12838 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12839 border_element = Feld[xx][yy];
12840 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12841 border_element = MovingOrBlocked2Element(xx, yy);
12843 continue; // center and border element do not touch
12845 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
12846 player->index_bit, border_side);
12847 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
12848 CE_PLAYER_TOUCHES_X,
12849 player->index_bit, border_side);
12852 /* use player element that is initially defined in the level playfield,
12853 not the player element that corresponds to the runtime player number
12854 (example: a level that contains EL_PLAYER_3 as the only player would
12855 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12856 int player_element = PLAYERINFO(x, y)->initial_element;
12858 CheckElementChangeBySide(xx, yy, border_element, player_element,
12859 CE_TOUCHING_X, border_side);
12862 else if (IS_PLAYER(xx, yy)) // player found at border element
12864 struct PlayerInfo *player = PLAYERINFO(xx, yy);
12866 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
12868 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
12869 continue; // center and border element do not touch
12872 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
12873 player->index_bit, center_side);
12874 CheckTriggeredElementChangeByPlayer(x, y, center_element,
12875 CE_PLAYER_TOUCHES_X,
12876 player->index_bit, center_side);
12879 /* use player element that is initially defined in the level playfield,
12880 not the player element that corresponds to the runtime player number
12881 (example: a level that contains EL_PLAYER_3 as the only player would
12882 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12883 int player_element = PLAYERINFO(xx, yy)->initial_element;
12885 CheckElementChangeBySide(x, y, center_element, player_element,
12886 CE_TOUCHING_X, center_side);
12894 void TestIfElementTouchesCustomElement(int x, int y)
12896 static int xy[4][2] =
12903 static int trigger_sides[4][2] =
12905 // center side border side
12906 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, // check top
12907 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, // check left
12908 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, // check right
12909 { CH_SIDE_BOTTOM, CH_SIDE_TOP } // check bottom
12911 static int touch_dir[4] =
12913 MV_LEFT | MV_RIGHT,
12918 boolean change_center_element = FALSE;
12919 int center_element = Feld[x][y]; // should always be non-moving!
12920 int border_element_old[NUM_DIRECTIONS];
12923 for (i = 0; i < NUM_DIRECTIONS; i++)
12925 int xx = x + xy[i][0];
12926 int yy = y + xy[i][1];
12927 int border_element;
12929 border_element_old[i] = -1;
12931 if (!IN_LEV_FIELD(xx, yy))
12934 if (game.engine_version < VERSION_IDENT(3,0,7,0))
12935 border_element = Feld[xx][yy]; // may be moving!
12936 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
12937 border_element = Feld[xx][yy];
12938 else if (MovDir[xx][yy] & touch_dir[i]) // elements are touching
12939 border_element = MovingOrBlocked2Element(xx, yy);
12941 continue; // center and border element do not touch
12943 border_element_old[i] = border_element;
12946 for (i = 0; i < NUM_DIRECTIONS; i++)
12948 int xx = x + xy[i][0];
12949 int yy = y + xy[i][1];
12950 int center_side = trigger_sides[i][0];
12951 int border_element = border_element_old[i];
12953 if (border_element == -1)
12956 // check for change of border element
12957 CheckElementChangeBySide(xx, yy, border_element, center_element,
12958 CE_TOUCHING_X, center_side);
12960 // (center element cannot be player, so we dont have to check this here)
12963 for (i = 0; i < NUM_DIRECTIONS; i++)
12965 int xx = x + xy[i][0];
12966 int yy = y + xy[i][1];
12967 int border_side = trigger_sides[i][1];
12968 int border_element = border_element_old[i];
12970 if (border_element == -1)
12973 // check for change of center element (but change it only once)
12974 if (!change_center_element)
12975 change_center_element =
12976 CheckElementChangeBySide(x, y, center_element, border_element,
12977 CE_TOUCHING_X, border_side);
12979 if (IS_PLAYER(xx, yy))
12981 /* use player element that is initially defined in the level playfield,
12982 not the player element that corresponds to the runtime player number
12983 (example: a level that contains EL_PLAYER_3 as the only player would
12984 incorrectly give EL_PLAYER_1 for "player->element_nr") */
12985 int player_element = PLAYERINFO(xx, yy)->initial_element;
12987 CheckElementChangeBySide(x, y, center_element, player_element,
12988 CE_TOUCHING_X, border_side);
12993 void TestIfElementHitsCustomElement(int x, int y, int direction)
12995 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
12996 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
12997 int hitx = x + dx, hity = y + dy;
12998 int hitting_element = Feld[x][y];
12999 int touched_element;
13001 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
13004 touched_element = (IN_LEV_FIELD(hitx, hity) ?
13005 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
13007 if (IN_LEV_FIELD(hitx, hity))
13009 int opposite_direction = MV_DIR_OPPOSITE(direction);
13010 int hitting_side = direction;
13011 int touched_side = opposite_direction;
13012 boolean object_hit = (!IS_MOVING(hitx, hity) ||
13013 MovDir[hitx][hity] != direction ||
13014 ABS(MovPos[hitx][hity]) <= TILEY / 2);
13020 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13021 CE_HITTING_X, touched_side);
13023 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13024 CE_HIT_BY_X, hitting_side);
13026 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
13027 CE_HIT_BY_SOMETHING, opposite_direction);
13029 if (IS_PLAYER(hitx, hity))
13031 /* use player element that is initially defined in the level playfield,
13032 not the player element that corresponds to the runtime player number
13033 (example: a level that contains EL_PLAYER_3 as the only player would
13034 incorrectly give EL_PLAYER_1 for "player->element_nr") */
13035 int player_element = PLAYERINFO(hitx, hity)->initial_element;
13037 CheckElementChangeBySide(x, y, hitting_element, player_element,
13038 CE_HITTING_X, touched_side);
13043 // "hitting something" is also true when hitting the playfield border
13044 CheckElementChangeBySide(x, y, hitting_element, touched_element,
13045 CE_HITTING_SOMETHING, direction);
13048 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
13050 int i, kill_x = -1, kill_y = -1;
13052 int bad_element = -1;
13053 static int test_xy[4][2] =
13060 static int test_dir[4] =
13068 for (i = 0; i < NUM_DIRECTIONS; i++)
13070 int test_x, test_y, test_move_dir, test_element;
13072 test_x = good_x + test_xy[i][0];
13073 test_y = good_y + test_xy[i][1];
13075 if (!IN_LEV_FIELD(test_x, test_y))
13079 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13081 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
13083 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13084 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13086 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
13087 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
13091 bad_element = test_element;
13097 if (kill_x != -1 || kill_y != -1)
13099 if (IS_PLAYER(good_x, good_y))
13101 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
13103 if (player->shield_deadly_time_left > 0 &&
13104 !IS_INDESTRUCTIBLE(bad_element))
13105 Bang(kill_x, kill_y);
13106 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
13107 KillPlayer(player);
13110 Bang(good_x, good_y);
13114 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
13116 int i, kill_x = -1, kill_y = -1;
13117 int bad_element = Feld[bad_x][bad_y];
13118 static int test_xy[4][2] =
13125 static int touch_dir[4] =
13127 MV_LEFT | MV_RIGHT,
13132 static int test_dir[4] =
13140 if (bad_element == EL_EXPLOSION) // skip just exploding bad things
13143 for (i = 0; i < NUM_DIRECTIONS; i++)
13145 int test_x, test_y, test_move_dir, test_element;
13147 test_x = bad_x + test_xy[i][0];
13148 test_y = bad_y + test_xy[i][1];
13150 if (!IN_LEV_FIELD(test_x, test_y))
13154 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13156 test_element = Feld[test_x][test_y];
13158 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
13159 2nd case: DONT_TOUCH style bad thing does not move away from good thing
13161 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
13162 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
13164 // good thing is player or penguin that does not move away
13165 if (IS_PLAYER(test_x, test_y))
13167 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13169 if (bad_element == EL_ROBOT && player->is_moving)
13170 continue; // robot does not kill player if he is moving
13172 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
13174 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
13175 continue; // center and border element do not touch
13183 else if (test_element == EL_PENGUIN)
13193 if (kill_x != -1 || kill_y != -1)
13195 if (IS_PLAYER(kill_x, kill_y))
13197 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13199 if (player->shield_deadly_time_left > 0 &&
13200 !IS_INDESTRUCTIBLE(bad_element))
13201 Bang(bad_x, bad_y);
13202 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13203 KillPlayer(player);
13206 Bang(kill_x, kill_y);
13210 void TestIfGoodThingGetsHitByBadThing(int bad_x, int bad_y, int bad_move_dir)
13212 int bad_element = Feld[bad_x][bad_y];
13213 int dx = (bad_move_dir == MV_LEFT ? -1 : bad_move_dir == MV_RIGHT ? +1 : 0);
13214 int dy = (bad_move_dir == MV_UP ? -1 : bad_move_dir == MV_DOWN ? +1 : 0);
13215 int test_x = bad_x + dx, test_y = bad_y + dy;
13216 int test_move_dir, test_element;
13217 int kill_x = -1, kill_y = -1;
13219 if (!IN_LEV_FIELD(test_x, test_y))
13223 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
13225 test_element = Feld[test_x][test_y];
13227 if (test_move_dir != bad_move_dir)
13229 // good thing can be player or penguin that does not move away
13230 if (IS_PLAYER(test_x, test_y))
13232 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
13234 /* (note: in comparison to DONT_RUN_TO and DONT_TOUCH, also handle the
13235 player as being hit when he is moving towards the bad thing, because
13236 the "get hit by" condition would be lost after the player stops) */
13237 if (player->MovPos != 0 && player->MovDir == bad_move_dir)
13238 return; // player moves away from bad thing
13243 else if (test_element == EL_PENGUIN)
13250 if (kill_x != -1 || kill_y != -1)
13252 if (IS_PLAYER(kill_x, kill_y))
13254 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
13256 if (player->shield_deadly_time_left > 0 &&
13257 !IS_INDESTRUCTIBLE(bad_element))
13258 Bang(bad_x, bad_y);
13259 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
