1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_CUSTOM_VALUE (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
36 #define USE_NEW_SNAP_DELAY (USE_NEW_STUFF * 1)
37 #define USE_ONLY_ONE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
38 #define USE_ONE_MORE_CHANGE_PER_FRAME (USE_NEW_STUFF * 1)
39 #define USE_FIXED_DONT_RUN_INTO (USE_NEW_STUFF * 1)
40 #define USE_NEW_SPRING_BUMPER (USE_NEW_STUFF * 1)
41 #define USE_STOP_CHANGED_ELEMENTS (USE_NEW_STUFF * 1)
42 #define USE_ELEMENT_TOUCHING_BUGFIX (USE_NEW_STUFF * 1)
43 #define USE_NEW_CONTINUOUS_SNAPPING (USE_NEW_STUFF * 1)
45 #define USE_QUICKSAND_IMPACT_BUGFIX (USE_NEW_STUFF * 0)
52 /* for MovePlayer() */
53 #define MP_NO_ACTION 0
56 #define MP_DONT_RUN_INTO (MP_MOVING | MP_ACTION)
58 /* for ScrollPlayer() */
60 #define SCROLL_GO_ON 1
62 /* for Bang()/Explode() */
63 #define EX_PHASE_START 0
64 #define EX_TYPE_NONE 0
65 #define EX_TYPE_NORMAL (1 << 0)
66 #define EX_TYPE_CENTER (1 << 1)
67 #define EX_TYPE_BORDER (1 << 2)
68 #define EX_TYPE_CROSS (1 << 3)
69 #define EX_TYPE_DYNA (1 << 4)
70 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
72 /* special positions in the game control window (relative to control window) */
75 #define XX_EMERALDS 29
76 #define YY_EMERALDS 54
77 #define XX_DYNAMITE 29
78 #define YY_DYNAMITE 89
87 /* special positions in the game control window (relative to main window) */
88 #define DX_LEVEL (DX + XX_LEVEL)
89 #define DY_LEVEL (DY + YY_LEVEL)
90 #define DX_EMERALDS (DX + XX_EMERALDS)
91 #define DY_EMERALDS (DY + YY_EMERALDS)
92 #define DX_DYNAMITE (DX + XX_DYNAMITE)
93 #define DY_DYNAMITE (DY + YY_DYNAMITE)
94 #define DX_KEYS (DX + XX_KEYS)
95 #define DY_KEYS (DY + YY_KEYS)
96 #define DX_SCORE (DX + XX_SCORE)
97 #define DY_SCORE (DY + YY_SCORE)
98 #define DX_TIME1 (DX + XX_TIME1)
99 #define DX_TIME2 (DX + XX_TIME2)
100 #define DY_TIME (DY + YY_TIME)
102 /* values for delayed check of falling and moving elements and for collision */
103 #define CHECK_DELAY_MOVING 3
104 #define CHECK_DELAY_FALLING 3
105 #define CHECK_DELAY_COLLISION 2
107 /* values for initial player move delay (initial delay counter value) */
108 #define INITIAL_MOVE_DELAY_OFF -1
109 #define INITIAL_MOVE_DELAY_ON 0
111 /* values for player movement speed (which is in fact a delay value) */
112 #define MOVE_DELAY_MIN_SPEED 32
113 #define MOVE_DELAY_NORMAL_SPEED 8
114 #define MOVE_DELAY_HIGH_SPEED 4
115 #define MOVE_DELAY_MAX_SPEED 1
118 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
119 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
121 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
122 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
124 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
125 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
127 /* values for other actions */
128 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
129 #define MOVE_STEPSIZE_MIN (1)
130 #define MOVE_STEPSIZE_MAX (TILEX)
132 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
133 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
135 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
137 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
138 RND(element_info[e].push_delay_random))
139 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
140 RND(element_info[e].drop_delay_random))
141 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
142 RND(element_info[e].move_delay_random))
143 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
144 (element_info[e].move_delay_random))
145 #define GET_NEW_CUSTOM_VALUE(e) ( (element_info[e].ce_value_fixed_initial) +\
146 RND(element_info[e].ce_value_random_initial))
147 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
148 RND((c)->delay_random * (c)->delay_frames))
149 #define GET_CE_DELAY_VALUE(c) ( ((c)->delay_fixed) + \
150 RND((c)->delay_random))
153 #define GET_VALID_RUNTIME_ELEMENT(e) \
154 ((e) >= NUM_RUNTIME_ELEMENTS ? EL_UNKNOWN : (e))
156 #define GET_VALID_FILE_ELEMENT(e) \
157 ((e) >= NUM_FILE_ELEMENTS ? EL_UNKNOWN : (e))
160 #define GET_TARGET_ELEMENT(e, ch) \
161 ((e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : \
162 (e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
163 (e) == EL_TRIGGER_CE_VALUE ? (ch)->actual_trigger_ce_value : (e))
165 #define CAN_GROW_INTO(e) \
166 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
168 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
169 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
172 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
173 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
174 (CAN_MOVE_INTO_ACID(e) && \
175 Feld[x][y] == EL_ACID) || \
178 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
179 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
180 (CAN_MOVE_INTO_ACID(e) && \
181 Feld[x][y] == EL_ACID) || \
184 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
185 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
187 (CAN_MOVE_INTO_ACID(e) && \
188 Feld[x][y] == EL_ACID) || \
189 (DONT_COLLIDE_WITH(e) && \
191 !PLAYER_ENEMY_PROTECTED(x, y))))
193 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
194 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
196 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
197 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
199 #define ANDROID_CAN_ENTER_FIELD(e, x, y) \
200 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, Feld[x][y] == EL_EMC_PLANT)
202 #define ANDROID_CAN_CLONE_FIELD(x, y) \
203 (IN_LEV_FIELD(x, y) && (CAN_BE_CLONED_BY_ANDROID(Feld[x][y]) || \
204 CAN_BE_CLONED_BY_ANDROID(EL_TRIGGER_ELEMENT)))
206 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
207 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
209 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
210 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
212 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
213 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
215 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
216 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
218 #define PIG_CAN_ENTER_FIELD(e, x, y) \
219 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
221 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
222 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
223 IS_FOOD_PENGUIN(Feld[x][y])))
224 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
225 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
227 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
228 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
230 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
231 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
233 #define SPRING_CAN_BUMP_FROM_FIELD(x, y) \
234 (IN_LEV_FIELD(x, y) && (Feld[x][y] == EL_EMC_SPRING_BUMPER || \
235 Feld[x][y] == EL_EMC_SPRING_BUMPER_ACTIVE))
238 #define GROUP_NR(e) ((e) - EL_GROUP_START)
239 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
240 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
242 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
243 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
246 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
248 #define CE_ENTER_FIELD_COND(e, x, y) \
249 (!IS_PLAYER(x, y) && \
250 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
252 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
253 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
255 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
256 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
258 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
259 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
260 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
261 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
263 /* game button identifiers */
264 #define GAME_CTRL_ID_STOP 0
265 #define GAME_CTRL_ID_PAUSE 1
266 #define GAME_CTRL_ID_PLAY 2
267 #define SOUND_CTRL_ID_MUSIC 3
268 #define SOUND_CTRL_ID_LOOPS 4
269 #define SOUND_CTRL_ID_SIMPLE 5
271 #define NUM_GAME_BUTTONS 6
274 /* forward declaration for internal use */
276 static void CreateField(int, int, int);
278 static void SetPlayerWaiting(struct PlayerInfo *, boolean);
279 static void AdvanceFrameAndPlayerCounters(int);
281 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
282 static boolean MovePlayer(struct PlayerInfo *, int, int);
283 static void ScrollPlayer(struct PlayerInfo *, int);
284 static void ScrollScreen(struct PlayerInfo *, int);
286 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
288 static void InitBeltMovement(void);
289 static void CloseAllOpenTimegates(void);
290 static void CheckGravityMovement(struct PlayerInfo *);
291 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
292 static void KillPlayerUnlessEnemyProtected(int, int);
293 static void KillPlayerUnlessExplosionProtected(int, int);
295 static void TestIfPlayerTouchesCustomElement(int, int);
296 static void TestIfElementTouchesCustomElement(int, int);
297 static void TestIfElementHitsCustomElement(int, int, int);
299 static void TestIfElementSmashesCustomElement(int, int, int);
302 static void HandleElementChange(int, int, int);
303 static void ExecuteCustomElementAction(int, int, int, int);
304 static boolean ChangeElement(int, int, int, int);
306 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
307 #define CheckTriggeredElementChange(x, y, e, ev) \
308 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY,CH_SIDE_ANY, -1)
309 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
310 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
311 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
312 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
313 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
314 CheckTriggeredElementChangeExt(x,y,e,ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
316 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
317 #define CheckElementChange(x, y, e, te, ev) \
318 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
319 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
320 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
321 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
322 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
324 static void PlayLevelSound(int, int, int);
325 static void PlayLevelSoundNearest(int, int, int);
326 static void PlayLevelSoundAction(int, int, int);
327 static void PlayLevelSoundElementAction(int, int, int, int);
328 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
329 static void PlayLevelSoundActionIfLoop(int, int, int);
330 static void StopLevelSoundActionIfLoop(int, int, int);
331 static void PlayLevelMusic();
333 static void MapGameButtons();
334 static void HandleGameButtons(struct GadgetInfo *);
336 int AmoebeNachbarNr(int, int);
337 void AmoebeUmwandeln(int, int);
338 void ContinueMoving(int, int);
340 void InitMovDir(int, int);
341 void InitAmoebaNr(int, int);
342 int NewHiScore(void);
344 void TestIfGoodThingHitsBadThing(int, int, int);
345 void TestIfBadThingHitsGoodThing(int, int, int);
346 void TestIfPlayerTouchesBadThing(int, int);
347 void TestIfPlayerRunsIntoBadThing(int, int, int);
348 void TestIfBadThingTouchesPlayer(int, int);
349 void TestIfBadThingRunsIntoPlayer(int, int, int);
350 void TestIfFriendTouchesBadThing(int, int);
351 void TestIfBadThingTouchesFriend(int, int);
352 void TestIfBadThingTouchesOtherBadThing(int, int);
354 void KillPlayer(struct PlayerInfo *);
355 void BuryPlayer(struct PlayerInfo *);
356 void RemovePlayer(struct PlayerInfo *);
358 boolean SnapField(struct PlayerInfo *, int, int);
359 boolean DropElement(struct PlayerInfo *);
362 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
365 /* ------------------------------------------------------------------------- */
366 /* definition of elements that automatically change to other elements after */
367 /* a specified time, eventually calling a function when changing */
368 /* ------------------------------------------------------------------------- */
370 /* forward declaration for changer functions */
371 static void InitBuggyBase(int, int);
372 static void WarnBuggyBase(int, int);
374 static void InitTrap(int, int);
375 static void ActivateTrap(int, int);
376 static void ChangeActiveTrap(int, int);
378 static void InitRobotWheel(int, int);
379 static void RunRobotWheel(int, int);
380 static void StopRobotWheel(int, int);
382 static void InitTimegateWheel(int, int);
383 static void RunTimegateWheel(int, int);
385 static void InitMagicBallDelay(int, int);
386 static void ActivateMagicBall(int, int);
388 static void InitDiagonalMovingElement(int, int);
390 struct ChangingElementInfo
395 void (*pre_change_function)(int x, int y);
396 void (*change_function)(int x, int y);
397 void (*post_change_function)(int x, int y);
400 static struct ChangingElementInfo change_delay_list[] =
451 EL_SWITCHGATE_OPENING,
459 EL_SWITCHGATE_CLOSING,
460 EL_SWITCHGATE_CLOSED,
492 EL_ACID_SPLASH_RIGHT,
501 EL_SP_BUGGY_BASE_ACTIVATING,
508 EL_SP_BUGGY_BASE_ACTIVATING,
509 EL_SP_BUGGY_BASE_ACTIVE,
516 EL_SP_BUGGY_BASE_ACTIVE,
540 EL_ROBOT_WHEEL_ACTIVE,
548 EL_TIMEGATE_SWITCH_ACTIVE,
556 EL_EMC_MAGIC_BALL_ACTIVE,
557 EL_EMC_MAGIC_BALL_ACTIVE,
564 EL_EMC_SPRING_BUMPER_ACTIVE,
565 EL_EMC_SPRING_BUMPER,
572 EL_DIAGONAL_SHRINKING,
585 InitDiagonalMovingElement
601 int push_delay_fixed, push_delay_random;
606 { EL_BALLOON, 0, 0 },
608 { EL_SOKOBAN_OBJECT, 2, 0 },
609 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
610 { EL_SATELLITE, 2, 0 },
611 { EL_SP_DISK_YELLOW, 2, 0 },
613 { EL_UNDEFINED, 0, 0 },
621 move_stepsize_list[] =
623 { EL_AMOEBA_DROP, 2 },
624 { EL_AMOEBA_DROPPING, 2 },
625 { EL_QUICKSAND_FILLING, 1 },
626 { EL_QUICKSAND_EMPTYING, 1 },
627 { EL_MAGIC_WALL_FILLING, 2 },
628 { EL_BD_MAGIC_WALL_FILLING, 2 },
629 { EL_MAGIC_WALL_EMPTYING, 2 },
630 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
640 collect_count_list[] =
643 { EL_BD_DIAMOND, 1 },
644 { EL_EMERALD_YELLOW, 1 },
645 { EL_EMERALD_RED, 1 },
646 { EL_EMERALD_PURPLE, 1 },
648 { EL_SP_INFOTRON, 1 },
660 access_direction_list[] =
662 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
663 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
664 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
665 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
666 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
667 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
668 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
669 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
670 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
671 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
672 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
674 { EL_SP_PORT_LEFT, MV_RIGHT },
675 { EL_SP_PORT_RIGHT, MV_LEFT },
676 { EL_SP_PORT_UP, MV_DOWN },
677 { EL_SP_PORT_DOWN, MV_UP },
678 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
679 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
680 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
681 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
682 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
683 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
684 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
685 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
686 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
687 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
688 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
689 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
690 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
691 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
692 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
694 { EL_UNDEFINED, MV_NONE }
697 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
699 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
700 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
701 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
702 IS_JUST_CHANGING(x, y))
704 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
706 /* static variables for playfield scan mode (scanning forward or backward) */
707 static int playfield_scan_start_x = 0;
708 static int playfield_scan_start_y = 0;
709 static int playfield_scan_delta_x = 1;
710 static int playfield_scan_delta_y = 1;
712 #define SCAN_PLAYFIELD(x, y) for ((y) = playfield_scan_start_y; \
713 (y) >= 0 && (y) <= lev_fieldy - 1; \
714 (y) += playfield_scan_delta_y) \
715 for ((x) = playfield_scan_start_x; \
716 (x) >= 0 && (x) <= lev_fieldx - 1; \
717 (x) += playfield_scan_delta_x) \
720 void DEBUG_SetMaximumDynamite()
724 for (i = 0; i < MAX_INVENTORY_SIZE; i++)
725 if (local_player->inventory_size < MAX_INVENTORY_SIZE)
726 local_player->inventory_element[local_player->inventory_size++] =
731 static void InitPlayfieldScanModeVars()
733 if (game.use_reverse_scan_direction)
735 playfield_scan_start_x = lev_fieldx - 1;
736 playfield_scan_start_y = lev_fieldy - 1;
738 playfield_scan_delta_x = -1;
739 playfield_scan_delta_y = -1;
743 playfield_scan_start_x = 0;
744 playfield_scan_start_y = 0;
746 playfield_scan_delta_x = 1;
747 playfield_scan_delta_y = 1;
751 static void InitPlayfieldScanMode(int mode)
753 game.use_reverse_scan_direction =
754 (mode == CA_ARG_SCAN_MODE_REVERSE ? TRUE : FALSE);
756 InitPlayfieldScanModeVars();
759 static int get_move_delay_from_stepsize(int move_stepsize)
762 MIN(MAX(MOVE_STEPSIZE_MIN, move_stepsize), MOVE_STEPSIZE_MAX);
764 /* make sure that stepsize value is always a power of 2 */
765 move_stepsize = (1 << log_2(move_stepsize));
767 return TILEX / move_stepsize;
770 static void SetPlayerMoveSpeed(struct PlayerInfo *player, int move_stepsize,
773 int move_delay = get_move_delay_from_stepsize(move_stepsize);
774 boolean cannot_move = (move_stepsize == STEPSIZE_NOT_MOVING ? TRUE : FALSE);
776 /* do no immediately change move delay -- the player might just be moving */
777 player->move_delay_value_next = move_delay;
779 /* information if player can move must be set separately */
780 player->cannot_move = cannot_move;
784 player->move_delay = game.initial_move_delay;
785 player->move_delay_value = game.initial_move_delay_value;
787 player->move_delay_value_next = -1;
789 player->move_delay_reset_counter = 0;
793 void GetPlayerConfig()
795 if (!audio.sound_available)
796 setup.sound_simple = FALSE;
798 if (!audio.loops_available)
799 setup.sound_loops = FALSE;
801 if (!audio.music_available)
802 setup.sound_music = FALSE;
804 if (!video.fullscreen_available)
805 setup.fullscreen = FALSE;
807 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
809 SetAudioMode(setup.sound);
813 static int getBeltNrFromBeltElement(int element)
815 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
816 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
817 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
820 static int getBeltNrFromBeltActiveElement(int element)
822 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
823 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
824 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
827 static int getBeltNrFromBeltSwitchElement(int element)
829 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
830 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
831 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
834 static int getBeltDirNrFromBeltSwitchElement(int element)
836 static int belt_base_element[4] =
838 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
839 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
840 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
841 EL_CONVEYOR_BELT_4_SWITCH_LEFT
844 int belt_nr = getBeltNrFromBeltSwitchElement(element);
845 int belt_dir_nr = element - belt_base_element[belt_nr];
847 return (belt_dir_nr % 3);
850 static int getBeltDirFromBeltSwitchElement(int element)
852 static int belt_move_dir[3] =
859 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
861 return belt_move_dir[belt_dir_nr];
864 static void InitPlayerField(int x, int y, int element, boolean init_game)
866 if (element == EL_SP_MURPHY)
870 if (stored_player[0].present)
872 Feld[x][y] = EL_SP_MURPHY_CLONE;
878 stored_player[0].use_murphy = TRUE;
880 if (!level.use_artwork_element[0])
881 stored_player[0].artwork_element = EL_SP_MURPHY;
884 Feld[x][y] = EL_PLAYER_1;
890 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
891 int jx = player->jx, jy = player->jy;
893 player->present = TRUE;
895 player->block_last_field = (element == EL_SP_MURPHY ?
896 level.sp_block_last_field :
897 level.block_last_field);
899 /* ---------- initialize player's last field block delay --------------- */
901 /* always start with reliable default value (no adjustment needed) */
902 player->block_delay_adjustment = 0;
904 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
905 if (player->block_last_field && element == EL_SP_MURPHY)
906 player->block_delay_adjustment = 1;
908 /* special case 2: in game engines before 3.1.1, blocking was different */
909 if (game.use_block_last_field_bug)
910 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
912 if (!options.network || player->connected)
914 player->active = TRUE;
916 /* remove potentially duplicate players */
917 if (StorePlayer[jx][jy] == Feld[x][y])
918 StorePlayer[jx][jy] = 0;
920 StorePlayer[x][y] = Feld[x][y];
924 printf("Player %d activated.\n", player->element_nr);
925 printf("[Local player is %d and currently %s.]\n",
926 local_player->element_nr,
927 local_player->active ? "active" : "not active");
931 Feld[x][y] = EL_EMPTY;
933 player->jx = player->last_jx = x;
934 player->jy = player->last_jy = y;
938 static void InitField(int x, int y, boolean init_game)
940 int element = Feld[x][y];
949 InitPlayerField(x, y, element, init_game);
952 case EL_SOKOBAN_FIELD_PLAYER:
953 element = Feld[x][y] = EL_PLAYER_1;
954 InitField(x, y, init_game);
956 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
957 InitField(x, y, init_game);
960 case EL_SOKOBAN_FIELD_EMPTY:
961 local_player->sokobanfields_still_needed++;
965 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
966 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
967 else if (x > 0 && Feld[x-1][y] == EL_ACID)
968 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
969 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
970 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
971 else if (y > 0 && Feld[x][y-1] == EL_ACID)
972 Feld[x][y] = EL_ACID_POOL_BOTTOM;
973 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
974 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
983 case EL_SPACESHIP_RIGHT:
984 case EL_SPACESHIP_UP:
985 case EL_SPACESHIP_LEFT:
986 case EL_SPACESHIP_DOWN:
987 case EL_BD_BUTTERFLY:
988 case EL_BD_BUTTERFLY_RIGHT:
989 case EL_BD_BUTTERFLY_UP:
990 case EL_BD_BUTTERFLY_LEFT:
991 case EL_BD_BUTTERFLY_DOWN:
993 case EL_BD_FIREFLY_RIGHT:
994 case EL_BD_FIREFLY_UP:
995 case EL_BD_FIREFLY_LEFT:
996 case EL_BD_FIREFLY_DOWN:
997 case EL_PACMAN_RIGHT:
1000 case EL_PACMAN_DOWN:
1002 case EL_YAMYAM_LEFT:
1003 case EL_YAMYAM_RIGHT:
1005 case EL_YAMYAM_DOWN:
1006 case EL_DARK_YAMYAM:
1009 case EL_SP_SNIKSNAK:
1010 case EL_SP_ELECTRON:
1019 case EL_AMOEBA_FULL:
1024 case EL_AMOEBA_DROP:
1025 if (y == lev_fieldy - 1)
1027 Feld[x][y] = EL_AMOEBA_GROWING;
1028 Store[x][y] = EL_AMOEBA_WET;
1032 case EL_DYNAMITE_ACTIVE:
1033 case EL_SP_DISK_RED_ACTIVE:
1034 case EL_DYNABOMB_PLAYER_1_ACTIVE:
1035 case EL_DYNABOMB_PLAYER_2_ACTIVE:
1036 case EL_DYNABOMB_PLAYER_3_ACTIVE:
1037 case EL_DYNABOMB_PLAYER_4_ACTIVE:
1038 MovDelay[x][y] = 96;
1041 case EL_EM_DYNAMITE_ACTIVE:
1042 MovDelay[x][y] = 32;
1046 local_player->lights_still_needed++;
1050 local_player->friends_still_needed++;
1055 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
1058 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
1059 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
1060 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
1061 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
1062 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
1063 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
1064 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
1065 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
1066 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
1067 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
1068 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
1069 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
1072 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
1073 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
1074 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
1076 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
1078 game.belt_dir[belt_nr] = belt_dir;
1079 game.belt_dir_nr[belt_nr] = belt_dir_nr;
1081 else /* more than one switch -- set it like the first switch */
1083 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
1088 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
1090 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
1093 case EL_LIGHT_SWITCH_ACTIVE:
1095 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
1098 case EL_EMC_MAGIC_BALL:
1099 if (game.ball_state)
1100 Feld[x][y] = EL_EMC_MAGIC_BALL_ACTIVE;
1103 case EL_EMC_MAGIC_BALL_SWITCH:
1104 if (game.ball_state)
1105 Feld[x][y] = EL_EMC_MAGIC_BALL_SWITCH_ACTIVE;
1110 if (IS_CUSTOM_ELEMENT(element))
1112 if (CAN_MOVE(element))
1115 #if USE_NEW_CUSTOM_VALUE
1116 if (!element_info[element].use_last_ce_value || init_game)
1117 CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
1121 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
1124 else if (IS_GROUP_ELEMENT(element))
1126 struct ElementGroupInfo *group = element_info[element].group;
1127 int last_anim_random_frame = gfx.anim_random_frame;
1130 if (group->choice_mode == ANIM_RANDOM)
1131 gfx.anim_random_frame = RND(group->num_elements_resolved);
1133 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1134 group->choice_mode, 0,
1137 if (group->choice_mode == ANIM_RANDOM)
1138 gfx.anim_random_frame = last_anim_random_frame;
1140 group->choice_pos++;
1142 Feld[x][y] = group->element_resolved[element_pos];
1144 InitField(x, y, init_game);
1151 CheckTriggeredElementChange(x, y, element, CE_CREATION_OF_X);
1156 #if USE_NEW_CUSTOM_VALUE
1159 CustomValue[x][y] = GET_NEW_CUSTOM_VALUE(Feld[x][y]);
1161 CustomValue[x][y] = element_info[Feld[x][y]].custom_value_initial;
1169 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1171 InitField(x, y, init_game);
1173 /* not needed to call InitMovDir() -- already done by InitField()! */
1174 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1175 CAN_MOVE(Feld[x][y]))
1179 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1181 int old_element = Feld[x][y];
1183 InitField(x, y, init_game);
1185 /* not needed to call InitMovDir() -- already done by InitField()! */
1186 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1187 CAN_MOVE(old_element) &&
1188 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1191 /* this case is in fact a combination of not less than three bugs:
1192 first, it calls InitMovDir() for elements that can move, although this is
1193 already done by InitField(); then, it checks the element that was at this
1194 field _before_ the call to InitField() (which can change it); lastly, it
1195 was not called for "mole with direction" elements, which were treated as
1196 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1200 inline void DrawGameValue_Emeralds(int value)
1202 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
1205 inline void DrawGameValue_Dynamite(int value)
1207 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
1210 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
1212 int base_key_graphic = EL_KEY_1;
1215 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1216 base_key_graphic = EL_EM_KEY_1;
1218 /* currently only 4 of 8 possible keys are displayed */
1219 for (i = 0; i < STD_NUM_KEYS; i++)
1222 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1223 el2edimg(base_key_graphic + i));
1225 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1226 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
1227 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
1231 inline void DrawGameValue_Score(int value)
1233 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1236 inline void DrawGameValue_Time(int value)
1239 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1241 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1244 inline void DrawGameValue_Level(int value)
1247 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1250 /* misuse area for displaying emeralds to draw bigger level number */
1251 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1252 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1254 /* now copy it to the area for displaying level number */
1255 BlitBitmap(drawto, drawto,
1256 DX_EMERALDS, DY_EMERALDS + 1,
1257 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1258 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1259 DX_LEVEL - 1, DY_LEVEL + 1);
1261 /* restore the area for displaying emeralds */
1262 DrawGameValue_Emeralds(local_player->gems_still_needed);
1264 /* yes, this is all really ugly :-) */
1268 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1271 int key[MAX_NUM_KEYS];
1274 for (i = 0; i < MAX_NUM_KEYS; i++)
1275 key[i] = key_bits & (1 << i);
1277 DrawGameValue_Level(level_nr);
1279 DrawGameValue_Emeralds(emeralds);
1280 DrawGameValue_Dynamite(dynamite);
1281 DrawGameValue_Score(score);
1282 DrawGameValue_Time(time);
1284 DrawGameValue_Keys(key);
1287 void DrawGameDoorValues()
1289 int dynamite_state = 0;
1293 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1295 DrawGameDoorValues_EM();
1301 DrawGameValue_Level(level_nr);
1303 DrawGameValue_Emeralds(local_player->gems_still_needed);
1304 DrawGameValue_Dynamite(local_player->inventory_size);
1305 DrawGameValue_Score(local_player->score);
1306 DrawGameValue_Time(TimeLeft);
1310 if (game.centered_player_nr == -1)
1312 for (i = 0; i < MAX_PLAYERS; i++)
1314 for (j = 0; j < MAX_NUM_KEYS; j++)
1315 if (stored_player[i].key[j])
1316 key_bits |= (1 << j);
1318 dynamite_state += stored_player[i].inventory_size;
1322 DrawGameValue_Keys(stored_player[i].key);
1327 int player_nr = game.centered_player_nr;
1329 for (i = 0; i < MAX_NUM_KEYS; i++)
1330 if (stored_player[player_nr].key[i])
1331 key_bits |= (1 << i);
1333 dynamite_state = stored_player[player_nr].inventory_size;
1336 DrawAllGameValues(local_player->gems_still_needed, dynamite_state,
1337 local_player->score, TimeLeft, key_bits);
1342 static void resolve_group_element(int group_element, int recursion_depth)
1344 static int group_nr;
1345 static struct ElementGroupInfo *group;
1346 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1349 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1351 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1352 group_element - EL_GROUP_START + 1);
1354 /* replace element which caused too deep recursion by question mark */
1355 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1360 if (recursion_depth == 0) /* initialization */
1362 group = element_info[group_element].group;
1363 group_nr = group_element - EL_GROUP_START;
1365 group->num_elements_resolved = 0;
1366 group->choice_pos = 0;
1369 for (i = 0; i < actual_group->num_elements; i++)
1371 int element = actual_group->element[i];
1373 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1376 if (IS_GROUP_ELEMENT(element))
1377 resolve_group_element(element, recursion_depth + 1);
1380 group->element_resolved[group->num_elements_resolved++] = element;
1381 element_info[element].in_group[group_nr] = TRUE;
1388 =============================================================================
1390 -----------------------------------------------------------------------------
1391 initialize game engine due to level / tape version number
1392 =============================================================================
1395 static void InitGameEngine()
1397 int i, j, k, l, x, y;
1399 /* set game engine from tape file when re-playing, else from level file */
1400 game.engine_version = (tape.playing ? tape.engine_version :
1401 level.game_version);
1403 /* ---------------------------------------------------------------------- */
1404 /* set flags for bugs and changes according to active game engine version */
1405 /* ---------------------------------------------------------------------- */
1408 Summary of bugfix/change:
1409 Fixed handling for custom elements that change when pushed by the player.
1411 Fixed/changed in version:
1415 Before 3.1.0, custom elements that "change when pushing" changed directly
1416 after the player started pushing them (until then handled in "DigField()").
1417 Since 3.1.0, these custom elements are not changed until the "pushing"
1418 move of the element is finished (now handled in "ContinueMoving()").
1420 Affected levels/tapes:
1421 The first condition is generally needed for all levels/tapes before version
1422 3.1.0, which might use the old behaviour before it was changed; known tapes
1423 that are affected are some tapes from the level set "Walpurgis Gardens" by
1425 The second condition is an exception from the above case and is needed for
1426 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1427 above (including some development versions of 3.1.0), but before it was
1428 known that this change would break tapes like the above and was fixed in
1429 3.1.1, so that the changed behaviour was active although the engine version
1430 while recording maybe was before 3.1.0. There is at least one tape that is
1431 affected by this exception, which is the tape for the one-level set "Bug
1432 Machine" by Juergen Bonhagen.
1435 game.use_change_when_pushing_bug =
1436 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1438 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1439 tape.game_version < VERSION_IDENT(3,1,1,0)));
1442 Summary of bugfix/change:
1443 Fixed handling for blocking the field the player leaves when moving.
1445 Fixed/changed in version:
1449 Before 3.1.1, when "block last field when moving" was enabled, the field
1450 the player is leaving when moving was blocked for the time of the move,
1451 and was directly unblocked afterwards. This resulted in the last field
1452 being blocked for exactly one less than the number of frames of one player
1453 move. Additionally, even when blocking was disabled, the last field was
1454 blocked for exactly one frame.
1455 Since 3.1.1, due to changes in player movement handling, the last field
1456 is not blocked at all when blocking is disabled. When blocking is enabled,
1457 the last field is blocked for exactly the number of frames of one player
1458 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1459 last field is blocked for exactly one more than the number of frames of
1462 Affected levels/tapes:
1463 (!!! yet to be determined -- probably many !!!)
1466 game.use_block_last_field_bug =
1467 (game.engine_version < VERSION_IDENT(3,1,1,0));
1470 Summary of bugfix/change:
1471 Changed behaviour of CE changes with multiple changes per single frame.
1473 Fixed/changed in version:
1477 Before 3.2.0-6, only one single CE change was allowed in each engine frame.
1478 This resulted in race conditions where CEs seem to behave strange in some
1479 situations (where triggered CE changes were just skipped because there was
1480 already a CE change on that tile in the playfield in that engine frame).
1481 Since 3.2.0-6, this was changed to allow up to MAX_NUM_CHANGES_PER_FRAME.
1482 (The number of changes per frame must be limited in any case, because else
1483 it is easily possible to define CE changes that would result in an infinite
1484 loop, causing the whole game to freeze. The MAX_NUM_CHANGES_PER_FRAME value
1485 should be set large enough so that it would only be reached in cases where
1486 the corresponding CE change conditions run into a loop. Therefore, it seems
1487 to be reasonable to set MAX_NUM_CHANGES_PER_FRAME to the same value as the
1488 maximal number of change pages for custom elements.)