13260 KillPlayer(player);
13263 Bang(kill_x, kill_y);
13267 void TestIfPlayerTouchesBadThing(int x, int y)
13269 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13272 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
13274 TestIfGoodThingHitsBadThing(x, y, move_dir);
13277 void TestIfBadThingTouchesPlayer(int x, int y)
13279 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13282 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
13284 TestIfBadThingHitsGoodThing(x, y, move_dir);
13287 void TestIfFriendTouchesBadThing(int x, int y)
13289 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
13292 void TestIfBadThingTouchesFriend(int x, int y)
13294 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
13297 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
13299 int i, kill_x = bad_x, kill_y = bad_y;
13300 static int xy[4][2] =
13308 for (i = 0; i < NUM_DIRECTIONS; i++)
13312 x = bad_x + xy[i][0];
13313 y = bad_y + xy[i][1];
13314 if (!IN_LEV_FIELD(x, y))
13317 element = Feld[x][y];
13318 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
13319 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
13327 if (kill_x != bad_x || kill_y != bad_y)
13328 Bang(bad_x, bad_y);
13331 void KillPlayer(struct PlayerInfo *player)
13333 int jx = player->jx, jy = player->jy;
13335 if (!player->active)
13339 printf("::: 0: killed == %d, active == %d, reanimated == %d\n",
13340 player->killed, player->active, player->reanimated);
13343 /* the following code was introduced to prevent an infinite loop when calling
13345 -> CheckTriggeredElementChangeExt()
13346 -> ExecuteCustomElementAction()
13348 -> (infinitely repeating the above sequence of function calls)
13349 which occurs when killing the player while having a CE with the setting
13350 "kill player X when explosion of <player X>"; the solution using a new
13351 field "player->killed" was chosen for backwards compatibility, although
13352 clever use of the fields "player->active" etc. would probably also work */
13354 if (player->killed)
13358 player->killed = TRUE;
13360 // remove accessible field at the player's position
13361 Feld[jx][jy] = EL_EMPTY;
13363 // deactivate shield (else Bang()/Explode() would not work right)
13364 player->shield_normal_time_left = 0;
13365 player->shield_deadly_time_left = 0;
13368 printf("::: 1: killed == %d, active == %d, reanimated == %d\n",
13369 player->killed, player->active, player->reanimated);
13375 printf("::: 2: killed == %d, active == %d, reanimated == %d\n",
13376 player->killed, player->active, player->reanimated);
13379 if (player->reanimated) // killed player may have been reanimated
13380 player->killed = player->reanimated = FALSE;
13382 BuryPlayer(player);
13385 static void KillPlayerUnlessEnemyProtected(int x, int y)
13387 if (!PLAYER_ENEMY_PROTECTED(x, y))
13388 KillPlayer(PLAYERINFO(x, y));
13391 static void KillPlayerUnlessExplosionProtected(int x, int y)
13393 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
13394 KillPlayer(PLAYERINFO(x, y));
13397 void BuryPlayer(struct PlayerInfo *player)
13399 int jx = player->jx, jy = player->jy;
13401 if (!player->active)
13404 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
13405 PlayLevelSound(jx, jy, SND_GAME_LOSING);
13407 player->GameOver = TRUE;
13408 RemovePlayer(player);
13411 void RemovePlayer(struct PlayerInfo *player)
13413 int jx = player->jx, jy = player->jy;
13414 int i, found = FALSE;
13416 player->present = FALSE;
13417 player->active = FALSE;
13419 if (!ExplodeField[jx][jy])
13420 StorePlayer[jx][jy] = 0;
13422 if (player->is_moving)
13423 TEST_DrawLevelField(player->last_jx, player->last_jy);
13425 for (i = 0; i < MAX_PLAYERS; i++)
13426 if (stored_player[i].active)
13430 AllPlayersGone = TRUE;
13436 void ExitPlayer(struct PlayerInfo *player)
13438 DrawPlayer(player); // needed here only to cleanup last field
13439 RemovePlayer(player);
13441 if (local_player->players_still_needed > 0)
13442 local_player->players_still_needed--;
13444 // also set if some players not yet gone, but not needed to solve level
13445 if (local_player->players_still_needed == 0)
13446 AllPlayersGone = TRUE;
13449 static void setFieldForSnapping(int x, int y, int element, int direction)
13451 struct ElementInfo *ei = &element_info[element];
13452 int direction_bit = MV_DIR_TO_BIT(direction);
13453 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
13454 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
13455 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
13457 Feld[x][y] = EL_ELEMENT_SNAPPING;
13458 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
13460 ResetGfxAnimation(x, y);
13462 GfxElement[x][y] = element;
13463 GfxAction[x][y] = action;
13464 GfxDir[x][y] = direction;
13465 GfxFrame[x][y] = -1;
13469 =============================================================================
13470 checkDiagonalPushing()
13471 -----------------------------------------------------------------------------
13472 check if diagonal input device direction results in pushing of object
13473 (by checking if the alternative direction is walkable, diggable, ...)
13474 =============================================================================
13477 static boolean checkDiagonalPushing(struct PlayerInfo *player,
13478 int x, int y, int real_dx, int real_dy)
13480 int jx, jy, dx, dy, xx, yy;
13482 if (real_dx == 0 || real_dy == 0) // no diagonal direction => push
13485 // diagonal direction: check alternative direction
13490 xx = jx + (dx == 0 ? real_dx : 0);
13491 yy = jy + (dy == 0 ? real_dy : 0);
13493 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
13497 =============================================================================
13499 -----------------------------------------------------------------------------
13500 x, y: field next to player (non-diagonal) to try to dig to
13501 real_dx, real_dy: direction as read from input device (can be diagonal)
13502 =============================================================================
13505 static int DigField(struct PlayerInfo *player,
13506 int oldx, int oldy, int x, int y,
13507 int real_dx, int real_dy, int mode)
13509 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
13510 boolean player_was_pushing = player->is_pushing;
13511 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
13512 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
13513 int jx = oldx, jy = oldy;
13514 int dx = x - jx, dy = y - jy;
13515 int nextx = x + dx, nexty = y + dy;
13516 int move_direction = (dx == -1 ? MV_LEFT :
13517 dx == +1 ? MV_RIGHT :
13519 dy == +1 ? MV_DOWN : MV_NONE);
13520 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
13521 int dig_side = MV_DIR_OPPOSITE(move_direction);
13522 int old_element = Feld[jx][jy];
13523 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
13526 if (is_player) // function can also be called by EL_PENGUIN
13528 if (player->MovPos == 0)
13530 player->is_digging = FALSE;
13531 player->is_collecting = FALSE;
13534 if (player->MovPos == 0) // last pushing move finished
13535 player->is_pushing = FALSE;
13537 if (mode == DF_NO_PUSH) // player just stopped pushing
13539 player->is_switching = FALSE;
13540 player->push_delay = -1;
13542 return MP_NO_ACTION;
13546 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
13547 old_element = Back[jx][jy];
13549 // in case of element dropped at player position, check background
13550 else if (Back[jx][jy] != EL_EMPTY &&
13551 game.engine_version >= VERSION_IDENT(2,2,0,0))
13552 old_element = Back[jx][jy];
13554 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
13555 return MP_NO_ACTION; // field has no opening in this direction
13557 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
13558 return MP_NO_ACTION; // field has no opening in this direction
13560 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
13564 Feld[jx][jy] = player->artwork_element;
13565 InitMovingField(jx, jy, MV_DOWN);
13566 Store[jx][jy] = EL_ACID;
13567 ContinueMoving(jx, jy);
13568 BuryPlayer(player);
13570 return MP_DONT_RUN_INTO;
13573 if (player_can_move && DONT_RUN_INTO(element))
13575 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
13577 return MP_DONT_RUN_INTO;
13580 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
13581 return MP_NO_ACTION;
13583 collect_count = element_info[element].collect_count_initial;
13585 if (!is_player && !IS_COLLECTIBLE(element)) // penguin cannot collect it
13586 return MP_NO_ACTION;
13588 if (game.engine_version < VERSION_IDENT(2,2,0,0))
13589 player_can_move = player_can_move_or_snap;
13591 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
13592 game.engine_version >= VERSION_IDENT(2,2,0,0))
13594 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
13595 player->index_bit, dig_side);
13596 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13597 player->index_bit, dig_side);
13599 if (element == EL_DC_LANDMINE)
13602 if (Feld[x][y] != element) // field changed by snapping
13605 return MP_NO_ACTION;
13608 if (player->gravity && is_player && !player->is_auto_moving &&
13609 canFallDown(player) && move_direction != MV_DOWN &&
13610 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
13611 return MP_NO_ACTION; // player cannot walk here due to gravity
13613 if (player_can_move &&
13614 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
13616 int sound_element = SND_ELEMENT(element);
13617 int sound_action = ACTION_WALKING;
13619 if (IS_RND_GATE(element))
13621 if (!player->key[RND_GATE_NR(element)])
13622 return MP_NO_ACTION;
13624 else if (IS_RND_GATE_GRAY(element))
13626 if (!player->key[RND_GATE_GRAY_NR(element)])
13627 return MP_NO_ACTION;
13629 else if (IS_RND_GATE_GRAY_ACTIVE(element))
13631 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
13632 return MP_NO_ACTION;
13634 else if (element == EL_EXIT_OPEN ||
13635 element == EL_EM_EXIT_OPEN ||
13636 element == EL_EM_EXIT_OPENING ||
13637 element == EL_STEEL_EXIT_OPEN ||
13638 element == EL_EM_STEEL_EXIT_OPEN ||
13639 element == EL_EM_STEEL_EXIT_OPENING ||
13640 element == EL_SP_EXIT_OPEN ||
13641 element == EL_SP_EXIT_OPENING)
13643 sound_action = ACTION_PASSING; // player is passing exit
13645 else if (element == EL_EMPTY)
13647 sound_action = ACTION_MOVING; // nothing to walk on
13650 // play sound from background or player, whatever is available
13651 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
13652 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
13654 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
13656 else if (player_can_move &&
13657 IS_PASSABLE(element) && canPassField(x, y, move_direction))
13659 if (!ACCESS_FROM(element, opposite_direction))
13660 return MP_NO_ACTION; // field not accessible from this direction
13662 if (CAN_MOVE(element)) // only fixed elements can be passed!
13663 return MP_NO_ACTION;
13665 if (IS_EM_GATE(element))
13667 if (!player->key[EM_GATE_NR(element)])
13668 return MP_NO_ACTION;
13670 else if (IS_EM_GATE_GRAY(element))
13672 if (!player->key[EM_GATE_GRAY_NR(element)])
13673 return MP_NO_ACTION;
13675 else if (IS_EM_GATE_GRAY_ACTIVE(element))
13677 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
13678 return MP_NO_ACTION;
13680 else if (IS_EMC_GATE(element))
13682 if (!player->key[EMC_GATE_NR(element)])
13683 return MP_NO_ACTION;
13685 else if (IS_EMC_GATE_GRAY(element))
13687 if (!player->key[EMC_GATE_GRAY_NR(element)])
13688 return MP_NO_ACTION;
13690 else if (IS_EMC_GATE_GRAY_ACTIVE(element))
13692 if (!player->key[EMC_GATE_GRAY_ACTIVE_NR(element)])
13693 return MP_NO_ACTION;
13695 else if (element == EL_DC_GATE_WHITE ||
13696 element == EL_DC_GATE_WHITE_GRAY ||
13697 element == EL_DC_GATE_WHITE_GRAY_ACTIVE)
13699 if (player->num_white_keys == 0)
13700 return MP_NO_ACTION;
13702 player->num_white_keys--;
13704 else if (IS_SP_PORT(element))
13706 if (element == EL_SP_GRAVITY_PORT_LEFT ||
13707 element == EL_SP_GRAVITY_PORT_RIGHT ||
13708 element == EL_SP_GRAVITY_PORT_UP ||
13709 element == EL_SP_GRAVITY_PORT_DOWN)
13710 player->gravity = !player->gravity;
13711 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
13712 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
13713 element == EL_SP_GRAVITY_ON_PORT_UP ||
13714 element == EL_SP_GRAVITY_ON_PORT_DOWN)
13715 player->gravity = TRUE;
13716 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
13717 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
13718 element == EL_SP_GRAVITY_OFF_PORT_UP ||
13719 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
13720 player->gravity = FALSE;
13723 // automatically move to the next field with double speed
13724 player->programmed_action = move_direction;
13726 if (player->move_delay_reset_counter == 0)
13728 player->move_delay_reset_counter = 2; // two double speed steps
13730 DOUBLE_PLAYER_SPEED(player);
13733 PlayLevelSoundAction(x, y, ACTION_PASSING);
13735 else if (player_can_move_or_snap && IS_DIGGABLE(element))
13739 if (mode != DF_SNAP)
13741 GfxElement[x][y] = GFX_ELEMENT(element);
13742 player->is_digging = TRUE;
13745 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
13747 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
13748 player->index_bit, dig_side);
13750 if (mode == DF_SNAP)
13752 if (level.block_snap_field)
13753 setFieldForSnapping(x, y, element, move_direction);
13755 TestIfElementTouchesCustomElement(x, y); // for empty space
13757 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13758 player->index_bit, dig_side);
13761 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
13765 if (is_player && mode != DF_SNAP)
13767 GfxElement[x][y] = element;
13768 player->is_collecting = TRUE;
13771 if (element == EL_SPEED_PILL)
13773 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
13775 else if (element == EL_EXTRA_TIME && level.time > 0)
13777 TimeLeft += level.extra_time;
13779 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
13781 DisplayGameControlValues();
13783 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
13785 player->shield_normal_time_left += level.shield_normal_time;
13786 if (element == EL_SHIELD_DEADLY)
13787 player->shield_deadly_time_left += level.shield_deadly_time;
13789 else if (element == EL_DYNAMITE ||
13790 element == EL_EM_DYNAMITE ||
13791 element == EL_SP_DISK_RED)
13793 if (player->inventory_size < MAX_INVENTORY_SIZE)
13794 player->inventory_element[player->inventory_size++] = element;
13796 DrawGameDoorValues();
13798 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
13800 player->dynabomb_count++;
13801 player->dynabombs_left++;
13803 else if (element == EL_DYNABOMB_INCREASE_SIZE)
13805 player->dynabomb_size++;
13807 else if (element == EL_DYNABOMB_INCREASE_POWER)
13809 player->dynabomb_xl = TRUE;
13811 else if (IS_KEY(element))
13813 player->key[KEY_NR(element)] = TRUE;
13815 DrawGameDoorValues();
13817 else if (element == EL_DC_KEY_WHITE)
13819 player->num_white_keys++;
13821 // display white keys?
13822 // DrawGameDoorValues();
13824 else if (IS_ENVELOPE(element))
13826 player->show_envelope = element;
13828 else if (element == EL_EMC_LENSES)
13830 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
13832 RedrawAllInvisibleElementsForLenses();
13834 else if (element == EL_EMC_MAGNIFIER)
13836 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
13838 RedrawAllInvisibleElementsForMagnifier();
13840 else if (IS_DROPPABLE(element) ||
13841 IS_THROWABLE(element)) // can be collected and dropped
13845 if (collect_count == 0)
13846 player->inventory_infinite_element = element;
13848 for (i = 0; i < collect_count; i++)
13849 if (player->inventory_size < MAX_INVENTORY_SIZE)
13850 player->inventory_element[player->inventory_size++] = element;
13852 DrawGameDoorValues();
13854 else if (collect_count > 0)
13856 local_player->gems_still_needed -= collect_count;
13857 if (local_player->gems_still_needed < 0)
13858 local_player->gems_still_needed = 0;
13860 game.snapshot.collected_item = TRUE;
13862 game_panel_controls[GAME_PANEL_GEMS].value = local_player->gems_still_needed;
13864 DisplayGameControlValues();
13867 RaiseScoreElement(element);
13868 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
13871 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
13872 player->index_bit, dig_side);
13874 if (mode == DF_SNAP)
13876 if (level.block_snap_field)
13877 setFieldForSnapping(x, y, element, move_direction);
13879 TestIfElementTouchesCustomElement(x, y); // for empty space
13881 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
13882 player->index_bit, dig_side);
13885 else if (player_can_move_or_snap && IS_PUSHABLE(element))
13887 if (mode == DF_SNAP && element != EL_BD_ROCK)
13888 return MP_NO_ACTION;
13890 if (CAN_FALL(element) && dy)
13891 return MP_NO_ACTION;
13893 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
13894 !(element == EL_SPRING && level.use_spring_bug))
13895 return MP_NO_ACTION;
13897 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
13898 ((move_direction & MV_VERTICAL &&
13899 ((element_info[element].move_pattern & MV_LEFT &&
13900 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
13901 (element_info[element].move_pattern & MV_RIGHT &&
13902 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
13903 (move_direction & MV_HORIZONTAL &&
13904 ((element_info[element].move_pattern & MV_UP &&
13905 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
13906 (element_info[element].move_pattern & MV_DOWN &&
13907 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
13908 return MP_NO_ACTION;
13910 // do not push elements already moving away faster than player
13911 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
13912 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
13913 return MP_NO_ACTION;
13915 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
13917 if (player->push_delay_value == -1 || !player_was_pushing)
13918 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13920 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13922 if (player->push_delay_value == -1)
13923 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13925 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
13927 if (!player->is_pushing)
13928 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
13931 player->is_pushing = TRUE;
13932 player->is_active = TRUE;
13934 if (!(IN_LEV_FIELD(nextx, nexty) &&
13935 (IS_FREE(nextx, nexty) ||
13936 (IS_SB_ELEMENT(element) &&
13937 Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY) ||
13938 (IS_CUSTOM_ELEMENT(element) &&
13939 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty)))))
13940 return MP_NO_ACTION;
13942 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
13943 return MP_NO_ACTION;
13945 if (player->push_delay == -1) // new pushing; restart delay
13946 player->push_delay = 0;
13948 if (player->push_delay < player->push_delay_value &&
13949 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
13950 element != EL_SPRING && element != EL_BALLOON)
13952 // make sure that there is no move delay before next try to push
13953 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
13954 player->move_delay = 0;
13956 return MP_NO_ACTION;
13959 if (IS_CUSTOM_ELEMENT(element) &&
13960 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, nextx, nexty))
13962 if (!DigFieldByCE(nextx, nexty, element))
13963 return MP_NO_ACTION;
13966 if (IS_SB_ELEMENT(element))
13968 boolean sokoban_task_solved = FALSE;
13970 if (element == EL_SOKOBAN_FIELD_FULL)
13972 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
13974 IncrementPlayerSokobanFieldsNeeded(local_player);
13975 IncrementPlayerSokobanObjectsNeeded(local_player);
13978 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
13980 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
13982 DecrementPlayerSokobanFieldsNeeded(local_player);
13983 DecrementPlayerSokobanObjectsNeeded(local_player);