1490 Affected levels/tapes:
1494 #if USE_ONLY_ONE_CHANGE_PER_FRAME
1495 game.max_num_changes_per_frame = 1;
1497 game.max_num_changes_per_frame =
1498 (game.engine_version < VERSION_IDENT(3,2,0,6) ? 1 : 32);
1501 /* ---------------------------------------------------------------------- */
1503 /* default scan direction: scan playfield from top/left to bottom/right */
1504 InitPlayfieldScanMode(CA_ARG_SCAN_MODE_NORMAL);
1506 /* dynamically adjust element properties according to game engine version */
1507 InitElementPropertiesEngine(game.engine_version);
1510 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1511 printf(" tape version == %06d [%s] [file: %06d]\n",
1512 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1514 printf(" => game.engine_version == %06d\n", game.engine_version);
1518 /* ---------- recursively resolve group elements ------------------------- */
1520 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1521 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1522 element_info[i].in_group[j] = FALSE;
1524 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1525 resolve_group_element(EL_GROUP_START + i, 0);
1528 /* ---------- initialize player's initial move delay --------------------- */
1531 /* dynamically adjust player properties according to level information */
1532 game.initial_move_delay_value =
1533 get_move_delay_from_stepsize(level.initial_player_stepsize);
1535 /* dynamically adjust player properties according to level information */
1536 game.initial_move_delay_value =
1537 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1540 /* dynamically adjust player properties according to game engine version */
1541 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1542 game.initial_move_delay_value : 0);
1544 /* ---------- initialize player's initial push delay --------------------- */
1546 /* dynamically adjust player properties according to game engine version */
1547 game.initial_push_delay_value =
1548 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1550 /* ---------- initialize changing elements ------------------------------- */
1552 /* initialize changing elements information */
1553 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1555 struct ElementInfo *ei = &element_info[i];
1557 /* this pointer might have been changed in the level editor */
1558 ei->change = &ei->change_page[0];
1560 if (!IS_CUSTOM_ELEMENT(i))
1562 ei->change->target_element = EL_EMPTY_SPACE;
1563 ei->change->delay_fixed = 0;
1564 ei->change->delay_random = 0;
1565 ei->change->delay_frames = 1;
1568 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1570 ei->has_change_event[j] = FALSE;
1572 ei->event_page_nr[j] = 0;
1573 ei->event_page[j] = &ei->change_page[0];
1577 /* add changing elements from pre-defined list */
1578 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1580 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1581 struct ElementInfo *ei = &element_info[ch_delay->element];
1583 ei->change->target_element = ch_delay->target_element;
1584 ei->change->delay_fixed = ch_delay->change_delay;
1586 ei->change->pre_change_function = ch_delay->pre_change_function;
1587 ei->change->change_function = ch_delay->change_function;
1588 ei->change->post_change_function = ch_delay->post_change_function;
1590 ei->change->can_change = TRUE;
1591 ei->change->can_change_or_has_action = TRUE;
1593 ei->has_change_event[CE_DELAY] = TRUE;
1595 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1596 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1599 /* ---------- initialize internal run-time variables ------------- */
1601 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1603 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1605 for (j = 0; j < ei->num_change_pages; j++)
1607 ei->change_page[j].can_change_or_has_action =
1608 (ei->change_page[j].can_change |
1609 ei->change_page[j].has_action);
1613 /* add change events from custom element configuration */
1614 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1616 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1618 for (j = 0; j < ei->num_change_pages; j++)
1620 if (!ei->change_page[j].can_change_or_has_action)
1623 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1625 /* only add event page for the first page found with this event */
1626 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1628 ei->has_change_event[k] = TRUE;
1630 ei->event_page_nr[k] = j;
1631 ei->event_page[k] = &ei->change_page[j];
1637 /* ---------- initialize run-time trigger player and element ------------- */
1639 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1641 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1643 for (j = 0; j < ei->num_change_pages; j++)
1645 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1646 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1647 ei->change_page[j].actual_trigger_side = CH_SIDE_NONE;
1648 ei->change_page[j].actual_trigger_ce_value = 0;
1652 /* ---------- initialize trigger events ---------------------------------- */
1654 /* initialize trigger events information */
1655 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1656 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1657 trigger_events[i][j] = FALSE;
1659 /* add trigger events from element change event properties */
1660 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1662 struct ElementInfo *ei = &element_info[i];
1664 for (j = 0; j < ei->num_change_pages; j++)
1666 if (!ei->change_page[j].can_change_or_has_action)
1669 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1671 int trigger_element = ei->change_page[j].trigger_element;
1673 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1675 if (ei->change_page[j].has_event[k])
1677 if (IS_GROUP_ELEMENT(trigger_element))
1679 struct ElementGroupInfo *group =
1680 element_info[trigger_element].group;
1682 for (l = 0; l < group->num_elements_resolved; l++)
1683 trigger_events[group->element_resolved[l]][k] = TRUE;
1686 trigger_events[trigger_element][k] = TRUE;
1693 /* ---------- initialize push delay -------------------------------------- */
1695 /* initialize push delay values to default */
1696 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1698 if (!IS_CUSTOM_ELEMENT(i))
1700 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1701 element_info[i].push_delay_random = game.default_push_delay_random;
1705 /* set push delay value for certain elements from pre-defined list */
1706 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1708 int e = push_delay_list[i].element;
1710 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1711 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1714 /* set push delay value for Supaplex elements for newer engine versions */
1715 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1717 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1719 if (IS_SP_ELEMENT(i))
1721 /* set SP push delay to just enough to push under a falling zonk */
1722 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1724 element_info[i].push_delay_fixed = delay;
1725 element_info[i].push_delay_random = 0;
1730 /* ---------- initialize move stepsize ----------------------------------- */
1732 /* initialize move stepsize values to default */
1733 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1734 if (!IS_CUSTOM_ELEMENT(i))
1735 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1737 /* set move stepsize value for certain elements from pre-defined list */
1738 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1740 int e = move_stepsize_list[i].element;
1742 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1745 /* ---------- initialize collect score ----------------------------------- */
1747 /* initialize collect score values for custom elements from initial value */
1748 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1749 if (IS_CUSTOM_ELEMENT(i))
1750 element_info[i].collect_score = element_info[i].collect_score_initial;
1752 /* ---------- initialize collect count ----------------------------------- */
1754 /* initialize collect count values for non-custom elements */
1755 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1756 if (!IS_CUSTOM_ELEMENT(i))
1757 element_info[i].collect_count_initial = 0;
1759 /* add collect count values for all elements from pre-defined list */
1760 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1761 element_info[collect_count_list[i].element].collect_count_initial =
1762 collect_count_list[i].count;
1764 /* ---------- initialize access direction -------------------------------- */
1766 /* initialize access direction values to default (access from every side) */
1767 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1768 if (!IS_CUSTOM_ELEMENT(i))
1769 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1771 /* set access direction value for certain elements from pre-defined list */
1772 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1773 element_info[access_direction_list[i].element].access_direction =
1774 access_direction_list[i].direction;
1776 /* ---------- initialize explosion content ------------------------------- */
1777 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1779 if (IS_CUSTOM_ELEMENT(i))
1782 for (y = 0; y < 3; y++) for (x = 0; x < 3; x++)
1784 /* (content for EL_YAMYAM set at run-time with game.yamyam_content_nr) */
1786 element_info[i].content.e[x][y] =
1787 (i == EL_PLAYER_1 ? EL_EMERALD_YELLOW :
1788 i == EL_PLAYER_2 ? EL_EMERALD_RED :
1789 i == EL_PLAYER_3 ? EL_EMERALD :
1790 i == EL_PLAYER_4 ? EL_EMERALD_PURPLE :
1791 i == EL_MOLE ? EL_EMERALD_RED :
1792 i == EL_PENGUIN ? EL_EMERALD_PURPLE :
1793 i == EL_BUG ? (x == 1 && y == 1 ? EL_DIAMOND : EL_EMERALD) :
1794 i == EL_BD_BUTTERFLY ? EL_BD_DIAMOND :
1795 i == EL_SP_ELECTRON ? EL_SP_INFOTRON :
1796 i == EL_AMOEBA_TO_DIAMOND ? level.amoeba_content :
1797 i == EL_WALL_EMERALD ? EL_EMERALD :
1798 i == EL_WALL_DIAMOND ? EL_DIAMOND :
1799 i == EL_WALL_BD_DIAMOND ? EL_BD_DIAMOND :
1800 i == EL_WALL_EMERALD_YELLOW ? EL_EMERALD_YELLOW :
1801 i == EL_WALL_EMERALD_RED ? EL_EMERALD_RED :
1802 i == EL_WALL_EMERALD_PURPLE ? EL_EMERALD_PURPLE :
1803 i == EL_WALL_PEARL ? EL_PEARL :
1804 i == EL_WALL_CRYSTAL ? EL_CRYSTAL :
1810 int get_num_special_action(int element, int action_first, int action_last)
1812 int num_special_action = 0;
1815 for (i = action_first; i <= action_last; i++)
1817 boolean found = FALSE;
1819 for (j = 0; j < NUM_DIRECTIONS; j++)
1820 if (el_act_dir2img(element, i, j) !=
1821 el_act_dir2img(element, ACTION_DEFAULT, j))
1825 num_special_action++;
1831 printf("::: %d->%d: %d\n", action_first, action_last, num_special_action);
1834 return num_special_action;
1838 =============================================================================
1840 -----------------------------------------------------------------------------
1841 initialize and start new game
1842 =============================================================================
1847 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1848 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1849 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1854 /* don't play tapes over network */
1855 network_playing = (options.network && !tape.playing);
1857 for (i = 0; i < MAX_PLAYERS; i++)
1859 struct PlayerInfo *player = &stored_player[i];
1861 player->index_nr = i;
1862 player->index_bit = (1 << i);
1863 player->element_nr = EL_PLAYER_1 + i;
1865 player->present = FALSE;
1866 player->active = FALSE;
1869 player->effective_action = 0;
1870 player->programmed_action = 0;
1873 player->gems_still_needed = level.gems_needed;
1874 player->sokobanfields_still_needed = 0;
1875 player->lights_still_needed = 0;
1876 player->friends_still_needed = 0;
1878 for (j = 0; j < MAX_NUM_KEYS; j++)
1879 player->key[j] = FALSE;
1881 player->dynabomb_count = 0;
1882 player->dynabomb_size = 1;
1883 player->dynabombs_left = 0;
1884 player->dynabomb_xl = FALSE;
1886 player->MovDir = MV_NONE;
1889 player->GfxDir = MV_NONE;
1890 player->GfxAction = ACTION_DEFAULT;
1892 player->StepFrame = 0;
1894 player->use_murphy = FALSE;
1895 player->artwork_element =
1896 (level.use_artwork_element[i] ? level.artwork_element[i] :
1897 player->element_nr);
1899 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1900 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1902 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1904 player->actual_frame_counter = 0;
1906 player->step_counter = 0;
1908 player->last_move_dir = MV_NONE;
1910 player->is_waiting = FALSE;
1911 player->is_moving = FALSE;
1912 player->is_auto_moving = FALSE;
1913 player->is_digging = FALSE;
1914 player->is_snapping = FALSE;
1915 player->is_collecting = FALSE;
1916 player->is_pushing = FALSE;
1917 player->is_switching = FALSE;
1918 player->is_dropping = FALSE;
1919 player->is_dropping_pressed = FALSE;
1921 player->is_bored = FALSE;
1922 player->is_sleeping = FALSE;
1924 player->frame_counter_bored = -1;
1925 player->frame_counter_sleeping = -1;
1927 player->anim_delay_counter = 0;
1928 player->post_delay_counter = 0;
1930 player->dir_waiting = MV_NONE;
1931 player->action_waiting = ACTION_DEFAULT;
1932 player->last_action_waiting = ACTION_DEFAULT;
1933 player->special_action_bored = ACTION_DEFAULT;
1934 player->special_action_sleeping = ACTION_DEFAULT;
1937 /* cannot be set here -- could be modified in Init[Player]Field() below */
1939 /* set number of special actions for bored and sleeping animation */
1940 player->num_special_action_bored =
1941 get_num_special_action(player->artwork_element,
1942 ACTION_BORING_1, ACTION_BORING_LAST);
1943 player->num_special_action_sleeping =
1944 get_num_special_action(player->artwork_element,
1945 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
1948 player->switch_x = -1;
1949 player->switch_y = -1;
1951 player->drop_x = -1;
1952 player->drop_y = -1;
1954 player->show_envelope = 0;
1957 SetPlayerMoveSpeed(player, level.initial_player_stepsize, TRUE);
1959 player->move_delay = game.initial_move_delay;
1960 player->move_delay_value = game.initial_move_delay_value;
1962 player->move_delay_value_next = -1;
1964 player->move_delay_reset_counter = 0;
1966 player->cannot_move = FALSE;
1969 player->push_delay = -1; /* initialized when pushing starts */
1970 player->push_delay_value = game.initial_push_delay_value;
1972 player->drop_delay = 0;
1973 player->drop_pressed_delay = 0;
1975 player->last_jx = player->last_jy = 0;
1976 player->jx = player->jy = 0;
1978 player->shield_normal_time_left = 0;
1979 player->shield_deadly_time_left = 0;
1981 player->inventory_infinite_element = EL_UNDEFINED;
1982 player->inventory_size = 0;
1984 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1985 SnapField(player, 0, 0);
1987 player->LevelSolved = FALSE;
1988 player->GameOver = FALSE;
1991 network_player_action_received = FALSE;
1993 #if defined(NETWORK_AVALIABLE)
1994 /* initial null action */
1995 if (network_playing)
1996 SendToServer_MovePlayer(MV_NONE);
2005 TimeLeft = level.time;
2008 ScreenMovDir = MV_NONE;
2012 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
2014 AllPlayersGone = FALSE;
2016 game.yamyam_content_nr = 0;
2017 game.magic_wall_active = FALSE;
2018 game.magic_wall_time_left = 0;
2019 game.light_time_left = 0;
2020 game.timegate_time_left = 0;
2021 game.switchgate_pos = 0;
2022 game.wind_direction = level.wind_direction_initial;
2023 game.gravity = level.initial_gravity;
2024 game.explosions_delayed = TRUE;
2026 game.lenses_time_left = 0;
2027 game.magnify_time_left = 0;
2029 game.ball_state = level.ball_state_initial;
2030 game.ball_content_nr = 0;
2032 game.envelope_active = FALSE;
2034 game.centered_player_nr = game.centered_player_nr_next = -1; /* focus all */
2035 game.set_centered_player = FALSE;
2037 for (i = 0; i < NUM_BELTS; i++)
2039 game.belt_dir[i] = MV_NONE;
2040 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2043 for (i = 0; i < MAX_NUM_AMOEBA; i++)
2044 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
2047 SCAN_PLAYFIELD(x, y)
2049 for (x = 0; x < lev_fieldx; x++) for (y = 0; y < lev_fieldy; y++)
2052 Feld[x][y] = level.field[x][y];
2053 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
2054 ChangeDelay[x][y] = 0;
2055 ChangePage[x][y] = -1;
2056 #if USE_NEW_CUSTOM_VALUE
2057 CustomValue[x][y] = 0; /* initialized in InitField() */
2059 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
2061 WasJustMoving[x][y] = 0;
2062 WasJustFalling[x][y] = 0;
2063 CheckCollision[x][y] = 0;
2065 Pushed[x][y] = FALSE;
2067 ChangeCount[x][y] = 0;
2068 ChangeEvent[x][y] = -1;
2070 ExplodePhase[x][y] = 0;
2071 ExplodeDelay[x][y] = 0;
2072 ExplodeField[x][y] = EX_TYPE_NONE;
2074 RunnerVisit[x][y] = 0;
2075 PlayerVisit[x][y] = 0;
2078 GfxRandom[x][y] = INIT_GFX_RANDOM();
2079 GfxElement[x][y] = EL_UNDEFINED;
2080 GfxAction[x][y] = ACTION_DEFAULT;
2081 GfxDir[x][y] = MV_NONE;
2085 SCAN_PLAYFIELD(x, y)
2087 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
2090 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
2092 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
2094 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
2097 InitField(x, y, TRUE);
2102 for (i = 0; i < MAX_PLAYERS; i++)
2104 struct PlayerInfo *player = &stored_player[i];
2107 /* set number of special actions for bored and sleeping animation */
2108 player->num_special_action_bored =
2109 get_num_special_action(player->artwork_element,
2110 ACTION_BORING_1, ACTION_BORING_LAST);
2111 player->num_special_action_sleeping =
2112 get_num_special_action(player->artwork_element,
2113 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
2118 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
2119 emulate_sb ? EMU_SOKOBAN :
2120 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
2122 #if USE_NEW_ALL_SLIPPERY
2123 /* initialize type of slippery elements */
2124 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2126 if (!IS_CUSTOM_ELEMENT(i))
2128 /* default: elements slip down either to the left or right randomly */
2129 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
2131 /* SP style elements prefer to slip down on the left side */
2132 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
2133 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2135 /* BD style elements prefer to slip down on the left side */
2136 if (game.emulation == EMU_BOULDERDASH)
2137 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
2142 /* initialize explosion and ignition delay */
2143 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
2145 if (!IS_CUSTOM_ELEMENT(i))
2148 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
2149 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
2150 game.emulation == EMU_SUPAPLEX ? 3 : 2);
2151 int last_phase = (num_phase + 1) * delay;
2152 int half_phase = (num_phase / 2) * delay;
2154 element_info[i].explosion_delay = last_phase - 1;
2155 element_info[i].ignition_delay = half_phase;
2157 if (i == EL_BLACK_ORB)
2158 element_info[i].ignition_delay = 1;
2162 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
2163 element_info[i].explosion_delay = 1;
2165 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
2166 element_info[i].ignition_delay = 1;
2170 /* correct non-moving belts to start moving left */
2171 for (i = 0; i < NUM_BELTS; i++)
2172 if (game.belt_dir[i] == MV_NONE)
2173 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
2175 /* check if any connected player was not found in playfield */
2176 for (i = 0; i < MAX_PLAYERS; i++)
2178 struct PlayerInfo *player = &stored_player[i];
2180 if (player->connected && !player->present)
2182 for (j = 0; j < MAX_PLAYERS; j++)
2184 struct PlayerInfo *some_player = &stored_player[j];
2185 int jx = some_player->jx, jy = some_player->jy;
2187 /* assign first free player found that is present in the playfield */
2188 if (some_player->present && !some_player->connected)
2190 player->present = TRUE;
2191 player->active = TRUE;
2193 some_player->present = FALSE;
2194 some_player->active = FALSE;
2197 player->element_nr = some_player->element_nr;
2200 player->artwork_element = some_player->artwork_element;
2202 player->block_last_field = some_player->block_last_field;
2203 player->block_delay_adjustment = some_player->block_delay_adjustment;
2205 StorePlayer[jx][jy] = player->element_nr;
2206 player->jx = player->last_jx = jx;
2207 player->jy = player->last_jy = jy;
2217 /* when playing a tape, eliminate all players who do not participate */
2219 for (i = 0; i < MAX_PLAYERS; i++)
2221 if (stored_player[i].active && !tape.player_participates[i])
2223 struct PlayerInfo *player = &stored_player[i];
2224 int jx = player->jx, jy = player->jy;
2226 player->active = FALSE;
2227 StorePlayer[jx][jy] = 0;
2228 Feld[jx][jy] = EL_EMPTY;
2232 else if (!options.network && !setup.team_mode) /* && !tape.playing */
2234 /* when in single player mode, eliminate all but the first active player */
2236 for (i = 0; i < MAX_PLAYERS; i++)
2238 if (stored_player[i].active)
2240 for (j = i + 1; j < MAX_PLAYERS; j++)
2242 if (stored_player[j].active)
2244 struct PlayerInfo *player = &stored_player[j];
2245 int jx = player->jx, jy = player->jy;
2247 player->active = FALSE;
2248 player->present = FALSE;
2250 StorePlayer[jx][jy] = 0;
2251 Feld[jx][jy] = EL_EMPTY;
2258 /* when recording the game, store which players take part in the game */
2261 for (i = 0; i < MAX_PLAYERS; i++)
2262 if (stored_player[i].active)
2263 tape.player_participates[i] = TRUE;
2268 for (i = 0; i < MAX_PLAYERS; i++)
2270 struct PlayerInfo *player = &stored_player[i];
2272 printf("Player %d: present == %d, connected == %d, active == %d.\n",
2277 if (local_player == player)
2278 printf("Player %d is local player.\n", i+1);
2282 if (BorderElement == EL_EMPTY)
2285 SBX_Right = lev_fieldx - SCR_FIELDX;
2287 SBY_Lower = lev_fieldy - SCR_FIELDY;
2292 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
2294 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
2297 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
2298 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
2300 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
2301 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
2303 /* if local player not found, look for custom element that might create
2304 the player (make some assumptions about the right custom element) */
2305 if (!local_player->present)
2307 int start_x = 0, start_y = 0;
2308 int found_rating = 0;
2309 int found_element = EL_UNDEFINED;
2310 int player_nr = local_player->index_nr;
2313 SCAN_PLAYFIELD(x, y)
2315 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
2318 int element = Feld[x][y];
2323 if (level.use_start_element[player_nr] &&
2324 level.start_element[player_nr] == element &&
2331 found_element = element;
2334 if (!IS_CUSTOM_ELEMENT(element))
2337 if (CAN_CHANGE(element))
2339 for (i = 0; i < element_info[element].num_change_pages; i++)
2341 /* check for player created from custom element as single target */
2342 content = element_info[element].change_page[i].target_element;
2343 is_player = ELEM_IS_PLAYER(content);
2345 if (is_player && (found_rating < 3 || element < found_element))
2351 found_element = element;
2356 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
2358 /* check for player created from custom element as explosion content */
2359 content = element_info[element].content.e[xx][yy];
2360 is_player = ELEM_IS_PLAYER(content);
2362 if (is_player && (found_rating < 2 || element < found_element))
2364 start_x = x + xx - 1;
2365 start_y = y + yy - 1;
2368 found_element = element;
2371 if (!CAN_CHANGE(element))
2374 for (i = 0; i < element_info[element].num_change_pages; i++)
2376 /* check for player created from custom element as extended target */
2378 element_info[element].change_page[i].target_content.e[xx][yy];
2380 is_player = ELEM_IS_PLAYER(content);
2382 if (is_player && (found_rating < 1 || element < found_element))
2384 start_x = x + xx - 1;
2385 start_y = y + yy - 1;
2388 found_element = element;
2394 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
2395 start_x > SBX_Right + MIDPOSX ? SBX_Right :
2398 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
2399 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
2404 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2405 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2406 local_player->jx - MIDPOSX);
2408 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2409 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2410 local_player->jy - MIDPOSY);
2413 if (!game.restart_level)
2414 CloseDoor(DOOR_CLOSE_1);
2416 /* !!! FIX THIS (START) !!! */
2417 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
2419 InitGameEngine_EM();
2426 /* after drawing the level, correct some elements */
2427 if (game.timegate_time_left == 0)
2428 CloseAllOpenTimegates();
2430 if (setup.soft_scrolling)
2431 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2433 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2436 /* !!! FIX THIS (END) !!! */
2438 if (!game.restart_level)
2440 /* copy default game door content to main double buffer */
2441 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2442 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2445 DrawGameDoorValues();
2447 if (!game.restart_level)
2451 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2452 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2453 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2457 /* copy actual game door content to door double buffer for OpenDoor() */
2458 BlitBitmap(drawto, bitmap_db_door,
2459 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2461 OpenDoor(DOOR_OPEN_ALL);
2463 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2465 if (setup.sound_music)
2468 KeyboardAutoRepeatOffUnlessAutoplay();
2472 for (i = 0; i < MAX_PLAYERS; i++)
2473 printf("Player %d %sactive.\n",
2474 i + 1, (stored_player[i].active ? "" : "not "));
2478 game.restart_level = FALSE;
2481 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2483 /* this is used for non-R'n'D game engines to update certain engine values */
2485 /* needed to determine if sounds are played within the visible screen area */
2486 scroll_x = actual_scroll_x;
2487 scroll_y = actual_scroll_y;
2490 void InitMovDir(int x, int y)
2492 int i, element = Feld[x][y];
2493 static int xy[4][2] =
2500 static int direction[3][4] =
2502 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2503 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2504 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2513 Feld[x][y] = EL_BUG;
2514 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2517 case EL_SPACESHIP_RIGHT:
2518 case EL_SPACESHIP_UP:
2519 case EL_SPACESHIP_LEFT:
2520 case EL_SPACESHIP_DOWN:
2521 Feld[x][y] = EL_SPACESHIP;
2522 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2525 case EL_BD_BUTTERFLY_RIGHT:
2526 case EL_BD_BUTTERFLY_UP:
2527 case EL_BD_BUTTERFLY_LEFT:
2528 case EL_BD_BUTTERFLY_DOWN:
2529 Feld[x][y] = EL_BD_BUTTERFLY;
2530 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2533 case EL_BD_FIREFLY_RIGHT:
2534 case EL_BD_FIREFLY_UP:
2535 case EL_BD_FIREFLY_LEFT:
2536 case EL_BD_FIREFLY_DOWN:
2537 Feld[x][y] = EL_BD_FIREFLY;
2538 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2541 case EL_PACMAN_RIGHT:
2543 case EL_PACMAN_LEFT:
2544 case EL_PACMAN_DOWN:
2545 Feld[x][y] = EL_PACMAN;
2546 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2549 case EL_YAMYAM_LEFT:
2550 case EL_YAMYAM_RIGHT:
2552 case EL_YAMYAM_DOWN:
2553 Feld[x][y] = EL_YAMYAM;
2554 MovDir[x][y] = direction[2][element - EL_YAMYAM_LEFT];
2557 case EL_SP_SNIKSNAK:
2558 MovDir[x][y] = MV_UP;
2561 case EL_SP_ELECTRON:
2562 MovDir[x][y] = MV_LEFT;
2569 Feld[x][y] = EL_MOLE;
2570 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2574 if (IS_CUSTOM_ELEMENT(element))
2576 struct ElementInfo *ei = &element_info[element];
2577 int move_direction_initial = ei->move_direction_initial;
2578 int move_pattern = ei->move_pattern;
2580 if (move_direction_initial == MV_START_PREVIOUS)
2582 if (MovDir[x][y] != MV_NONE)
2585 move_direction_initial = MV_START_AUTOMATIC;
2588 if (move_direction_initial == MV_START_RANDOM)
2589 MovDir[x][y] = 1 << RND(4);
2590 else if (move_direction_initial & MV_ANY_DIRECTION)
2591 MovDir[x][y] = move_direction_initial;
2592 else if (move_pattern == MV_ALL_DIRECTIONS ||
2593 move_pattern == MV_TURNING_LEFT ||
2594 move_pattern == MV_TURNING_RIGHT ||
2595 move_pattern == MV_TURNING_LEFT_RIGHT ||
2596 move_pattern == MV_TURNING_RIGHT_LEFT ||
2597 move_pattern == MV_TURNING_RANDOM)
2598 MovDir[x][y] = 1 << RND(4);
2599 else if (move_pattern == MV_HORIZONTAL)
2600 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2601 else if (move_pattern == MV_VERTICAL)
2602 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2603 else if (move_pattern & MV_ANY_DIRECTION)
2604 MovDir[x][y] = element_info[element].move_pattern;
2605 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2606 move_pattern == MV_ALONG_RIGHT_SIDE)
2608 /* use random direction as default start direction */
2609 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2610 MovDir[x][y] = 1 << RND(4);
2612 for (i = 0; i < NUM_DIRECTIONS; i++)
2614 int x1 = x + xy[i][0];
2615 int y1 = y + xy[i][1];
2617 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2619 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2620 MovDir[x][y] = direction[0][i];
2622 MovDir[x][y] = direction[1][i];
2631 MovDir[x][y] = 1 << RND(4);
2633 if (element != EL_BUG &&
2634 element != EL_SPACESHIP &&
2635 element != EL_BD_BUTTERFLY &&
2636 element != EL_BD_FIREFLY)
2639 for (i = 0; i < NUM_DIRECTIONS; i++)
2641 int x1 = x + xy[i][0];
2642 int y1 = y + xy[i][1];
2644 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2646 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2648 MovDir[x][y] = direction[0][i];
2651 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2652 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2654 MovDir[x][y] = direction[1][i];
2663 GfxDir[x][y] = MovDir[x][y];
2666 void InitAmoebaNr(int x, int y)
2669 int group_nr = AmoebeNachbarNr(x, y);
2673 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2675 if (AmoebaCnt[i] == 0)
2683 AmoebaNr[x][y] = group_nr;
2684 AmoebaCnt[group_nr]++;
2685 AmoebaCnt2[group_nr]++;
2691 boolean raise_level = FALSE;
2693 if (local_player->MovPos)
2696 if (tape.auto_play) /* tape might already be stopped here */
2697 tape.auto_play_level_solved = TRUE;
2699 local_player->LevelSolved = FALSE;
2701 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2705 if (!tape.playing && setup.sound_loops)
2706 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2707 SND_CTRL_PLAY_LOOP);
2709 while (TimeLeft > 0)
2711 if (!tape.playing && !setup.sound_loops)
2712 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2714 if (TimeLeft > 100 && TimeLeft % 10 == 0)
2717 RaiseScore(level.score[SC_TIME_BONUS] * 10);
2722 RaiseScore(level.score[SC_TIME_BONUS]);
2725 DrawGameValue_Time(TimeLeft);
2733 if (!tape.playing && setup.sound_loops)
2734 StopSound(SND_GAME_LEVELTIME_BONUS);
2736 else if (level.time == 0) /* level without time limit */
2738 if (!tape.playing && setup.sound_loops)
2739 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2740 SND_CTRL_PLAY_LOOP);
2742 while (TimePlayed < 999)
2744 if (!tape.playing && !setup.sound_loops)
2745 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2747 if (TimePlayed < 900 && TimePlayed % 10 == 0)
2750 RaiseScore(level.score[SC_TIME_BONUS] * 10);
2755 RaiseScore(level.score[SC_TIME_BONUS]);
2758 DrawGameValue_Time(TimePlayed);
2766 if (!tape.playing && setup.sound_loops)
2767 StopSound(SND_GAME_LEVELTIME_BONUS);
2770 /* close exit door after last player */
2771 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2772 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2773 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2775 int element = Feld[ExitX][ExitY];
2777 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2778 EL_SP_EXIT_CLOSING);
2780 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2783 /* player disappears */
2784 if (ExitX >= 0 && ExitY >= 0)
2785 DrawLevelField(ExitX, ExitY);
2791 printf("::: TAPE PLAYING -> DO NOT SAVE SCORE\n");
2793 printf("::: NO TAPE PLAYING -> SAVING SCORE\n");
2799 CloseDoor(DOOR_CLOSE_1);
2804 SaveTape(tape.level_nr); /* Ask to save tape */
2807 if (level_nr == leveldir_current->handicap_level)
2809 leveldir_current->handicap_level++;
2810 SaveLevelSetup_SeriesInfo();
2813 if (level_editor_test_game)
2814 local_player->score = -1; /* no highscore when playing from editor */
2815 else if (level_nr < leveldir_current->last_level)
2816 raise_level = TRUE; /* advance to next level */
2818 if ((hi_pos = NewHiScore()) >= 0)
2820 game_status = GAME_MODE_SCORES;
2821 DrawHallOfFame(hi_pos);
2830 game_status = GAME_MODE_MAIN;
2847 LoadScore(level_nr);
2849 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2850 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2853 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2855 if (local_player->score > highscore[k].Score)
2857 /* player has made it to the hall of fame */
2859 if (k < MAX_SCORE_ENTRIES - 1)
2861 int m = MAX_SCORE_ENTRIES - 1;
2864 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2865 if (!strcmp(setup.player_name, highscore[l].Name))
2867 if (m == k) /* player's new highscore overwrites his old one */
2871 for (l = m; l > k; l--)
2873 strcpy(highscore[l].Name, highscore[l - 1].Name);
2874 highscore[l].Score = highscore[l - 1].Score;
2881 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2882 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2883 highscore[k].Score = local_player->score;
2889 else if (!strncmp(setup.player_name, highscore[k].Name,
2890 MAX_PLAYER_NAME_LEN))
2891 break; /* player already there with a higher score */
2897 SaveScore(level_nr);
2902 inline static int getElementMoveStepsize(int x, int y)
2904 int element = Feld[x][y];
2905 int direction = MovDir[x][y];
2906 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2907 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2908 int horiz_move = (dx != 0);
2909 int sign = (horiz_move ? dx : dy);
2910 int step = sign * element_info[element].move_stepsize;
2912 /* special values for move stepsize for spring and things on conveyor belt */
2916 if (element == EL_SPRING)
2917 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2918 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2919 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2920 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2922 if (CAN_FALL(element) &&
2923 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2924 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2925 else if (element == EL_SPRING)
2926 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2933 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2935 if (player->GfxAction != action || player->GfxDir != dir)
2938 printf("Player frame reset! (%d => %d, %d => %d)\n",
2939 player->GfxAction, action, player->GfxDir, dir);
2942 player->GfxAction = action;
2943 player->GfxDir = dir;
2945 player->StepFrame = 0;
2949 static void ResetRandomAnimationValue(int x, int y)
2951 GfxRandom[x][y] = INIT_GFX_RANDOM();
2954 static void ResetGfxAnimation(int x, int y)
2957 int element, graphic;
2961 GfxAction[x][y] = ACTION_DEFAULT;
2962 GfxDir[x][y] = MovDir[x][y];
2965 element = Feld[x][y];
2966 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
2968 if (graphic_info[graphic].anim_global_sync)
2969 GfxFrame[x][y] = FrameCounter;
2970 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
2971 GfxFrame[x][y] = CustomValue[x][y];
2972 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
2973 GfxFrame[x][y] = element_info[element].collect_score;
2977 void InitMovingField(int x, int y, int direction)
2979 int element = Feld[x][y];
2983 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2984 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2988 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2989 ResetGfxAnimation(x, y);
2991 MovDir[x][y] = direction;
2992 GfxDir[x][y] = direction;
2993 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2994 ACTION_FALLING : ACTION_MOVING);
2997 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
2999 if (graphic_info[graphic].anim_global_sync)
3000 GfxFrame[x][y] = FrameCounter;
3001 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
3002 GfxFrame[x][y] = CustomValue[x][y];
3003 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
3004 GfxFrame[x][y] = element_info[element].collect_score;
3007 /* this is needed for CEs with property "can move" / "not moving" */
3009 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
3011 if (Feld[newx][newy] == EL_EMPTY)
3012 Feld[newx][newy] = EL_BLOCKED;
3014 MovDir[newx][newy] = MovDir[x][y];
3016 #if USE_NEW_CUSTOM_VALUE