13985 // sokoban object was pushed from empty field to sokoban field
13986 if (Back[x][y] == EL_EMPTY)
13987 sokoban_task_solved = TRUE;
13990 Feld[x][y] = EL_SOKOBAN_OBJECT;
13992 if (Back[x][y] == Back[nextx][nexty])
13993 PlayLevelSoundAction(x, y, ACTION_PUSHING);
13994 else if (Back[x][y] != 0)
13995 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
13998 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
14001 if (sokoban_task_solved &&
14002 local_player->sokoban_fields_still_needed == 0 &&
14003 local_player->sokoban_objects_still_needed == 0 &&
14004 (game.emulation == EMU_SOKOBAN || level.auto_exit_sokoban))
14006 local_player->players_still_needed = 0;
14008 PlayerWins(local_player);
14010 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
14014 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14016 InitMovingField(x, y, move_direction);
14017 GfxAction[x][y] = ACTION_PUSHING;
14019 if (mode == DF_SNAP)
14020 ContinueMoving(x, y);
14022 MovPos[x][y] = (dx != 0 ? dx : dy);
14024 Pushed[x][y] = TRUE;
14025 Pushed[nextx][nexty] = TRUE;
14027 if (game.engine_version < VERSION_IDENT(2,2,0,7))
14028 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
14030 player->push_delay_value = -1; // get new value later
14032 // check for element change _after_ element has been pushed
14033 if (game.use_change_when_pushing_bug)
14035 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
14036 player->index_bit, dig_side);
14037 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
14038 player->index_bit, dig_side);
14041 else if (IS_SWITCHABLE(element))
14043 if (PLAYER_SWITCHING(player, x, y))
14045 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14046 player->index_bit, dig_side);
14051 player->is_switching = TRUE;
14052 player->switch_x = x;
14053 player->switch_y = y;
14055 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14057 if (element == EL_ROBOT_WHEEL)
14059 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
14063 game.robot_wheel_active = TRUE;
14065 TEST_DrawLevelField(x, y);
14067 else if (element == EL_SP_TERMINAL)
14071 SCAN_PLAYFIELD(xx, yy)
14073 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
14077 else if (Feld[xx][yy] == EL_SP_TERMINAL)
14079 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
14081 ResetGfxAnimation(xx, yy);
14082 TEST_DrawLevelField(xx, yy);
14086 else if (IS_BELT_SWITCH(element))
14088 ToggleBeltSwitch(x, y);
14090 else if (element == EL_SWITCHGATE_SWITCH_UP ||
14091 element == EL_SWITCHGATE_SWITCH_DOWN ||
14092 element == EL_DC_SWITCHGATE_SWITCH_UP ||
14093 element == EL_DC_SWITCHGATE_SWITCH_DOWN)
14095 ToggleSwitchgateSwitch(x, y);
14097 else if (element == EL_LIGHT_SWITCH ||
14098 element == EL_LIGHT_SWITCH_ACTIVE)
14100 ToggleLightSwitch(x, y);
14102 else if (element == EL_TIMEGATE_SWITCH ||
14103 element == EL_DC_TIMEGATE_SWITCH)
14105 ActivateTimegateSwitch(x, y);
14107 else if (element == EL_BALLOON_SWITCH_LEFT ||
14108 element == EL_BALLOON_SWITCH_RIGHT ||
14109 element == EL_BALLOON_SWITCH_UP ||
14110 element == EL_BALLOON_SWITCH_DOWN ||
14111 element == EL_BALLOON_SWITCH_NONE ||
14112 element == EL_BALLOON_SWITCH_ANY)
14114 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
14115 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
14116 element == EL_BALLOON_SWITCH_UP ? MV_UP :
14117 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
14118 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
14121 else if (element == EL_LAMP)
14123 Feld[x][y] = EL_LAMP_ACTIVE;
14124 local_player->lights_still_needed--;
14126 ResetGfxAnimation(x, y);
14127 TEST_DrawLevelField(x, y);
14129 else if (element == EL_TIME_ORB_FULL)
14131 Feld[x][y] = EL_TIME_ORB_EMPTY;
14133 if (level.time > 0 || level.use_time_orb_bug)
14135 TimeLeft += level.time_orb_time;
14136 game.no_time_limit = FALSE;
14138 game_panel_controls[GAME_PANEL_TIME].value = TimeLeft;
14140 DisplayGameControlValues();
14143 ResetGfxAnimation(x, y);
14144 TEST_DrawLevelField(x, y);
14146 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
14147 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14151 game.ball_state = !game.ball_state;
14153 SCAN_PLAYFIELD(xx, yy)
14155 int e = Feld[xx][yy];
14157 if (game.ball_state)
14159 if (e == EL_EMC_MAGIC_BALL)
14160 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
14161 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
14162 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
14166 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
14167 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
14168 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
14169 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
14174 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14175 player->index_bit, dig_side);
14177 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14178 player->index_bit, dig_side);
14180 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14181 player->index_bit, dig_side);
14187 if (!PLAYER_SWITCHING(player, x, y))
14189 player->is_switching = TRUE;
14190 player->switch_x = x;
14191 player->switch_y = y;
14193 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
14194 player->index_bit, dig_side);
14195 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
14196 player->index_bit, dig_side);
14198 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
14199 player->index_bit, dig_side);
14200 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
14201 player->index_bit, dig_side);
14204 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
14205 player->index_bit, dig_side);
14206 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
14207 player->index_bit, dig_side);
14209 return MP_NO_ACTION;
14212 player->push_delay = -1;
14214 if (is_player) // function can also be called by EL_PENGUIN
14216 if (Feld[x][y] != element) // really digged/collected something
14218 player->is_collecting = !player->is_digging;
14219 player->is_active = TRUE;
14226 static boolean DigFieldByCE(int x, int y, int digging_element)
14228 int element = Feld[x][y];
14230 if (!IS_FREE(x, y))
14232 int action = (IS_DIGGABLE(element) ? ACTION_DIGGING :
14233 IS_COLLECTIBLE(element) ? ACTION_COLLECTING :
14236 // no element can dig solid indestructible elements
14237 if (IS_INDESTRUCTIBLE(element) &&
14238 !IS_DIGGABLE(element) &&
14239 !IS_COLLECTIBLE(element))
14242 if (AmoebaNr[x][y] &&
14243 (element == EL_AMOEBA_FULL ||
14244 element == EL_BD_AMOEBA ||
14245 element == EL_AMOEBA_GROWING))
14247 AmoebaCnt[AmoebaNr[x][y]]--;
14248 AmoebaCnt2[AmoebaNr[x][y]]--;
14251 if (IS_MOVING(x, y))
14252 RemoveMovingField(x, y);
14256 TEST_DrawLevelField(x, y);
14259 // if digged element was about to explode, prevent the explosion
14260 ExplodeField[x][y] = EX_TYPE_NONE;
14262 PlayLevelSoundAction(x, y, action);
14265 Store[x][y] = EL_EMPTY;
14267 // this makes it possible to leave the removed element again
14268 if (IS_EQUAL_OR_IN_GROUP(element, MOVE_ENTER_EL(digging_element)))
14269 Store[x][y] = element;
14274 static boolean SnapField(struct PlayerInfo *player, int dx, int dy)
14276 int jx = player->jx, jy = player->jy;
14277 int x = jx + dx, y = jy + dy;
14278 int snap_direction = (dx == -1 ? MV_LEFT :
14279 dx == +1 ? MV_RIGHT :
14281 dy == +1 ? MV_DOWN : MV_NONE);
14282 boolean can_continue_snapping = (level.continuous_snapping &&
14283 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
14285 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
14288 if (!player->active || !IN_LEV_FIELD(x, y))
14296 if (player->MovPos == 0)
14297 player->is_pushing = FALSE;
14299 player->is_snapping = FALSE;
14301 if (player->MovPos == 0)
14303 player->is_moving = FALSE;
14304 player->is_digging = FALSE;
14305 player->is_collecting = FALSE;
14311 // prevent snapping with already pressed snap key when not allowed
14312 if (player->is_snapping && !can_continue_snapping)
14315 player->MovDir = snap_direction;
14317 if (player->MovPos == 0)
14319 player->is_moving = FALSE;
14320 player->is_digging = FALSE;
14321 player->is_collecting = FALSE;
14324 player->is_dropping = FALSE;
14325 player->is_dropping_pressed = FALSE;
14326 player->drop_pressed_delay = 0;
14328 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
14331 player->is_snapping = TRUE;
14332 player->is_active = TRUE;
14334 if (player->MovPos == 0)
14336 player->is_moving = FALSE;
14337 player->is_digging = FALSE;
14338 player->is_collecting = FALSE;
14341 if (player->MovPos != 0) // prevent graphic bugs in versions < 2.2.0
14342 TEST_DrawLevelField(player->last_jx, player->last_jy);
14344 TEST_DrawLevelField(x, y);
14349 static boolean DropElement(struct PlayerInfo *player)
14351 int old_element, new_element;
14352 int dropx = player->jx, dropy = player->jy;
14353 int drop_direction = player->MovDir;
14354 int drop_side = drop_direction;
14355 int drop_element = get_next_dropped_element(player);
14357 /* do not drop an element on top of another element; when holding drop key
14358 pressed without moving, dropped element must move away before the next
14359 element can be dropped (this is especially important if the next element
14360 is dynamite, which can be placed on background for historical reasons) */
14361 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
14364 if (IS_THROWABLE(drop_element))
14366 dropx += GET_DX_FROM_DIR(drop_direction);
14367 dropy += GET_DY_FROM_DIR(drop_direction);
14369 if (!IN_LEV_FIELD(dropx, dropy))
14373 old_element = Feld[dropx][dropy]; // old element at dropping position
14374 new_element = drop_element; // default: no change when dropping
14376 // check if player is active, not moving and ready to drop
14377 if (!player->active || player->MovPos || player->drop_delay > 0)
14380 // check if player has anything that can be dropped
14381 if (new_element == EL_UNDEFINED)
14384 // only set if player has anything that can be dropped
14385 player->is_dropping_pressed = TRUE;
14387 // check if drop key was pressed long enough for EM style dynamite
14388 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
14391 // check if anything can be dropped at the current position
14392 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
14395 // collected custom elements can only be dropped on empty fields
14396 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
14399 if (old_element != EL_EMPTY)
14400 Back[dropx][dropy] = old_element; // store old element on this field
14402 ResetGfxAnimation(dropx, dropy);
14403 ResetRandomAnimationValue(dropx, dropy);
14405 if (player->inventory_size > 0 ||
14406 player->inventory_infinite_element != EL_UNDEFINED)
14408 if (player->inventory_size > 0)
14410 player->inventory_size--;
14412 DrawGameDoorValues();
14414 if (new_element == EL_DYNAMITE)
14415 new_element = EL_DYNAMITE_ACTIVE;
14416 else if (new_element == EL_EM_DYNAMITE)
14417 new_element = EL_EM_DYNAMITE_ACTIVE;
14418 else if (new_element == EL_SP_DISK_RED)
14419 new_element = EL_SP_DISK_RED_ACTIVE;
14422 Feld[dropx][dropy] = new_element;
14424 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14425 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14426 el2img(Feld[dropx][dropy]), 0);
14428 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14430 // needed if previous element just changed to "empty" in the last frame
14431 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14433 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
14434 player->index_bit, drop_side);
14435 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
14437 player->index_bit, drop_side);
14439 TestIfElementTouchesCustomElement(dropx, dropy);
14441 else // player is dropping a dyna bomb
14443 player->dynabombs_left--;
14445 Feld[dropx][dropy] = new_element;
14447 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
14448 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
14449 el2img(Feld[dropx][dropy]), 0);
14451 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
14454 if (Feld[dropx][dropy] == new_element) // uninitialized unless CE change
14455 InitField_WithBug1(dropx, dropy, FALSE);
14457 new_element = Feld[dropx][dropy]; // element might have changed
14459 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
14460 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
14462 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
14463 MovDir[dropx][dropy] = drop_direction;
14465 ChangeCount[dropx][dropy] = 0; // allow at least one more change
14467 // do not cause impact style collision by dropping elements that can fall
14468 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
14471 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
14472 player->is_dropping = TRUE;
14474 player->drop_pressed_delay = 0;
14475 player->is_dropping_pressed = FALSE;
14477 player->drop_x = dropx;
14478 player->drop_y = dropy;
14483 // ----------------------------------------------------------------------------
14484 // game sound playing functions
14485 // ----------------------------------------------------------------------------
14487 static int *loop_sound_frame = NULL;
14488 static int *loop_sound_volume = NULL;
14490 void InitPlayLevelSound(void)
14492 int num_sounds = getSoundListSize();
14494 checked_free(loop_sound_frame);
14495 checked_free(loop_sound_volume);
14497 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
14498 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
14501 static void PlayLevelSound(int x, int y, int nr)
14503 int sx = SCREENX(x), sy = SCREENY(y);
14504 int volume, stereo_position;
14505 int max_distance = 8;
14506 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
14508 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
14509 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
14512 if (!IN_LEV_FIELD(x, y) ||
14513 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
14514 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
14517 volume = SOUND_MAX_VOLUME;
14519 if (!IN_SCR_FIELD(sx, sy))
14521 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
14522 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
14524 volume -= volume * (dx > dy ? dx : dy) / max_distance;
14527 stereo_position = (SOUND_MAX_LEFT +
14528 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
14529 (SCR_FIELDX + 2 * max_distance));
14531 if (IS_LOOP_SOUND(nr))
14533 /* This assures that quieter loop sounds do not overwrite louder ones,
14534 while restarting sound volume comparison with each new game frame. */
14536 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
14539 loop_sound_volume[nr] = volume;
14540 loop_sound_frame[nr] = FrameCounter;
14543 PlaySoundExt(nr, volume, stereo_position, type);
14546 static void PlayLevelSoundNearest(int x, int y, int sound_action)
14548 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
14549 x > LEVELX(BX2) ? LEVELX(BX2) : x,
14550 y < LEVELY(BY1) ? LEVELY(BY1) :
14551 y > LEVELY(BY2) ? LEVELY(BY2) : y,
14555 static void PlayLevelSoundAction(int x, int y, int action)
14557 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
14560 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
14562 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14564 if (sound_effect != SND_UNDEFINED)
14565 PlayLevelSound(x, y, sound_effect);
14568 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
14571 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
14573 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14574 PlayLevelSound(x, y, sound_effect);
14577 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
14579 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14581 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14582 PlayLevelSound(x, y, sound_effect);
14585 static void StopLevelSoundActionIfLoop(int x, int y, int action)
14587 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
14589 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
14590 StopSound(sound_effect);
14593 static int getLevelMusicNr(void)
14595 if (levelset.music[level_nr] != MUS_UNDEFINED)
14596 return levelset.music[level_nr]; // from config file
14598 return MAP_NOCONF_MUSIC(level_nr); // from music dir
14601 static void FadeLevelSounds(void)
14606 static void FadeLevelMusic(void)
14608 int music_nr = getLevelMusicNr();
14609 char *curr_music = getCurrentlyPlayingMusicFilename();
14610 char *next_music = getMusicInfoEntryFilename(music_nr);
14612 if (!strEqual(curr_music, next_music))
14616 void FadeLevelSoundsAndMusic(void)
14622 static void PlayLevelMusic(void)
14624 int music_nr = getLevelMusicNr();
14625 char *curr_music = getCurrentlyPlayingMusicFilename();
14626 char *next_music = getMusicInfoEntryFilename(music_nr);
14628 if (!strEqual(curr_music, next_music))
14629 PlayMusicLoop(music_nr);
14632 void PlayLevelSound_EM(int xx, int yy, int element_em, int sample)
14634 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
14635 int offset = (BorderElement == EL_STEELWALL ? 1 : 0);
14636 int x = xx - 1 - offset;
14637 int y = yy - 1 - offset;
14642 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
14646 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14650 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14654 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14658 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14662 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14666 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14669 case SAMPLE_android_clone:
14670 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14673 case SAMPLE_android_move:
14674 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14677 case SAMPLE_spring:
14678 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14682 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
14686 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
14689 case SAMPLE_eater_eat:
14690 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14694 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
14697 case SAMPLE_collect:
14698 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
14701 case SAMPLE_diamond:
14702 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14705 case SAMPLE_squash:
14706 // !!! CHECK THIS !!!