3017 CustomValue[newx][newy] = CustomValue[x][y];
3020 GfxFrame[newx][newy] = GfxFrame[x][y];
3021 GfxRandom[newx][newy] = GfxRandom[x][y];
3022 GfxAction[newx][newy] = GfxAction[x][y];
3023 GfxDir[newx][newy] = GfxDir[x][y];
3027 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
3029 int direction = MovDir[x][y];
3031 int newx = x + (direction & MV_LEFT ? -1 : direction & MV_RIGHT ? +1 : 0);
3032 int newy = y + (direction & MV_UP ? -1 : direction & MV_DOWN ? +1 : 0);
3034 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3035 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3042 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
3044 int oldx = x, oldy = y;
3045 int direction = MovDir[x][y];
3047 if (direction == MV_LEFT)
3049 else if (direction == MV_RIGHT)
3051 else if (direction == MV_UP)
3053 else if (direction == MV_DOWN)
3056 *comes_from_x = oldx;
3057 *comes_from_y = oldy;
3060 int MovingOrBlocked2Element(int x, int y)
3062 int element = Feld[x][y];
3064 if (element == EL_BLOCKED)
3068 Blocked2Moving(x, y, &oldx, &oldy);
3069 return Feld[oldx][oldy];
3075 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
3077 /* like MovingOrBlocked2Element(), but if element is moving
3078 and (x,y) is the field the moving element is just leaving,
3079 return EL_BLOCKED instead of the element value */
3080 int element = Feld[x][y];
3082 if (IS_MOVING(x, y))
3084 if (element == EL_BLOCKED)
3088 Blocked2Moving(x, y, &oldx, &oldy);
3089 return Feld[oldx][oldy];
3098 static void RemoveField(int x, int y)
3100 Feld[x][y] = EL_EMPTY;
3106 #if USE_NEW_CUSTOM_VALUE
3107 CustomValue[x][y] = 0;
3111 ChangeDelay[x][y] = 0;
3112 ChangePage[x][y] = -1;
3113 Pushed[x][y] = FALSE;
3116 ExplodeField[x][y] = EX_TYPE_NONE;
3119 GfxElement[x][y] = EL_UNDEFINED;
3120 GfxAction[x][y] = ACTION_DEFAULT;
3121 GfxDir[x][y] = MV_NONE;
3124 void RemoveMovingField(int x, int y)
3126 int oldx = x, oldy = y, newx = x, newy = y;
3127 int element = Feld[x][y];
3128 int next_element = EL_UNDEFINED;
3130 if (element != EL_BLOCKED && !IS_MOVING(x, y))
3133 if (IS_MOVING(x, y))
3135 Moving2Blocked(x, y, &newx, &newy);
3137 if (Feld[newx][newy] != EL_BLOCKED)
3139 /* element is moving, but target field is not free (blocked), but
3140 already occupied by something different (example: acid pool);
3141 in this case, only remove the moving field, but not the target */
3143 RemoveField(oldx, oldy);
3145 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
3147 DrawLevelField(oldx, oldy);
3152 else if (element == EL_BLOCKED)
3154 Blocked2Moving(x, y, &oldx, &oldy);
3155 if (!IS_MOVING(oldx, oldy))
3159 if (element == EL_BLOCKED &&
3160 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
3161 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
3162 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
3163 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
3164 next_element = get_next_element(Feld[oldx][oldy]);
3166 RemoveField(oldx, oldy);
3167 RemoveField(newx, newy);
3169 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
3171 if (next_element != EL_UNDEFINED)
3172 Feld[oldx][oldy] = next_element;
3174 DrawLevelField(oldx, oldy);
3175 DrawLevelField(newx, newy);
3178 void DrawDynamite(int x, int y)
3180 int sx = SCREENX(x), sy = SCREENY(y);
3181 int graphic = el2img(Feld[x][y]);
3184 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
3187 if (IS_WALKABLE_INSIDE(Back[x][y]))
3191 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
3192 else if (Store[x][y])
3193 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
3195 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3197 if (Back[x][y] || Store[x][y])
3198 DrawGraphicThruMask(sx, sy, graphic, frame);
3200 DrawGraphic(sx, sy, graphic, frame);
3203 void CheckDynamite(int x, int y)
3205 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
3209 if (MovDelay[x][y] != 0)
3212 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
3218 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
3225 static void setMinimalPlayerBoundaries(int *sx1, int *sy1, int *sx2, int *sy2)
3227 boolean num_checked_players = 0;
3230 for (i = 0; i < MAX_PLAYERS; i++)
3232 if (stored_player[i].active)
3234 int sx = stored_player[i].jx;
3235 int sy = stored_player[i].jy;
3237 if (num_checked_players == 0)
3244 *sx1 = MIN(*sx1, sx);
3245 *sy1 = MIN(*sy1, sy);
3246 *sx2 = MAX(*sx2, sx);
3247 *sy2 = MAX(*sy2, sy);
3250 num_checked_players++;
3255 static boolean checkIfAllPlayersFitToScreen_RND()
3257 int sx1 = 0, sy1 = 0, sx2 = 0, sy2 = 0;
3259 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
3261 return (sx2 - sx1 < SCR_FIELDX &&
3262 sy2 - sy1 < SCR_FIELDY);
3265 static void setScreenCenteredToAllPlayers(int *sx, int *sy)
3267 int sx1 = scroll_x, sy1 = scroll_y, sx2 = scroll_x, sy2 = scroll_y;
3269 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
3271 *sx = (sx1 + sx2) / 2;
3272 *sy = (sy1 + sy2) / 2;
3276 static void setMaxCenterDistanceForAllPlayers(int *max_dx, int *max_dy,
3277 int center_x, int center_y)
3279 int sx1 = center_x, sy1 = center_y, sx2 = center_x, sy2 = center_y;
3281 setMinimalPlayerBoundaries(&sx1, &sy1, &sx2, &sy2);
3283 *max_dx = MAX(ABS(sx1 - center_x), ABS(sx2 - center_x));
3284 *max_dy = MAX(ABS(sy1 - center_y), ABS(sy2 - center_y));
3287 static boolean checkIfAllPlayersAreVisible(int center_x, int center_y)
3291 setMaxCenterDistanceForAllPlayers(&max_dx, &max_dy, center_x, center_y);
3293 return (max_dx <= SCR_FIELDX / 2 &&
3294 max_dy <= SCR_FIELDY / 2);
3302 void DrawRelocateScreen(int x, int y, int move_dir, boolean center_screen,
3303 boolean quick_relocation)
3305 boolean ffwd_delay = (tape.playing && tape.fast_forward);
3306 boolean no_delay = (tape.warp_forward);
3307 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
3308 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
3310 if (quick_relocation)
3312 int offset = (setup.scroll_delay ? 3 : 0);
3319 if (!IN_VIS_FIELD(SCREENX(x), SCREENY(y)) || center_screen)
3321 scroll_x = (x < SBX_Left + MIDPOSX ? SBX_Left :
3322 x > SBX_Right + MIDPOSX ? SBX_Right :
3325 scroll_y = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
3326 y > SBY_Lower + MIDPOSY ? SBY_Lower :
3331 if ((move_dir == MV_LEFT && scroll_x > x - MIDPOSX + offset) ||
3332 (move_dir == MV_RIGHT && scroll_x < x - MIDPOSX - offset))
3333 scroll_x = x - MIDPOSX + (scroll_x < x - MIDPOSX ? -offset : +offset);
3335 if ((move_dir == MV_UP && scroll_y > y - MIDPOSY + offset) ||
3336 (move_dir == MV_DOWN && scroll_y < y - MIDPOSY - offset))
3337 scroll_y = y - MIDPOSY + (scroll_y < y - MIDPOSY ? -offset : +offset);
3339 /* don't scroll over playfield boundaries */
3340 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3341 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3343 /* don't scroll over playfield boundaries */
3344 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3345 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3348 RedrawPlayfield(TRUE, 0,0,0,0);
3352 int scroll_xx = (x < SBX_Left + MIDPOSX ? SBX_Left :
3353 x > SBX_Right + MIDPOSX ? SBX_Right :
3356 int scroll_yy = (y < SBY_Upper + MIDPOSY ? SBY_Upper :
3357 y > SBY_Lower + MIDPOSY ? SBY_Lower :
3360 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
3362 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
3365 int fx = FX, fy = FY;
3367 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
3368 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
3370 if (dx == 0 && dy == 0) /* no scrolling needed at all */
3376 fx += dx * TILEX / 2;
3377 fy += dy * TILEY / 2;
3379 ScrollLevel(dx, dy);
3382 /* scroll in two steps of half tile size to make things smoother */
3383 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
3385 Delay(wait_delay_value);
3387 /* scroll second step to align at full tile size */
3389 Delay(wait_delay_value);
3394 Delay(wait_delay_value);
3400 void DrawRelocatePlayer(struct PlayerInfo *player, boolean quick_relocation)
3402 boolean ffwd_delay = (tape.playing && tape.fast_forward);
3403 boolean no_delay = (tape.warp_forward);
3404 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
3405 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
3406 int jx = player->jx;
3407 int jy = player->jy;
3409 if (quick_relocation)
3411 int offset = (setup.scroll_delay ? 3 : 0);
3413 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
3415 scroll_x = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3416 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3417 player->jx - MIDPOSX);
3419 scroll_y = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3420 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3421 player->jy - MIDPOSY);
3425 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
3426 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
3427 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
3429 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
3430 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
3431 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
3433 /* don't scroll over playfield boundaries */
3434 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
3435 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
3437 /* don't scroll over playfield boundaries */
3438 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
3439 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
3442 RedrawPlayfield(TRUE, 0,0,0,0);
3446 int scroll_xx = (player->jx < SBX_Left + MIDPOSX ? SBX_Left :
3447 player->jx > SBX_Right + MIDPOSX ? SBX_Right :
3448 player->jx - MIDPOSX);
3450 int scroll_yy = (player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
3451 player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
3452 player->jy - MIDPOSY);
3454 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
3456 while (scroll_x != scroll_xx || scroll_y != scroll_yy)
3459 int fx = FX, fy = FY;
3461 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
3462 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
3464 if (dx == 0 && dy == 0) /* no scrolling needed at all */
3470 fx += dx * TILEX / 2;
3471 fy += dy * TILEY / 2;
3473 ScrollLevel(dx, dy);
3476 /* scroll in two steps of half tile size to make things smoother */
3477 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
3479 Delay(wait_delay_value);
3481 /* scroll second step to align at full tile size */
3483 Delay(wait_delay_value);
3488 Delay(wait_delay_value);
3494 void RelocatePlayer(int jx, int jy, int el_player_raw)
3496 int el_player = GET_PLAYER_ELEMENT(el_player_raw);
3497 int player_nr = GET_PLAYER_NR(el_player);
3498 struct PlayerInfo *player = &stored_player[player_nr];
3499 boolean ffwd_delay = (tape.playing && tape.fast_forward);
3500 boolean no_delay = (tape.warp_forward);
3501 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
3502 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
3503 int old_jx = player->jx;
3504 int old_jy = player->jy;
3505 int old_element = Feld[old_jx][old_jy];
3506 int element = Feld[jx][jy];
3507 boolean player_relocated = (old_jx != jx || old_jy != jy);
3509 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
3510 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
3511 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
3512 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
3513 int leave_side_horiz = move_dir_horiz;
3514 int leave_side_vert = move_dir_vert;
3515 int enter_side = enter_side_horiz | enter_side_vert;
3516 int leave_side = leave_side_horiz | leave_side_vert;
3518 if (player->GameOver) /* do not reanimate dead player */
3521 if (!player_relocated) /* no need to relocate the player */
3524 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
3526 RemoveField(jx, jy); /* temporarily remove newly placed player */
3527 DrawLevelField(jx, jy);
3530 if (player->present)
3532 while (player->MovPos)
3534 ScrollPlayer(player, SCROLL_GO_ON);
3535 ScrollScreen(NULL, SCROLL_GO_ON);
3537 AdvanceFrameAndPlayerCounters(player->index_nr);
3542 Delay(wait_delay_value);
3545 DrawPlayer(player); /* needed here only to cleanup last field */
3546 DrawLevelField(player->jx, player->jy); /* remove player graphic */
3548 player->is_moving = FALSE;
3551 if (IS_CUSTOM_ELEMENT(old_element))
3552 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
3554 player->index_bit, leave_side);
3556 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
3558 player->index_bit, leave_side);
3560 Feld[jx][jy] = el_player;
3561 InitPlayerField(jx, jy, el_player, TRUE);
3563 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
3565 Feld[jx][jy] = element;
3566 InitField(jx, jy, FALSE);
3570 /* only visually relocate centered player */
3572 DrawRelocateScreen(player->jx, player->jy, player->MovDir, FALSE,
3573 level.instant_relocation);
3575 if (player->index_nr == game.centered_player_nr)
3576 DrawRelocatePlayer(player, level.instant_relocation);
3579 if (player == local_player) /* only visually relocate local player */
3580 DrawRelocatePlayer(player, level.instant_relocation);
3583 TestIfPlayerTouchesBadThing(jx, jy);
3584 TestIfPlayerTouchesCustomElement(jx, jy);
3586 if (IS_CUSTOM_ELEMENT(element))
3587 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
3588 player->index_bit, enter_side);
3590 CheckTriggeredElementChangeByPlayer(jx, jy, element, CE_PLAYER_ENTERS_X,
3591 player->index_bit, enter_side);
3594 void Explode(int ex, int ey, int phase, int mode)
3600 /* !!! eliminate this variable !!! */
3601 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
3603 if (game.explosions_delayed)
3605 ExplodeField[ex][ey] = mode;
3609 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
3611 int center_element = Feld[ex][ey];
3612 int artwork_element, explosion_element; /* set these values later */
3615 /* --- This is only really needed (and now handled) in "Impact()". --- */
3616 /* do not explode moving elements that left the explode field in time */
3617 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
3618 center_element == EL_EMPTY &&
3619 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
3624 /* !!! at this place, the center element may be EL_BLOCKED !!! */
3625 if (mode == EX_TYPE_NORMAL ||
3626 mode == EX_TYPE_CENTER ||
3627 mode == EX_TYPE_CROSS)
3628 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
3631 /* remove things displayed in background while burning dynamite */
3632 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
3635 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
3637 /* put moving element to center field (and let it explode there) */
3638 center_element = MovingOrBlocked2Element(ex, ey);
3639 RemoveMovingField(ex, ey);
3640 Feld[ex][ey] = center_element;
3643 /* now "center_element" is finally determined -- set related values now */
3644 artwork_element = center_element; /* for custom player artwork */
3645 explosion_element = center_element; /* for custom player artwork */
3647 if (IS_PLAYER(ex, ey))
3649 int player_nr = GET_PLAYER_NR(StorePlayer[ex][ey]);
3651 artwork_element = stored_player[player_nr].artwork_element;
3653 if (level.use_explosion_element[player_nr])
3655 explosion_element = level.explosion_element[player_nr];
3656 artwork_element = explosion_element;
3661 if (mode == EX_TYPE_NORMAL ||
3662 mode == EX_TYPE_CENTER ||
3663 mode == EX_TYPE_CROSS)
3664 PlayLevelSoundElementAction(ex, ey, artwork_element, ACTION_EXPLODING);
3668 last_phase = element_info[explosion_element].explosion_delay + 1;
3670 last_phase = element_info[center_element].explosion_delay + 1;
3673 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
3675 int xx = x - ex + 1;
3676 int yy = y - ey + 1;
3679 if (!IN_LEV_FIELD(x, y) ||
3680 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3681 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3684 element = Feld[x][y];
3686 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3688 element = MovingOrBlocked2Element(x, y);
3690 if (!IS_EXPLOSION_PROOF(element))
3691 RemoveMovingField(x, y);
3694 /* indestructible elements can only explode in center (but not flames) */
3695 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3696 mode == EX_TYPE_BORDER)) ||
3697 element == EL_FLAMES)
3700 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
3701 behaviour, for example when touching a yamyam that explodes to rocks
3702 with active deadly shield, a rock is created under the player !!! */
3703 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
3705 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3706 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3707 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3709 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3712 if (IS_ACTIVE_BOMB(element))
3714 /* re-activate things under the bomb like gate or penguin */
3715 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3722 /* save walkable background elements while explosion on same tile */
3723 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3724 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3725 Back[x][y] = element;
3727 /* ignite explodable elements reached by other explosion */
3728 if (element == EL_EXPLOSION)
3729 element = Store2[x][y];
3731 if (AmoebaNr[x][y] &&
3732 (element == EL_AMOEBA_FULL ||
3733 element == EL_BD_AMOEBA ||
3734 element == EL_AMOEBA_GROWING))
3736 AmoebaCnt[AmoebaNr[x][y]]--;
3737 AmoebaCnt2[AmoebaNr[x][y]]--;
3742 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3745 int player_nr = StorePlayer[ex][ey] - EL_PLAYER_1;
3747 Store[x][y] = EL_PLAYER_IS_EXPLODING_1 + player_nr;
3749 switch(StorePlayer[ex][ey])
3752 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3755 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3758 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3762 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3767 if (PLAYERINFO(ex, ey)->use_murphy)
3768 Store[x][y] = EL_EMPTY;
3771 /* !!! check this case -- currently needed for rnd_rado_negundo_v,
3772 !!! levels 015 018 019 020 021 022 023 026 027 028 !!! */
3773 else if (ELEM_IS_PLAYER(center_element))
3774 Store[x][y] = EL_EMPTY;
3775 else if (center_element == EL_YAMYAM)
3776 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
3777 else if (element_info[center_element].content.e[xx][yy] != EL_EMPTY)
3778 Store[x][y] = element_info[center_element].content.e[xx][yy];
3780 /* needed because EL_BD_BUTTERFLY is not defined as "CAN_EXPLODE"
3781 (killing EL_BD_BUTTERFLY with dynamite would result in BD diamond
3782 otherwise) -- FIX THIS !!! */
3783 else if (!CAN_EXPLODE(element) && element != EL_BD_BUTTERFLY)
3784 Store[x][y] = element_info[element].content.e[1][1];
3786 else if (!CAN_EXPLODE(element))
3787 Store[x][y] = element_info[element].content.e[1][1];
3790 Store[x][y] = EL_EMPTY;
3792 else if (center_element == EL_MOLE)
3793 Store[x][y] = EL_EMERALD_RED;
3794 else if (center_element == EL_PENGUIN)
3795 Store[x][y] = EL_EMERALD_PURPLE;
3796 else if (center_element == EL_BUG)
3797 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3798 else if (center_element == EL_BD_BUTTERFLY)
3799 Store[x][y] = EL_BD_DIAMOND;
3800 else if (center_element == EL_SP_ELECTRON)
3801 Store[x][y] = EL_SP_INFOTRON;
3802 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3803 Store[x][y] = level.amoeba_content;
3804 else if (center_element == EL_YAMYAM)
3805 Store[x][y] = level.yamyam_content[game.yamyam_content_nr].e[xx][yy];
3806 else if (IS_CUSTOM_ELEMENT(center_element) &&
3807 element_info[center_element].content.e[xx][yy] != EL_EMPTY)
3808 Store[x][y] = element_info[center_element].content.e[xx][yy];
3809 else if (element == EL_WALL_EMERALD)
3810 Store[x][y] = EL_EMERALD;
3811 else if (element == EL_WALL_DIAMOND)
3812 Store[x][y] = EL_DIAMOND;
3813 else if (element == EL_WALL_BD_DIAMOND)
3814 Store[x][y] = EL_BD_DIAMOND;
3815 else if (element == EL_WALL_EMERALD_YELLOW)
3816 Store[x][y] = EL_EMERALD_YELLOW;
3817 else if (element == EL_WALL_EMERALD_RED)
3818 Store[x][y] = EL_EMERALD_RED;
3819 else if (element == EL_WALL_EMERALD_PURPLE)
3820 Store[x][y] = EL_EMERALD_PURPLE;
3821 else if (element == EL_WALL_PEARL)
3822 Store[x][y] = EL_PEARL;
3823 else if (element == EL_WALL_CRYSTAL)
3824 Store[x][y] = EL_CRYSTAL;
3825 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3826 Store[x][y] = element_info[element].content.e[1][1];
3828 Store[x][y] = EL_EMPTY;
3831 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3832 center_element == EL_AMOEBA_TO_DIAMOND)
3833 Store2[x][y] = element;
3835 Feld[x][y] = EL_EXPLOSION;
3836 GfxElement[x][y] = artwork_element;
3839 printf(":: setting gfx(%d,%d) to %d ['%s']\n",
3840 x, y, artwork_element, EL_NAME(artwork_element));
3843 ExplodePhase[x][y] = 1;
3844 ExplodeDelay[x][y] = last_phase;
3849 if (center_element == EL_YAMYAM)
3850 game.yamyam_content_nr =
3851 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3863 GfxFrame[x][y] = 0; /* restart explosion animation */
3865 last_phase = ExplodeDelay[x][y];
3867 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3871 /* activate this even in non-DEBUG version until cause for crash in
3872 getGraphicAnimationFrame() (see below) is found and eliminated */
3878 /* this can happen if the player leaves an explosion just in time */
3879 if (GfxElement[x][y] == EL_UNDEFINED)
3880 GfxElement[x][y] = EL_EMPTY;
3882 if (GfxElement[x][y] == EL_UNDEFINED)
3885 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3886 printf("Explode(): This should never happen!\n");
3889 GfxElement[x][y] = EL_EMPTY;
3895 border_element = Store2[x][y];
3896 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3897 border_element = StorePlayer[x][y];
3899 if (phase == element_info[border_element].ignition_delay ||
3900 phase == last_phase)
3902 boolean border_explosion = FALSE;
3904 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3905 !PLAYER_EXPLOSION_PROTECTED(x, y))
3907 KillPlayerUnlessExplosionProtected(x, y);
3908 border_explosion = TRUE;
3910 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3912 Feld[x][y] = Store2[x][y];
3915 border_explosion = TRUE;
3917 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3919 AmoebeUmwandeln(x, y);
3921 border_explosion = TRUE;
3924 /* if an element just explodes due to another explosion (chain-reaction),
3925 do not immediately end the new explosion when it was the last frame of
3926 the explosion (as it would be done in the following "if"-statement!) */
3927 if (border_explosion && phase == last_phase)
3931 if (phase == last_phase)
3935 element = Feld[x][y] = Store[x][y];
3936 Store[x][y] = Store2[x][y] = 0;
3937 GfxElement[x][y] = EL_UNDEFINED;
3939 /* player can escape from explosions and might therefore be still alive */
3940 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3941 element <= EL_PLAYER_IS_EXPLODING_4)
3943 int player_nr = element - EL_PLAYER_IS_EXPLODING_1;
3944 int explosion_element = EL_PLAYER_1 + player_nr;
3945 int xx = MIN(MAX(0, x - stored_player[player_nr].jx + 1), 2);
3946 int yy = MIN(MAX(0, y - stored_player[player_nr].jy + 1), 2);
3948 if (level.use_explosion_element[player_nr])
3949 explosion_element = level.explosion_element[player_nr];
3951 Feld[x][y] = (stored_player[player_nr].active ? EL_EMPTY :
3952 element_info[explosion_element].content.e[xx][yy]);
3955 /* restore probably existing indestructible background element */
3956 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3957 element = Feld[x][y] = Back[x][y];
3960 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3961 GfxDir[x][y] = MV_NONE;
3962 ChangeDelay[x][y] = 0;
3963 ChangePage[x][y] = -1;
3965 #if USE_NEW_CUSTOM_VALUE
3966 CustomValue[x][y] = 0;
3969 InitField_WithBug2(x, y, FALSE);
3971 DrawLevelField(x, y);
3973 TestIfElementTouchesCustomElement(x, y);
3975 if (GFX_CRUMBLED(element))
3976 DrawLevelFieldCrumbledSandNeighbours(x, y);
3978 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3979 StorePlayer[x][y] = 0;
3981 if (ELEM_IS_PLAYER(element))
3982 RelocatePlayer(x, y, element);
3984 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3986 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3987 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3990 DrawLevelFieldCrumbledSand(x, y);
3992 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3994 DrawLevelElement(x, y, Back[x][y]);
3995 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3997 else if (IS_WALKABLE_UNDER(Back[x][y]))
3999 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4000 DrawLevelElementThruMask(x, y, Back[x][y]);
4002 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
4003 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
4007 void DynaExplode(int ex, int ey)
4010 int dynabomb_element = Feld[ex][ey];
4011 int dynabomb_size = 1;
4012 boolean dynabomb_xl = FALSE;
4013 struct PlayerInfo *player;
4014 static int xy[4][2] =
4022 if (IS_ACTIVE_BOMB(dynabomb_element))
4024 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
4025 dynabomb_size = player->dynabomb_size;
4026 dynabomb_xl = player->dynabomb_xl;
4027 player->dynabombs_left++;
4030 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
4032 for (i = 0; i < NUM_DIRECTIONS; i++)
4034 for (j = 1; j <= dynabomb_size; j++)
4036 int x = ex + j * xy[i][0];
4037 int y = ey + j * xy[i][1];
4040 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
4043 element = Feld[x][y];
4045 /* do not restart explosions of fields with active bombs */
4046 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
4049 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
4051 if (element != EL_EMPTY && element != EL_EXPLOSION &&
4052 !IS_DIGGABLE(element) && !dynabomb_xl)
4058 void Bang(int x, int y)
4060 int element = MovingOrBlocked2Element(x, y);
4061 int explosion_type = EX_TYPE_NORMAL;
4063 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
4065 struct PlayerInfo *player = PLAYERINFO(x, y);
4067 element = Feld[x][y] = (player->use_murphy ? EL_SP_MURPHY :
4068 player->element_nr);
4070 if (level.use_explosion_element[player->index_nr])
4072 int explosion_element = level.explosion_element[player->index_nr];
4074 if (element_info[explosion_element].explosion_type == EXPLODES_CROSS)
4075 explosion_type = EX_TYPE_CROSS;
4076 else if (element_info[explosion_element].explosion_type == EXPLODES_1X1)
4077 explosion_type = EX_TYPE_CENTER;
4085 case EL_BD_BUTTERFLY:
4088 case EL_DARK_YAMYAM:
4092 RaiseScoreElement(element);
4095 case EL_DYNABOMB_PLAYER_1_ACTIVE:
4096 case EL_DYNABOMB_PLAYER_2_ACTIVE:
4097 case EL_DYNABOMB_PLAYER_3_ACTIVE:
4098 case EL_DYNABOMB_PLAYER_4_ACTIVE:
4099 case EL_DYNABOMB_INCREASE_NUMBER:
4100 case EL_DYNABOMB_INCREASE_SIZE:
4101 case EL_DYNABOMB_INCREASE_POWER:
4102 explosion_type = EX_TYPE_DYNA;
4107 case EL_LAMP_ACTIVE:
4108 case EL_AMOEBA_TO_DIAMOND:
4109 if (!IS_PLAYER(x, y)) /* penguin and player may be at same field */
4110 explosion_type = EX_TYPE_CENTER;
4114 if (element_info[element].explosion_type == EXPLODES_CROSS)
4115 explosion_type = EX_TYPE_CROSS;
4116 else if (element_info[element].explosion_type == EXPLODES_1X1)
4117 explosion_type = EX_TYPE_CENTER;
4121 if (explosion_type == EX_TYPE_DYNA)
4124 Explode(x, y, EX_PHASE_START, explosion_type);
4126 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
4129 void SplashAcid(int x, int y)
4131 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
4132 (!IN_LEV_FIELD(x - 1, y - 2) ||
4133 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
4134 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
4136 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
4137 (!IN_LEV_FIELD(x + 1, y - 2) ||
4138 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
4139 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
4141 PlayLevelSound(x, y, SND_ACID_SPLASHING);
4144 static void InitBeltMovement()
4146 static int belt_base_element[4] =
4148 EL_CONVEYOR_BELT_1_LEFT,
4149 EL_CONVEYOR_BELT_2_LEFT,
4150 EL_CONVEYOR_BELT_3_LEFT,
4151 EL_CONVEYOR_BELT_4_LEFT
4153 static int belt_base_active_element[4] =
4155 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4156 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4157 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4158 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4163 /* set frame order for belt animation graphic according to belt direction */
4164 for (i = 0; i < NUM_BELTS; i++)
4168 for (j = 0; j < NUM_BELT_PARTS; j++)
4170 int element = belt_base_active_element[belt_nr] + j;
4171 int graphic = el2img(element);
4173 if (game.belt_dir[i] == MV_LEFT)
4174 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4176 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4181 SCAN_PLAYFIELD(x, y)
4183 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
4186 int element = Feld[x][y];
4188 for (i = 0; i < NUM_BELTS; i++)
4190 if (IS_BELT(element) && game.belt_dir[i] != MV_NONE)
4192 int e_belt_nr = getBeltNrFromBeltElement(element);
4195 if (e_belt_nr == belt_nr)
4197 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
4199 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
4206 static void ToggleBeltSwitch(int x, int y)
4208 static int belt_base_element[4] =
4210 EL_CONVEYOR_BELT_1_LEFT,
4211 EL_CONVEYOR_BELT_2_LEFT,
4212 EL_CONVEYOR_BELT_3_LEFT,
4213 EL_CONVEYOR_BELT_4_LEFT
4215 static int belt_base_active_element[4] =
4217 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
4218 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
4219 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
4220 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
4222 static int belt_base_switch_element[4] =
4224 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
4225 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
4226 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
4227 EL_CONVEYOR_BELT_4_SWITCH_LEFT
4229 static int belt_move_dir[4] =
4237 int element = Feld[x][y];
4238 int belt_nr = getBeltNrFromBeltSwitchElement(element);
4239 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
4240 int belt_dir = belt_move_dir[belt_dir_nr];
4243 if (!IS_BELT_SWITCH(element))
4246 game.belt_dir_nr[belt_nr] = belt_dir_nr;
4247 game.belt_dir[belt_nr] = belt_dir;
4249 if (belt_dir_nr == 3)
4252 /* set frame order for belt animation graphic according to belt direction */
4253 for (i = 0; i < NUM_BELT_PARTS; i++)
4255 int element = belt_base_active_element[belt_nr] + i;
4256 int graphic = el2img(element);
4258 if (belt_dir == MV_LEFT)
4259 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
4261 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
4265 SCAN_PLAYFIELD(xx, yy)
4267 for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
4270 int element = Feld[xx][yy];
4272 if (IS_BELT_SWITCH(element))
4274 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
4276 if (e_belt_nr == belt_nr)
4278 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
4279 DrawLevelField(xx, yy);
4282 else if (IS_BELT(element) && belt_dir != MV_NONE)
4284 int e_belt_nr = getBeltNrFromBeltElement(element);
4286 if (e_belt_nr == belt_nr)
4288 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
4290 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
4291 DrawLevelField(xx, yy);
4294 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NONE)
4296 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
4298 if (e_belt_nr == belt_nr)
4300 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
4302 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
4303 DrawLevelField(xx, yy);
4309 static void ToggleSwitchgateSwitch(int x, int y)
4313 game.switchgate_pos = !game.switchgate_pos;
4316 SCAN_PLAYFIELD(xx, yy)
4318 for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
4321 int element = Feld[xx][yy];
4323 if (element == EL_SWITCHGATE_SWITCH_UP ||
4324 element == EL_SWITCHGATE_SWITCH_DOWN)
4326 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
4327 DrawLevelField(xx, yy);
4329 else if (element == EL_SWITCHGATE_OPEN ||
4330 element == EL_SWITCHGATE_OPENING)
4332 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
4334 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
4336 else if (element == EL_SWITCHGATE_CLOSED ||
4337 element == EL_SWITCHGATE_CLOSING)
4339 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
4341 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
4346 static int getInvisibleActiveFromInvisibleElement(int element)
4348 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
4349 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
4350 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
4354 static int getInvisibleFromInvisibleActiveElement(int element)
4356 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
4357 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
4358 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
4362 static void RedrawAllLightSwitchesAndInvisibleElements()
4367 SCAN_PLAYFIELD(x, y)
4369 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
4372 int element = Feld[x][y];
4374 if (element == EL_LIGHT_SWITCH &&
4375 game.light_time_left > 0)
4377 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
4378 DrawLevelField(x, y);
4380 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
4381 game.light_time_left == 0)
4383 Feld[x][y] = EL_LIGHT_SWITCH;
4384 DrawLevelField(x, y);
4386 else if (element == EL_EMC_DRIPPER &&
4387 game.light_time_left > 0)
4389 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
4390 DrawLevelField(x, y);
4392 else if (element == EL_EMC_DRIPPER_ACTIVE &&
4393 game.light_time_left == 0)
4395 Feld[x][y] = EL_EMC_DRIPPER;
4396 DrawLevelField(x, y);
4398 else if (element == EL_INVISIBLE_STEELWALL ||
4399 element == EL_INVISIBLE_WALL ||
4400 element == EL_INVISIBLE_SAND)
4402 if (game.light_time_left > 0)
4403 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4405 DrawLevelField(x, y);
4407 /* uncrumble neighbour fields, if needed */
4408 if (element == EL_INVISIBLE_SAND)
4409 DrawLevelFieldCrumbledSandNeighbours(x, y);
4411 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4412 element == EL_INVISIBLE_WALL_ACTIVE ||
4413 element == EL_INVISIBLE_SAND_ACTIVE)
4415 if (game.light_time_left == 0)
4416 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4418 DrawLevelField(x, y);
4420 /* re-crumble neighbour fields, if needed */
4421 if (element == EL_INVISIBLE_SAND)
4422 DrawLevelFieldCrumbledSandNeighbours(x, y);
4427 static void RedrawAllInvisibleElementsForLenses()
4432 SCAN_PLAYFIELD(x, y)
4434 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
4437 int element = Feld[x][y];
4439 if (element == EL_EMC_DRIPPER &&
4440 game.lenses_time_left > 0)
4442 Feld[x][y] = EL_EMC_DRIPPER_ACTIVE;
4443 DrawLevelField(x, y);
4445 else if (element == EL_EMC_DRIPPER_ACTIVE &&
4446 game.lenses_time_left == 0)
4448 Feld[x][y] = EL_EMC_DRIPPER;
4449 DrawLevelField(x, y);
4451 else if (element == EL_INVISIBLE_STEELWALL ||
4452 element == EL_INVISIBLE_WALL ||
4453 element == EL_INVISIBLE_SAND)
4455 if (game.lenses_time_left > 0)
4456 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4458 DrawLevelField(x, y);
4460 /* uncrumble neighbour fields, if needed */
4461 if (element == EL_INVISIBLE_SAND)
4462 DrawLevelFieldCrumbledSandNeighbours(x, y);
4464 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4465 element == EL_INVISIBLE_WALL_ACTIVE ||
4466 element == EL_INVISIBLE_SAND_ACTIVE)
4468 if (game.lenses_time_left == 0)
4469 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4471 DrawLevelField(x, y);
4473 /* re-crumble neighbour fields, if needed */
4474 if (element == EL_INVISIBLE_SAND)
4475 DrawLevelFieldCrumbledSandNeighbours(x, y);
4480 static void RedrawAllInvisibleElementsForMagnifier()
4485 SCAN_PLAYFIELD(x, y)
4487 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
4490 int element = Feld[x][y];
4492 if (element == EL_EMC_FAKE_GRASS &&
4493 game.magnify_time_left > 0)
4495 Feld[x][y] = EL_EMC_FAKE_GRASS_ACTIVE;
4496 DrawLevelField(x, y);
4498 else if (element == EL_EMC_FAKE_GRASS_ACTIVE &&
4499 game.magnify_time_left == 0)
4501 Feld[x][y] = EL_EMC_FAKE_GRASS;
4502 DrawLevelField(x, y);
4504 else if (IS_GATE_GRAY(element) &&
4505 game.magnify_time_left > 0)
4507 Feld[x][y] = (IS_RND_GATE_GRAY(element) ?
4508 element - EL_GATE_1_GRAY + EL_GATE_1_GRAY_ACTIVE :
4509 IS_EM_GATE_GRAY(element) ?
4510 element - EL_EM_GATE_1_GRAY + EL_EM_GATE_1_GRAY_ACTIVE :
4511 IS_EMC_GATE_GRAY(element) ?
4512 element - EL_EMC_GATE_5_GRAY + EL_EMC_GATE_5_GRAY_ACTIVE :
4514 DrawLevelField(x, y);
4516 else if (IS_GATE_GRAY_ACTIVE(element) &&
4517 game.magnify_time_left == 0)
4519 Feld[x][y] = (IS_RND_GATE_GRAY_ACTIVE(element) ?
4520 element - EL_GATE_1_GRAY_ACTIVE + EL_GATE_1_GRAY :
4521 IS_EM_GATE_GRAY_ACTIVE(element) ?
4522 element - EL_EM_GATE_1_GRAY_ACTIVE + EL_EM_GATE_1_GRAY :
4523 IS_EMC_GATE_GRAY_ACTIVE(element) ?
4524 element - EL_EMC_GATE_5_GRAY_ACTIVE + EL_EMC_GATE_5_GRAY :
4526 DrawLevelField(x, y);
4531 static void ToggleLightSwitch(int x, int y)
4533 int element = Feld[x][y];
4535 game.light_time_left =
4536 (element == EL_LIGHT_SWITCH ?