14708 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
14710 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
14714 case SAMPLE_wonderfall:
14715 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
14719 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
14723 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
14727 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
14731 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
14735 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14739 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
14742 case SAMPLE_wonder:
14743 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14747 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14750 case SAMPLE_exit_open:
14751 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
14754 case SAMPLE_exit_leave:
14755 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
14758 case SAMPLE_dynamite:
14759 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
14763 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14767 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
14771 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
14775 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
14779 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
14783 PlaySound(SND_GAME_RUNNING_OUT_OF_TIME);
14787 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
14792 void PlayLevelSound_SP(int xx, int yy, int element_sp, int action_sp)
14794 int element = map_element_SP_to_RND(element_sp);
14795 int action = map_action_SP_to_RND(action_sp);
14796 int offset = (setup.sp_show_border_elements ? 0 : 1);
14797 int x = xx - offset;
14798 int y = yy - offset;
14800 PlayLevelSoundElementAction(x, y, element, action);
14803 void PlayLevelSound_MM(int xx, int yy, int element_mm, int action_mm)
14805 int element = map_element_MM_to_RND(element_mm);
14806 int action = map_action_MM_to_RND(action_mm);
14808 int x = xx - offset;
14809 int y = yy - offset;
14811 if (!IS_MM_ELEMENT(element))
14812 element = EL_MM_DEFAULT;
14814 PlayLevelSoundElementAction(x, y, element, action);
14817 void PlaySound_MM(int sound_mm)
14819 int sound = map_sound_MM_to_RND(sound_mm);
14821 if (sound == SND_UNDEFINED)
14827 void PlaySoundLoop_MM(int sound_mm)
14829 int sound = map_sound_MM_to_RND(sound_mm);
14831 if (sound == SND_UNDEFINED)
14834 PlaySoundLoop(sound);
14837 void StopSound_MM(int sound_mm)
14839 int sound = map_sound_MM_to_RND(sound_mm);
14841 if (sound == SND_UNDEFINED)
14847 void RaiseScore(int value)
14849 local_player->score += value;
14851 game_panel_controls[GAME_PANEL_SCORE].value = local_player->score;
14853 DisplayGameControlValues();
14856 void RaiseScoreElement(int element)
14861 case EL_BD_DIAMOND:
14862 case EL_EMERALD_YELLOW:
14863 case EL_EMERALD_RED:
14864 case EL_EMERALD_PURPLE:
14865 case EL_SP_INFOTRON:
14866 RaiseScore(level.score[SC_EMERALD]);
14869 RaiseScore(level.score[SC_DIAMOND]);
14872 RaiseScore(level.score[SC_CRYSTAL]);
14875 RaiseScore(level.score[SC_PEARL]);
14878 case EL_BD_BUTTERFLY:
14879 case EL_SP_ELECTRON:
14880 RaiseScore(level.score[SC_BUG]);
14883 case EL_BD_FIREFLY:
14884 case EL_SP_SNIKSNAK:
14885 RaiseScore(level.score[SC_SPACESHIP]);
14888 case EL_DARK_YAMYAM:
14889 RaiseScore(level.score[SC_YAMYAM]);
14892 RaiseScore(level.score[SC_ROBOT]);
14895 RaiseScore(level.score[SC_PACMAN]);
14898 RaiseScore(level.score[SC_NUT]);
14901 case EL_EM_DYNAMITE:
14902 case EL_SP_DISK_RED:
14903 case EL_DYNABOMB_INCREASE_NUMBER:
14904 case EL_DYNABOMB_INCREASE_SIZE:
14905 case EL_DYNABOMB_INCREASE_POWER:
14906 RaiseScore(level.score[SC_DYNAMITE]);
14908 case EL_SHIELD_NORMAL:
14909 case EL_SHIELD_DEADLY:
14910 RaiseScore(level.score[SC_SHIELD]);
14912 case EL_EXTRA_TIME:
14913 RaiseScore(level.extra_time_score);
14927 case EL_DC_KEY_WHITE:
14928 RaiseScore(level.score[SC_KEY]);
14931 RaiseScore(element_info[element].collect_score);
14936 void RequestQuitGameExt(boolean skip_request, boolean quick_quit, char *message)
14938 if (skip_request || Request(message, REQ_ASK | REQ_STAY_CLOSED))
14940 // closing door required in case of envelope style request dialogs
14942 CloseDoor(DOOR_CLOSE_1);
14944 if (network.enabled)
14945 SendToServer_StopPlaying(NETWORK_STOP_BY_PLAYER);
14949 FadeSkipNextFadeIn();
14951 SetGameStatus(GAME_MODE_MAIN);
14956 else // continue playing the game
14958 if (tape.playing && tape.deactivate_display)
14959 TapeDeactivateDisplayOff(TRUE);
14961 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
14963 if (tape.playing && tape.deactivate_display)
14964 TapeDeactivateDisplayOn();
14968 void RequestQuitGame(boolean ask_if_really_quit)
14970 boolean quick_quit = (!ask_if_really_quit || level_editor_test_game);
14971 boolean skip_request = AllPlayersGone || quick_quit;
14973 RequestQuitGameExt(skip_request, quick_quit,
14974 "Do you really want to quit the game?");
14977 void RequestRestartGame(char *message)
14979 game.restart_game_message = NULL;
14981 boolean has_started_game = hasStartedNetworkGame();
14982 int request_mode = (has_started_game ? REQ_ASK : REQ_CONFIRM);
14984 if (Request(message, request_mode | REQ_STAY_CLOSED) && has_started_game)
14986 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
14990 SetGameStatus(GAME_MODE_MAIN);
14996 void CheckGameOver(void)
14998 static boolean last_game_over = FALSE;
14999 static int game_over_delay = 0;
15000 int game_over_delay_value = 50;
15001 boolean game_over = checkGameFailed();
15003 // do not handle game over if request dialog is already active
15004 if (game.request_active)
15009 last_game_over = FALSE;
15010 game_over_delay = game_over_delay_value;
15015 if (game_over_delay > 0)
15022 if (last_game_over != game_over)
15023 game.restart_game_message = (hasStartedNetworkGame() ?
15024 "Game over! Play it again?" :
15027 last_game_over = game_over;
15030 boolean checkGameSolved(void)
15032 // set for all game engines if level was solved
15033 return local_player->LevelSolved_GameEnd;
15036 boolean checkGameFailed(void)
15038 if (!AllPlayersGone)
15041 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15042 return (game_em.game_over && !game_em.level_solved);
15043 else if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15044 return (game_sp.game_over && !game_sp.level_solved);
15045 else if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15046 return (game_mm.game_over && !game_mm.level_solved);
15047 else // GAME_ENGINE_TYPE_RND
15048 return (local_player->GameOver && !local_player->LevelSolved);
15051 boolean checkGameEnded(void)
15053 return (checkGameSolved() || checkGameFailed());
15057 // ----------------------------------------------------------------------------
15058 // random generator functions
15059 // ----------------------------------------------------------------------------
15061 unsigned int InitEngineRandom_RND(int seed)
15063 game.num_random_calls = 0;
15065 return InitEngineRandom(seed);
15068 unsigned int RND(int max)
15072 game.num_random_calls++;
15074 return GetEngineRandom(max);
15081 // ----------------------------------------------------------------------------
15082 // game engine snapshot handling functions
15083 // ----------------------------------------------------------------------------
15085 struct EngineSnapshotInfo
15087 // runtime values for custom element collect score
15088 int collect_score[NUM_CUSTOM_ELEMENTS];
15090 // runtime values for group element choice position
15091 int choice_pos[NUM_GROUP_ELEMENTS];
15093 // runtime values for belt position animations
15094 int belt_graphic[4][NUM_BELT_PARTS];
15095 int belt_anim_mode[4][NUM_BELT_PARTS];
15098 static struct EngineSnapshotInfo engine_snapshot_rnd;
15099 static char *snapshot_level_identifier = NULL;
15100 static int snapshot_level_nr = -1;
15102 static void SaveEngineSnapshotValues_RND(void)
15104 static int belt_base_active_element[4] =
15106 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
15107 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
15108 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
15109 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
15113 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15115 int element = EL_CUSTOM_START + i;
15117 engine_snapshot_rnd.collect_score[i] = element_info[element].collect_score;
15120 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15122 int element = EL_GROUP_START + i;
15124 engine_snapshot_rnd.choice_pos[i] = element_info[element].group->choice_pos;
15127 for (i = 0; i < 4; i++)
15129 for (j = 0; j < NUM_BELT_PARTS; j++)
15131 int element = belt_base_active_element[i] + j;
15132 int graphic = el2img(element);
15133 int anim_mode = graphic_info[graphic].anim_mode;
15135 engine_snapshot_rnd.belt_graphic[i][j] = graphic;
15136 engine_snapshot_rnd.belt_anim_mode[i][j] = anim_mode;
15141 static void LoadEngineSnapshotValues_RND(void)
15143 unsigned int num_random_calls = game.num_random_calls;
15146 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
15148 int element = EL_CUSTOM_START + i;
15150 element_info[element].collect_score = engine_snapshot_rnd.collect_score[i];
15153 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
15155 int element = EL_GROUP_START + i;
15157 element_info[element].group->choice_pos = engine_snapshot_rnd.choice_pos[i];
15160 for (i = 0; i < 4; i++)
15162 for (j = 0; j < NUM_BELT_PARTS; j++)
15164 int graphic = engine_snapshot_rnd.belt_graphic[i][j];
15165 int anim_mode = engine_snapshot_rnd.belt_anim_mode[i][j];
15167 graphic_info[graphic].anim_mode = anim_mode;
15171 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15173 InitRND(tape.random_seed);
15174 for (i = 0; i < num_random_calls; i++)
15178 if (game.num_random_calls != num_random_calls)
15180 Error(ERR_INFO, "number of random calls out of sync");
15181 Error(ERR_INFO, "number of random calls should be %d", num_random_calls);
15182 Error(ERR_INFO, "number of random calls is %d", game.num_random_calls);
15183 Error(ERR_EXIT, "this should not happen -- please debug");
15187 void FreeEngineSnapshotSingle(void)
15189 FreeSnapshotSingle();
15191 setString(&snapshot_level_identifier, NULL);
15192 snapshot_level_nr = -1;
15195 void FreeEngineSnapshotList(void)
15197 FreeSnapshotList();
15200 static ListNode *SaveEngineSnapshotBuffers(void)
15202 ListNode *buffers = NULL;
15204 // copy some special values to a structure better suited for the snapshot
15206 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15207 SaveEngineSnapshotValues_RND();
15208 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15209 SaveEngineSnapshotValues_EM();