4537 level.time_light * FRAMES_PER_SECOND : 0);
4539 RedrawAllLightSwitchesAndInvisibleElements();
4542 static void ActivateTimegateSwitch(int x, int y)
4546 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
4549 SCAN_PLAYFIELD(xx, yy)
4551 for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
4554 int element = Feld[xx][yy];
4556 if (element == EL_TIMEGATE_CLOSED ||
4557 element == EL_TIMEGATE_CLOSING)
4559 Feld[xx][yy] = EL_TIMEGATE_OPENING;
4560 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
4564 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4566 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
4567 DrawLevelField(xx, yy);
4573 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
4576 void Impact(int x, int y)
4578 boolean last_line = (y == lev_fieldy - 1);
4579 boolean object_hit = FALSE;
4580 boolean impact = (last_line || object_hit);
4581 int element = Feld[x][y];
4582 int smashed = EL_STEELWALL;
4584 if (!last_line) /* check if element below was hit */
4586 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
4589 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
4590 MovDir[x][y + 1] != MV_DOWN ||
4591 MovPos[x][y + 1] <= TILEY / 2));
4593 /* do not smash moving elements that left the smashed field in time */
4594 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
4595 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
4598 #if USE_QUICKSAND_IMPACT_BUGFIX
4599 if (Feld[x][y + 1] == EL_QUICKSAND_EMPTYING && object_hit == FALSE)
4601 RemoveMovingField(x, y + 1);
4602 Feld[x][y + 1] = EL_QUICKSAND_EMPTY;
4603 Feld[x][y + 2] = EL_ROCK;
4604 DrawLevelField(x, y + 2);
4611 smashed = MovingOrBlocked2Element(x, y + 1);
4613 impact = (last_line || object_hit);
4616 if (!last_line && smashed == EL_ACID) /* element falls into acid */
4618 SplashAcid(x, y + 1);
4622 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
4623 /* only reset graphic animation if graphic really changes after impact */
4625 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
4627 ResetGfxAnimation(x, y);
4628 DrawLevelField(x, y);
4631 if (impact && CAN_EXPLODE_IMPACT(element))
4636 else if (impact && element == EL_PEARL)
4638 ResetGfxAnimation(x, y);
4640 Feld[x][y] = EL_PEARL_BREAKING;
4641 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4644 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
4646 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4651 if (impact && element == EL_AMOEBA_DROP)
4653 if (object_hit && IS_PLAYER(x, y + 1))
4654 KillPlayerUnlessEnemyProtected(x, y + 1);
4655 else if (object_hit && smashed == EL_PENGUIN)
4659 Feld[x][y] = EL_AMOEBA_GROWING;
4660 Store[x][y] = EL_AMOEBA_WET;
4662 ResetRandomAnimationValue(x, y);
4667 if (object_hit) /* check which object was hit */
4669 if (CAN_PASS_MAGIC_WALL(element) &&
4670 (smashed == EL_MAGIC_WALL ||
4671 smashed == EL_BD_MAGIC_WALL))
4674 int activated_magic_wall =
4675 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
4676 EL_BD_MAGIC_WALL_ACTIVE);
4678 /* activate magic wall / mill */
4680 SCAN_PLAYFIELD(xx, yy)
4682 for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
4684 if (Feld[xx][yy] == smashed)
4685 Feld[xx][yy] = activated_magic_wall;
4687 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
4688 game.magic_wall_active = TRUE;
4690 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
4691 SND_MAGIC_WALL_ACTIVATING :
4692 SND_BD_MAGIC_WALL_ACTIVATING));
4695 if (IS_PLAYER(x, y + 1))
4697 if (CAN_SMASH_PLAYER(element))
4699 KillPlayerUnlessEnemyProtected(x, y + 1);
4703 else if (smashed == EL_PENGUIN)
4705 if (CAN_SMASH_PLAYER(element))
4711 else if (element == EL_BD_DIAMOND)
4713 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
4719 else if (((element == EL_SP_INFOTRON ||
4720 element == EL_SP_ZONK) &&
4721 (smashed == EL_SP_SNIKSNAK ||
4722 smashed == EL_SP_ELECTRON ||
4723 smashed == EL_SP_DISK_ORANGE)) ||
4724 (element == EL_SP_INFOTRON &&
4725 smashed == EL_SP_DISK_YELLOW))
4730 else if (CAN_SMASH_EVERYTHING(element))
4732 if (IS_CLASSIC_ENEMY(smashed) ||
4733 CAN_EXPLODE_SMASHED(smashed))
4738 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4740 if (smashed == EL_LAMP ||
4741 smashed == EL_LAMP_ACTIVE)
4746 else if (smashed == EL_NUT)
4748 Feld[x][y + 1] = EL_NUT_BREAKING;
4749 PlayLevelSound(x, y, SND_NUT_BREAKING);
4750 RaiseScoreElement(EL_NUT);
4753 else if (smashed == EL_PEARL)
4755 ResetGfxAnimation(x, y);
4757 Feld[x][y + 1] = EL_PEARL_BREAKING;
4758 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4761 else if (smashed == EL_DIAMOND)
4763 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4764 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4767 else if (IS_BELT_SWITCH(smashed))
4769 ToggleBeltSwitch(x, y + 1);
4771 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4772 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4774 ToggleSwitchgateSwitch(x, y + 1);
4776 else if (smashed == EL_LIGHT_SWITCH ||
4777 smashed == EL_LIGHT_SWITCH_ACTIVE)
4779 ToggleLightSwitch(x, y + 1);
4784 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4787 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4789 CheckElementChangeBySide(x, y + 1, smashed, element,
4790 CE_SWITCHED, CH_SIDE_TOP);
4791 CheckTriggeredElementChangeBySide(x, y + 1, smashed, CE_SWITCH_OF_X,
4797 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4802 /* play sound of magic wall / mill */
4804 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4805 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4807 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4808 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4809 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4810 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4815 /* play sound of object that hits the ground */
4816 if (last_line || object_hit)
4817 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4820 inline static void TurnRoundExt(int x, int y)
4832 { 0, 0 }, { 0, 0 }, { 0, 0 },
4837 int left, right, back;
4841 { MV_DOWN, MV_UP, MV_RIGHT },
4842 { MV_UP, MV_DOWN, MV_LEFT },
4844 { MV_LEFT, MV_RIGHT, MV_DOWN },
4848 { MV_RIGHT, MV_LEFT, MV_UP }
4851 int element = Feld[x][y];
4852 int move_pattern = element_info[element].move_pattern;
4854 int old_move_dir = MovDir[x][y];
4855 int left_dir = turn[old_move_dir].left;
4856 int right_dir = turn[old_move_dir].right;
4857 int back_dir = turn[old_move_dir].back;
4859 int left_dx = move_xy[left_dir].dx, left_dy = move_xy[left_dir].dy;
4860 int right_dx = move_xy[right_dir].dx, right_dy = move_xy[right_dir].dy;
4861 int move_dx = move_xy[old_move_dir].dx, move_dy = move_xy[old_move_dir].dy;
4862 int back_dx = move_xy[back_dir].dx, back_dy = move_xy[back_dir].dy;
4864 int left_x = x + left_dx, left_y = y + left_dy;
4865 int right_x = x + right_dx, right_y = y + right_dy;
4866 int move_x = x + move_dx, move_y = y + move_dy;
4870 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4872 TestIfBadThingTouchesOtherBadThing(x, y);
4874 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4875 MovDir[x][y] = right_dir;
4876 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4877 MovDir[x][y] = left_dir;
4879 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4881 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4884 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4886 TestIfBadThingTouchesOtherBadThing(x, y);
4888 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4889 MovDir[x][y] = left_dir;
4890 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4891 MovDir[x][y] = right_dir;
4893 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4895 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4898 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4900 TestIfBadThingTouchesOtherBadThing(x, y);
4902 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4903 MovDir[x][y] = left_dir;
4904 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4905 MovDir[x][y] = right_dir;
4907 if (MovDir[x][y] != old_move_dir)
4910 else if (element == EL_YAMYAM)
4912 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4913 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4915 if (can_turn_left && can_turn_right)
4916 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4917 else if (can_turn_left)
4918 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4919 else if (can_turn_right)
4920 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4922 MovDir[x][y] = back_dir;
4924 MovDelay[x][y] = 16 + 16 * RND(3);
4926 else if (element == EL_DARK_YAMYAM)
4928 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4930 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4933 if (can_turn_left && can_turn_right)
4934 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4935 else if (can_turn_left)
4936 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4937 else if (can_turn_right)
4938 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4940 MovDir[x][y] = back_dir;
4942 MovDelay[x][y] = 16 + 16 * RND(3);
4944 else if (element == EL_PACMAN)
4946 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4947 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4949 if (can_turn_left && can_turn_right)
4950 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4951 else if (can_turn_left)
4952 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4953 else if (can_turn_right)
4954 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4956 MovDir[x][y] = back_dir;
4958 MovDelay[x][y] = 6 + RND(40);
4960 else if (element == EL_PIG)
4962 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4963 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4964 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4965 boolean should_turn_left, should_turn_right, should_move_on;
4967 int rnd = RND(rnd_value);
4969 should_turn_left = (can_turn_left &&
4971 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4972 y + back_dy + left_dy)));
4973 should_turn_right = (can_turn_right &&
4975 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4976 y + back_dy + right_dy)));
4977 should_move_on = (can_move_on &&
4980 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4981 y + move_dy + left_dy) ||
4982 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4983 y + move_dy + right_dy)));
4985 if (should_turn_left || should_turn_right || should_move_on)
4987 if (should_turn_left && should_turn_right && should_move_on)
4988 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4989 rnd < 2 * rnd_value / 3 ? right_dir :
4991 else if (should_turn_left && should_turn_right)
4992 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4993 else if (should_turn_left && should_move_on)
4994 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4995 else if (should_turn_right && should_move_on)
4996 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4997 else if (should_turn_left)
4998 MovDir[x][y] = left_dir;
4999 else if (should_turn_right)
5000 MovDir[x][y] = right_dir;
5001 else if (should_move_on)
5002 MovDir[x][y] = old_move_dir;
5004 else if (can_move_on && rnd > rnd_value / 8)
5005 MovDir[x][y] = old_move_dir;
5006 else if (can_turn_left && can_turn_right)
5007 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5008 else if (can_turn_left && rnd > rnd_value / 8)
5009 MovDir[x][y] = left_dir;
5010 else if (can_turn_right && rnd > rnd_value/8)
5011 MovDir[x][y] = right_dir;
5013 MovDir[x][y] = back_dir;
5015 xx = x + move_xy[MovDir[x][y]].dx;
5016 yy = y + move_xy[MovDir[x][y]].dy;
5018 if (!IN_LEV_FIELD(xx, yy) ||
5019 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
5020 MovDir[x][y] = old_move_dir;
5024 else if (element == EL_DRAGON)
5026 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
5027 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
5028 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
5030 int rnd = RND(rnd_value);
5032 if (can_move_on && rnd > rnd_value / 8)
5033 MovDir[x][y] = old_move_dir;
5034 else if (can_turn_left && can_turn_right)
5035 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
5036 else if (can_turn_left && rnd > rnd_value / 8)
5037 MovDir[x][y] = left_dir;
5038 else if (can_turn_right && rnd > rnd_value / 8)
5039 MovDir[x][y] = right_dir;
5041 MovDir[x][y] = back_dir;
5043 xx = x + move_xy[MovDir[x][y]].dx;
5044 yy = y + move_xy[MovDir[x][y]].dy;
5046 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
5047 MovDir[x][y] = old_move_dir;
5051 else if (element == EL_MOLE)
5053 boolean can_move_on =
5054 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
5055 IS_AMOEBOID(Feld[move_x][move_y]) ||
5056 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
5059 boolean can_turn_left =
5060 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
5061 IS_AMOEBOID(Feld[left_x][left_y])));
5063 boolean can_turn_right =
5064 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
5065 IS_AMOEBOID(Feld[right_x][right_y])));
5067 if (can_turn_left && can_turn_right)
5068 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
5069 else if (can_turn_left)
5070 MovDir[x][y] = left_dir;
5072 MovDir[x][y] = right_dir;
5075 if (MovDir[x][y] != old_move_dir)
5078 else if (element == EL_BALLOON)
5080 MovDir[x][y] = game.wind_direction;
5083 else if (element == EL_SPRING)
5085 #if USE_NEW_SPRING_BUMPER
5086 if (MovDir[x][y] & MV_HORIZONTAL)
5088 if (SPRING_CAN_BUMP_FROM_FIELD(move_x, move_y) &&
5089 !SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5091 Feld[move_x][move_y] = EL_EMC_SPRING_BUMPER_ACTIVE;
5092 ResetGfxAnimation(move_x, move_y);
5093 DrawLevelField(move_x, move_y);
5095 MovDir[x][y] = back_dir;
5097 else if (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5098 SPRING_CAN_ENTER_FIELD(element, x, y + 1))
5099 MovDir[x][y] = MV_NONE;
5102 if (MovDir[x][y] & MV_HORIZONTAL &&
5103 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
5104 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
5105 MovDir[x][y] = MV_NONE;
5110 else if (element == EL_ROBOT ||
5111 element == EL_SATELLITE ||
5112 element == EL_PENGUIN ||
5113 element == EL_EMC_ANDROID)
5115 int attr_x = -1, attr_y = -1;
5126 for (i = 0; i < MAX_PLAYERS; i++)
5128 struct PlayerInfo *player = &stored_player[i];
5129 int jx = player->jx, jy = player->jy;
5131 if (!player->active)
5135 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5143 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
5144 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
5145 game.engine_version < VERSION_IDENT(3,1,0,0)))
5151 if (element == EL_PENGUIN)
5154 static int xy[4][2] =
5162 for (i = 0; i < NUM_DIRECTIONS; i++)
5164 int ex = x + xy[i][0];
5165 int ey = y + xy[i][1];
5167 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
5176 MovDir[x][y] = MV_NONE;
5178 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
5179 else if (attr_x > x)
5180 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
5182 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
5183 else if (attr_y > y)
5184 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
5186 if (element == EL_ROBOT)
5190 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5191 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
5192 Moving2Blocked(x, y, &newx, &newy);
5194 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
5195 MovDelay[x][y] = 8 + 8 * !RND(3);
5197 MovDelay[x][y] = 16;
5199 else if (element == EL_PENGUIN)
5205 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5207 boolean first_horiz = RND(2);
5208 int new_move_dir = MovDir[x][y];
5211 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5212 Moving2Blocked(x, y, &newx, &newy);
5214 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5218 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5219 Moving2Blocked(x, y, &newx, &newy);
5221 if (PENGUIN_CAN_ENTER_FIELD(element, newx, newy))
5224 MovDir[x][y] = old_move_dir;
5228 else if (element == EL_SATELLITE)
5234 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5236 boolean first_horiz = RND(2);
5237 int new_move_dir = MovDir[x][y];
5240 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5241 Moving2Blocked(x, y, &newx, &newy);
5243 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
5247 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5248 Moving2Blocked(x, y, &newx, &newy);
5250 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
5253 MovDir[x][y] = old_move_dir;
5257 else if (element == EL_EMC_ANDROID)
5259 static int check_pos[16] =
5261 -1, /* 0 => (invalid) */
5262 7, /* 1 => MV_LEFT */
5263 3, /* 2 => MV_RIGHT */
5264 -1, /* 3 => (invalid) */
5266 0, /* 5 => MV_LEFT | MV_UP */
5267 2, /* 6 => MV_RIGHT | MV_UP */
5268 -1, /* 7 => (invalid) */
5269 5, /* 8 => MV_DOWN */
5270 6, /* 9 => MV_LEFT | MV_DOWN */
5271 4, /* 10 => MV_RIGHT | MV_DOWN */
5272 -1, /* 11 => (invalid) */
5273 -1, /* 12 => (invalid) */
5274 -1, /* 13 => (invalid) */
5275 -1, /* 14 => (invalid) */
5276 -1, /* 15 => (invalid) */
5284 { -1, -1, MV_LEFT | MV_UP },
5286 { +1, -1, MV_RIGHT | MV_UP },
5287 { +1, 0, MV_RIGHT },
5288 { +1, +1, MV_RIGHT | MV_DOWN },
5290 { -1, +1, MV_LEFT | MV_DOWN },
5293 int start_pos, check_order;
5294 boolean can_clone = FALSE;
5297 /* check if there is any free field around current position */
5298 for (i = 0; i < 8; i++)
5300 int newx = x + check_xy[i].dx;
5301 int newy = y + check_xy[i].dy;
5303 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5311 if (can_clone) /* randomly find an element to clone */
5315 start_pos = check_pos[RND(8)];
5316 check_order = (RND(2) ? -1 : +1);
5318 for (i = 0; i < 8; i++)
5320 int pos_raw = start_pos + i * check_order;
5321 int pos = (pos_raw + 8) % 8;
5322 int newx = x + check_xy[pos].dx;
5323 int newy = y + check_xy[pos].dy;
5325 if (ANDROID_CAN_CLONE_FIELD(newx, newy))
5327 element_info[element].move_leave_type = LEAVE_TYPE_LIMITED;
5328 element_info[element].move_leave_element = EL_TRIGGER_ELEMENT;
5330 Store[x][y] = Feld[newx][newy];
5339 if (can_clone) /* randomly find a direction to move */
5343 start_pos = check_pos[RND(8)];
5344 check_order = (RND(2) ? -1 : +1);
5346 for (i = 0; i < 8; i++)
5348 int pos_raw = start_pos + i * check_order;
5349 int pos = (pos_raw + 8) % 8;
5350 int newx = x + check_xy[pos].dx;
5351 int newy = y + check_xy[pos].dy;
5352 int new_move_dir = check_xy[pos].dir;
5354 if (IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5356 MovDir[x][y] = new_move_dir;
5357 MovDelay[x][y] = level.android_clone_time * 8 + 1;
5366 if (can_clone) /* cloning and moving successful */
5369 /* cannot clone -- try to move towards player */
5371 start_pos = check_pos[MovDir[x][y] & 0x0f];
5372 check_order = (RND(2) ? -1 : +1);
5374 for (i = 0; i < 3; i++)
5376 /* first check start_pos, then previous/next or (next/previous) pos */
5377 int pos_raw = start_pos + (i < 2 ? i : -1) * check_order;
5378 int pos = (pos_raw + 8) % 8;
5379 int newx = x + check_xy[pos].dx;
5380 int newy = y + check_xy[pos].dy;
5381 int new_move_dir = check_xy[pos].dir;
5383 if (IS_PLAYER(newx, newy))
5386 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
5388 MovDir[x][y] = new_move_dir;
5389 MovDelay[x][y] = level.android_move_time * 8 + 1;
5396 else if (move_pattern == MV_TURNING_LEFT ||
5397 move_pattern == MV_TURNING_RIGHT ||
5398 move_pattern == MV_TURNING_LEFT_RIGHT ||
5399 move_pattern == MV_TURNING_RIGHT_LEFT ||
5400 move_pattern == MV_TURNING_RANDOM ||
5401 move_pattern == MV_ALL_DIRECTIONS)
5403 boolean can_turn_left =
5404 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
5405 boolean can_turn_right =
5406 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
5408 if (element_info[element].move_stepsize == 0) /* "not moving" */
5411 if (move_pattern == MV_TURNING_LEFT)
5412 MovDir[x][y] = left_dir;
5413 else if (move_pattern == MV_TURNING_RIGHT)
5414 MovDir[x][y] = right_dir;
5415 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
5416 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
5417 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
5418 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
5419 else if (move_pattern == MV_TURNING_RANDOM)
5420 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
5421 can_turn_right && !can_turn_left ? right_dir :
5422 RND(2) ? left_dir : right_dir);
5423 else if (can_turn_left && can_turn_right)
5424 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
5425 else if (can_turn_left)
5426 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
5427 else if (can_turn_right)
5428 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
5430 MovDir[x][y] = back_dir;
5432 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5434 else if (move_pattern == MV_HORIZONTAL ||
5435 move_pattern == MV_VERTICAL)
5437 if (move_pattern & old_move_dir)
5438 MovDir[x][y] = back_dir;
5439 else if (move_pattern == MV_HORIZONTAL)
5440 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
5441 else if (move_pattern == MV_VERTICAL)
5442 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
5444 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5446 else if (move_pattern & MV_ANY_DIRECTION)
5448 MovDir[x][y] = move_pattern;
5449 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5451 else if (move_pattern & MV_WIND_DIRECTION)
5453 MovDir[x][y] = game.wind_direction;
5454 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5456 else if (move_pattern == MV_ALONG_LEFT_SIDE)
5458 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
5459 MovDir[x][y] = left_dir;
5460 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5461 MovDir[x][y] = right_dir;
5463 if (MovDir[x][y] != old_move_dir)
5464 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5466 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
5468 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
5469 MovDir[x][y] = right_dir;
5470 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5471 MovDir[x][y] = left_dir;
5473 if (MovDir[x][y] != old_move_dir)
5474 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5476 else if (move_pattern == MV_TOWARDS_PLAYER ||
5477 move_pattern == MV_AWAY_FROM_PLAYER)
5479 int attr_x = -1, attr_y = -1;
5481 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
5492 for (i = 0; i < MAX_PLAYERS; i++)
5494 struct PlayerInfo *player = &stored_player[i];
5495 int jx = player->jx, jy = player->jy;
5497 if (!player->active)
5501 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5509 MovDir[x][y] = MV_NONE;
5511 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
5512 else if (attr_x > x)
5513 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
5515 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
5516 else if (attr_y > y)
5517 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
5519 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5521 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5523 boolean first_horiz = RND(2);
5524 int new_move_dir = MovDir[x][y];
5526 if (element_info[element].move_stepsize == 0) /* "not moving" */
5528 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
5529 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5535 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5536 Moving2Blocked(x, y, &newx, &newy);
5538 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5542 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5543 Moving2Blocked(x, y, &newx, &newy);
5545 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5548 MovDir[x][y] = old_move_dir;
5551 else if (move_pattern == MV_WHEN_PUSHED ||
5552 move_pattern == MV_WHEN_DROPPED)
5554 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5555 MovDir[x][y] = MV_NONE;
5559 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
5561 static int test_xy[7][2] =
5571 static int test_dir[7] =
5581 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
5582 int move_preference = -1000000; /* start with very low preference */
5583 int new_move_dir = MV_NONE;
5584 int start_test = RND(4);
5587 for (i = 0; i < NUM_DIRECTIONS; i++)
5589 int move_dir = test_dir[start_test + i];
5590 int move_dir_preference;
5592 xx = x + test_xy[start_test + i][0];
5593 yy = y + test_xy[start_test + i][1];
5595 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
5596 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
5598 new_move_dir = move_dir;
5603 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
5606 move_dir_preference = -1 * RunnerVisit[xx][yy];
5607 if (hunter_mode && PlayerVisit[xx][yy] > 0)
5608 move_dir_preference = PlayerVisit[xx][yy];
5610 if (move_dir_preference > move_preference)
5612 /* prefer field that has not been visited for the longest time */
5613 move_preference = move_dir_preference;
5614 new_move_dir = move_dir;
5616 else if (move_dir_preference == move_preference &&
5617 move_dir == old_move_dir)
5619 /* prefer last direction when all directions are preferred equally */
5620 move_preference = move_dir_preference;
5621 new_move_dir = move_dir;
5625 MovDir[x][y] = new_move_dir;
5626 if (old_move_dir != new_move_dir)
5627 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5631 static void TurnRound(int x, int y)
5633 int direction = MovDir[x][y];
5635 int element, graphic;
5640 GfxDir[x][y] = MovDir[x][y];
5642 if (direction != MovDir[x][y])
5646 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_TO_BIT(direction);
5649 element = Feld[x][y];
5650 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
5652 if (graphic_info[graphic].anim_global_sync)
5653 GfxFrame[x][y] = FrameCounter;
5654 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
5655 GfxFrame[x][y] = CustomValue[x][y];
5656 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
5657 GfxFrame[x][y] = element_info[element].collect_score;
5661 static boolean JustBeingPushed(int x, int y)
5665 for (i = 0; i < MAX_PLAYERS; i++)
5667 struct PlayerInfo *player = &stored_player[i];
5669 if (player->active && player->is_pushing && player->MovPos)
5671 int next_jx = player->jx + (player->jx - player->last_jx);
5672 int next_jy = player->jy + (player->jy - player->last_jy);
5674 if (x == next_jx && y == next_jy)
5682 void StartMoving(int x, int y)
5684 boolean started_moving = FALSE; /* some elements can fall _and_ move */
5685 int element = Feld[x][y];
5690 if (MovDelay[x][y] == 0)
5691 GfxAction[x][y] = ACTION_DEFAULT;
5693 if (CAN_FALL(element) && y < lev_fieldy - 1)
5695 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
5696 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
5697 if (JustBeingPushed(x, y))
5700 if (element == EL_QUICKSAND_FULL)
5702 if (IS_FREE(x, y + 1))
5704 InitMovingField(x, y, MV_DOWN);
5705 started_moving = TRUE;
5707 Feld[x][y] = EL_QUICKSAND_EMPTYING;
5708 Store[x][y] = EL_ROCK;
5710 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5712 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5714 if (!MovDelay[x][y])
5715 MovDelay[x][y] = TILEY + 1;
5724 Feld[x][y] = EL_QUICKSAND_EMPTY;
5725 Feld[x][y + 1] = EL_QUICKSAND_FULL;
5726 Store[x][y + 1] = Store[x][y];
5729 PlayLevelSoundAction(x, y, ACTION_FILLING);
5732 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5733 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5735 InitMovingField(x, y, MV_DOWN);
5736 started_moving = TRUE;
5738 Feld[x][y] = EL_QUICKSAND_FILLING;
5739 Store[x][y] = element;
5741 PlayLevelSoundAction(x, y, ACTION_FILLING);
5743 else if (element == EL_MAGIC_WALL_FULL)
5745 if (IS_FREE(x, y + 1))
5747 InitMovingField(x, y, MV_DOWN);
5748 started_moving = TRUE;
5750 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
5751 Store[x][y] = EL_CHANGED(Store[x][y]);
5753 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5755 if (!MovDelay[x][y])
5756 MovDelay[x][y] = TILEY/4 + 1;
5765 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
5766 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
5767 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
5771 else if (element == EL_BD_MAGIC_WALL_FULL)
5773 if (IS_FREE(x, y + 1))
5775 InitMovingField(x, y, MV_DOWN);
5776 started_moving = TRUE;
5778 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
5779 Store[x][y] = EL_CHANGED2(Store[x][y]);
5781 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5783 if (!MovDelay[x][y])
5784 MovDelay[x][y] = TILEY/4 + 1;
5793 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
5794 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
5795 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
5799 else if (CAN_PASS_MAGIC_WALL(element) &&
5800 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5801 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
5803 InitMovingField(x, y, MV_DOWN);
5804 started_moving = TRUE;
5807 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
5808 EL_BD_MAGIC_WALL_FILLING);
5809 Store[x][y] = element;
5811 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
5813 SplashAcid(x, y + 1);
5815 InitMovingField(x, y, MV_DOWN);
5816 started_moving = TRUE;
5818 Store[x][y] = EL_ACID;
5820 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5821 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
5823 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5824 CAN_FALL(element) && WasJustFalling[x][y] &&
5825 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
5827 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5828 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5829 (Feld[x][y + 1] == EL_BLOCKED)))
5831 /* this is needed for a special case not covered by calling "Impact()"
5832 from "ContinueMoving()": if an element moves to a tile directly below
5833 another element which was just falling on that tile (which was empty
5834 in the previous frame), the falling element above would just stop
5835 instead of smashing the element below (in previous version, the above
5836 element was just checked for "moving" instead of "falling", resulting
5837 in incorrect smashes caused by horizontal movement of the above
5838 element; also, the case of the player being the element to smash was
5839 simply not covered here... :-/ ) */
5841 CheckCollision[x][y] = 0;
5845 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5847 if (MovDir[x][y] == MV_NONE)
5849 InitMovingField(x, y, MV_DOWN);
5850 started_moving = TRUE;
5853 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5855 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5856 MovDir[x][y] = MV_DOWN;
5858 InitMovingField(x, y, MV_DOWN);
5859 started_moving = TRUE;
5861 else if (element == EL_AMOEBA_DROP)
5863 Feld[x][y] = EL_AMOEBA_GROWING;
5864 Store[x][y] = EL_AMOEBA_WET;
5866 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5867 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5868 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5869 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5871 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5872 (IS_FREE(x - 1, y + 1) ||
5873 Feld[x - 1][y + 1] == EL_ACID));
5874 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5875 (IS_FREE(x + 1, y + 1) ||
5876 Feld[x + 1][y + 1] == EL_ACID));
5877 boolean can_fall_any = (can_fall_left || can_fall_right);
5878 boolean can_fall_both = (can_fall_left && can_fall_right);
5879 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5881 #if USE_NEW_ALL_SLIPPERY
5882 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
5884 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5885 can_fall_right = FALSE;
5886 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5887 can_fall_left = FALSE;
5888 else if (slippery_type == SLIPPERY_ONLY_LEFT)
5889 can_fall_right = FALSE;
5890 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5891 can_fall_left = FALSE;
5893 can_fall_any = (can_fall_left || can_fall_right);
5894 can_fall_both = FALSE;
5897 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5899 if (slippery_type == SLIPPERY_ONLY_LEFT)
5900 can_fall_right = FALSE;
5901 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5902 can_fall_left = FALSE;
5903 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5904 can_fall_right = FALSE;
5905 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5906 can_fall_left = FALSE;
5908 can_fall_any = (can_fall_left || can_fall_right);
5909 can_fall_both = (can_fall_left && can_fall_right);
5913 #if USE_NEW_ALL_SLIPPERY
5915 #if USE_NEW_SP_SLIPPERY
5916 /* !!! better use the same properties as for custom elements here !!! */
5917 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
5918 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
5920 can_fall_right = FALSE; /* slip down on left side */
5921 can_fall_both = FALSE;
5926 #if USE_NEW_ALL_SLIPPERY
5929 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
5930 can_fall_right = FALSE; /* slip down on left side */
5932 can_fall_left = !(can_fall_right = RND(2));
5934 can_fall_both = FALSE;
5939 if (game.emulation == EMU_BOULDERDASH ||
5940 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
5941 can_fall_right = FALSE; /* slip down on left side */
5943 can_fall_left = !(can_fall_right = RND(2));
5945 can_fall_both = FALSE;
5951 /* if not determined otherwise, prefer left side for slipping down */
5952 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5953 started_moving = TRUE;
5957 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5959 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5962 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5963 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5964 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5965 int belt_dir = game.belt_dir[belt_nr];
5967 if ((belt_dir == MV_LEFT && left_is_free) ||
5968 (belt_dir == MV_RIGHT && right_is_free))
5970 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5972 InitMovingField(x, y, belt_dir);
5973 started_moving = TRUE;
5975 Pushed[x][y] = TRUE;
5976 Pushed[nextx][y] = TRUE;
5978 GfxAction[x][y] = ACTION_DEFAULT;
5982 MovDir[x][y] = 0; /* if element was moving, stop it */
5987 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5989 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NONE)
5991 if (CAN_MOVE(element) && !started_moving)
5994 int move_pattern = element_info[element].move_pattern;
5999 if (MovDir[x][y] == MV_NONE)
6001 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
6002 x, y, element, element_info[element].token_name);
6003 printf("StartMoving(): This should never happen!\n");
6008 Moving2Blocked(x, y, &newx, &newy);
6010 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
6013 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
6014 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
6016 WasJustMoving[x][y] = 0;
6017 CheckCollision[x][y] = 0;
6019 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
6021 if (Feld[x][y] != element) /* element has changed */
6025 if (!MovDelay[x][y]) /* start new movement phase */
6027 /* all objects that can change their move direction after each step
6028 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
6030 if (element != EL_YAMYAM &&
6031 element != EL_DARK_YAMYAM &&
6032 element != EL_PACMAN &&
6033 !(move_pattern & MV_ANY_DIRECTION) &&
6034 move_pattern != MV_TURNING_LEFT &&
6035 move_pattern != MV_TURNING_RIGHT &&
6036 move_pattern != MV_TURNING_LEFT_RIGHT &&
6037 move_pattern != MV_TURNING_RIGHT_LEFT &&
6038 move_pattern != MV_TURNING_RANDOM)
6042 if (MovDelay[x][y] && (element == EL_BUG ||
6043 element == EL_SPACESHIP ||
6044 element == EL_SP_SNIKSNAK ||
6045 element == EL_SP_ELECTRON ||
6046 element == EL_MOLE))
6047 DrawLevelField(x, y);
6051 if (MovDelay[x][y]) /* wait some time before next movement */
6055 if (element == EL_ROBOT ||
6056 element == EL_YAMYAM ||
6057 element == EL_DARK_YAMYAM)
6059 DrawLevelElementAnimationIfNeeded(x, y, element);
6060 PlayLevelSoundAction(x, y, ACTION_WAITING);
6062 else if (element == EL_SP_ELECTRON)
6063 DrawLevelElementAnimationIfNeeded(x, y, element);
6064 else if (element == EL_DRAGON)
6067 int dir = MovDir[x][y];
6068 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
6069 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
6070 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
6071 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
6072 dir == MV_UP ? IMG_FLAMES_1_UP :
6073 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
6074 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
6076 GfxAction[x][y] = ACTION_ATTACKING;
6078 if (IS_PLAYER(x, y))
6079 DrawPlayerField(x, y);
6081 DrawLevelField(x, y);
6083 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
6085 for (i = 1; i <= 3; i++)
6087 int xx = x + i * dx;
6088 int yy = y + i * dy;
6089 int sx = SCREENX(xx);
6090 int sy = SCREENY(yy);
6091 int flame_graphic = graphic + (i - 1);
6093 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
6098 int flamed = MovingOrBlocked2Element(xx, yy);
6102 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6104 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
6105 RemoveMovingField(xx, yy);
6107 RemoveField(xx, yy);
6109 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
6112 RemoveMovingField(xx, yy);
6115 ChangeDelay[xx][yy] = 0;
6117 Feld[xx][yy] = EL_FLAMES;
6119 if (IN_SCR_FIELD(sx, sy))
6121 DrawLevelFieldCrumbledSand(xx, yy);
6122 DrawGraphic(sx, sy, flame_graphic, frame);
6127 if (Feld[xx][yy] == EL_FLAMES)
6128 Feld[xx][yy] = EL_EMPTY;
6129 DrawLevelField(xx, yy);
6134 if (MovDelay[x][y]) /* element still has to wait some time */
6136 PlayLevelSoundAction(x, y, ACTION_WAITING);
6142 /* now make next step */
6144 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
6146 if (DONT_COLLIDE_WITH(element) &&
6147 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
6148 !PLAYER_ENEMY_PROTECTED(newx, newy))
6150 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
6155 else if (CAN_MOVE_INTO_ACID(element) &&
6156 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
6157 !IS_MV_DIAGONAL(MovDir[x][y]) &&
6158 (MovDir[x][y] == MV_DOWN ||
6159 game.engine_version >= VERSION_IDENT(3,1,0,0)))
6161 SplashAcid(newx, newy);
6162 Store[x][y] = EL_ACID;
6164 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
6166 if (Feld[newx][newy] == EL_EXIT_OPEN)
6169 DrawLevelField(x, y);
6171 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
6172 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
6173 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
6175 local_player->friends_still_needed--;
6176 if (!local_player->friends_still_needed &&
6177 !local_player->GameOver && AllPlayersGone)
6178 local_player->LevelSolved = local_player->GameOver = TRUE;
6182 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
6184 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MP_MOVING)
6185 DrawLevelField(newx, newy);
6187 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
6189 else if (!IS_FREE(newx, newy))
6191 GfxAction[x][y] = ACTION_WAITING;
6193 if (IS_PLAYER(x, y))
6194 DrawPlayerField(x, y);
6196 DrawLevelField(x, y);
6201 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
6203 if (IS_FOOD_PIG(Feld[newx][newy]))
6205 if (IS_MOVING(newx, newy))
6206 RemoveMovingField(newx, newy);
6209 Feld[newx][newy] = EL_EMPTY;
6210 DrawLevelField(newx, newy);
6213 PlayLevelSound(x, y, SND_PIG_DIGGING);
6215 else if (!IS_FREE(newx, newy))
6217 if (IS_PLAYER(x, y))
6218 DrawPlayerField(x, y);
6220 DrawLevelField(x, y);
6225 else if (element == EL_EMC_ANDROID && IN_LEV_FIELD(newx, newy))