15210 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15211 SaveEngineSnapshotValues_SP(&buffers);
15212 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15213 SaveEngineSnapshotValues_MM(&buffers);
15215 // save values stored in special snapshot structure
15217 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15218 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_rnd));
15219 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15220 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_em));
15221 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15222 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_sp));
15223 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15224 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(engine_snapshot_mm));
15226 // save further RND engine values
15228 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(stored_player));
15229 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(game));
15230 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(tape));
15232 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZX));
15233 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ZY));
15234 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitX));
15235 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExitY));
15237 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(FrameCounter));
15238 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeFrames));
15239 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimePlayed));
15240 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TimeLeft));
15241 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(TapeTime));
15243 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovDir));
15244 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenMovPos));
15245 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScreenGfxPos));
15247 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ScrollStepSize));
15249 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AllPlayersGone));
15251 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt));
15252 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaCnt2));
15254 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Feld));
15255 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovPos));
15256 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDir));
15257 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(MovDelay));
15258 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeDelay));
15259 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangePage));
15260 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CustomValue));
15261 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store));
15262 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Store2));
15263 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(StorePlayer));
15264 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Back));
15265 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(AmoebaNr));
15266 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustMoving));
15267 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(WasJustFalling));
15268 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckCollision));
15269 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(CheckImpact));
15270 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Stop));
15271 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(Pushed));
15273 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeCount));
15274 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ChangeEvent));
15276 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodePhase));
15277 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeDelay));
15278 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(ExplodeField));
15280 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(RunnerVisit));
15281 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(PlayerVisit));
15283 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxFrame));
15284 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxRandom));
15285 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxElement));
15286 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxAction));
15287 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(GfxDir));
15289 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_x));
15290 SaveSnapshotBuffer(&buffers, ARGS_ADDRESS_AND_SIZEOF(scroll_y));
15293 ListNode *node = engine_snapshot_list_rnd;
15296 while (node != NULL)
15298 num_bytes += ((struct EngineSnapshotNodeInfo *)node->content)->size;
15303 printf("::: size of engine snapshot: %d bytes\n", num_bytes);
15309 void SaveEngineSnapshotSingle(void)
15311 ListNode *buffers = SaveEngineSnapshotBuffers();
15313 // finally save all snapshot buffers to single snapshot
15314 SaveSnapshotSingle(buffers);
15316 // save level identification information
15317 setString(&snapshot_level_identifier, leveldir_current->identifier);
15318 snapshot_level_nr = level_nr;
15321 boolean CheckSaveEngineSnapshotToList(void)
15323 boolean save_snapshot =
15324 ((game.snapshot.mode == SNAPSHOT_MODE_EVERY_STEP) ||
15325 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_MOVE &&
15326 game.snapshot.changed_action) ||
15327 (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15328 game.snapshot.collected_item));
15330 game.snapshot.changed_action = FALSE;
15331 game.snapshot.collected_item = FALSE;
15332 game.snapshot.save_snapshot = save_snapshot;
15334 return save_snapshot;
15337 void SaveEngineSnapshotToList(void)
15339 if (game.snapshot.mode == SNAPSHOT_MODE_OFF ||
15343 ListNode *buffers = SaveEngineSnapshotBuffers();
15345 // finally save all snapshot buffers to snapshot list
15346 SaveSnapshotToList(buffers);
15349 void SaveEngineSnapshotToListInitial(void)
15351 FreeEngineSnapshotList();
15353 SaveEngineSnapshotToList();
15356 static void LoadEngineSnapshotValues(void)
15358 // restore special values from snapshot structure
15360 if (level.game_engine_type == GAME_ENGINE_TYPE_RND)
15361 LoadEngineSnapshotValues_RND();
15362 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
15363 LoadEngineSnapshotValues_EM();
15364 if (level.game_engine_type == GAME_ENGINE_TYPE_SP)
15365 LoadEngineSnapshotValues_SP();
15366 if (level.game_engine_type == GAME_ENGINE_TYPE_MM)
15367 LoadEngineSnapshotValues_MM();
15370 void LoadEngineSnapshotSingle(void)
15372 LoadSnapshotSingle();
15374 LoadEngineSnapshotValues();
15377 static void LoadEngineSnapshot_Undo(int steps)
15379 LoadSnapshotFromList_Older(steps);
15381 LoadEngineSnapshotValues();
15384 static void LoadEngineSnapshot_Redo(int steps)
15386 LoadSnapshotFromList_Newer(steps);
15388 LoadEngineSnapshotValues();
15391 boolean CheckEngineSnapshotSingle(void)
15393 return (strEqual(snapshot_level_identifier, leveldir_current->identifier) &&
15394 snapshot_level_nr == level_nr);
15397 boolean CheckEngineSnapshotList(void)
15399 return CheckSnapshotList();
15403 // ---------- new game button stuff -------------------------------------------
15410 boolean *setup_value;
15411 boolean allowed_on_tape;
15413 } gamebutton_info[NUM_GAME_BUTTONS] =
15416 IMG_GFX_GAME_BUTTON_STOP, &game.button.stop,
15417 GAME_CTRL_ID_STOP, NULL,
15421 IMG_GFX_GAME_BUTTON_PAUSE, &game.button.pause,
15422 GAME_CTRL_ID_PAUSE, NULL,
15426 IMG_GFX_GAME_BUTTON_PLAY, &game.button.play,
15427 GAME_CTRL_ID_PLAY, NULL,
15431 IMG_GFX_GAME_BUTTON_UNDO, &game.button.undo,
15432 GAME_CTRL_ID_UNDO, NULL,
15436 IMG_GFX_GAME_BUTTON_REDO, &game.button.redo,
15437 GAME_CTRL_ID_REDO, NULL,
15441 IMG_GFX_GAME_BUTTON_SAVE, &game.button.save,
15442 GAME_CTRL_ID_SAVE, NULL,
15446 IMG_GFX_GAME_BUTTON_PAUSE2, &game.button.pause2,
15447 GAME_CTRL_ID_PAUSE2, NULL,
15451 IMG_GFX_GAME_BUTTON_LOAD, &game.button.load,
15452 GAME_CTRL_ID_LOAD, NULL,
15456 IMG_GFX_GAME_BUTTON_PANEL_STOP, &game.button.panel_stop,
15457 GAME_CTRL_ID_PANEL_STOP, NULL,
15461 IMG_GFX_GAME_BUTTON_PANEL_PAUSE, &game.button.panel_pause,
15462 GAME_CTRL_ID_PANEL_PAUSE, NULL,
15463 FALSE, "pause game"
15466 IMG_GFX_GAME_BUTTON_PANEL_PLAY, &game.button.panel_play,
15467 GAME_CTRL_ID_PANEL_PLAY, NULL,
15471 IMG_GFX_GAME_BUTTON_SOUND_MUSIC, &game.button.sound_music,
15472 SOUND_CTRL_ID_MUSIC, &setup.sound_music,
15473 TRUE, "background music on/off"
15476 IMG_GFX_GAME_BUTTON_SOUND_LOOPS, &game.button.sound_loops,
15477 SOUND_CTRL_ID_LOOPS, &setup.sound_loops,
15478 TRUE, "sound loops on/off"
15481 IMG_GFX_GAME_BUTTON_SOUND_SIMPLE, &game.button.sound_simple,
15482 SOUND_CTRL_ID_SIMPLE, &setup.sound_simple,
15483 TRUE, "normal sounds on/off"
15486 IMG_GFX_GAME_BUTTON_PANEL_SOUND_MUSIC, &game.button.panel_sound_music,
15487 SOUND_CTRL_ID_PANEL_MUSIC, &setup.sound_music,
15488 FALSE, "background music on/off"
15491 IMG_GFX_GAME_BUTTON_PANEL_SOUND_LOOPS, &game.button.panel_sound_loops,
15492 SOUND_CTRL_ID_PANEL_LOOPS, &setup.sound_loops,
15493 FALSE, "sound loops on/off"
15496 IMG_GFX_GAME_BUTTON_PANEL_SOUND_SIMPLE, &game.button.panel_sound_simple,
15497 SOUND_CTRL_ID_PANEL_SIMPLE, &setup.sound_simple,
15498 FALSE, "normal sounds on/off"
15502 void CreateGameButtons(void)
15506 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15508 int graphic = gamebutton_info[i].graphic;
15509 struct GraphicInfo *gfx = &graphic_info[graphic];
15510 struct XY *pos = gamebutton_info[i].pos;
15511 struct GadgetInfo *gi;
15514 unsigned int event_mask;
15515 boolean allowed_on_tape = gamebutton_info[i].allowed_on_tape;
15516 boolean on_tape = (tape.show_game_buttons && allowed_on_tape);
15517 int base_x = (on_tape ? VX : DX);
15518 int base_y = (on_tape ? VY : DY);
15519 int gd_x = gfx->src_x;
15520 int gd_y = gfx->src_y;
15521 int gd_xp = gfx->src_x + gfx->pressed_xoffset;
15522 int gd_yp = gfx->src_y + gfx->pressed_yoffset;
15523 int gd_xa = gfx->src_x + gfx->active_xoffset;
15524 int gd_ya = gfx->src_y + gfx->active_yoffset;
15525 int gd_xap = gfx->src_x + gfx->active_xoffset + gfx->pressed_xoffset;
15526 int gd_yap = gfx->src_y + gfx->active_yoffset + gfx->pressed_yoffset;
15529 if (gfx->bitmap == NULL)
15531 game_gadget[id] = NULL;
15536 if (id == GAME_CTRL_ID_STOP ||
15537 id == GAME_CTRL_ID_PANEL_STOP ||
15538 id == GAME_CTRL_ID_PLAY ||
15539 id == GAME_CTRL_ID_PANEL_PLAY ||
15540 id == GAME_CTRL_ID_SAVE ||
15541 id == GAME_CTRL_ID_LOAD)
15543 button_type = GD_TYPE_NORMAL_BUTTON;
15545 event_mask = GD_EVENT_RELEASED;
15547 else if (id == GAME_CTRL_ID_UNDO ||
15548 id == GAME_CTRL_ID_REDO)
15550 button_type = GD_TYPE_NORMAL_BUTTON;
15552 event_mask = GD_EVENT_PRESSED | GD_EVENT_REPEATED;
15556 button_type = GD_TYPE_CHECK_BUTTON;
15557 checked = (gamebutton_info[i].setup_value != NULL ?