6227 if (Store[x][y] != EL_EMPTY)
6229 boolean can_clone = FALSE;
6232 /* check if element to clone is still there */
6233 for (yy = y - 1; yy <= y + 1; yy++) for (xx = x - 1; xx <= x + 1; xx++)
6235 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == Store[x][y])
6243 /* cannot clone or target field not free anymore -- do not clone */
6244 if (!can_clone || !ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6245 Store[x][y] = EL_EMPTY;
6248 if (ANDROID_CAN_ENTER_FIELD(element, newx, newy))
6250 if (IS_MV_DIAGONAL(MovDir[x][y]))
6252 int diagonal_move_dir = MovDir[x][y];
6253 int stored = Store[x][y];
6254 int change_delay = 8;
6257 /* android is moving diagonally */
6259 CreateField(x, y, EL_DIAGONAL_SHRINKING);
6261 Store[x][y] = (stored == EL_ACID ? EL_EMPTY : stored);
6262 GfxElement[x][y] = EL_EMC_ANDROID;
6263 GfxAction[x][y] = ACTION_SHRINKING;
6264 GfxDir[x][y] = diagonal_move_dir;
6265 ChangeDelay[x][y] = change_delay;
6267 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],
6270 DrawLevelGraphicAnimation(x, y, graphic);
6271 PlayLevelSoundAction(x, y, ACTION_SHRINKING);
6273 if (Feld[newx][newy] == EL_ACID)
6275 SplashAcid(newx, newy);
6280 CreateField(newx, newy, EL_DIAGONAL_GROWING);
6282 Store[newx][newy] = EL_EMC_ANDROID;
6283 GfxElement[newx][newy] = EL_EMC_ANDROID;
6284 GfxAction[newx][newy] = ACTION_GROWING;
6285 GfxDir[newx][newy] = diagonal_move_dir;
6286 ChangeDelay[newx][newy] = change_delay;
6288 graphic = el_act_dir2img(GfxElement[newx][newy],
6289 GfxAction[newx][newy], GfxDir[newx][newy]);
6291 DrawLevelGraphicAnimation(newx, newy, graphic);
6292 PlayLevelSoundAction(newx, newy, ACTION_GROWING);
6298 Feld[newx][newy] = EL_EMPTY;
6299 DrawLevelField(newx, newy);
6301 PlayLevelSoundAction(x, y, ACTION_DIGGING);
6304 else if (!IS_FREE(newx, newy))
6307 if (IS_PLAYER(x, y))
6308 DrawPlayerField(x, y);
6310 DrawLevelField(x, y);
6316 else if (IS_CUSTOM_ELEMENT(element) &&
6317 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
6319 int new_element = Feld[newx][newy];
6321 if (!IS_FREE(newx, newy))
6323 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
6324 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
6327 /* no element can dig solid indestructible elements */
6328 if (IS_INDESTRUCTIBLE(new_element) &&
6329 !IS_DIGGABLE(new_element) &&
6330 !IS_COLLECTIBLE(new_element))
6333 if (AmoebaNr[newx][newy] &&
6334 (new_element == EL_AMOEBA_FULL ||
6335 new_element == EL_BD_AMOEBA ||
6336 new_element == EL_AMOEBA_GROWING))
6338 AmoebaCnt[AmoebaNr[newx][newy]]--;
6339 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6342 if (IS_MOVING(newx, newy))
6343 RemoveMovingField(newx, newy);
6346 RemoveField(newx, newy);
6347 DrawLevelField(newx, newy);
6350 /* if digged element was about to explode, prevent the explosion */
6351 ExplodeField[newx][newy] = EX_TYPE_NONE;
6353 PlayLevelSoundAction(x, y, action);
6356 Store[newx][newy] = EL_EMPTY;
6358 /* this makes it possible to leave the removed element again */
6359 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
6360 Store[newx][newy] = new_element;
6362 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
6364 int move_leave_element = element_info[element].move_leave_element;
6366 /* this makes it possible to leave the removed element again */
6367 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
6368 new_element : move_leave_element);
6372 if (move_pattern & MV_MAZE_RUNNER_STYLE)
6374 RunnerVisit[x][y] = FrameCounter;
6375 PlayerVisit[x][y] /= 8; /* expire player visit path */
6378 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
6380 if (!IS_FREE(newx, newy))
6382 if (IS_PLAYER(x, y))
6383 DrawPlayerField(x, y);
6385 DrawLevelField(x, y);
6391 boolean wanna_flame = !RND(10);
6392 int dx = newx - x, dy = newy - y;
6393 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
6394 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
6395 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
6396 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
6397 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
6398 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
6401 IS_CLASSIC_ENEMY(element1) ||
6402 IS_CLASSIC_ENEMY(element2)) &&
6403 element1 != EL_DRAGON && element2 != EL_DRAGON &&
6404 element1 != EL_FLAMES && element2 != EL_FLAMES)
6406 ResetGfxAnimation(x, y);
6407 GfxAction[x][y] = ACTION_ATTACKING;
6409 if (IS_PLAYER(x, y))
6410 DrawPlayerField(x, y);
6412 DrawLevelField(x, y);
6414 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
6416 MovDelay[x][y] = 50;
6420 RemoveField(newx, newy);
6422 Feld[newx][newy] = EL_FLAMES;
6423 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
6426 RemoveField(newx1, newy1);
6428 Feld[newx1][newy1] = EL_FLAMES;
6430 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
6433 RemoveField(newx2, newy2);
6435 Feld[newx2][newy2] = EL_FLAMES;
6442 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6443 Feld[newx][newy] == EL_DIAMOND)
6445 if (IS_MOVING(newx, newy))
6446 RemoveMovingField(newx, newy);
6449 Feld[newx][newy] = EL_EMPTY;
6450 DrawLevelField(newx, newy);
6453 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
6455 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6456 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
6458 if (AmoebaNr[newx][newy])
6460 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6461 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6462 Feld[newx][newy] == EL_BD_AMOEBA)
6463 AmoebaCnt[AmoebaNr[newx][newy]]--;
6468 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
6470 RemoveMovingField(newx, newy);
6473 if (IS_MOVING(newx, newy))
6475 RemoveMovingField(newx, newy);
6480 Feld[newx][newy] = EL_EMPTY;
6481 DrawLevelField(newx, newy);
6484 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
6486 else if ((element == EL_PACMAN || element == EL_MOLE)
6487 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
6489 if (AmoebaNr[newx][newy])
6491 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6492 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6493 Feld[newx][newy] == EL_BD_AMOEBA)
6494 AmoebaCnt[AmoebaNr[newx][newy]]--;
6497 if (element == EL_MOLE)
6499 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
6500 PlayLevelSound(x, y, SND_MOLE_DIGGING);
6502 ResetGfxAnimation(x, y);
6503 GfxAction[x][y] = ACTION_DIGGING;
6504 DrawLevelField(x, y);
6506 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
6508 return; /* wait for shrinking amoeba */
6510 else /* element == EL_PACMAN */
6512 Feld[newx][newy] = EL_EMPTY;
6513 DrawLevelField(newx, newy);
6514 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
6517 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
6518 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
6519 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
6521 /* wait for shrinking amoeba to completely disappear */
6524 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
6526 /* object was running against a wall */
6531 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
6532 if (move_pattern & MV_ANY_DIRECTION &&
6533 move_pattern == MovDir[x][y])
6535 int blocking_element =
6536 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
6538 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
6541 element = Feld[x][y]; /* element might have changed */
6545 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
6546 DrawLevelElementAnimation(x, y, element);
6548 if (DONT_TOUCH(element))
6549 TestIfBadThingTouchesPlayer(x, y);
6554 InitMovingField(x, y, MovDir[x][y]);
6556 PlayLevelSoundAction(x, y, ACTION_MOVING);
6560 ContinueMoving(x, y);
6563 void ContinueMoving(int x, int y)
6565 int element = Feld[x][y];
6566 struct ElementInfo *ei = &element_info[element];
6567 int direction = MovDir[x][y];
6568 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
6569 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
6570 int newx = x + dx, newy = y + dy;
6571 int stored = Store[x][y];
6572 int stored_new = Store[newx][newy];
6573 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
6574 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
6575 boolean last_line = (newy == lev_fieldy - 1);
6577 MovPos[x][y] += getElementMoveStepsize(x, y);
6579 if (pushed_by_player) /* special case: moving object pushed by player */
6580 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6582 if (ABS(MovPos[x][y]) < TILEX)
6584 DrawLevelField(x, y);
6586 return; /* element is still moving */
6589 /* element reached destination field */
6591 Feld[x][y] = EL_EMPTY;
6592 Feld[newx][newy] = element;
6593 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
6595 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
6597 element = Feld[newx][newy] = EL_ACID;
6599 else if (element == EL_MOLE)
6601 Feld[x][y] = EL_SAND;
6603 DrawLevelFieldCrumbledSandNeighbours(x, y);
6605 else if (element == EL_QUICKSAND_FILLING)
6607 element = Feld[newx][newy] = get_next_element(element);
6608 Store[newx][newy] = Store[x][y];
6610 else if (element == EL_QUICKSAND_EMPTYING)
6612 Feld[x][y] = get_next_element(element);
6613 element = Feld[newx][newy] = Store[x][y];
6615 else if (element == EL_MAGIC_WALL_FILLING)
6617 element = Feld[newx][newy] = get_next_element(element);
6618 if (!game.magic_wall_active)
6619 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
6620 Store[newx][newy] = Store[x][y];
6622 else if (element == EL_MAGIC_WALL_EMPTYING)
6624 Feld[x][y] = get_next_element(element);
6625 if (!game.magic_wall_active)
6626 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6627 element = Feld[newx][newy] = Store[x][y];
6629 #if USE_NEW_CUSTOM_VALUE
6630 InitField(newx, newy, FALSE);
6633 else if (element == EL_BD_MAGIC_WALL_FILLING)
6635 element = Feld[newx][newy] = get_next_element(element);
6636 if (!game.magic_wall_active)
6637 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
6638 Store[newx][newy] = Store[x][y];
6640 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
6642 Feld[x][y] = get_next_element(element);
6643 if (!game.magic_wall_active)
6644 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6645 element = Feld[newx][newy] = Store[x][y];
6647 #if USE_NEW_CUSTOM_VALUE
6648 InitField(newx, newy, FALSE);
6651 else if (element == EL_AMOEBA_DROPPING)
6653 Feld[x][y] = get_next_element(element);
6654 element = Feld[newx][newy] = Store[x][y];
6656 else if (element == EL_SOKOBAN_OBJECT)
6659 Feld[x][y] = Back[x][y];
6661 if (Back[newx][newy])
6662 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
6664 Back[x][y] = Back[newx][newy] = 0;
6667 Store[x][y] = EL_EMPTY;
6672 MovDelay[newx][newy] = 0;
6675 if (CAN_CHANGE_OR_HAS_ACTION(element))
6677 if (CAN_CHANGE(element))
6680 /* copy element change control values to new field */
6681 ChangeDelay[newx][newy] = ChangeDelay[x][y];
6682 ChangePage[newx][newy] = ChangePage[x][y];
6683 ChangeCount[newx][newy] = ChangeCount[x][y];
6684 ChangeEvent[newx][newy] = ChangeEvent[x][y];
6687 #if USE_NEW_CUSTOM_VALUE
6688 CustomValue[newx][newy] = CustomValue[x][y];
6694 #if USE_NEW_CUSTOM_VALUE
6695 CustomValue[newx][newy] = CustomValue[x][y];
6699 ChangeDelay[x][y] = 0;
6700 ChangePage[x][y] = -1;
6701 ChangeCount[x][y] = 0;
6702 ChangeEvent[x][y] = -1;
6704 #if USE_NEW_CUSTOM_VALUE
6705 CustomValue[x][y] = 0;
6708 /* copy animation control values to new field */
6709 GfxFrame[newx][newy] = GfxFrame[x][y];
6710 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
6711 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
6712 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
6714 Pushed[x][y] = Pushed[newx][newy] = FALSE;
6716 /* some elements can leave other elements behind after moving */
6718 if (ei->move_leave_element != EL_EMPTY &&
6719 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6720 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
6722 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6723 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6724 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
6727 int move_leave_element = ei->move_leave_element;
6731 /* this makes it possible to leave the removed element again */
6732 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
6733 move_leave_element = (stored == EL_ACID ? EL_EMPTY : stored);
6735 /* this makes it possible to leave the removed element again */
6736 if (ei->move_leave_element == EL_TRIGGER_ELEMENT)
6737 move_leave_element = stored;
6740 /* this makes it possible to leave the removed element again */
6741 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
6742 ei->move_leave_element == EL_TRIGGER_ELEMENT)
6743 move_leave_element = stored;
6746 Feld[x][y] = move_leave_element;
6748 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6749 MovDir[x][y] = direction;
6751 InitField(x, y, FALSE);
6753 if (GFX_CRUMBLED(Feld[x][y]))
6754 DrawLevelFieldCrumbledSandNeighbours(x, y);
6756 if (ELEM_IS_PLAYER(move_leave_element))
6757 RelocatePlayer(x, y, move_leave_element);
6760 /* do this after checking for left-behind element */
6761 ResetGfxAnimation(x, y); /* reset animation values for old field */
6763 if (!CAN_MOVE(element) ||
6764 (CAN_FALL(element) && direction == MV_DOWN &&
6765 (element == EL_SPRING ||
6766 element_info[element].move_pattern == MV_WHEN_PUSHED ||
6767 element_info[element].move_pattern == MV_WHEN_DROPPED)))
6768 GfxDir[x][y] = MovDir[newx][newy] = 0;
6770 DrawLevelField(x, y);
6771 DrawLevelField(newx, newy);
6773 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
6775 /* prevent pushed element from moving on in pushed direction */
6776 if (pushed_by_player && CAN_MOVE(element) &&
6777 element_info[element].move_pattern & MV_ANY_DIRECTION &&
6778 !(element_info[element].move_pattern & direction))
6779 TurnRound(newx, newy);
6781 /* prevent elements on conveyor belt from moving on in last direction */
6782 if (pushed_by_conveyor && CAN_FALL(element) &&
6783 direction & MV_HORIZONTAL)
6784 MovDir[newx][newy] = 0;
6786 if (!pushed_by_player)
6788 int nextx = newx + dx, nexty = newy + dy;
6789 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
6791 WasJustMoving[newx][newy] = CHECK_DELAY_MOVING;
6793 if (CAN_FALL(element) && direction == MV_DOWN)
6794 WasJustFalling[newx][newy] = CHECK_DELAY_FALLING;
6796 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
6797 CheckCollision[newx][newy] = CHECK_DELAY_COLLISION;
6800 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
6802 TestIfBadThingTouchesPlayer(newx, newy);
6803 TestIfBadThingTouchesFriend(newx, newy);
6805 if (!IS_CUSTOM_ELEMENT(element))
6806 TestIfBadThingTouchesOtherBadThing(newx, newy);
6808 else if (element == EL_PENGUIN)
6809 TestIfFriendTouchesBadThing(newx, newy);
6811 /* give the player one last chance (one more frame) to move away */
6812 if (CAN_FALL(element) && direction == MV_DOWN &&
6813 (last_line || (!IS_FREE(x, newy + 1) &&
6814 (!IS_PLAYER(x, newy + 1) ||
6815 game.engine_version < VERSION_IDENT(3,1,1,0)))))
6818 if (pushed_by_player && !game.use_change_when_pushing_bug)
6820 int push_side = MV_DIR_OPPOSITE(direction);
6821 struct PlayerInfo *player = PLAYERINFO(x, y);
6823 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
6824 player->index_bit, push_side);
6825 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
6826 player->index_bit, push_side);
6829 if (element == EL_EMC_ANDROID && pushed_by_player) /* make another move */
6830 MovDelay[newx][newy] = 1;
6832 CheckTriggeredElementChangeBySide(x, y, element, CE_MOVE_OF_X, direction);
6834 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
6837 if (ChangePage[newx][newy] != -1) /* delayed change */
6839 int page = ChangePage[newx][newy];
6840 struct ElementChangeInfo *change = &ei->change_page[page];
6842 ChangePage[newx][newy] = -1;
6844 if (change->can_change)
6846 if (ChangeElement(newx, newy, element, page))
6848 if (change->post_change_function)
6849 change->post_change_function(newx, newy);
6853 if (change->has_action)
6854 ExecuteCustomElementAction(newx, newy, element, page);
6858 TestIfElementHitsCustomElement(newx, newy, direction);
6859 TestIfPlayerTouchesCustomElement(newx, newy);
6860 TestIfElementTouchesCustomElement(newx, newy);
6863 if (IS_CUSTOM_ELEMENT(element) && ei->move_enter_element != EL_EMPTY &&
6864 IS_EQUAL_OR_IN_GROUP(stored_new, ei->move_enter_element))
6865 CheckElementChangeBySide(newx, newy, element, stored_new, CE_DIGGING_X,
6866 MV_DIR_OPPOSITE(direction));
6870 int AmoebeNachbarNr(int ax, int ay)
6873 int element = Feld[ax][ay];
6875 static int xy[4][2] =
6883 for (i = 0; i < NUM_DIRECTIONS; i++)
6885 int x = ax + xy[i][0];
6886 int y = ay + xy[i][1];
6888 if (!IN_LEV_FIELD(x, y))
6891 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6892 group_nr = AmoebaNr[x][y];
6898 void AmoebenVereinigen(int ax, int ay)
6900 int i, x, y, xx, yy;
6901 int new_group_nr = AmoebaNr[ax][ay];
6902 static int xy[4][2] =
6910 if (new_group_nr == 0)
6913 for (i = 0; i < NUM_DIRECTIONS; i++)
6918 if (!IN_LEV_FIELD(x, y))
6921 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6922 Feld[x][y] == EL_BD_AMOEBA ||
6923 Feld[x][y] == EL_AMOEBA_DEAD) &&
6924 AmoebaNr[x][y] != new_group_nr)
6926 int old_group_nr = AmoebaNr[x][y];
6928 if (old_group_nr == 0)
6931 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6932 AmoebaCnt[old_group_nr] = 0;
6933 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6934 AmoebaCnt2[old_group_nr] = 0;
6937 SCAN_PLAYFIELD(xx, yy)
6939 for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
6942 if (AmoebaNr[xx][yy] == old_group_nr)
6943 AmoebaNr[xx][yy] = new_group_nr;
6949 void AmoebeUmwandeln(int ax, int ay)
6953 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6955 int group_nr = AmoebaNr[ax][ay];
6960 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6961 printf("AmoebeUmwandeln(): This should never happen!\n");
6967 SCAN_PLAYFIELD(x, y)
6969 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
6972 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6975 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6979 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6980 SND_AMOEBA_TURNING_TO_GEM :
6981 SND_AMOEBA_TURNING_TO_ROCK));
6986 static int xy[4][2] =
6994 for (i = 0; i < NUM_DIRECTIONS; i++)
6999 if (!IN_LEV_FIELD(x, y))
7002 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
7004 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
7005 SND_AMOEBA_TURNING_TO_GEM :
7006 SND_AMOEBA_TURNING_TO_ROCK));
7013 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
7016 int group_nr = AmoebaNr[ax][ay];
7017 boolean done = FALSE;
7022 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
7023 printf("AmoebeUmwandelnBD(): This should never happen!\n");
7029 SCAN_PLAYFIELD(x, y)
7031 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7034 if (AmoebaNr[x][y] == group_nr &&
7035 (Feld[x][y] == EL_AMOEBA_DEAD ||
7036 Feld[x][y] == EL_BD_AMOEBA ||
7037 Feld[x][y] == EL_AMOEBA_GROWING))
7040 Feld[x][y] = new_element;
7041 InitField(x, y, FALSE);
7042 DrawLevelField(x, y);
7048 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
7049 SND_BD_AMOEBA_TURNING_TO_ROCK :
7050 SND_BD_AMOEBA_TURNING_TO_GEM));
7053 void AmoebeWaechst(int x, int y)
7055 static unsigned long sound_delay = 0;
7056 static unsigned long sound_delay_value = 0;
7058 if (!MovDelay[x][y]) /* start new growing cycle */
7062 if (DelayReached(&sound_delay, sound_delay_value))
7064 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
7065 sound_delay_value = 30;
7069 if (MovDelay[x][y]) /* wait some time before growing bigger */
7072 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7074 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
7075 6 - MovDelay[x][y]);
7077 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
7080 if (!MovDelay[x][y])
7082 Feld[x][y] = Store[x][y];
7084 DrawLevelField(x, y);
7089 void AmoebaDisappearing(int x, int y)
7091 static unsigned long sound_delay = 0;
7092 static unsigned long sound_delay_value = 0;
7094 if (!MovDelay[x][y]) /* start new shrinking cycle */
7098 if (DelayReached(&sound_delay, sound_delay_value))
7099 sound_delay_value = 30;
7102 if (MovDelay[x][y]) /* wait some time before shrinking */
7105 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7107 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
7108 6 - MovDelay[x][y]);
7110 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
7113 if (!MovDelay[x][y])
7115 Feld[x][y] = EL_EMPTY;
7116 DrawLevelField(x, y);
7118 /* don't let mole enter this field in this cycle;
7119 (give priority to objects falling to this field from above) */
7125 void AmoebeAbleger(int ax, int ay)
7128 int element = Feld[ax][ay];
7129 int graphic = el2img(element);
7130 int newax = ax, neway = ay;
7131 boolean can_drop = (element == EL_AMOEBA_WET || element == EL_EMC_DRIPPER);
7132 static int xy[4][2] =
7140 if (!level.amoeba_speed && element != EL_EMC_DRIPPER)
7142 Feld[ax][ay] = EL_AMOEBA_DEAD;
7143 DrawLevelField(ax, ay);
7147 if (IS_ANIMATED(graphic))
7148 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7150 if (!MovDelay[ax][ay]) /* start making new amoeba field */
7151 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
7153 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
7156 if (MovDelay[ax][ay])
7160 if (can_drop) /* EL_AMOEBA_WET or EL_EMC_DRIPPER */
7163 int x = ax + xy[start][0];
7164 int y = ay + xy[start][1];
7166 if (!IN_LEV_FIELD(x, y))
7169 if (IS_FREE(x, y) ||
7170 CAN_GROW_INTO(Feld[x][y]) ||
7171 Feld[x][y] == EL_QUICKSAND_EMPTY)
7177 if (newax == ax && neway == ay)
7180 else /* normal or "filled" (BD style) amoeba */
7183 boolean waiting_for_player = FALSE;
7185 for (i = 0; i < NUM_DIRECTIONS; i++)
7187 int j = (start + i) % 4;
7188 int x = ax + xy[j][0];
7189 int y = ay + xy[j][1];
7191 if (!IN_LEV_FIELD(x, y))
7194 if (IS_FREE(x, y) ||
7195 CAN_GROW_INTO(Feld[x][y]) ||
7196 Feld[x][y] == EL_QUICKSAND_EMPTY)
7202 else if (IS_PLAYER(x, y))
7203 waiting_for_player = TRUE;
7206 if (newax == ax && neway == ay) /* amoeba cannot grow */
7208 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
7210 Feld[ax][ay] = EL_AMOEBA_DEAD;
7211 DrawLevelField(ax, ay);
7212 AmoebaCnt[AmoebaNr[ax][ay]]--;
7214 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
7216 if (element == EL_AMOEBA_FULL)
7217 AmoebeUmwandeln(ax, ay);
7218 else if (element == EL_BD_AMOEBA)
7219 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
7224 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
7226 /* amoeba gets larger by growing in some direction */
7228 int new_group_nr = AmoebaNr[ax][ay];
7231 if (new_group_nr == 0)
7233 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
7234 printf("AmoebeAbleger(): This should never happen!\n");
7239 AmoebaNr[newax][neway] = new_group_nr;
7240 AmoebaCnt[new_group_nr]++;
7241 AmoebaCnt2[new_group_nr]++;
7243 /* if amoeba touches other amoeba(s) after growing, unify them */
7244 AmoebenVereinigen(newax, neway);
7246 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
7248 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
7254 if (!can_drop || neway < ay || !IS_FREE(newax, neway) ||
7255 (neway == lev_fieldy - 1 && newax != ax))
7257 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
7258 Store[newax][neway] = element;
7260 else if (neway == ay || element == EL_EMC_DRIPPER)
7262 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
7264 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
7268 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
7269 Feld[ax][ay] = EL_AMOEBA_DROPPING;
7270 Store[ax][ay] = EL_AMOEBA_DROP;
7271 ContinueMoving(ax, ay);
7275 DrawLevelField(newax, neway);
7278 void Life(int ax, int ay)
7282 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
7285 int element = Feld[ax][ay];
7286 int graphic = el2img(element);
7287 int *life_parameter = (element == EL_GAME_OF_LIFE ? level.game_of_life :
7289 boolean changed = FALSE;
7291 if (IS_ANIMATED(graphic))
7292 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7297 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
7298 MovDelay[ax][ay] = life_time;
7300 if (MovDelay[ax][ay]) /* wait some time before next cycle */
7303 if (MovDelay[ax][ay])
7307 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
7309 int xx = ax+x1, yy = ay+y1;
7312 if (!IN_LEV_FIELD(xx, yy))
7315 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
7317 int x = xx+x2, y = yy+y2;
7319 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
7322 if (((Feld[x][y] == element ||
7323 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
7325 (IS_FREE(x, y) && Stop[x][y]))
7329 if (xx == ax && yy == ay) /* field in the middle */
7331 if (nachbarn < life_parameter[0] ||
7332 nachbarn > life_parameter[1])
7334 Feld[xx][yy] = EL_EMPTY;
7336 DrawLevelField(xx, yy);
7337 Stop[xx][yy] = TRUE;
7341 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
7342 { /* free border field */
7343 if (nachbarn >= life_parameter[2] &&
7344 nachbarn <= life_parameter[3])
7346 Feld[xx][yy] = element;
7347 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
7349 DrawLevelField(xx, yy);
7350 Stop[xx][yy] = TRUE;
7357 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
7358 SND_GAME_OF_LIFE_GROWING);
7361 static void InitRobotWheel(int x, int y)
7363 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7366 static void RunRobotWheel(int x, int y)
7368 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
7371 static void StopRobotWheel(int x, int y)
7373 if (ZX == x && ZY == y)
7377 static void InitTimegateWheel(int x, int y)
7379 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
7382 static void RunTimegateWheel(int x, int y)
7384 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
7387 static void InitMagicBallDelay(int x, int y)
7390 ChangeDelay[x][y] = (level.ball_time + 1) * 8 + 1;
7392 ChangeDelay[x][y] = level.ball_time * FRAMES_PER_SECOND + 1;
7396 static void ActivateMagicBall(int bx, int by)
7400 if (level.ball_random)
7402 int pos_border = RND(8); /* select one of the eight border elements */
7403 int pos_content = (pos_border > 3 ? pos_border + 1 : pos_border);
7404 int xx = pos_content % 3;
7405 int yy = pos_content / 3;
7410 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
7411 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
7415 for (y = by - 1; y <= by + 1; y++) for (x = bx - 1; x <= bx + 1; x++)
7417 int xx = x - bx + 1;
7418 int yy = y - by + 1;
7420 if (IN_LEV_FIELD(x, y) && Feld[x][y] == EL_EMPTY)
7421 CreateField(x, y, level.ball_content[game.ball_content_nr].e[xx][yy]);
7425 game.ball_content_nr = (game.ball_content_nr + 1) % level.num_ball_contents;
7428 static void InitDiagonalMovingElement(int x, int y)
7431 MovDelay[x][y] = level.android_move_time;
7435 void CheckExit(int x, int y)
7437 if (local_player->gems_still_needed > 0 ||
7438 local_player->sokobanfields_still_needed > 0 ||
7439 local_player->lights_still_needed > 0)
7441 int element = Feld[x][y];
7442 int graphic = el2img(element);
7444 if (IS_ANIMATED(graphic))
7445 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7450 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7453 Feld[x][y] = EL_EXIT_OPENING;
7455 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
7458 void CheckExitSP(int x, int y)
7460 if (local_player->gems_still_needed > 0)
7462 int element = Feld[x][y];
7463 int graphic = el2img(element);
7465 if (IS_ANIMATED(graphic))
7466 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7471 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7474 Feld[x][y] = EL_SP_EXIT_OPENING;
7476 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
7479 static void CloseAllOpenTimegates()
7484 SCAN_PLAYFIELD(x, y)
7486 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7489 int element = Feld[x][y];
7491 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
7493 Feld[x][y] = EL_TIMEGATE_CLOSING;
7495 PlayLevelSoundAction(x, y, ACTION_CLOSING);
7500 void EdelsteinFunkeln(int x, int y)
7502 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
7505 if (Feld[x][y] == EL_BD_DIAMOND)
7508 if (MovDelay[x][y] == 0) /* next animation frame */
7509 MovDelay[x][y] = 11 * !SimpleRND(500);
7511 if (MovDelay[x][y] != 0) /* wait some time before next frame */
7515 if (setup.direct_draw && MovDelay[x][y])
7516 SetDrawtoField(DRAW_BUFFERED);
7518 DrawLevelElementAnimation(x, y, Feld[x][y]);
7520 if (MovDelay[x][y] != 0)
7522 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
7523 10 - MovDelay[x][y]);
7525 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
7527 if (setup.direct_draw)
7531 dest_x = FX + SCREENX(x) * TILEX;
7532 dest_y = FY + SCREENY(y) * TILEY;
7534 BlitBitmap(drawto_field, window,
7535 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
7536 SetDrawtoField(DRAW_DIRECT);
7542 void MauerWaechst(int x, int y)
7546 if (!MovDelay[x][y]) /* next animation frame */
7547 MovDelay[x][y] = 3 * delay;
7549 if (MovDelay[x][y]) /* wait some time before next frame */
7553 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7555 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
7556 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
7558 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
7561 if (!MovDelay[x][y])
7563 if (MovDir[x][y] == MV_LEFT)
7565 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
7566 DrawLevelField(x - 1, y);
7568 else if (MovDir[x][y] == MV_RIGHT)
7570 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
7571 DrawLevelField(x + 1, y);
7573 else if (MovDir[x][y] == MV_UP)
7575 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
7576 DrawLevelField(x, y - 1);
7580 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
7581 DrawLevelField(x, y + 1);
7584 Feld[x][y] = Store[x][y];
7586 GfxDir[x][y] = MovDir[x][y] = MV_NONE;
7587 DrawLevelField(x, y);
7592 void MauerAbleger(int ax, int ay)
7594 int element = Feld[ax][ay];
7595 int graphic = el2img(element);
7596 boolean oben_frei = FALSE, unten_frei = FALSE;
7597 boolean links_frei = FALSE, rechts_frei = FALSE;
7598 boolean oben_massiv = FALSE, unten_massiv = FALSE;
7599 boolean links_massiv = FALSE, rechts_massiv = FALSE;
7600 boolean new_wall = FALSE;
7602 if (IS_ANIMATED(graphic))
7603 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7605 if (!MovDelay[ax][ay]) /* start building new wall */
7606 MovDelay[ax][ay] = 6;
7608 if (MovDelay[ax][ay]) /* wait some time before building new wall */
7611 if (MovDelay[ax][ay])
7615 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
7617 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
7619 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
7621 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
7624 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
7625 element == EL_EXPANDABLE_WALL_ANY)
7629 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
7630 Store[ax][ay-1] = element;
7631 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
7632 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
7633 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
7634 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
7639 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
7640 Store[ax][ay+1] = element;
7641 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
7642 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
7643 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
7644 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
7649 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7650 element == EL_EXPANDABLE_WALL_ANY ||
7651 element == EL_EXPANDABLE_WALL)
7655 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
7656 Store[ax-1][ay] = element;
7657 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
7658 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
7659 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
7660 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
7666 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
7667 Store[ax+1][ay] = element;
7668 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
7669 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
7670 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
7671 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
7676 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
7677 DrawLevelField(ax, ay);
7679 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
7681 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
7682 unten_massiv = TRUE;
7683 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
7684 links_massiv = TRUE;
7685 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
7686 rechts_massiv = TRUE;
7688 if (((oben_massiv && unten_massiv) ||
7689 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7690 element == EL_EXPANDABLE_WALL) &&
7691 ((links_massiv && rechts_massiv) ||
7692 element == EL_EXPANDABLE_WALL_VERTICAL))
7693 Feld[ax][ay] = EL_WALL;
7696 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
7699 void CheckForDragon(int x, int y)
7702 boolean dragon_found = FALSE;
7703 static int xy[4][2] =
7711 for (i = 0; i < NUM_DIRECTIONS; i++)
7713 for (j = 0; j < 4; j++)
7715 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7717 if (IN_LEV_FIELD(xx, yy) &&
7718 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
7720 if (Feld[xx][yy] == EL_DRAGON)
7721 dragon_found = TRUE;
7730 for (i = 0; i < NUM_DIRECTIONS; i++)
7732 for (j = 0; j < 3; j++)
7734 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7736 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
7738 Feld[xx][yy] = EL_EMPTY;
7739 DrawLevelField(xx, yy);
7748 static void InitBuggyBase(int x, int y)
7750 int element = Feld[x][y];
7751 int activating_delay = FRAMES_PER_SECOND / 4;
7754 (element == EL_SP_BUGGY_BASE ?
7755 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
7756 element == EL_SP_BUGGY_BASE_ACTIVATING ?
7758 element == EL_SP_BUGGY_BASE_ACTIVE ?
7759 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
7762 static void WarnBuggyBase(int x, int y)
7765 static int xy[4][2] =
7773 for (i = 0; i < NUM_DIRECTIONS; i++)
7775 int xx = x + xy[i][0];
7776 int yy = y + xy[i][1];
7778 if (IN_LEV_FIELD(xx, yy) && IS_PLAYER(xx, yy))
7780 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
7787 static void InitTrap(int x, int y)
7789 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
7792 static void ActivateTrap(int x, int y)
7794 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
7797 static void ChangeActiveTrap(int x, int y)
7799 int graphic = IMG_TRAP_ACTIVE;
7801 /* if new animation frame was drawn, correct crumbled sand border */
7802 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
7803 DrawLevelFieldCrumbledSand(x, y);
7806 static int getSpecialActionElement(int element, int number, int base_element)
7808 return (element != EL_EMPTY ? element :
7809 number != -1 ? base_element + number - 1 :
7813 static int getModifiedActionNumber(int value_old, int operator, int operand,
7814 int value_min, int value_max)
7816 int value_new = (operator == CA_MODE_SET ? operand :
7817 operator == CA_MODE_ADD ? value_old + operand :
7818 operator == CA_MODE_SUBTRACT ? value_old - operand :
7819 operator == CA_MODE_MULTIPLY ? value_old * operand :
7820 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
7821 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
7824 return (value_new < value_min ? value_min :
7825 value_new > value_max ? value_max :
7829 static void ExecuteCustomElementAction(int x, int y, int element, int page)
7831 struct ElementInfo *ei = &element_info[element];
7832 struct ElementChangeInfo *change = &ei->change_page[page];
7833 int action_type = change->action_type;
7834 int action_mode = change->action_mode;
7835 int action_arg = change->action_arg;
7838 if (!change->has_action)
7841 /* ---------- determine action paramater values -------------------------- */
7843 int level_time_value =
7844 (level.time > 0 ? TimeLeft :
7847 int action_arg_element =
7848 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
7849 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
7850 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
7853 int action_arg_direction =
7854 (action_arg >= CA_ARG_DIRECTION_LEFT &&
7855 action_arg <= CA_ARG_DIRECTION_DOWN ? action_arg - CA_ARG_DIRECTION :
7856 action_arg == CA_ARG_DIRECTION_TRIGGER ?
7857 change->actual_trigger_side :
7858 action_arg == CA_ARG_DIRECTION_TRIGGER_BACK ?
7859 MV_DIR_OPPOSITE(change->actual_trigger_side) :
7862 int action_arg_number_min =
7863 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_NOT_MOVING :
7866 int action_arg_number_max =
7867 (action_type == CA_SET_PLAYER_SPEED ? STEPSIZE_EVEN_FASTER :
7868 action_type == CA_SET_LEVEL_GEMS ? 999 :
7869 action_type == CA_SET_LEVEL_TIME ? 9999 :
7870 action_type == CA_SET_LEVEL_SCORE ? 99999 :
7871 action_type == CA_SET_CE_SCORE ? 9999 :
7872 action_type == CA_SET_CE_VALUE ? 9999 :
7875 int action_arg_number_reset =
7876 (action_type == CA_SET_PLAYER_SPEED ? level.initial_player_stepsize :
7877 action_type == CA_SET_LEVEL_GEMS ? level.gems_needed :
7878 action_type == CA_SET_LEVEL_TIME ? level.time :
7879 action_type == CA_SET_LEVEL_SCORE ? 0 :
7880 action_type == CA_SET_CE_SCORE ? 0 :
7882 action_type == CA_SET_CE_VALUE ? GET_NEW_CUSTOM_VALUE(element) :
7884 action_type == CA_SET_CE_VALUE ? ei->custom_value_initial :
7888 int action_arg_number =
7889 (action_arg <= CA_ARG_MAX ? action_arg :
7890 action_arg >= CA_ARG_SPEED_NOT_MOVING &&
7891 action_arg <= CA_ARG_SPEED_EVEN_FASTER ? (action_arg - CA_ARG_SPEED) :
7892 action_arg == CA_ARG_SPEED_RESET ? action_arg_number_reset :
7893 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
7894 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
7895 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
7896 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
7897 #if USE_NEW_CUSTOM_VALUE
7898 action_arg == CA_ARG_NUMBER_CE_VALUE ? CustomValue[x][y] :
7900 action_arg == CA_ARG_NUMBER_CE_VALUE ? ei->custom_value_initial :
7902 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CE_DELAY_VALUE(change) :
7903 action_arg == CA_ARG_NUMBER_LEVEL_TIME ? level_time_value :
7904 action_arg == CA_ARG_NUMBER_LEVEL_GEMS ? local_player->gems_still_needed :
7905 action_arg == CA_ARG_NUMBER_LEVEL_SCORE ? local_player->score :
7906 action_arg == CA_ARG_ELEMENT_CV_TARGET ? GET_NEW_CUSTOM_VALUE(change->target_element) :
7907 action_arg == CA_ARG_ELEMENT_CV_TRIGGER ? change->actual_trigger_ce_value:
7908 action_arg == CA_ARG_ELEMENT_NR_TARGET ? change->target_element :
7909 action_arg == CA_ARG_ELEMENT_NR_TRIGGER ? change->actual_trigger_element :
7912 int action_arg_number_old =
7913 (action_type == CA_SET_LEVEL_GEMS ? local_player->gems_still_needed :
7914 action_type == CA_SET_LEVEL_TIME ? TimeLeft :
7915 action_type == CA_SET_LEVEL_SCORE ? local_player->score :
7916 action_type == CA_SET_CE_SCORE ? ei->collect_score :
7917 action_type == CA_SET_CE_VALUE ? CustomValue[x][y] :
7920 int action_arg_number_new =
7921 getModifiedActionNumber(action_arg_number_old,
7922 action_mode, action_arg_number,
7923 action_arg_number_min, action_arg_number_max);
7925 int trigger_player_bits =
7926 (change->actual_trigger_player >= EL_PLAYER_1 &&
7927 change->actual_trigger_player <= EL_PLAYER_4 ?
7928 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
7931 int action_arg_player_bits =
7932 (action_arg >= CA_ARG_PLAYER_1 &&
7933 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
7934 action_arg == CA_ARG_PLAYER_TRIGGER ? trigger_player_bits :
7937 /* ---------- execute action -------------------------------------------- */
7946 /* ---------- level actions ------------------------------------------- */
7948 case CA_RESTART_LEVEL:
7950 game.restart_level = TRUE;
7955 case CA_SHOW_ENVELOPE:
7957 int element = getSpecialActionElement(action_arg_element,
7958 action_arg_number, EL_ENVELOPE_1);
7960 if (IS_ENVELOPE(element))
7961 local_player->show_envelope = element;
7966 case CA_SET_LEVEL_TIME:
7968 if (level.time > 0) /* only modify limited time value */
7970 TimeLeft = action_arg_number_new;
7972 DrawGameValue_Time(TimeLeft);
7974 if (!TimeLeft && setup.time_limit)
7975 for (i = 0; i < MAX_PLAYERS; i++)
7976 KillPlayer(&stored_player[i]);
7982 case CA_SET_LEVEL_SCORE:
7984 local_player->score = action_arg_number_new;
7986 DrawGameValue_Score(local_player->score);
7991 case CA_SET_LEVEL_GEMS:
7993 local_player->gems_still_needed = action_arg_number_new;
7995 DrawGameValue_Emeralds(local_player->gems_still_needed);
8000 case CA_SET_LEVEL_GRAVITY:
8002 game.gravity = (action_arg == CA_ARG_GRAVITY_OFF ? FALSE :
8003 action_arg == CA_ARG_GRAVITY_ON ? TRUE :
8004 action_arg == CA_ARG_GRAVITY_TOGGLE ? !game.gravity :
8009 case CA_SET_LEVEL_WIND:
8011 game.wind_direction = action_arg_direction;
8016 /* ---------- player actions ------------------------------------------ */
8018 case CA_MOVE_PLAYER:
8020 /* automatically move to the next field in specified direction */
8021 for (i = 0; i < MAX_PLAYERS; i++)
8022 if (trigger_player_bits & (1 << i))
8023 stored_player[i].programmed_action = action_arg_direction;
8028 case CA_EXIT_PLAYER:
8030 for (i = 0; i < MAX_PLAYERS; i++)
8031 if (action_arg_player_bits & (1 << i))
8032 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
8037 case CA_KILL_PLAYER:
8039 for (i = 0; i < MAX_PLAYERS; i++)
8040 if (action_arg_player_bits & (1 << i))
8041 KillPlayer(&stored_player[i]);
8046 case CA_SET_PLAYER_KEYS:
8048 int key_state = (action_mode == CA_MODE_ADD ? TRUE : FALSE);
8049 int element = getSpecialActionElement(action_arg_element,
8050 action_arg_number, EL_KEY_1);
8052 if (IS_KEY(element))
8054 for (i = 0; i < MAX_PLAYERS; i++)
8056 if (trigger_player_bits & (1 << i))
8058 stored_player[i].key[KEY_NR(element)] = key_state;
8061 DrawGameDoorValues();
8063 DrawGameValue_Keys(stored_player[i].key);
8066 redraw_mask |= REDRAW_DOOR_1;
8074 case CA_SET_PLAYER_SPEED:
8076 for (i = 0; i < MAX_PLAYERS; i++)
8078 if (trigger_player_bits & (1 << i))
8080 int move_stepsize = TILEX / stored_player[i].move_delay_value;
8082 if (action_arg == CA_ARG_SPEED_FASTER &&
8083 stored_player[i].cannot_move)
8085 action_arg_number = STEPSIZE_VERY_SLOW;
8087 else if (action_arg == CA_ARG_SPEED_SLOWER ||
8088 action_arg == CA_ARG_SPEED_FASTER)
8090 action_arg_number = 2;
8091 action_mode = (action_arg == CA_ARG_SPEED_SLOWER ? CA_MODE_DIVIDE :
8096 getModifiedActionNumber(move_stepsize,
8099 action_arg_number_min,
8100 action_arg_number_max);
8103 SetPlayerMoveSpeed(&stored_player[i], move_stepsize, FALSE);
8105 /* make sure that value is power of 2 */
8106 move_stepsize = (1 << log_2(move_stepsize));
8108 /* do no immediately change -- the player might just be moving */
8109 stored_player[i].move_delay_value_next = TILEX / move_stepsize;
8111 stored_player[i].cannot_move =
8112 (action_arg == CA_ARG_SPEED_NOT_MOVING ? TRUE : FALSE);
8120 case CA_SET_PLAYER_SHIELD:
8122 for (i = 0; i < MAX_PLAYERS; i++)
8124 if (trigger_player_bits & (1 << i))
8126 if (action_arg == CA_ARG_SHIELD_OFF)
8128 stored_player[i].shield_normal_time_left = 0;
8129 stored_player[i].shield_deadly_time_left = 0;
8131 else if (action_arg == CA_ARG_SHIELD_NORMAL)
8133 stored_player[i].shield_normal_time_left = 999999;
8135 else if (action_arg == CA_ARG_SHIELD_DEADLY)
8137 stored_player[i].shield_normal_time_left = 999999;
8138 stored_player[i].shield_deadly_time_left = 999999;
8146 case CA_SET_PLAYER_ARTWORK:
8148 for (i = 0; i < MAX_PLAYERS; i++)
8150 if (trigger_player_bits & (1 << i))
8152 int artwork_element = action_arg_element;
8154 if (action_arg == CA_ARG_ELEMENT_RESET)
8156 (level.use_artwork_element[i] ? level.artwork_element[i] :
8157 stored_player[i].element_nr);
8159 stored_player[i].artwork_element = artwork_element;
8161 SetPlayerWaiting(&stored_player[i], FALSE);
8163 /* set number of special actions for bored and sleeping animation */
8164 stored_player[i].num_special_action_bored =
8165 get_num_special_action(artwork_element,
8166 ACTION_BORING_1, ACTION_BORING_LAST);
8167 stored_player[i].num_special_action_sleeping =
8168 get_num_special_action(artwork_element,
8169 ACTION_SLEEPING_1, ACTION_SLEEPING_LAST);
8176 /* ---------- CE actions ---------------------------------------------- */
8178 case CA_SET_CE_SCORE:
8180 ei->collect_score = action_arg_number_new;
8185 case CA_SET_CE_VALUE:
8187 #if USE_NEW_CUSTOM_VALUE
8188 int last_custom_value = CustomValue[x][y];
8190 CustomValue[x][y] = action_arg_number_new;
8193 printf("::: Count == %d\n", CustomValue[x][y]);
8196 if (CustomValue[x][y] == 0 && last_custom_value > 0)
8199 printf("::: CE_VALUE_GETS_ZERO\n");
8202 CheckElementChange(x, y, element, EL_UNDEFINED, CE_VALUE_GETS_ZERO);
8203 CheckTriggeredElementChange(x, y, element, CE_VALUE_GETS_ZERO_OF_X);
8206 printf("::: RESULT: %d, %d\n", Feld[x][y], ChangePage[x][y]);
8214 /* ---------- engine actions ------------------------------------------ */
8216 case CA_SET_ENGINE_SCAN_MODE:
8218 InitPlayfieldScanMode(action_arg);
8228 static void CreateFieldExt(int x, int y, int element, boolean is_change)
8230 int previous_move_direction = MovDir[x][y];
8231 #if USE_NEW_CUSTOM_VALUE
8232 int last_ce_value = CustomValue[x][y];
8234 boolean add_player = (ELEM_IS_PLAYER(element) &&
8235 IS_WALKABLE(Feld[x][y]));
8237 /* check if element under player changes from accessible to unaccessible
8238 (needed for special case of dropping element which then changes) */
8239 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
8240 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(element))
8249 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
8250 RemoveMovingField(x, y);
8254 Feld[x][y] = element;
8256 ResetGfxAnimation(x, y);
8257 ResetRandomAnimationValue(x, y);
8259 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
8260 MovDir[x][y] = previous_move_direction;
8262 #if USE_NEW_CUSTOM_VALUE
8263 if (element_info[Feld[x][y]].use_last_ce_value)
8264 CustomValue[x][y] = last_ce_value;
8267 InitField_WithBug1(x, y, FALSE);
8269 DrawLevelField(x, y);
8271 if (GFX_CRUMBLED(Feld[x][y]))
8272 DrawLevelFieldCrumbledSandNeighbours(x, y);
8275 /* "ChangeCount" not set yet to allow "entered by player" change one time */
8276 if (ELEM_IS_PLAYER(element))
8277 RelocatePlayer(x, y, element);
8280 ChangeCount[x][y]++; /* count number of changes in the same frame */
8282 TestIfBadThingTouchesPlayer(x, y);
8283 TestIfPlayerTouchesCustomElement(x, y);
8284 TestIfElementTouchesCustomElement(x, y);
8287 static void CreateField(int x, int y, int element)
8289 CreateFieldExt(x, y, element, FALSE);
8292 static void CreateElementFromChange(int x, int y, int element)
8294 element = GET_VALID_RUNTIME_ELEMENT(element);
8296 #if USE_STOP_CHANGED_ELEMENTS
8297 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
8299 int old_element = Feld[x][y];
8301 /* prevent changed element from moving in same engine frame
8302 unless both old and new element can either fall or move */
8303 if ((!CAN_FALL(old_element) || !CAN_FALL(element)) &&
8304 (!CAN_MOVE(old_element) || !CAN_MOVE(element)))
8309 CreateFieldExt(x, y, element, TRUE);
8312 static boolean ChangeElement(int x, int y, int element, int page)
8314 struct ElementChangeInfo *change = &element_info[element].change_page[page];
8316 int old_element = Feld[x][y];
8318 /* always use default change event to prevent running into a loop */
8319 if (ChangeEvent[x][y] == -1)
8320 ChangeEvent[x][y] = CE_DELAY;
8322 if (ChangeEvent[x][y] == CE_DELAY)
8324 /* reset actual trigger element, trigger player and action element */
8325 change->actual_trigger_element = EL_EMPTY;
8326 change->actual_trigger_player = EL_PLAYER_1;
8327 change->actual_trigger_side = CH_SIDE_NONE;
8328 change->actual_trigger_ce_value = 0;
8331 /* do not change elements more than a specified maximum number of changes */
8332 if (ChangeCount[x][y] >= game.max_num_changes_per_frame)
8335 ChangeCount[x][y]++; /* count number of changes in the same frame */
8337 if (change->explode)
8344 if (change->use_target_content)
8346 boolean complete_replace = TRUE;
8347 boolean can_replace[3][3];
8350 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
8353 boolean is_walkable;
8354 boolean is_diggable;
8355 boolean is_collectible;
8356 boolean is_removable;
8357 boolean is_destructible;
8358 int ex = x + xx - 1;
8359 int ey = y + yy - 1;
8360 int content_element = change->target_content.e[xx][yy];
8363 can_replace[xx][yy] = TRUE;
8365 if (ex == x && ey == y) /* do not check changing element itself */
8368 if (content_element == EL_EMPTY_SPACE)
8370 can_replace[xx][yy] = FALSE; /* do not replace border with space */
8375 if (!IN_LEV_FIELD(ex, ey))
8377 can_replace[xx][yy] = FALSE;
8378 complete_replace = FALSE;
8385 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
8386 e = MovingOrBlocked2Element(ex, ey);
8388 is_empty = (IS_FREE(ex, ey) ||
8389 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
8391 is_walkable = (is_empty || IS_WALKABLE(e));
8392 is_diggable = (is_empty || IS_DIGGABLE(e));
8393 is_collectible = (is_empty || IS_COLLECTIBLE(e));
8394 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
8395 is_removable = (is_diggable || is_collectible);
8397 can_replace[xx][yy] =
8398 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
8399 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
8400 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
8401 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
8402 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
8403 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
8404 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
8406 if (!can_replace[xx][yy])
8407 complete_replace = FALSE;
8410 if (!change->only_if_complete || complete_replace)
8412 boolean something_has_changed = FALSE;
8414 if (change->only_if_complete && change->use_random_replace &&
8415 RND(100) < change->random_percentage)
8418 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
8420 int ex = x + xx - 1;
8421 int ey = y + yy - 1;
8422 int content_element;
8424 if (can_replace[xx][yy] && (!change->use_random_replace ||
8425 RND(100) < change->random_percentage))
8427 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
8428 RemoveMovingField(ex, ey);
8430 ChangeEvent[ex][ey] = ChangeEvent[x][y];
8432 content_element = change->target_content.e[xx][yy];
8433 target_element = GET_TARGET_ELEMENT(content_element, change);
8435 CreateElementFromChange(ex, ey, target_element);
8437 something_has_changed = TRUE;
8439 /* for symmetry reasons, freeze newly created border elements */
8440 if (ex != x || ey != y)
8441 Stop[ex][ey] = TRUE; /* no more moving in this frame */
8445 if (something_has_changed)
8447 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
8448 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
8454 target_element = GET_TARGET_ELEMENT(change->target_element, change);
8456 if (element == EL_DIAGONAL_GROWING ||
8457 element == EL_DIAGONAL_SHRINKING)
8459 target_element = Store[x][y];
8461 Store[x][y] = EL_EMPTY;
8464 CreateElementFromChange(x, y, target_element);
8466 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
8467 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + page);
8470 /* this uses direct change before indirect change */
8471 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
8476 #if USE_NEW_DELAYED_ACTION
8478 static void HandleElementChange(int x, int y, int page)
8480 int element = MovingOrBlocked2Element(x, y);
8481 struct ElementInfo *ei = &element_info[element];
8482 struct ElementChangeInfo *change = &ei->change_page[page];
8485 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
8486 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
8489 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
8490 x, y, element, element_info[element].token_name);
8491 printf("HandleElementChange(): This should never happen!\n");
8496 /* this can happen with classic bombs on walkable, changing elements */
8497 if (!CAN_CHANGE_OR_HAS_ACTION(element))
8500 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
8501 ChangeDelay[x][y] = 0;
8507 if (ChangeDelay[x][y] == 0) /* initialize element change */
8509 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
8511 if (change->can_change)
8513 ResetGfxAnimation(x, y);
8514 ResetRandomAnimationValue(x, y);
8516 if (change->pre_change_function)
8517 change->pre_change_function(x, y);
8521 ChangeDelay[x][y]--;
8523 if (ChangeDelay[x][y] != 0) /* continue element change */
8525 if (change->can_change)
8527 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8529 if (IS_ANIMATED(graphic))
8530 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8532 if (change->change_function)
8533 change->change_function(x, y);
8536 else /* finish element change */
8538 if (ChangePage[x][y] != -1) /* remember page from delayed change */
8540 page = ChangePage[x][y];
8541 ChangePage[x][y] = -1;
8543 change = &ei->change_page[page];
8546 if (IS_MOVING(x, y)) /* never change a running system ;-) */
8548 ChangeDelay[x][y] = 1; /* try change after next move step */
8549 ChangePage[x][y] = page; /* remember page to use for change */
8554 if (change->can_change)
8556 if (ChangeElement(x, y, element, page))
8558 if (change->post_change_function)
8559 change->post_change_function(x, y);
8563 if (change->has_action)
8564 ExecuteCustomElementAction(x, y, element, page);
8570 static void HandleElementChange(int x, int y, int page)
8572 int element = MovingOrBlocked2Element(x, y);
8573 struct ElementInfo *ei = &element_info[element];
8574 struct ElementChangeInfo *change = &ei->change_page[page];
8577 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
8580 printf("HandleElementChange(): %d,%d: element = %d ('%s')\n",
8581 x, y, element, element_info[element].token_name);
8582 printf("HandleElementChange(): This should never happen!\n");
8587 /* this can happen with classic bombs on walkable, changing elements */
8588 if (!CAN_CHANGE(element))
8591 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
8592 ChangeDelay[x][y] = 0;
8598 if (ChangeDelay[x][y] == 0) /* initialize element change */
8600 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
8602 ResetGfxAnimation(x, y);
8603 ResetRandomAnimationValue(x, y);
8605 if (change->pre_change_function)
8606 change->pre_change_function(x, y);
8609 ChangeDelay[x][y]--;
8611 if (ChangeDelay[x][y] != 0) /* continue element change */
8613 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8615 if (IS_ANIMATED(graphic))
8616 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8618 if (change->change_function)
8619 change->change_function(x, y);
8621 else /* finish element change */
8623 if (ChangePage[x][y] != -1) /* remember page from delayed change */
8625 page = ChangePage[x][y];
8626 ChangePage[x][y] = -1;
8628 change = &ei->change_page[page];
8631 if (IS_MOVING(x, y)) /* never change a running system ;-) */
8633 ChangeDelay[x][y] = 1; /* try change after next move step */
8634 ChangePage[x][y] = page; /* remember page to use for change */
8639 if (ChangeElement(x, y, element, page))
8641 if (change->post_change_function)
8642 change->post_change_function(x, y);
8649 static boolean CheckTriggeredElementChangeExt(int trigger_x, int trigger_y,
8650 int trigger_element,
8656 boolean change_done_any = FALSE;
8657 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
8660 if (!(trigger_events[trigger_element][trigger_event]))
8663 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
8665 int element = EL_CUSTOM_START + i;
8666 boolean change_done = FALSE;
8669 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
8670 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
8673 for (p = 0; p < element_info[element].num_change_pages; p++)
8675 struct ElementChangeInfo *change = &element_info[element].change_page[p];
8677 if (change->can_change_or_has_action &&
8678 change->has_event[trigger_event] &&
8679 change->trigger_side & trigger_side &&
8680 change->trigger_player & trigger_player &&
8681 change->trigger_page & trigger_page_bits &&
8682 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
8684 change->actual_trigger_element = trigger_element;
8685 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
8686 change->actual_trigger_side = trigger_side;
8687 change->actual_trigger_ce_value = CustomValue[trigger_x][trigger_y];
8689 if ((change->can_change && !change_done) || change->has_action)
8694 SCAN_PLAYFIELD(x, y)
8696 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8699 if (Feld[x][y] == element)
8701 if (change->can_change && !change_done)
8703 ChangeDelay[x][y] = 1;
8704 ChangeEvent[x][y] = trigger_event;
8706 HandleElementChange(x, y, p);
8708 #if USE_NEW_DELAYED_ACTION
8709 else if (change->has_action)
8711 ExecuteCustomElementAction(x, y, element, p);
8712 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
8715 if (change->has_action)
8717 ExecuteCustomElementAction(x, y, element, p);
8718 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
8724 if (change->can_change)
8727 change_done_any = TRUE;
8734 return change_done_any;
8737 static boolean CheckElementChangeExt(int x, int y,
8739 int trigger_element,
8744 boolean change_done = FALSE;
8747 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
8748 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
8751 if (Feld[x][y] == EL_BLOCKED)
8753 Blocked2Moving(x, y, &x, &y);
8754 element = Feld[x][y];
8758 /* check if element has already changed */
8759 if (Feld[x][y] != element)
8762 /* check if element has already changed or is about to change after moving */
8763 if ((game.engine_version < VERSION_IDENT(3,2,0,7) &&
8764 Feld[x][y] != element) ||
8766 (game.engine_version >= VERSION_IDENT(3,2,0,7) &&
8767 (ChangeCount[x][y] >= game.max_num_changes_per_frame ||
8768 ChangePage[x][y] != -1)))
8772 for (p = 0; p < element_info[element].num_change_pages; p++)
8774 struct ElementChangeInfo *change = &element_info[element].change_page[p];
8776 boolean check_trigger_element =
8777 (trigger_event == CE_TOUCHING_X ||
8778 trigger_event == CE_HITTING_X ||
8779 trigger_event == CE_HIT_BY_X);
8781 if (change->can_change_or_has_action &&
8782 change->has_event[trigger_event] &&
8783 change->trigger_side & trigger_side &&
8784 change->trigger_player & trigger_player &&
8785 (!check_trigger_element ||
8786 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
8788 change->actual_trigger_element = trigger_element;
8789 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
8790 change->actual_trigger_side = trigger_side;
8791 change->actual_trigger_ce_value = CustomValue[x][y];
8793 /* special case: trigger element not at (x,y) position for some events */
8794 if (check_trigger_element)
8806 { 0, 0 }, { 0, 0 }, { 0, 0 },
8810 int xx = x + move_xy[MV_DIR_OPPOSITE(trigger_side)].dx;
8811 int yy = y + move_xy[MV_DIR_OPPOSITE(trigger_side)].dy;
8813 change->actual_trigger_ce_value = CustomValue[xx][yy];
8816 if (change->can_change && !change_done)
8818 ChangeDelay[x][y] = 1;
8819 ChangeEvent[x][y] = trigger_event;
8821 HandleElementChange(x, y, p);
8825 #if USE_NEW_DELAYED_ACTION
8826 else if (change->has_action)
8828 ExecuteCustomElementAction(x, y, element, p);
8829 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
8832 if (change->has_action)
8834 ExecuteCustomElementAction(x, y, element, p);
8835 PlayLevelSoundElementAction(x, y, element, ACTION_PAGE_1 + p);
8844 static void PlayPlayerSound(struct PlayerInfo *player)
8846 int jx = player->jx, jy = player->jy;
8847 int sound_element = player->artwork_element;
8848 int last_action = player->last_action_waiting;
8849 int action = player->action_waiting;
8851 if (player->is_waiting)
8853 if (action != last_action)
8854 PlayLevelSoundElementAction(jx, jy, sound_element, action);
8856 PlayLevelSoundElementActionIfLoop(jx, jy, sound_element, action);
8860 if (action != last_action)
8861 StopSound(element_info[sound_element].sound[last_action]);
8863 if (last_action == ACTION_SLEEPING)
8864 PlayLevelSoundElementAction(jx, jy, sound_element, ACTION_AWAKENING);
8868 static void PlayAllPlayersSound()
8872 for (i = 0; i < MAX_PLAYERS; i++)
8873 if (stored_player[i].active)
8874 PlayPlayerSound(&stored_player[i]);
8877 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
8879 boolean last_waiting = player->is_waiting;
8880 int move_dir = player->MovDir;
8882 player->dir_waiting = move_dir;
8883 player->last_action_waiting = player->action_waiting;
8887 if (!last_waiting) /* not waiting -> waiting */
8889 player->is_waiting = TRUE;
8891 player->frame_counter_bored =
8893 game.player_boring_delay_fixed +
8894 SimpleRND(game.player_boring_delay_random);
8895 player->frame_counter_sleeping =
8897 game.player_sleeping_delay_fixed +
8898 SimpleRND(game.player_sleeping_delay_random);
8901 InitPlayerGfxAnimation(player, ACTION_WAITING, move_dir);
8903 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
8907 if (game.player_sleeping_delay_fixed +
8908 game.player_sleeping_delay_random > 0 &&
8909 player->anim_delay_counter == 0 &&
8910 player->post_delay_counter == 0 &&
8911 FrameCounter >= player->frame_counter_sleeping)
8912 player->is_sleeping = TRUE;
8913 else if (game.player_boring_delay_fixed +
8914 game.player_boring_delay_random > 0 &&
8915 FrameCounter >= player->frame_counter_bored)
8916 player->is_bored = TRUE;
8918 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
8919 player->is_bored ? ACTION_BORING :
8923 if (player->is_sleeping && player->use_murphy)
8925 /* special case for sleeping Murphy when leaning against non-free tile */
8927 if (!IN_LEV_FIELD(player->jx - 1, player->jy) ||
8928 (Feld[player->jx - 1][player->jy] != EL_EMPTY &&
8929 !IS_MOVING(player->jx - 1, player->jy)))
8931 else if (!IN_LEV_FIELD(player->jx + 1, player->jy) ||
8932 (Feld[player->jx + 1][player->jy] != EL_EMPTY &&
8933 !IS_MOVING(player->jx + 1, player->jy)))
8934 move_dir = MV_RIGHT;
8936 player->is_sleeping = FALSE;
8938 player->dir_waiting = move_dir;
8942 if (player->is_sleeping)
8944 if (player->num_special_action_sleeping > 0)
8946 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8948 int last_special_action = player->special_action_sleeping;
8949 int num_special_action = player->num_special_action_sleeping;
8950 int special_action =
8951 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
8952 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
8953 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
8954 last_special_action + 1 : ACTION_SLEEPING);
8955 int special_graphic =
8956 el_act_dir2img(player->artwork_element, special_action, move_dir);
8958 player->anim_delay_counter =
8959 graphic_info[special_graphic].anim_delay_fixed +
8960 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8961 player->post_delay_counter =
8962 graphic_info[special_graphic].post_delay_fixed +
8963 SimpleRND(graphic_info[special_graphic].post_delay_random);
8965 player->special_action_sleeping = special_action;
8968 if (player->anim_delay_counter > 0)
8970 player->action_waiting = player->special_action_sleeping;
8971 player->anim_delay_counter--;
8973 else if (player->post_delay_counter > 0)
8975 player->post_delay_counter--;
8979 else if (player->is_bored)
8981 if (player->num_special_action_bored > 0)
8983 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8985 int special_action =
8986 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
8987 int special_graphic =
8988 el_act_dir2img(player->artwork_element, special_action, move_dir);
8990 player->anim_delay_counter =
8991 graphic_info[special_graphic].anim_delay_fixed +
8992 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8993 player->post_delay_counter =
8994 graphic_info[special_graphic].post_delay_fixed +
8995 SimpleRND(graphic_info[special_graphic].post_delay_random);
8997 player->special_action_bored = special_action;
9000 if (player->anim_delay_counter > 0)
9002 player->action_waiting = player->special_action_bored;
9003 player->anim_delay_counter--;
9005 else if (player->post_delay_counter > 0)
9007 player->post_delay_counter--;
9012 else if (last_waiting) /* waiting -> not waiting */
9014 player->is_waiting = FALSE;
9015 player->is_bored = FALSE;
9016 player->is_sleeping = FALSE;
9018 player->frame_counter_bored = -1;
9019 player->frame_counter_sleeping = -1;
9021 player->anim_delay_counter = 0;
9022 player->post_delay_counter = 0;
9024 player->dir_waiting = player->MovDir;
9025 player->action_waiting = ACTION_DEFAULT;
9027 player->special_action_bored = ACTION_DEFAULT;
9028 player->special_action_sleeping = ACTION_DEFAULT;
9032 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
9034 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
9035 int left = player_action & JOY_LEFT;
9036 int right = player_action & JOY_RIGHT;
9037 int up = player_action & JOY_UP;
9038 int down = player_action & JOY_DOWN;
9039 int button1 = player_action & JOY_BUTTON_1;
9040 int button2 = player_action & JOY_BUTTON_2;
9041 int dx = (left ? -1 : right ? 1 : 0);
9042 int dy = (up ? -1 : down ? 1 : 0);
9044 if (!player->active || tape.pausing)
9050 snapped = SnapField(player, dx, dy);
9054 dropped = DropElement(player);
9056 moved = MovePlayer(player, dx, dy);
9059 if (tape.single_step && tape.recording && !tape.pausing)
9061 if (button1 || (dropped && !moved))
9063 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9064 SnapField(player, 0, 0); /* stop snapping */
9068 SetPlayerWaiting(player, FALSE);
9070 return player_action;
9074 /* no actions for this player (no input at player's configured device) */
9076 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
9077 SnapField(player, 0, 0);
9078 CheckGravityMovementWhenNotMoving(player);
9080 if (player->MovPos == 0)
9081 SetPlayerWaiting(player, TRUE);
9083 if (player->MovPos == 0) /* needed for tape.playing */
9084 player->is_moving = FALSE;
9086 player->is_dropping = FALSE;
9087 player->is_dropping_pressed = FALSE;
9088 player->drop_pressed_delay = 0;
9094 static void CheckLevelTime()
9098 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9100 if (level.native_em_level->lev->home == 0) /* all players at home */
9102 local_player->LevelSolved = TRUE;
9103 AllPlayersGone = TRUE;
9105 level.native_em_level->lev->home = -1;
9108 if (level.native_em_level->ply[0]->alive == 0 &&
9109 level.native_em_level->ply[1]->alive == 0 &&
9110 level.native_em_level->ply[2]->alive == 0 &&
9111 level.native_em_level->ply[3]->alive == 0) /* all dead */
9112 AllPlayersGone = TRUE;
9115 if (TimeFrames >= FRAMES_PER_SECOND)
9120 for (i = 0; i < MAX_PLAYERS; i++)
9122 struct PlayerInfo *player = &stored_player[i];
9124 if (SHIELD_ON(player))
9126 player->shield_normal_time_left--;
9128 if (player->shield_deadly_time_left > 0)
9129 player->shield_deadly_time_left--;
9133 if (!level.use_step_counter)
9141 if (TimeLeft <= 10 && setup.time_limit)
9142 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9144 DrawGameValue_Time(TimeLeft);
9146 if (!TimeLeft && setup.time_limit)
9148 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9149 level.native_em_level->lev->killed_out_of_time = TRUE;
9151 for (i = 0; i < MAX_PLAYERS; i++)
9152 KillPlayer(&stored_player[i]);
9155 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9156 DrawGameValue_Time(TimePlayed);
9158 level.native_em_level->lev->time =
9159 (level.time == 0 ? TimePlayed : TimeLeft);
9162 if (tape.recording || tape.playing)
9163 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
9167 void AdvanceFrameAndPlayerCounters(int player_nr)
9171 /* advance frame counters (global frame counter and time frame counter) */
9175 /* advance player counters (counters for move delay, move animation etc.) */
9176 for (i = 0; i < MAX_PLAYERS; i++)
9178 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
9179 int move_delay_value = stored_player[i].move_delay_value;
9180 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
9182 if (!advance_player_counters) /* not all players may be affected */
9185 #if USE_NEW_PLAYER_ANIM
9186 if (move_frames == 0) /* less than one move per game frame */
9188 int stepsize = TILEX / move_delay_value;
9189 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
9190 int count = (stored_player[i].is_moving ?