15558 *gamebutton_info[i].setup_value : FALSE);
15559 event_mask = GD_EVENT_PRESSED;
15562 gi = CreateGadget(GDI_CUSTOM_ID, id,
15563 GDI_IMAGE_ID, graphic,
15564 GDI_INFO_TEXT, gamebutton_info[i].infotext,
15565 GDI_X, base_x + GDI_ACTIVE_POS(pos->x),
15566 GDI_Y, base_y + GDI_ACTIVE_POS(pos->y),
15567 GDI_WIDTH, gfx->width,
15568 GDI_HEIGHT, gfx->height,
15569 GDI_TYPE, button_type,
15570 GDI_STATE, GD_BUTTON_UNPRESSED,
15571 GDI_CHECKED, checked,
15572 GDI_DESIGN_UNPRESSED, gfx->bitmap, gd_x, gd_y,
15573 GDI_DESIGN_PRESSED, gfx->bitmap, gd_xp, gd_yp,
15574 GDI_ALT_DESIGN_UNPRESSED, gfx->bitmap, gd_xa, gd_ya,
15575 GDI_ALT_DESIGN_PRESSED, gfx->bitmap, gd_xap, gd_yap,
15576 GDI_DIRECT_DRAW, FALSE,
15577 GDI_EVENT_MASK, event_mask,
15578 GDI_CALLBACK_ACTION, HandleGameButtons,
15582 Error(ERR_EXIT, "cannot create gadget");
15584 game_gadget[id] = gi;
15588 void FreeGameButtons(void)
15592 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15593 FreeGadget(game_gadget[i]);
15596 static void UnmapGameButtonsAtSamePosition(int id)
15600 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15602 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15603 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15604 UnmapGadget(game_gadget[i]);
15607 static void UnmapGameButtonsAtSamePosition_All(void)
15609 if (setup.show_snapshot_buttons)
15611 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_SAVE);
15612 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE2);
15613 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_LOAD);
15617 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_STOP);
15618 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PAUSE);
15619 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PLAY);
15621 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_STOP);
15622 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PAUSE);
15623 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_PANEL_PLAY);
15627 static void MapGameButtonsAtSamePosition(int id)
15631 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15633 gamebutton_info[i].pos->x == gamebutton_info[id].pos->x &&
15634 gamebutton_info[i].pos->y == gamebutton_info[id].pos->y)
15635 MapGadget(game_gadget[i]);
15637 UnmapGameButtonsAtSamePosition_All();
15640 void MapUndoRedoButtons(void)
15642 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15643 UnmapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15645 MapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15646 MapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15648 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, TRUE, GDI_END);
15651 void UnmapUndoRedoButtons(void)
15653 UnmapGadget(game_gadget[GAME_CTRL_ID_UNDO]);
15654 UnmapGadget(game_gadget[GAME_CTRL_ID_REDO]);
15656 MapGameButtonsAtSamePosition(GAME_CTRL_ID_UNDO);
15657 MapGameButtonsAtSamePosition(GAME_CTRL_ID_REDO);
15659 ModifyGadget(game_gadget[GAME_CTRL_ID_PAUSE2], GDI_CHECKED, FALSE, GDI_END);
15662 static void MapGameButtonsExt(boolean on_tape)
15666 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15667 if ((!on_tape || gamebutton_info[i].allowed_on_tape) &&
15668 i != GAME_CTRL_ID_UNDO &&
15669 i != GAME_CTRL_ID_REDO)
15670 MapGadget(game_gadget[i]);
15672 UnmapGameButtonsAtSamePosition_All();
15674 RedrawGameButtons();
15677 static void UnmapGameButtonsExt(boolean on_tape)
15681 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15682 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15683 UnmapGadget(game_gadget[i]);
15686 static void RedrawGameButtonsExt(boolean on_tape)
15690 for (i = 0; i < NUM_GAME_BUTTONS; i++)
15691 if (!on_tape || gamebutton_info[i].allowed_on_tape)
15692 RedrawGadget(game_gadget[i]);
15694 // RedrawGadget() may have set REDRAW_ALL if buttons are defined off-area
15695 redraw_mask &= ~REDRAW_ALL;
15698 static void SetGadgetState(struct GadgetInfo *gi, boolean state)
15703 gi->checked = state;
15706 static void RedrawSoundButtonGadget(int id)
15708 int id2 = (id == SOUND_CTRL_ID_MUSIC ? SOUND_CTRL_ID_PANEL_MUSIC :
15709 id == SOUND_CTRL_ID_LOOPS ? SOUND_CTRL_ID_PANEL_LOOPS :
15710 id == SOUND_CTRL_ID_SIMPLE ? SOUND_CTRL_ID_PANEL_SIMPLE :
15711 id == SOUND_CTRL_ID_PANEL_MUSIC ? SOUND_CTRL_ID_MUSIC :
15712 id == SOUND_CTRL_ID_PANEL_LOOPS ? SOUND_CTRL_ID_LOOPS :
15713 id == SOUND_CTRL_ID_PANEL_SIMPLE ? SOUND_CTRL_ID_SIMPLE :
15716 SetGadgetState(game_gadget[id2], *gamebutton_info[id2].setup_value);
15717 RedrawGadget(game_gadget[id2]);
15720 void MapGameButtons(void)
15722 MapGameButtonsExt(FALSE);
15725 void UnmapGameButtons(void)
15727 UnmapGameButtonsExt(FALSE);
15730 void RedrawGameButtons(void)
15732 RedrawGameButtonsExt(FALSE);
15735 void MapGameButtonsOnTape(void)
15737 MapGameButtonsExt(TRUE);
15740 void UnmapGameButtonsOnTape(void)
15742 UnmapGameButtonsExt(TRUE);
15745 void RedrawGameButtonsOnTape(void)
15747 RedrawGameButtonsExt(TRUE);
15750 static void GameUndoRedoExt(void)
15752 ClearPlayerAction();
15754 tape.pausing = TRUE;
15757 UpdateAndDisplayGameControlValues();
15759 DrawCompleteVideoDisplay();
15760 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
15761 DrawVideoDisplay(VIDEO_STATE_FRAME_ON, FrameCounter);
15762 DrawVideoDisplay(VIDEO_STATE_1STEP(tape.single_step), 0);
15767 static void GameUndo(int steps)
15769 if (!CheckEngineSnapshotList())
15772 LoadEngineSnapshot_Undo(steps);
15777 static void GameRedo(int steps)
15779 if (!CheckEngineSnapshotList())
15782 LoadEngineSnapshot_Redo(steps);
15787 static void HandleGameButtonsExt(int id, int button)
15789 static boolean game_undo_executed = FALSE;
15790 int steps = BUTTON_STEPSIZE(button);
15791 boolean handle_game_buttons =
15792 (game_status == GAME_MODE_PLAYING ||
15793 (game_status == GAME_MODE_MAIN && tape.show_game_buttons));
15795 if (!handle_game_buttons)
15800 case GAME_CTRL_ID_STOP:
15801 case GAME_CTRL_ID_PANEL_STOP:
15802 if (game_status == GAME_MODE_MAIN)
15808 RequestQuitGame(TRUE);
15812 case GAME_CTRL_ID_PAUSE:
15813 case GAME_CTRL_ID_PAUSE2:
15814 case GAME_CTRL_ID_PANEL_PAUSE:
15815 if (network.enabled && game_status == GAME_MODE_PLAYING)
15818 SendToServer_ContinuePlaying();
15820 SendToServer_PausePlaying();
15823 TapeTogglePause(TAPE_TOGGLE_MANUAL);
15825 game_undo_executed = FALSE;
15829 case GAME_CTRL_ID_PLAY:
15830 case GAME_CTRL_ID_PANEL_PLAY:
15831 if (game_status == GAME_MODE_MAIN)
15833 StartGameActions(network.enabled, setup.autorecord, level.random_seed);
15835 else if (tape.pausing)
15837 if (network.enabled)
15838 SendToServer_ContinuePlaying();
15840 TapeTogglePause(TAPE_TOGGLE_MANUAL | TAPE_TOGGLE_PLAY_PAUSE);
15844 case GAME_CTRL_ID_UNDO:
15845 // Important: When using "save snapshot when collecting an item" mode,
15846 // load last (current) snapshot for first "undo" after pressing "pause"
15847 // (else the last-but-one snapshot would be loaded, because the snapshot
15848 // pointer already points to the last snapshot when pressing "pause",
15849 // which is fine for "every step/move" mode, but not for "every collect")
15850 if (game.snapshot.mode == SNAPSHOT_MODE_EVERY_COLLECT &&
15851 !game_undo_executed)
15854 game_undo_executed = TRUE;
15859 case GAME_CTRL_ID_REDO:
15863 case GAME_CTRL_ID_SAVE:
15867 case GAME_CTRL_ID_LOAD:
15871 case SOUND_CTRL_ID_MUSIC:
15872 case SOUND_CTRL_ID_PANEL_MUSIC:
15873 if (setup.sound_music)
15875 setup.sound_music = FALSE;
15879 else if (audio.music_available)
15881 setup.sound = setup.sound_music = TRUE;
15883 SetAudioMode(setup.sound);
15885 if (game_status == GAME_MODE_PLAYING)
15889 RedrawSoundButtonGadget(id);
15893 case SOUND_CTRL_ID_LOOPS:
15894 case SOUND_CTRL_ID_PANEL_LOOPS:
15895 if (setup.sound_loops)
15896 setup.sound_loops = FALSE;
15897 else if (audio.loops_available)
15899 setup.sound = setup.sound_loops = TRUE;
15901 SetAudioMode(setup.sound);
15904 RedrawSoundButtonGadget(id);
15908 case SOUND_CTRL_ID_SIMPLE:
15909 case SOUND_CTRL_ID_PANEL_SIMPLE:
15910 if (setup.sound_simple)
15911 setup.sound_simple = FALSE;
15912 else if (audio.sound_available)
15914 setup.sound = setup.sound_simple = TRUE;
15916 SetAudioMode(setup.sound);
15919 RedrawSoundButtonGadget(id);
15928 static void HandleGameButtons(struct GadgetInfo *gi)
15930 HandleGameButtonsExt(gi->custom_id, gi->event.button);
15933 void HandleSoundButtonKeys(Key key)
15935 if (key == setup.shortcut.sound_simple)
15936 ClickOnGadget(game_gadget[SOUND_CTRL_ID_SIMPLE], MB_LEFTBUTTON);
15937 else if (key == setup.shortcut.sound_loops)
15938 ClickOnGadget(game_gadget[SOUND_CTRL_ID_LOOPS], MB_LEFTBUTTON);
15939 else if (key == setup.shortcut.sound_music)
15940 ClickOnGadget(game_gadget[SOUND_CTRL_ID_MUSIC], MB_LEFTBUTTON);