9191 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
9193 if (count % delay == 0)
9198 stored_player[i].Frame += move_frames;
9200 if (stored_player[i].MovPos != 0)
9201 stored_player[i].StepFrame += move_frames;
9203 if (stored_player[i].move_delay > 0)
9204 stored_player[i].move_delay--;
9206 /* due to bugs in previous versions, counter must count up, not down */
9207 if (stored_player[i].push_delay != -1)
9208 stored_player[i].push_delay++;
9210 if (stored_player[i].drop_delay > 0)
9211 stored_player[i].drop_delay--;
9213 if (stored_player[i].is_dropping_pressed)
9214 stored_player[i].drop_pressed_delay++;
9218 void StartGameActions(boolean init_network_game, boolean record_tape,
9222 unsigned long new_random_seed = InitRND(random_seed);
9225 TapeStartRecording(new_random_seed);
9228 TapeStartRecording(random_seed);
9231 #if defined(NETWORK_AVALIABLE)
9232 if (init_network_game)
9234 SendToServer_StartPlaying();
9242 game_status = GAME_MODE_PLAYING;
9245 InitRND(random_seed);
9253 static unsigned long game_frame_delay = 0;
9254 unsigned long game_frame_delay_value;
9255 byte *recorded_player_action;
9256 byte summarized_player_action = 0;
9257 byte tape_action[MAX_PLAYERS];
9260 if (game.restart_level)
9261 StartGameActions(options.network, setup.autorecord, NEW_RANDOMIZE);
9263 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9265 if (level.native_em_level->lev->home == 0) /* all players at home */
9267 local_player->LevelSolved = TRUE;
9268 AllPlayersGone = TRUE;
9270 level.native_em_level->lev->home = -1;
9273 if (level.native_em_level->ply[0]->alive == 0 &&
9274 level.native_em_level->ply[1]->alive == 0 &&
9275 level.native_em_level->ply[2]->alive == 0 &&
9276 level.native_em_level->ply[3]->alive == 0) /* all dead */
9277 AllPlayersGone = TRUE;
9280 if (local_player->LevelSolved)
9283 if (AllPlayersGone && !TAPE_IS_STOPPED(tape))
9286 if (game_status != GAME_MODE_PLAYING) /* status might have changed */
9289 game_frame_delay_value =
9290 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
9292 if (tape.playing && tape.warp_forward && !tape.pausing)
9293 game_frame_delay_value = 0;
9295 /* ---------- main game synchronization point ---------- */
9297 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
9299 if (network_playing && !network_player_action_received)
9301 /* try to get network player actions in time */
9303 #if defined(NETWORK_AVALIABLE)
9304 /* last chance to get network player actions without main loop delay */
9308 /* game was quit by network peer */
9309 if (game_status != GAME_MODE_PLAYING)
9312 if (!network_player_action_received)
9313 return; /* failed to get network player actions in time */
9319 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
9321 if (tape.set_centered_player)
9323 game.centered_player_nr_next = tape.centered_player_nr_next;
9324 game.set_centered_player = TRUE;
9327 for (i = 0; i < MAX_PLAYERS; i++)
9329 summarized_player_action |= stored_player[i].action;
9331 if (!network_playing)
9332 stored_player[i].effective_action = stored_player[i].action;
9335 #if defined(NETWORK_AVALIABLE)
9336 if (network_playing)
9337 SendToServer_MovePlayer(summarized_player_action);
9340 if (!options.network && !setup.team_mode)
9341 local_player->effective_action = summarized_player_action;
9343 if (setup.team_mode && setup.input_on_focus && game.centered_player_nr != -1)
9345 for (i = 0; i < MAX_PLAYERS; i++)
9346 stored_player[i].effective_action =
9347 (i == game.centered_player_nr ? summarized_player_action : 0);
9350 if (recorded_player_action != NULL)
9351 for (i = 0; i < MAX_PLAYERS; i++)
9352 stored_player[i].effective_action = recorded_player_action[i];
9354 for (i = 0; i < MAX_PLAYERS; i++)
9356 tape_action[i] = stored_player[i].effective_action;
9358 /* (this can only happen in the R'n'D game engine) */
9359 if (tape.recording && tape_action[i] && !tape.player_participates[i])
9360 tape.player_participates[i] = TRUE; /* player just appeared from CE */
9363 /* only record actions from input devices, but not programmed actions */
9365 TapeRecordAction(tape_action);
9367 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
9369 GameActions_EM_Main();
9377 void GameActions_EM_Main()
9379 byte effective_action[MAX_PLAYERS];
9380 boolean warp_mode = (tape.playing && tape.warp_forward && !tape.pausing);
9383 for (i = 0; i < MAX_PLAYERS; i++)
9384 effective_action[i] = stored_player[i].effective_action;
9386 GameActions_EM(effective_action, warp_mode);
9390 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
9393 void GameActions_RND()
9395 int magic_wall_x = 0, magic_wall_y = 0;
9396 int i, x, y, element, graphic;
9398 InitPlayfieldScanModeVars();
9400 #if USE_ONE_MORE_CHANGE_PER_FRAME
9401 if (game.engine_version >= VERSION_IDENT(3,2,0,7))
9403 SCAN_PLAYFIELD(x, y)
9405 ChangeCount[x][y] = 0;
9406 ChangeEvent[x][y] = -1;
9412 if (game.set_centered_player)
9414 boolean all_players_fit_to_screen = checkIfAllPlayersFitToScreen_RND();
9416 /* switching to "all players" only possible if all players fit to screen */
9417 if (game.centered_player_nr_next == -1 && !all_players_fit_to_screen)
9419 game.centered_player_nr_next = game.centered_player_nr;
9420 game.set_centered_player = FALSE;
9423 /* do not switch focus to non-existing (or non-active) player */
9424 if (game.centered_player_nr_next >= 0 &&
9425 !stored_player[game.centered_player_nr_next].active)
9427 game.centered_player_nr_next = game.centered_player_nr;
9428 game.set_centered_player = FALSE;
9432 if (game.set_centered_player &&
9433 ScreenMovPos == 0) /* screen currently aligned at tile position */
9437 if (game.centered_player_nr_next == -1)
9439 setScreenCenteredToAllPlayers(&sx, &sy);
9443 sx = stored_player[game.centered_player_nr_next].jx;
9444 sy = stored_player[game.centered_player_nr_next].jy;
9447 game.centered_player_nr = game.centered_player_nr_next;
9448 game.set_centered_player = FALSE;
9450 DrawRelocateScreen(sx, sy, MV_NONE, TRUE, setup.quick_switch);
9451 DrawGameDoorValues();
9455 for (i = 0; i < MAX_PLAYERS; i++)
9457 int actual_player_action = stored_player[i].effective_action;
9460 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
9461 - rnd_equinox_tetrachloride 048
9462 - rnd_equinox_tetrachloride_ii 096
9463 - rnd_emanuel_schmieg 002
9464 - doctor_sloan_ww 001, 020
9466 if (stored_player[i].MovPos == 0)
9467 CheckGravityMovement(&stored_player[i]);
9470 /* overwrite programmed action with tape action */
9471 if (stored_player[i].programmed_action)
9472 actual_player_action = stored_player[i].programmed_action;
9475 PlayerActions(&stored_player[i], actual_player_action);
9477 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
9479 if (tape.recording && tape_action[i] && !tape.player_participates[i])
9480 tape.player_participates[i] = TRUE; /* player just appeared from CE */
9483 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
9486 network_player_action_received = FALSE;
9488 ScrollScreen(NULL, SCROLL_GO_ON);
9490 /* for backwards compatibility, the following code emulates a fixed bug that
9491 occured when pushing elements (causing elements that just made their last
9492 pushing step to already (if possible) make their first falling step in the
9493 same game frame, which is bad); this code is also needed to use the famous
9494 "spring push bug" which is used in older levels and might be wanted to be
9495 used also in newer levels, but in this case the buggy pushing code is only
9496 affecting the "spring" element and no other elements */
9498 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
9500 for (i = 0; i < MAX_PLAYERS; i++)
9502 struct PlayerInfo *player = &stored_player[i];
9506 if (player->active && player->is_pushing && player->is_moving &&
9508 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
9509 Feld[x][y] == EL_SPRING))
9511 ContinueMoving(x, y);
9513 /* continue moving after pushing (this is actually a bug) */
9514 if (!IS_MOVING(x, y))
9523 SCAN_PLAYFIELD(x, y)
9525 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9528 ChangeCount[x][y] = 0;
9529 ChangeEvent[x][y] = -1;
9531 /* this must be handled before main playfield loop */
9532 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
9535 if (MovDelay[x][y] <= 0)
9539 #if USE_NEW_SNAP_DELAY
9540 if (Feld[x][y] == EL_ELEMENT_SNAPPING)
9543 if (MovDelay[x][y] <= 0)
9546 DrawLevelField(x, y);
9548 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9554 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
9556 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
9557 printf("GameActions(): This should never happen!\n");
9559 ChangePage[x][y] = -1;
9564 if (WasJustMoving[x][y] > 0)
9565 WasJustMoving[x][y]--;
9566 if (WasJustFalling[x][y] > 0)
9567 WasJustFalling[x][y]--;
9568 if (CheckCollision[x][y] > 0)
9569 CheckCollision[x][y]--;
9573 /* reset finished pushing action (not done in ContinueMoving() to allow
9574 continuous pushing animation for elements with zero push delay) */
9575 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
9577 ResetGfxAnimation(x, y);
9578 DrawLevelField(x, y);
9582 if (IS_BLOCKED(x, y))
9586 Blocked2Moving(x, y, &oldx, &oldy);
9587 if (!IS_MOVING(oldx, oldy))
9589 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
9590 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
9591 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
9592 printf("GameActions(): This should never happen!\n");
9599 SCAN_PLAYFIELD(x, y)
9601 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9604 element = Feld[x][y];
9605 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9608 printf("::: %d,%d\n", x, y);
9610 if (element == EL_ROCK)
9611 printf("::: Yo man! Rocks can fall!\n");
9614 if (graphic_info[graphic].anim_global_sync)
9615 GfxFrame[x][y] = FrameCounter;
9616 else if (ANIM_MODE(graphic) == ANIM_CE_VALUE)
9618 int old_gfx_frame = GfxFrame[x][y];
9620 GfxFrame[x][y] = CustomValue[x][y];
9623 if (GfxFrame[x][y] != old_gfx_frame)
9625 DrawLevelGraphicAnimation(x, y, graphic);
9627 else if (ANIM_MODE(graphic) == ANIM_CE_SCORE)
9629 int old_gfx_frame = GfxFrame[x][y];
9631 GfxFrame[x][y] = element_info[element].collect_score;
9634 if (GfxFrame[x][y] != old_gfx_frame)
9636 DrawLevelGraphicAnimation(x, y, graphic);
9639 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
9640 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
9641 ResetRandomAnimationValue(x, y);
9643 SetRandomAnimationValue(x, y);
9645 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
9647 if (IS_INACTIVE(element))
9649 if (IS_ANIMATED(graphic))
9650 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9655 /* this may take place after moving, so 'element' may have changed */
9656 if (IS_CHANGING(x, y) &&
9657 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
9659 int page = element_info[element].event_page_nr[CE_DELAY];
9661 HandleElementChange(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
9665 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
9669 if (element == EL_CUSTOM_255)
9670 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
9674 HandleElementChange(x, y, page);
9676 if (CAN_CHANGE(element))
9677 HandleElementChange(x, y, page);
9679 if (HAS_ACTION(element))
9680 ExecuteCustomElementAction(x, y, element, page);
9685 element = Feld[x][y];
9686 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9689 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
9693 element = Feld[x][y];
9694 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
9696 if (IS_ANIMATED(graphic) &&
9699 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9701 if (IS_GEM(element) || element == EL_SP_INFOTRON)
9702 EdelsteinFunkeln(x, y);
9704 else if ((element == EL_ACID ||
9705 element == EL_EXIT_OPEN ||
9706 element == EL_SP_EXIT_OPEN ||
9707 element == EL_SP_TERMINAL ||
9708 element == EL_SP_TERMINAL_ACTIVE ||
9709 element == EL_EXTRA_TIME ||
9710 element == EL_SHIELD_NORMAL ||
9711 element == EL_SHIELD_DEADLY) &&
9712 IS_ANIMATED(graphic))
9713 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9714 else if (IS_MOVING(x, y))
9715 ContinueMoving(x, y);
9716 else if (IS_ACTIVE_BOMB(element))
9717 CheckDynamite(x, y);
9718 else if (element == EL_AMOEBA_GROWING)
9719 AmoebeWaechst(x, y);
9720 else if (element == EL_AMOEBA_SHRINKING)
9721 AmoebaDisappearing(x, y);
9723 #if !USE_NEW_AMOEBA_CODE
9724 else if (IS_AMOEBALIVE(element))
9725 AmoebeAbleger(x, y);
9728 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
9730 else if (element == EL_EXIT_CLOSED)
9732 else if (element == EL_SP_EXIT_CLOSED)
9734 else if (element == EL_EXPANDABLE_WALL_GROWING)
9736 else if (element == EL_EXPANDABLE_WALL ||
9737 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
9738 element == EL_EXPANDABLE_WALL_VERTICAL ||
9739 element == EL_EXPANDABLE_WALL_ANY)
9741 else if (element == EL_FLAMES)
9742 CheckForDragon(x, y);
9743 else if (element == EL_EXPLOSION)
9744 ; /* drawing of correct explosion animation is handled separately */
9745 else if (element == EL_ELEMENT_SNAPPING ||
9746 element == EL_DIAGONAL_SHRINKING ||
9747 element == EL_DIAGONAL_GROWING)
9750 graphic = el_act_dir2img(GfxElement[x][y], GfxAction[x][y],GfxDir[x][y]);
9752 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9755 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
9756 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
9759 if (element == EL_CUSTOM_255 ||
9760 element == EL_CUSTOM_256)
9761 DrawLevelGraphicAnimation(x, y, graphic);
9764 if (IS_BELT_ACTIVE(element))
9765 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
9767 if (game.magic_wall_active)
9769 int jx = local_player->jx, jy = local_player->jy;
9771 /* play the element sound at the position nearest to the player */
9772 if ((element == EL_MAGIC_WALL_FULL ||
9773 element == EL_MAGIC_WALL_ACTIVE ||
9774 element == EL_MAGIC_WALL_EMPTYING ||
9775 element == EL_BD_MAGIC_WALL_FULL ||
9776 element == EL_BD_MAGIC_WALL_ACTIVE ||
9777 element == EL_BD_MAGIC_WALL_EMPTYING) &&
9778 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
9786 #if USE_NEW_AMOEBA_CODE
9787 /* new experimental amoeba growth stuff */
9788 if (!(FrameCounter % 8))
9790 static unsigned long random = 1684108901;
9792 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
9794 x = RND(lev_fieldx);
9795 y = RND(lev_fieldy);
9796 element = Feld[x][y];
9798 if (!IS_PLAYER(x,y) &&
9799 (element == EL_EMPTY ||
9800 CAN_GROW_INTO(element) ||
9801 element == EL_QUICKSAND_EMPTY ||
9802 element == EL_ACID_SPLASH_LEFT ||
9803 element == EL_ACID_SPLASH_RIGHT))
9805 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
9806 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
9807 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
9808 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
9809 Feld[x][y] = EL_AMOEBA_DROP;
9812 random = random * 129 + 1;
9818 if (game.explosions_delayed)
9821 game.explosions_delayed = FALSE;
9824 SCAN_PLAYFIELD(x, y)
9826 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9829 element = Feld[x][y];
9831 if (ExplodeField[x][y])
9832 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
9833 else if (element == EL_EXPLOSION)
9834 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
9836 ExplodeField[x][y] = EX_TYPE_NONE;
9839 game.explosions_delayed = TRUE;
9842 if (game.magic_wall_active)
9844 if (!(game.magic_wall_time_left % 4))
9846 int element = Feld[magic_wall_x][magic_wall_y];
9848 if (element == EL_BD_MAGIC_WALL_FULL ||
9849 element == EL_BD_MAGIC_WALL_ACTIVE ||
9850 element == EL_BD_MAGIC_WALL_EMPTYING)
9851 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
9853 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
9856 if (game.magic_wall_time_left > 0)
9858 game.magic_wall_time_left--;
9859 if (!game.magic_wall_time_left)
9862 SCAN_PLAYFIELD(x, y)
9864 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9867 element = Feld[x][y];
9869 if (element == EL_MAGIC_WALL_ACTIVE ||
9870 element == EL_MAGIC_WALL_FULL)
9872 Feld[x][y] = EL_MAGIC_WALL_DEAD;
9873 DrawLevelField(x, y);
9875 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
9876 element == EL_BD_MAGIC_WALL_FULL)
9878 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
9879 DrawLevelField(x, y);
9883 game.magic_wall_active = FALSE;
9888 if (game.light_time_left > 0)
9890 game.light_time_left--;
9892 if (game.light_time_left == 0)
9893 RedrawAllLightSwitchesAndInvisibleElements();
9896 if (game.timegate_time_left > 0)
9898 game.timegate_time_left--;
9900 if (game.timegate_time_left == 0)
9901 CloseAllOpenTimegates();
9904 if (game.lenses_time_left > 0)
9906 game.lenses_time_left--;
9908 if (game.lenses_time_left == 0)
9909 RedrawAllInvisibleElementsForLenses();
9912 if (game.magnify_time_left > 0)
9914 game.magnify_time_left--;
9916 if (game.magnify_time_left == 0)
9917 RedrawAllInvisibleElementsForMagnifier();
9920 for (i = 0; i < MAX_PLAYERS; i++)
9922 struct PlayerInfo *player = &stored_player[i];
9924 if (SHIELD_ON(player))
9926 if (player->shield_deadly_time_left)
9927 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
9928 else if (player->shield_normal_time_left)
9929 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
9936 PlayAllPlayersSound();
9938 if (options.debug) /* calculate frames per second */
9940 static unsigned long fps_counter = 0;
9941 static int fps_frames = 0;
9942 unsigned long fps_delay_ms = Counter() - fps_counter;
9946 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
9948 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
9951 fps_counter = Counter();
9954 redraw_mask |= REDRAW_FPS;
9957 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
9959 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
9961 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
9963 local_player->show_envelope = 0;
9966 /* use random number generator in every frame to make it less predictable */
9967 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
9971 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
9973 int min_x = x, min_y = y, max_x = x, max_y = y;
9976 for (i = 0; i < MAX_PLAYERS; i++)
9978 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9980 if (!stored_player[i].active || &stored_player[i] == player)
9983 min_x = MIN(min_x, jx);
9984 min_y = MIN(min_y, jy);
9985 max_x = MAX(max_x, jx);
9986 max_y = MAX(max_y, jy);
9989 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
9992 static boolean AllPlayersInVisibleScreen()
9996 for (i = 0; i < MAX_PLAYERS; i++)
9998 int jx = stored_player[i].jx, jy = stored_player[i].jy;
10000 if (!stored_player[i].active)
10003 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
10010 void ScrollLevel(int dx, int dy)
10012 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
10015 BlitBitmap(drawto_field, drawto_field,
10016 FX + TILEX * (dx == -1) - softscroll_offset,
10017 FY + TILEY * (dy == -1) - softscroll_offset,
10018 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
10019 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
10020 FX + TILEX * (dx == 1) - softscroll_offset,
10021 FY + TILEY * (dy == 1) - softscroll_offset);
10025 x = (dx == 1 ? BX1 : BX2);
10026 for (y = BY1; y <= BY2; y++)
10027 DrawScreenField(x, y);
10032 y = (dy == 1 ? BY1 : BY2);
10033 for (x = BX1; x <= BX2; x++)
10034 DrawScreenField(x, y);
10037 redraw_mask |= REDRAW_FIELD;
10040 static boolean canFallDown(struct PlayerInfo *player)
10042 int jx = player->jx, jy = player->jy;
10044 return (IN_LEV_FIELD(jx, jy + 1) &&
10045 (IS_FREE(jx, jy + 1) ||
10046 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
10047 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
10048 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
10051 static boolean canPassField(int x, int y, int move_dir)
10053 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
10054 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
10055 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
10056 int nextx = x + dx;
10057 int nexty = y + dy;
10058 int element = Feld[x][y];
10060 return (IS_PASSABLE_FROM(element, opposite_dir) &&
10061 !CAN_MOVE(element) &&
10062 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
10063 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
10064 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
10067 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
10069 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
10070 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
10071 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
10075 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
10076 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
10077 (IS_DIGGABLE(Feld[newx][newy]) ||
10078 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
10079 canPassField(newx, newy, move_dir)));
10082 static void CheckGravityMovement(struct PlayerInfo *player)
10084 if (game.gravity && !player->programmed_action)
10086 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
10087 int move_dir_vertical = player->effective_action & MV_VERTICAL;
10088 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
10089 int jx = player->jx, jy = player->jy;
10090 boolean player_is_moving_to_valid_field =
10091 (!player_is_snapping &&
10092 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
10093 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
10094 boolean player_can_fall_down = canFallDown(player);
10096 if (player_can_fall_down &&
10097 !player_is_moving_to_valid_field)
10098 player->programmed_action = MV_DOWN;
10102 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
10104 return CheckGravityMovement(player);
10106 if (game.gravity && !player->programmed_action)
10108 int jx = player->jx, jy = player->jy;
10109 boolean field_under_player_is_free =
10110 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
10111 boolean player_is_standing_on_valid_field =
10112 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
10113 (IS_WALKABLE(Feld[jx][jy]) &&
10114 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
10116 if (field_under_player_is_free && !player_is_standing_on_valid_field)
10117 player->programmed_action = MV_DOWN;
10122 MovePlayerOneStep()
10123 -----------------------------------------------------------------------------
10124 dx, dy: direction (non-diagonal) to try to move the player to
10125 real_dx, real_dy: direction as read from input device (can be diagonal)
10128 boolean MovePlayerOneStep(struct PlayerInfo *player,
10129 int dx, int dy, int real_dx, int real_dy)
10131 int jx = player->jx, jy = player->jy;
10132 int new_jx = jx + dx, new_jy = jy + dy;
10133 #if !USE_FIXED_DONT_RUN_INTO
10137 boolean player_can_move = !player->cannot_move;
10139 if (!player->active || (!dx && !dy))
10140 return MP_NO_ACTION;
10142 player->MovDir = (dx < 0 ? MV_LEFT :
10143 dx > 0 ? MV_RIGHT :
10145 dy > 0 ? MV_DOWN : MV_NONE);
10147 if (!IN_LEV_FIELD(new_jx, new_jy))
10148 return MP_NO_ACTION;
10150 if (!player_can_move)
10153 if (player->MovPos == 0)
10155 player->is_moving = FALSE;
10156 player->is_digging = FALSE;
10157 player->is_collecting = FALSE;
10158 player->is_snapping = FALSE;
10159 player->is_pushing = FALSE;
10162 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
10163 SnapField(player, 0, 0);
10167 return MP_NO_ACTION;
10172 if (!options.network && game.centered_player_nr == -1 &&
10173 !AllPlayersInSight(player, new_jx, new_jy))
10174 return MP_NO_ACTION;
10176 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
10177 return MP_NO_ACTION;
10180 #if !USE_FIXED_DONT_RUN_INTO
10181 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
10183 /* (moved to DigField()) */
10184 if (player_can_move && DONT_RUN_INTO(element))
10186 if (element == EL_ACID && dx == 0 && dy == 1)
10188 SplashAcid(new_jx, new_jy);
10189 Feld[jx][jy] = EL_PLAYER_1;
10190 InitMovingField(jx, jy, MV_DOWN);
10191 Store[jx][jy] = EL_ACID;
10192 ContinueMoving(jx, jy);
10193 BuryPlayer(player);
10196 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
10202 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
10204 #if USE_FIXED_DONT_RUN_INTO
10205 if (can_move == MP_DONT_RUN_INTO)
10209 if (can_move != MP_MOVING)
10212 #if USE_FIXED_DONT_RUN_INTO
10215 /* check if DigField() has caused relocation of the player */
10216 if (player->jx != jx || player->jy != jy)
10217 return MP_NO_ACTION; /* <-- !!! CHECK THIS [-> MP_ACTION ?] !!! */
10219 StorePlayer[jx][jy] = 0;
10220 player->last_jx = jx;
10221 player->last_jy = jy;
10222 player->jx = new_jx;
10223 player->jy = new_jy;
10224 StorePlayer[new_jx][new_jy] = player->element_nr;
10226 if (player->move_delay_value_next != -1)
10228 player->move_delay_value = player->move_delay_value_next;
10229 player->move_delay_value_next = -1;
10233 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
10235 player->step_counter++;
10237 PlayerVisit[jx][jy] = FrameCounter;
10239 ScrollPlayer(player, SCROLL_INIT);
10244 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
10246 int jx = player->jx, jy = player->jy;
10247 int old_jx = jx, old_jy = jy;
10248 int moved = MP_NO_ACTION;
10250 if (!player->active)
10255 if (player->MovPos == 0)
10257 player->is_moving = FALSE;
10258 player->is_digging = FALSE;
10259 player->is_collecting = FALSE;
10260 player->is_snapping = FALSE;
10261 player->is_pushing = FALSE;
10267 if (player->move_delay > 0)
10270 player->move_delay = -1; /* set to "uninitialized" value */
10272 /* store if player is automatically moved to next field */
10273 player->is_auto_moving = (player->programmed_action != MV_NONE);
10275 /* remove the last programmed player action */
10276 player->programmed_action = 0;
10278 if (player->MovPos)
10280 /* should only happen if pre-1.2 tape recordings are played */
10281 /* this is only for backward compatibility */
10283 int original_move_delay_value = player->move_delay_value;
10286 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
10290 /* scroll remaining steps with finest movement resolution */
10291 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
10293 while (player->MovPos)
10295 ScrollPlayer(player, SCROLL_GO_ON);
10296 ScrollScreen(NULL, SCROLL_GO_ON);
10298 AdvanceFrameAndPlayerCounters(player->index_nr);
10304 player->move_delay_value = original_move_delay_value;
10307 if (player->last_move_dir & MV_HORIZONTAL)
10309 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
10310 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
10314 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
10315 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
10322 if (moved & MP_MOVING && !ScreenMovPos &&
10323 (player->index_nr == game.centered_player_nr ||
10324 game.centered_player_nr == -1))
10326 if (moved & MP_MOVING && !ScreenMovPos &&
10327 (player == local_player || !options.network))
10330 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
10331 int offset = (setup.scroll_delay ? 3 : 0);
10333 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
10335 /* actual player has left the screen -- scroll in that direction */
10336 if (jx != old_jx) /* player has moved horizontally */
10337 scroll_x += (jx - old_jx);
10338 else /* player has moved vertically */
10339 scroll_y += (jy - old_jy);
10343 if (jx != old_jx) /* player has moved horizontally */
10345 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
10346 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
10347 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
10349 /* don't scroll over playfield boundaries */
10350 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
10351 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
10353 /* don't scroll more than one field at a time */
10354 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
10356 /* don't scroll against the player's moving direction */
10357 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
10358 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
10359 scroll_x = old_scroll_x;
10361 else /* player has moved vertically */
10363 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
10364 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
10365 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
10367 /* don't scroll over playfield boundaries */
10368 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
10369 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
10371 /* don't scroll more than one field at a time */
10372 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
10374 /* don't scroll against the player's moving direction */
10375 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
10376 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
10377 scroll_y = old_scroll_y;
10381 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
10384 if (!options.network && game.centered_player_nr == -1 &&
10385 !AllPlayersInVisibleScreen())
10387 scroll_x = old_scroll_x;
10388 scroll_y = old_scroll_y;
10392 if (!options.network && !AllPlayersInVisibleScreen())
10394 scroll_x = old_scroll_x;
10395 scroll_y = old_scroll_y;
10400 ScrollScreen(player, SCROLL_INIT);
10401 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
10406 player->StepFrame = 0;
10408 if (moved & MP_MOVING)
10410 if (old_jx != jx && old_jy == jy)
10411 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
10412 else if (old_jx == jx && old_jy != jy)
10413 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
10415 DrawLevelField(jx, jy); /* for "crumbled sand" */
10417 player->last_move_dir = player->MovDir;
10418 player->is_moving = TRUE;
10419 player->is_snapping = FALSE;
10420 player->is_switching = FALSE;
10421 player->is_dropping = FALSE;
10422 player->is_dropping_pressed = FALSE;
10423 player->drop_pressed_delay = 0;
10427 CheckGravityMovementWhenNotMoving(player);
10429 player->is_moving = FALSE;
10431 /* at this point, the player is allowed to move, but cannot move right now
10432 (e.g. because of something blocking the way) -- ensure that the player
10433 is also allowed to move in the next frame (in old versions before 3.1.1,
10434 the player was forced to wait again for eight frames before next try) */
10436 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
10437 player->move_delay = 0; /* allow direct movement in the next frame */
10440 if (player->move_delay == -1) /* not yet initialized by DigField() */
10441 player->move_delay = player->move_delay_value;
10443 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10445 TestIfPlayerTouchesBadThing(jx, jy);
10446 TestIfPlayerTouchesCustomElement(jx, jy);
10449 if (!player->active)
10450 RemovePlayer(player);
10455 void ScrollPlayer(struct PlayerInfo *player, int mode)
10457 int jx = player->jx, jy = player->jy;
10458 int last_jx = player->last_jx, last_jy = player->last_jy;
10459 int move_stepsize = TILEX / player->move_delay_value;
10461 #if USE_NEW_PLAYER_SPEED
10462 if (!player->active)
10465 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
10468 if (!player->active || player->MovPos == 0)
10472 if (mode == SCROLL_INIT)
10474 player->actual_frame_counter = FrameCounter;
10475 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
10477 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
10478 Feld[last_jx][last_jy] == EL_EMPTY)
10480 int last_field_block_delay = 0; /* start with no blocking at all */
10481 int block_delay_adjustment = player->block_delay_adjustment;
10483 /* if player blocks last field, add delay for exactly one move */
10484 if (player->block_last_field)
10486 last_field_block_delay += player->move_delay_value;
10488 /* when blocking enabled, prevent moving up despite gravity */
10489 if (game.gravity && player->MovDir == MV_UP)
10490 block_delay_adjustment = -1;
10493 /* add block delay adjustment (also possible when not blocking) */
10494 last_field_block_delay += block_delay_adjustment;
10496 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
10497 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
10500 #if USE_NEW_PLAYER_SPEED
10501 if (player->MovPos != 0) /* player has not yet reached destination */
10507 else if (!FrameReached(&player->actual_frame_counter, 1))
10511 printf("::: player->MovPos: %d -> %d\n",
10513 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
10516 #if USE_NEW_PLAYER_SPEED
10517 if (player->MovPos != 0)
10519 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
10520 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
10522 /* before DrawPlayer() to draw correct player graphic for this case */
10523 if (player->MovPos == 0)
10524 CheckGravityMovement(player);
10527 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
10528 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
10530 /* before DrawPlayer() to draw correct player graphic for this case */
10531 if (player->MovPos == 0)
10532 CheckGravityMovement(player);
10535 if (player->MovPos == 0) /* player reached destination field */
10538 printf("::: player reached destination field\n");
10541 if (player->move_delay_reset_counter > 0)
10543 player->move_delay_reset_counter--;
10545 if (player->move_delay_reset_counter == 0)
10547 /* continue with normal speed after quickly moving through gate */
10548 HALVE_PLAYER_SPEED(player);
10550 /* be able to make the next move without delay */
10551 player->move_delay = 0;
10555 player->last_jx = jx;
10556 player->last_jy = jy;
10558 if (Feld[jx][jy] == EL_EXIT_OPEN ||
10559 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
10560 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
10562 DrawPlayer(player); /* needed here only to cleanup last field */
10563 RemovePlayer(player);
10565 if (local_player->friends_still_needed == 0 ||
10566 IS_SP_ELEMENT(Feld[jx][jy]))
10567 player->LevelSolved = player->GameOver = TRUE;
10570 /* this breaks one level: "machine", level 000 */
10572 int move_direction = player->MovDir;
10573 int enter_side = MV_DIR_OPPOSITE(move_direction);
10574 int leave_side = move_direction;
10575 int old_jx = last_jx;
10576 int old_jy = last_jy;
10577 int old_element = Feld[old_jx][old_jy];
10578 int new_element = Feld[jx][jy];
10580 if (IS_CUSTOM_ELEMENT(old_element))
10581 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
10583 player->index_bit, leave_side);
10585 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
10586 CE_PLAYER_LEAVES_X,
10587 player->index_bit, leave_side);
10589 if (IS_CUSTOM_ELEMENT(new_element))
10590 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
10591 player->index_bit, enter_side);
10593 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
10594 CE_PLAYER_ENTERS_X,
10595 player->index_bit, enter_side);
10597 CheckTriggeredElementChangeBySide(jx, jy, player->element_nr,
10598 CE_MOVE_OF_X, move_direction);
10601 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10603 TestIfPlayerTouchesBadThing(jx, jy);
10604 TestIfPlayerTouchesCustomElement(jx, jy);
10606 /* needed because pushed element has not yet reached its destination,
10607 so it would trigger a change event at its previous field location */
10608 if (!player->is_pushing)
10609 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
10611 if (!player->active)
10612 RemovePlayer(player);
10615 if (level.use_step_counter)
10625 if (TimeLeft <= 10 && setup.time_limit)
10626 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10628 DrawGameValue_Time(TimeLeft);
10630 if (!TimeLeft && setup.time_limit)
10631 for (i = 0; i < MAX_PLAYERS; i++)
10632 KillPlayer(&stored_player[i]);
10634 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
10635 DrawGameValue_Time(TimePlayed);
10638 if (tape.single_step && tape.recording && !tape.pausing &&
10639 !player->programmed_action)
10640 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10644 void ScrollScreen(struct PlayerInfo *player, int mode)
10646 static unsigned long screen_frame_counter = 0;
10648 if (mode == SCROLL_INIT)
10650 /* set scrolling step size according to actual player's moving speed */
10651 ScrollStepSize = TILEX / player->move_delay_value;
10653 screen_frame_counter = FrameCounter;
10654 ScreenMovDir = player->MovDir;
10655 ScreenMovPos = player->MovPos;
10656 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
10659 else if (!FrameReached(&screen_frame_counter, 1))
10664 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
10665 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
10666 redraw_mask |= REDRAW_FIELD;
10669 ScreenMovDir = MV_NONE;
10672 void TestIfPlayerTouchesCustomElement(int x, int y)
10674 static int xy[4][2] =
10681 static int trigger_sides[4][2] =
10683 /* center side border side */
10684 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
10685 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
10686 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
10687 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10689 static int touch_dir[4] =
10691 MV_LEFT | MV_RIGHT,
10696 int center_element = Feld[x][y]; /* should always be non-moving! */
10699 for (i = 0; i < NUM_DIRECTIONS; i++)
10701 int xx = x + xy[i][0];
10702 int yy = y + xy[i][1];
10703 int center_side = trigger_sides[i][0];
10704 int border_side = trigger_sides[i][1];
10705 int border_element;
10707 if (!IN_LEV_FIELD(xx, yy))
10710 if (IS_PLAYER(x, y))
10712 struct PlayerInfo *player = PLAYERINFO(x, y);
10714 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10715 border_element = Feld[xx][yy]; /* may be moving! */
10716 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10717 border_element = Feld[xx][yy];
10718 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10719 border_element = MovingOrBlocked2Element(xx, yy);
10721 continue; /* center and border element do not touch */
10723 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
10724 player->index_bit, border_side);
10725 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
10726 CE_PLAYER_TOUCHES_X,
10727 player->index_bit, border_side);
10729 else if (IS_PLAYER(xx, yy))
10731 struct PlayerInfo *player = PLAYERINFO(xx, yy);
10733 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10735 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
10736 continue; /* center and border element do not touch */
10739 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
10740 player->index_bit, center_side);
10741 CheckTriggeredElementChangeByPlayer(x, y, center_element,
10742 CE_PLAYER_TOUCHES_X,
10743 player->index_bit, center_side);
10749 #if USE_ELEMENT_TOUCHING_BUGFIX
10751 void TestIfElementTouchesCustomElement(int x, int y)
10753 static int xy[4][2] =
10760 static int trigger_sides[4][2] =
10762 /* center side border side */
10763 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
10764 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
10765 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
10766 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10768 static int touch_dir[4] =
10770 MV_LEFT | MV_RIGHT,
10775 boolean change_center_element = FALSE;
10776 int center_element = Feld[x][y]; /* should always be non-moving! */
10777 int border_element_old[NUM_DIRECTIONS];
10780 for (i = 0; i < NUM_DIRECTIONS; i++)
10782 int xx = x + xy[i][0];
10783 int yy = y + xy[i][1];
10784 int border_element;
10786 border_element_old[i] = -1;
10788 if (!IN_LEV_FIELD(xx, yy))
10791 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10792 border_element = Feld[xx][yy]; /* may be moving! */
10793 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10794 border_element = Feld[xx][yy];
10795 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10796 border_element = MovingOrBlocked2Element(xx, yy);
10798 continue; /* center and border element do not touch */
10800 border_element_old[i] = border_element;
10803 for (i = 0; i < NUM_DIRECTIONS; i++)
10805 int xx = x + xy[i][0];
10806 int yy = y + xy[i][1];
10807 int center_side = trigger_sides[i][0];
10808 int border_element = border_element_old[i];
10810 if (border_element == -1)
10813 /* check for change of border element */
10814 CheckElementChangeBySide(xx, yy, border_element, center_element,
10815 CE_TOUCHING_X, center_side);
10818 for (i = 0; i < NUM_DIRECTIONS; i++)
10820 int border_side = trigger_sides[i][1];
10821 int border_element = border_element_old[i];
10823 if (border_element == -1)
10826 /* check for change of center element (but change it only once) */
10827 if (!change_center_element)
10828 change_center_element =
10829 CheckElementChangeBySide(x, y, center_element, border_element,
10830 CE_TOUCHING_X, border_side);
10836 void TestIfElementTouchesCustomElement_OLD(int x, int y)
10838 static int xy[4][2] =
10845 static int trigger_sides[4][2] =
10847 /* center side border side */
10848 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
10849 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
10850 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
10851 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10853 static int touch_dir[4] =
10855 MV_LEFT | MV_RIGHT,
10860 boolean change_center_element = FALSE;
10861 int center_element = Feld[x][y]; /* should always be non-moving! */
10864 for (i = 0; i < NUM_DIRECTIONS; i++)
10866 int xx = x + xy[i][0];
10867 int yy = y + xy[i][1];
10868 int center_side = trigger_sides[i][0];
10869 int border_side = trigger_sides[i][1];
10870 int border_element;
10872 if (!IN_LEV_FIELD(xx, yy))
10875 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10876 border_element = Feld[xx][yy]; /* may be moving! */
10877 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10878 border_element = Feld[xx][yy];
10879 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10880 border_element = MovingOrBlocked2Element(xx, yy);
10882 continue; /* center and border element do not touch */
10884 /* check for change of center element (but change it only once) */
10885 if (!change_center_element)
10886 change_center_element =
10887 CheckElementChangeBySide(x, y, center_element, border_element,
10888 CE_TOUCHING_X, border_side);
10890 /* check for change of border element */
10891 CheckElementChangeBySide(xx, yy, border_element, center_element,
10892 CE_TOUCHING_X, center_side);
10898 void TestIfElementHitsCustomElement(int x, int y, int direction)
10900 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10901 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10902 int hitx = x + dx, hity = y + dy;
10903 int hitting_element = Feld[x][y];
10904 int touched_element;
10906 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10909 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10910 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10912 if (IN_LEV_FIELD(hitx, hity))
10914 int opposite_direction = MV_DIR_OPPOSITE(direction);
10915 int hitting_side = direction;
10916 int touched_side = opposite_direction;
10917 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10918 MovDir[hitx][hity] != direction ||
10919 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10925 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10926 CE_HITTING_X, touched_side);
10928 CheckElementChangeBySide(hitx, hity, touched_element,
10929 hitting_element, CE_HIT_BY_X, hitting_side);
10931 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10932 CE_HIT_BY_SOMETHING, opposite_direction);
10936 /* "hitting something" is also true when hitting the playfield border */
10937 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10938 CE_HITTING_SOMETHING, direction);
10942 void TestIfElementSmashesCustomElement(int x, int y, int direction)
10944 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10945 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10946 int hitx = x + dx, hity = y + dy;
10947 int hitting_element = Feld[x][y];
10948 int touched_element;
10950 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10951 !IS_FREE(hitx, hity) &&
10952 (!IS_MOVING(hitx, hity) ||
10953 MovDir[hitx][hity] != direction ||
10954 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10957 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10961 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10965 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10966 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10968 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10969 EP_CAN_SMASH_EVERYTHING, direction);
10971 if (IN_LEV_FIELD(hitx, hity))
10973 int opposite_direction = MV_DIR_OPPOSITE(direction);
10974 int hitting_side = direction;
10975 int touched_side = opposite_direction;
10977 int touched_element = MovingOrBlocked2Element(hitx, hity);
10980 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10981 MovDir[hitx][hity] != direction ||
10982 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10991 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10992 CE_SMASHED_BY_SOMETHING, opposite_direction);
10994 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10995 CE_OTHER_IS_SMASHING, touched_side);
10997 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10998 CE_OTHER_GETS_SMASHED, hitting_side);
11004 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
11006 int i, kill_x = -1, kill_y = -1;
11008 int bad_element = -1;
11009 static int test_xy[4][2] =
11016 static int test_dir[4] =
11024 for (i = 0; i < NUM_DIRECTIONS; i++)
11026 int test_x, test_y, test_move_dir, test_element;
11028 test_x = good_x + test_xy[i][0];
11029 test_y = good_y + test_xy[i][1];
11031 if (!IN_LEV_FIELD(test_x, test_y))
11035 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
11037 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
11039 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
11040 2nd case: DONT_TOUCH style bad thing does not move away from good thing
11042 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
11043 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
11047 bad_element = test_element;
11053 if (kill_x != -1 || kill_y != -1)
11055 if (IS_PLAYER(good_x, good_y))
11057 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
11059 if (player->shield_deadly_time_left > 0 &&
11060 !IS_INDESTRUCTIBLE(bad_element))
11061 Bang(kill_x, kill_y);
11062 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
11063 KillPlayer(player);
11066 Bang(good_x, good_y);
11070 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
11072 int i, kill_x = -1, kill_y = -1;
11073 int bad_element = Feld[bad_x][bad_y];
11074 static int test_xy[4][2] =
11081 static int touch_dir[4] =
11083 MV_LEFT | MV_RIGHT,
11088 static int test_dir[4] =
11096 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
11099 for (i = 0; i < NUM_DIRECTIONS; i++)
11101 int test_x, test_y, test_move_dir, test_element;
11103 test_x = bad_x + test_xy[i][0];
11104 test_y = bad_y + test_xy[i][1];
11105 if (!IN_LEV_FIELD(test_x, test_y))
11109 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NONE);
11111 test_element = Feld[test_x][test_y];
11113 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
11114 2nd case: DONT_TOUCH style bad thing does not move away from good thing
11116 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
11117 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
11119 /* good thing is player or penguin that does not move away */
11120 if (IS_PLAYER(test_x, test_y))
11122 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
11124 if (bad_element == EL_ROBOT && player->is_moving)
11125 continue; /* robot does not kill player if he is moving */
11127 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
11129 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
11130 continue; /* center and border element do not touch */
11137 else if (test_element == EL_PENGUIN)
11146 if (kill_x != -1 || kill_y != -1)
11148 if (IS_PLAYER(kill_x, kill_y))
11150 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
11152 if (player->shield_deadly_time_left > 0 &&
11153 !IS_INDESTRUCTIBLE(bad_element))
11154 Bang(bad_x, bad_y);
11155 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
11156 KillPlayer(player);
11159 Bang(kill_x, kill_y);
11163 void TestIfPlayerTouchesBadThing(int x, int y)
11165 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
11168 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
11170 TestIfGoodThingHitsBadThing(x, y, move_dir);
11173 void TestIfBadThingTouchesPlayer(int x, int y)
11175 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
11178 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
11180 TestIfBadThingHitsGoodThing(x, y, move_dir);
11183 void TestIfFriendTouchesBadThing(int x, int y)
11185 TestIfGoodThingHitsBadThing(x, y, MV_NONE);
11188 void TestIfBadThingTouchesFriend(int x, int y)
11190 TestIfBadThingHitsGoodThing(x, y, MV_NONE);
11193 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
11195 int i, kill_x = bad_x, kill_y = bad_y;
11196 static int xy[4][2] =
11204 for (i = 0; i < NUM_DIRECTIONS; i++)
11208 x = bad_x + xy[i][0];
11209 y = bad_y + xy[i][1];
11210 if (!IN_LEV_FIELD(x, y))
11213 element = Feld[x][y];
11214 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
11215 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
11223 if (kill_x != bad_x || kill_y != bad_y)
11224 Bang(bad_x, bad_y);
11227 void KillPlayer(struct PlayerInfo *player)
11229 int jx = player->jx, jy = player->jy;
11231 if (!player->active)
11234 /* remove accessible field at the player's position */
11235 Feld[jx][jy] = EL_EMPTY;
11237 /* deactivate shield (else Bang()/Explode() would not work right) */
11238 player->shield_normal_time_left = 0;
11239 player->shield_deadly_time_left = 0;
11242 BuryPlayer(player);
11245 static void KillPlayerUnlessEnemyProtected(int x, int y)
11247 if (!PLAYER_ENEMY_PROTECTED(x, y))
11248 KillPlayer(PLAYERINFO(x, y));
11251 static void KillPlayerUnlessExplosionProtected(int x, int y)
11253 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
11254 KillPlayer(PLAYERINFO(x, y));
11257 void BuryPlayer(struct PlayerInfo *player)
11259 int jx = player->jx, jy = player->jy;
11261 if (!player->active)
11264 PlayLevelSoundElementAction(jx, jy, player->artwork_element, ACTION_DYING);
11265 PlayLevelSound(jx, jy, SND_GAME_LOSING);
11267 player->GameOver = TRUE;
11268 RemovePlayer(player);
11271 void RemovePlayer(struct PlayerInfo *player)
11273 int jx = player->jx, jy = player->jy;
11274 int i, found = FALSE;
11276 player->present = FALSE;
11277 player->active = FALSE;
11279 if (!ExplodeField[jx][jy])
11280 StorePlayer[jx][jy] = 0;
11282 if (player->is_moving)
11283 DrawLevelField(player->last_jx, player->last_jy);
11285 for (i = 0; i < MAX_PLAYERS; i++)
11286 if (stored_player[i].active)
11290 AllPlayersGone = TRUE;
11296 #if USE_NEW_SNAP_DELAY
11297 static void setFieldForSnapping(int x, int y, int element, int direction)
11299 struct ElementInfo *ei = &element_info[element];
11300 int direction_bit = MV_DIR_TO_BIT(direction);
11301 int graphic_snapping = ei->direction_graphic[ACTION_SNAPPING][direction_bit];
11302 int action = (graphic_snapping != IMG_EMPTY_SPACE ? ACTION_SNAPPING :
11303 IS_DIGGABLE(element) ? ACTION_DIGGING : ACTION_COLLECTING);
11305 Feld[x][y] = EL_ELEMENT_SNAPPING;
11306 MovDelay[x][y] = MOVE_DELAY_NORMAL_SPEED + 1 - 1;
11308 ResetGfxAnimation(x, y);
11310 GfxElement[x][y] = element;
11311 GfxAction[x][y] = action;
11312 GfxDir[x][y] = direction;
11313 GfxFrame[x][y] = -1;
11318 =============================================================================
11319 checkDiagonalPushing()
11320 -----------------------------------------------------------------------------
11321 check if diagonal input device direction results in pushing of object
11322 (by checking if the alternative direction is walkable, diggable, ...)
11323 =============================================================================
11326 static boolean checkDiagonalPushing(struct PlayerInfo *player,
11327 int x, int y, int real_dx, int real_dy)
11329 int jx, jy, dx, dy, xx, yy;
11331 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
11334 /* diagonal direction: check alternative direction */
11339 xx = jx + (dx == 0 ? real_dx : 0);
11340 yy = jy + (dy == 0 ? real_dy : 0);
11342 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
11346 =============================================================================
11348 -----------------------------------------------------------------------------
11349 x, y: field next to player (non-diagonal) to try to dig to
11350 real_dx, real_dy: direction as read from input device (can be diagonal)
11351 =============================================================================
11354 int DigField(struct PlayerInfo *player,
11355 int oldx, int oldy, int x, int y,
11356 int real_dx, int real_dy, int mode)
11358 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
11359 boolean player_was_pushing = player->is_pushing;
11360 boolean player_can_move = (!player->cannot_move && mode != DF_SNAP);
11361 boolean player_can_move_or_snap = (!player->cannot_move || mode == DF_SNAP);
11362 int jx = oldx, jy = oldy;
11363 int dx = x - jx, dy = y - jy;
11364 int nextx = x + dx, nexty = y + dy;
11365 int move_direction = (dx == -1 ? MV_LEFT :
11366 dx == +1 ? MV_RIGHT :
11368 dy == +1 ? MV_DOWN : MV_NONE);
11369 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
11370 int dig_side = MV_DIR_OPPOSITE(move_direction);
11371 int old_element = Feld[jx][jy];
11372 #if USE_FIXED_DONT_RUN_INTO
11373 int element = MovingOrBlocked2ElementIfNotLeaving(x, y);
11379 if (is_player) /* function can also be called by EL_PENGUIN */
11381 if (player->MovPos == 0)
11383 player->is_digging = FALSE;
11384 player->is_collecting = FALSE;
11387 if (player->MovPos == 0) /* last pushing move finished */
11388 player->is_pushing = FALSE;
11390 if (mode == DF_NO_PUSH) /* player just stopped pushing */
11392 player->is_switching = FALSE;
11393 player->push_delay = -1;
11395 return MP_NO_ACTION;
11399 #if !USE_FIXED_DONT_RUN_INTO
11400 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
11401 return MP_NO_ACTION;
11404 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
11405 old_element = Back[jx][jy];
11407 /* in case of element dropped at player position, check background */
11408 else if (Back[jx][jy] != EL_EMPTY &&
11409 game.engine_version >= VERSION_IDENT(2,2,0,0))
11410 old_element = Back[jx][jy];
11413 #if USE_FIXED_DONT_RUN_INTO
11414 if (player_can_move && DONT_RUN_INTO(element))
11416 if (element == EL_ACID && dx == 0 && dy == 1)
11419 Feld[jx][jy] = EL_PLAYER_1;
11420 InitMovingField(jx, jy, MV_DOWN);
11421 Store[jx][jy] = EL_ACID;
11422 ContinueMoving(jx, jy);
11423 BuryPlayer(player);
11426 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
11428 return MP_DONT_RUN_INTO;
11434 #if USE_FIXED_DONT_RUN_INTO
11435 if (player_can_move && DONT_RUN_INTO(element))
11437 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
11439 return MP_DONT_RUN_INTO;
11444 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
11445 return MP_NO_ACTION; /* field has no opening in this direction */
11447 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
11448 return MP_NO_ACTION; /* field has no opening in this direction */
11451 #if USE_FIXED_DONT_RUN_INTO
11452 if (player_can_move && element == EL_ACID && move_direction == MV_DOWN)
11455 Feld[jx][jy] = EL_PLAYER_1;
11456 InitMovingField(jx, jy, MV_DOWN);
11457 Store[jx][jy] = EL_ACID;
11458 ContinueMoving(jx, jy);
11459 BuryPlayer(player);
11461 return MP_DONT_RUN_INTO;
11467 #if USE_FIXED_DONT_RUN_INTO
11468 if (player_can_move && DONT_RUN_INTO(element))
11470 if (element == EL_ACID && dx == 0 && dy == 1)
11473 Feld[jx][jy] = EL_PLAYER_1;
11474 InitMovingField(jx, jy, MV_DOWN);
11475 Store[jx][jy] = EL_ACID;
11476 ContinueMoving(jx, jy);
11477 BuryPlayer(player);
11480 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
11482 return MP_DONT_RUN_INTO;
11487 #if USE_FIXED_DONT_RUN_INTO
11488 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
11489 return MP_NO_ACTION;
11492 #if !USE_FIXED_DONT_RUN_INTO
11493 element = Feld[x][y];
11496 collect_count = element_info[element].collect_count_initial;
11498 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
11499 return MP_NO_ACTION;
11501 if (game.engine_version < VERSION_IDENT(2,2,0,0))
11502 player_can_move = player_can_move_or_snap;
11504 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
11505 game.engine_version >= VERSION_IDENT(2,2,0,0))
11507 CheckElementChangeByPlayer(x, y, element, CE_SNAPPED_BY_PLAYER,
11508 player->index_bit, dig_side);
11509 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
11510 player->index_bit, dig_side);
11512 if (Feld[x][y] != element) /* field changed by snapping */
11515 return MP_NO_ACTION;
11518 if (game.gravity && is_player && !player->is_auto_moving &&
11519 canFallDown(player) && move_direction != MV_DOWN &&
11520 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
11521 return MP_NO_ACTION; /* player cannot walk here due to gravity */
11523 if (player_can_move &&
11524 IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
11526 int sound_element = SND_ELEMENT(element);
11527 int sound_action = ACTION_WALKING;
11529 if (IS_RND_GATE(element))
11531 if (!player->key[RND_GATE_NR(element)])
11532 return MP_NO_ACTION;
11534 else if (IS_RND_GATE_GRAY(element))
11536 if (!player->key[RND_GATE_GRAY_NR(element)])
11537 return MP_NO_ACTION;
11539 else if (IS_RND_GATE_GRAY_ACTIVE(element))
11541 if (!player->key[RND_GATE_GRAY_ACTIVE_NR(element)])
11542 return MP_NO_ACTION;
11544 else if (element == EL_EXIT_OPEN ||
11545 element == EL_SP_EXIT_OPEN ||
11546 element == EL_SP_EXIT_OPENING)
11548 sound_action = ACTION_PASSING; /* player is passing exit */
11550 else if (element == EL_EMPTY)
11552 sound_action = ACTION_MOVING; /* nothing to walk on */
11555 /* play sound from background or player, whatever is available */
11556 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
11557 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
11559 PlayLevelSoundElementAction(x, y, player->artwork_element, sound_action);
11561 else if (player_can_move &&
11562 IS_PASSABLE(element) && canPassField(x, y, move_direction))
11564 if (!ACCESS_FROM(element, opposite_direction))
11565 return MP_NO_ACTION; /* field not accessible from this direction */
11567 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
11568 return MP_NO_ACTION;
11570 if (IS_EM_GATE(element))
11572 if (!player->key[EM_GATE_NR(element)])
11573 return MP_NO_ACTION;
11575 else if (IS_EM_GATE_GRAY(element))
11577 if (!player->key[EM_GATE_GRAY_NR(element)])
11578 return MP_NO_ACTION;
11580 else if (IS_EM_GATE_GRAY_ACTIVE(element))
11582 if (!player->key[EM_GATE_GRAY_ACTIVE_NR(element)])
11583 return MP_NO_ACTION;
11585 else if (IS_SP_PORT(element))
11587 if (element == EL_SP_GRAVITY_PORT_LEFT ||
11588 element == EL_SP_GRAVITY_PORT_RIGHT ||
11589 element == EL_SP_GRAVITY_PORT_UP ||
11590 element == EL_SP_GRAVITY_PORT_DOWN)
11591 game.gravity = !game.gravity;
11592 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
11593 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
11594 element == EL_SP_GRAVITY_ON_PORT_UP ||
11595 element == EL_SP_GRAVITY_ON_PORT_DOWN)
11596 game.gravity = TRUE;
11597 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
11598 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
11599 element == EL_SP_GRAVITY_OFF_PORT_UP ||
11600 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
11601 game.gravity = FALSE;
11604 /* automatically move to the next field with double speed */
11605 player->programmed_action = move_direction;
11607 if (player->move_delay_reset_counter == 0)
11609 player->move_delay_reset_counter = 2; /* two double speed steps */
11611 DOUBLE_PLAYER_SPEED(player);
11614 PlayLevelSoundAction(x, y, ACTION_PASSING);
11616 else if (player_can_move_or_snap && IS_DIGGABLE(element))
11620 if (mode != DF_SNAP)
11622 GfxElement[x][y] = GFX_ELEMENT(element);
11623 player->is_digging = TRUE;
11626 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
11628 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
11629 player->index_bit, dig_side);
11631 if (mode == DF_SNAP)
11633 #if USE_NEW_SNAP_DELAY
11634 if (level.block_snap_field)
11635 setFieldForSnapping(x, y, element, move_direction);
11637 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11639 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11642 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
11643 player->index_bit, dig_side);
11646 else if (player_can_move_or_snap && IS_COLLECTIBLE(element))
11650 if (is_player && mode != DF_SNAP)
11652 GfxElement[x][y] = element;
11653 player->is_collecting = TRUE;
11656 if (element == EL_SPEED_PILL)
11658 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
11660 else if (element == EL_EXTRA_TIME && level.time > 0)
11662 TimeLeft += level.extra_time;
11663 DrawGameValue_Time(TimeLeft);
11665 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
11667 player->shield_normal_time_left += level.shield_normal_time;
11668 if (element == EL_SHIELD_DEADLY)
11669 player->shield_deadly_time_left += level.shield_deadly_time;
11671 else if (element == EL_DYNAMITE ||
11672 element == EL_EM_DYNAMITE ||
11673 element == EL_SP_DISK_RED)
11675 if (player->inventory_size < MAX_INVENTORY_SIZE)
11676 player->inventory_element[player->inventory_size++] = element;
11679 DrawGameDoorValues();
11681 DrawGameValue_Dynamite(local_player->inventory_size);
11684 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
11686 player->dynabomb_count++;
11687 player->dynabombs_left++;
11689 else if (element == EL_DYNABOMB_INCREASE_SIZE)
11691 player->dynabomb_size++;
11693 else if (element == EL_DYNABOMB_INCREASE_POWER)
11695 player->dynabomb_xl = TRUE;
11697 else if (IS_KEY(element))
11699 player->key[KEY_NR(element)] = TRUE;
11702 DrawGameDoorValues();
11704 DrawGameValue_Keys(player->key);
11707 redraw_mask |= REDRAW_DOOR_1;
11709 else if (IS_ENVELOPE(element))
11711 player->show_envelope = element;
11713 else if (element == EL_EMC_LENSES)
11715 game.lenses_time_left = level.lenses_time * FRAMES_PER_SECOND;
11717 RedrawAllInvisibleElementsForLenses();
11719 else if (element == EL_EMC_MAGNIFIER)
11721 game.magnify_time_left = level.magnify_time * FRAMES_PER_SECOND;
11723 RedrawAllInvisibleElementsForMagnifier();
11725 else if (IS_DROPPABLE(element) ||
11726 IS_THROWABLE(element)) /* can be collected and dropped */
11730 if (collect_count == 0)
11731 player->inventory_infinite_element = element;
11733 for (i = 0; i < collect_count; i++)
11734 if (player->inventory_size < MAX_INVENTORY_SIZE)
11735 player->inventory_element[player->inventory_size++] = element;
11738 DrawGameDoorValues();
11740 DrawGameValue_Dynamite(local_player->inventory_size);
11743 else if (collect_count > 0)
11745 local_player->gems_still_needed -= collect_count;
11746 if (local_player->gems_still_needed < 0)
11747 local_player->gems_still_needed = 0;
11749 DrawGameValue_Emeralds(local_player->gems_still_needed);
11752 RaiseScoreElement(element);
11753 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
11756 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_COLLECTS_X,
11757 player->index_bit, dig_side);
11759 if (mode == DF_SNAP)
11761 #if USE_NEW_SNAP_DELAY
11762 if (level.block_snap_field)
11763 setFieldForSnapping(x, y, element, move_direction);
11765 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11767 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11770 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SNAPS_X,
11771 player->index_bit, dig_side);
11774 else if (player_can_move_or_snap && IS_PUSHABLE(element))
11776 if (mode == DF_SNAP && element != EL_BD_ROCK)
11777 return MP_NO_ACTION;
11779 if (CAN_FALL(element) && dy)
11780 return MP_NO_ACTION;
11782 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
11783 !(element == EL_SPRING && level.use_spring_bug))
11784 return MP_NO_ACTION;
11786 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
11787 ((move_direction & MV_VERTICAL &&
11788 ((element_info[element].move_pattern & MV_LEFT &&
11789 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
11790 (element_info[element].move_pattern & MV_RIGHT &&
11791 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
11792 (move_direction & MV_HORIZONTAL &&
11793 ((element_info[element].move_pattern & MV_UP &&
11794 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
11795 (element_info[element].move_pattern & MV_DOWN &&
11796 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
11797 return MP_NO_ACTION;
11799 /* do not push elements already moving away faster than player */
11800 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
11801 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
11802 return MP_NO_ACTION;
11804 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
11806 if (player->push_delay_value == -1 || !player_was_pushing)
11807 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11809 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11811 if (player->push_delay_value == -1)
11812 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11814 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
11816 if (!player->is_pushing)
11817 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11820 player->is_pushing = TRUE;
11822 if (!(IN_LEV_FIELD(nextx, nexty) &&
11823 (IS_FREE(nextx, nexty) ||
11824 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
11825 IS_SB_ELEMENT(element)))))
11826 return MP_NO_ACTION;
11828 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
11829 return MP_NO_ACTION;
11831 if (player->push_delay == -1) /* new pushing; restart delay */
11832 player->push_delay = 0;
11834 if (player->push_delay < player->push_delay_value &&
11835 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11836 element != EL_SPRING && element != EL_BALLOON)
11838 /* make sure that there is no move delay before next try to push */
11839 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11840 player->move_delay = 0;
11842 return MP_NO_ACTION;
11845 if (IS_SB_ELEMENT(element))
11847 if (element == EL_SOKOBAN_FIELD_FULL)
11849 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
11850 local_player->sokobanfields_still_needed++;
11853 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
11855 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
11856 local_player->sokobanfields_still_needed--;
11859 Feld[x][y] = EL_SOKOBAN_OBJECT;
11861 if (Back[x][y] == Back[nextx][nexty])
11862 PlayLevelSoundAction(x, y, ACTION_PUSHING);
11863 else if (Back[x][y] != 0)
11864 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
11867 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
11870 if (local_player->sokobanfields_still_needed == 0 &&
11871 game.emulation == EMU_SOKOBAN)
11873 player->LevelSolved = player->GameOver = TRUE;
11874 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
11878 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
11880 InitMovingField(x, y, move_direction);
11881 GfxAction[x][y] = ACTION_PUSHING;
11883 if (mode == DF_SNAP)
11884 ContinueMoving(x, y);
11886 MovPos[x][y] = (dx != 0 ? dx : dy);
11888 Pushed[x][y] = TRUE;
11889 Pushed[nextx][nexty] = TRUE;
11891 if (game.engine_version < VERSION_IDENT(2,2,0,7))
11892 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11894 player->push_delay_value = -1; /* get new value later */
11896 /* check for element change _after_ element has been pushed */
11897 if (game.use_change_when_pushing_bug)
11899 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11900 player->index_bit, dig_side);
11901 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PUSHES_X,
11902 player->index_bit, dig_side);
11905 else if (IS_SWITCHABLE(element))
11907 if (PLAYER_SWITCHING(player, x, y))
11909 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
11910 player->index_bit, dig_side);
11915 player->is_switching = TRUE;
11916 player->switch_x = x;
11917 player->switch_y = y;
11919 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
11921 if (element == EL_ROBOT_WHEEL)
11923 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
11927 DrawLevelField(x, y);
11929 else if (element == EL_SP_TERMINAL)
11934 SCAN_PLAYFIELD(xx, yy)
11936 for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
11939 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
11941 else if (Feld[xx][yy] == EL_SP_TERMINAL)
11942 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
11945 else if (IS_BELT_SWITCH(element))
11947 ToggleBeltSwitch(x, y);
11949 else if (element == EL_SWITCHGATE_SWITCH_UP ||
11950 element == EL_SWITCHGATE_SWITCH_DOWN)
11952 ToggleSwitchgateSwitch(x, y);
11954 else if (element == EL_LIGHT_SWITCH ||
11955 element == EL_LIGHT_SWITCH_ACTIVE)
11957 ToggleLightSwitch(x, y);
11959 else if (element == EL_TIMEGATE_SWITCH)
11961 ActivateTimegateSwitch(x, y);
11963 else if (element == EL_BALLOON_SWITCH_LEFT ||
11964 element == EL_BALLOON_SWITCH_RIGHT ||
11965 element == EL_BALLOON_SWITCH_UP ||
11966 element == EL_BALLOON_SWITCH_DOWN ||
11967 element == EL_BALLOON_SWITCH_NONE ||
11968 element == EL_BALLOON_SWITCH_ANY)
11970 game.wind_direction = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
11971 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
11972 element == EL_BALLOON_SWITCH_UP ? MV_UP :
11973 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
11974 element == EL_BALLOON_SWITCH_NONE ? MV_NONE :
11977 else if (element == EL_LAMP)
11979 Feld[x][y] = EL_LAMP_ACTIVE;
11980 local_player->lights_still_needed--;
11982 ResetGfxAnimation(x, y);
11983 DrawLevelField(x, y);
11985 else if (element == EL_TIME_ORB_FULL)
11987 Feld[x][y] = EL_TIME_ORB_EMPTY;
11989 if (level.time > 0 || level.use_time_orb_bug)
11991 TimeLeft += level.time_orb_time;
11992 DrawGameValue_Time(TimeLeft);
11995 ResetGfxAnimation(x, y);
11996 DrawLevelField(x, y);
11998 else if (element == EL_EMC_MAGIC_BALL_SWITCH ||
11999 element == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
12003 game.ball_state = !game.ball_state;
12006 SCAN_PLAYFIELD(xx, yy)
12008 for (yy = 0; yy < lev_fieldy; yy++) for (xx = 0; xx < lev_fieldx; xx++)
12011 int e = Feld[xx][yy];
12013 if (game.ball_state)
12015 if (e == EL_EMC_MAGIC_BALL)
12016 CreateField(xx, yy, EL_EMC_MAGIC_BALL_ACTIVE);
12017 else if (e == EL_EMC_MAGIC_BALL_SWITCH)
12018 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH_ACTIVE);
12022 if (e == EL_EMC_MAGIC_BALL_ACTIVE)
12023 CreateField(xx, yy, EL_EMC_MAGIC_BALL);
12024 else if (e == EL_EMC_MAGIC_BALL_SWITCH_ACTIVE)
12025 CreateField(xx, yy, EL_EMC_MAGIC_BALL_SWITCH);
12030 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
12031 player->index_bit, dig_side);
12033 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
12034 player->index_bit, dig_side);
12036 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12037 player->index_bit, dig_side);
12043 if (!PLAYER_SWITCHING(player, x, y))
12045 player->is_switching = TRUE;
12046 player->switch_x = x;
12047 player->switch_y = y;
12049 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
12050 player->index_bit, dig_side);
12051 CheckTriggeredElementChangeByPlayer(x, y, element, CE_SWITCH_OF_X,
12052 player->index_bit, dig_side);
12054 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED_BY_PLAYER,
12055 player->index_bit, dig_side);
12056 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_SWITCHES_X,
12057 player->index_bit, dig_side);
12060 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
12061 player->index_bit, dig_side);
12062 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
12063 player->index_bit, dig_side);
12065 return MP_NO_ACTION;
12068 player->push_delay = -1;
12070 if (is_player) /* function can also be called by EL_PENGUIN */
12072 if (Feld[x][y] != element) /* really digged/collected something */
12073 player->is_collecting = !player->is_digging;
12079 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
12081 int jx = player->jx, jy = player->jy;
12082 int x = jx + dx, y = jy + dy;
12083 int snap_direction = (dx == -1 ? MV_LEFT :
12084 dx == +1 ? MV_RIGHT :
12086 dy == +1 ? MV_DOWN : MV_NONE);
12087 boolean can_continue_snapping = (level.continuous_snapping &&
12088 WasJustFalling[x][y] < CHECK_DELAY_FALLING);
12090 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
12093 if (!player->active || !IN_LEV_FIELD(x, y))
12101 if (player->MovPos == 0)
12102 player->is_pushing = FALSE;
12104 player->is_snapping = FALSE;
12106 if (player->MovPos == 0)
12108 player->is_moving = FALSE;
12109 player->is_digging = FALSE;
12110 player->is_collecting = FALSE;
12116 #if USE_NEW_CONTINUOUS_SNAPPING
12117 /* prevent snapping with already pressed snap key when not allowed */
12118 if (player->is_snapping && !can_continue_snapping)
12121 if (player->is_snapping)
12125 player->MovDir = snap_direction;
12127 if (player->MovPos == 0)
12129 player->is_moving = FALSE;
12130 player->is_digging = FALSE;
12131 player->is_collecting = FALSE;
12134 player->is_dropping = FALSE;
12135 player->is_dropping_pressed = FALSE;
12136 player->drop_pressed_delay = 0;
12138 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MP_NO_ACTION)
12141 player->is_snapping = TRUE;
12143 if (player->MovPos == 0)
12145 player->is_moving = FALSE;
12146 player->is_digging = FALSE;
12147 player->is_collecting = FALSE;
12150 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
12151 DrawLevelField(player->last_jx, player->last_jy);
12153 DrawLevelField(x, y);
12158 boolean DropElement(struct PlayerInfo *player)
12160 int old_element, new_element;
12161 int dropx = player->jx, dropy = player->jy;
12162 int drop_direction = player->MovDir;
12163 int drop_side = drop_direction;
12164 int drop_element = (player->inventory_size > 0 ?
12165 player->inventory_element[player->inventory_size - 1] :
12166 player->inventory_infinite_element != EL_UNDEFINED ?
12167 player->inventory_infinite_element :
12168 player->dynabombs_left > 0 ?
12169 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
12172 player->is_dropping_pressed = TRUE;
12174 /* do not drop an element on top of another element; when holding drop key
12175 pressed without moving, dropped element must move away before the next
12176 element can be dropped (this is especially important if the next element
12177 is dynamite, which can be placed on background for historical reasons) */
12178 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
12181 if (IS_THROWABLE(drop_element))
12183 dropx += GET_DX_FROM_DIR(drop_direction);
12184 dropy += GET_DY_FROM_DIR(drop_direction);
12186 if (!IN_LEV_FIELD(dropx, dropy))
12190 old_element = Feld[dropx][dropy]; /* old element at dropping position */
12191 new_element = drop_element; /* default: no change when dropping */
12193 /* check if player is active, not moving and ready to drop */
12194 if (!player->active || player->MovPos || player->drop_delay > 0)
12197 /* check if player has anything that can be dropped */
12198 if (new_element == EL_UNDEFINED)
12201 /* check if drop key was pressed long enough for EM style dynamite */
12202 if (new_element == EL_EM_DYNAMITE && player->drop_pressed_delay < 40)
12205 /* check if anything can be dropped at the current position */
12206 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
12209 /* collected custom elements can only be dropped on empty fields */
12210 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
12213 if (old_element != EL_EMPTY)
12214 Back[dropx][dropy] = old_element; /* store old element on this field */
12216 ResetGfxAnimation(dropx, dropy);
12217 ResetRandomAnimationValue(dropx, dropy);
12219 if (player->inventory_size > 0 ||
12220 player->inventory_infinite_element != EL_UNDEFINED)
12222 if (player->inventory_size > 0)
12224 player->inventory_size--;
12227 DrawGameDoorValues();
12229 DrawGameValue_Dynamite(local_player->inventory_size);
12232 if (new_element == EL_DYNAMITE)
12233 new_element = EL_DYNAMITE_ACTIVE;
12234 else if (new_element == EL_EM_DYNAMITE)
12235 new_element = EL_EM_DYNAMITE_ACTIVE;
12236 else if (new_element == EL_SP_DISK_RED)
12237 new_element = EL_SP_DISK_RED_ACTIVE;
12240 Feld[dropx][dropy] = new_element;
12242 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12243 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12244 el2img(Feld[dropx][dropy]), 0);
12246 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12248 /* needed if previous element just changed to "empty" in the last frame */
12249 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
12251 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
12252 player->index_bit, drop_side);
12253 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
12255 player->index_bit, drop_side);
12257 TestIfElementTouchesCustomElement(dropx, dropy);
12259 else /* player is dropping a dyna bomb */
12261 player->dynabombs_left--;
12263 Feld[dropx][dropy] = new_element;
12265 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12266 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12267 el2img(Feld[dropx][dropy]), 0);
12269 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12272 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
12273 InitField_WithBug1(dropx, dropy, FALSE);
12275 new_element = Feld[dropx][dropy]; /* element might have changed */
12277 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
12278 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
12280 int move_direction, nextx, nexty;
12282 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
12283 MovDir[dropx][dropy] = drop_direction;
12285 move_direction = MovDir[dropx][dropy];
12286 nextx = dropx + GET_DX_FROM_DIR(move_direction);
12287 nexty = dropy + GET_DY_FROM_DIR(move_direction);
12289 ChangeCount[dropx][dropy] = 0; /* allow at least one more change */
12290 CheckCollision[dropx][dropy] = CHECK_DELAY_COLLISION;
12293 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
12294 player->is_dropping = TRUE;
12296 player->drop_pressed_delay = 0;
12297 player->is_dropping_pressed = FALSE;
12299 player->drop_x = dropx;
12300 player->drop_y = dropy;
12305 /* ------------------------------------------------------------------------- */
12306 /* game sound playing functions */
12307 /* ------------------------------------------------------------------------- */
12309 static int *loop_sound_frame = NULL;
12310 static int *loop_sound_volume = NULL;
12312 void InitPlayLevelSound()
12314 int num_sounds = getSoundListSize();
12316 checked_free(loop_sound_frame);
12317 checked_free(loop_sound_volume);
12319 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
12320 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
12323 static void PlayLevelSound(int x, int y, int nr)
12325 int sx = SCREENX(x), sy = SCREENY(y);
12326 int volume, stereo_position;
12327 int max_distance = 8;
12328 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
12330 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
12331 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
12334 if (!IN_LEV_FIELD(x, y) ||
12335 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
12336 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
12339 volume = SOUND_MAX_VOLUME;
12341 if (!IN_SCR_FIELD(sx, sy))
12343 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
12344 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
12346 volume -= volume * (dx > dy ? dx : dy) / max_distance;
12349 stereo_position = (SOUND_MAX_LEFT +
12350 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
12351 (SCR_FIELDX + 2 * max_distance));
12353 if (IS_LOOP_SOUND(nr))
12355 /* This assures that quieter loop sounds do not overwrite louder ones,
12356 while restarting sound volume comparison with each new game frame. */
12358 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
12361 loop_sound_volume[nr] = volume;
12362 loop_sound_frame[nr] = FrameCounter;
12365 PlaySoundExt(nr, volume, stereo_position, type);
12368 static void PlayLevelSoundNearest(int x, int y, int sound_action)
12370 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
12371 x > LEVELX(BX2) ? LEVELX(BX2) : x,
12372 y < LEVELY(BY1) ? LEVELY(BY1) :
12373 y > LEVELY(BY2) ? LEVELY(BY2) : y,
12377 static void PlayLevelSoundAction(int x, int y, int action)
12379 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
12382 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
12384 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
12386 if (sound_effect != SND_UNDEFINED)
12387 PlayLevelSound(x, y, sound_effect);
12390 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
12393 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
12395 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
12396 PlayLevelSound(x, y, sound_effect);
12399 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
12401 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
12403 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
12404 PlayLevelSound(x, y, sound_effect);
12407 static void StopLevelSoundActionIfLoop(int x, int y, int action)
12409 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
12411 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
12412 StopSound(sound_effect);
12415 static void PlayLevelMusic()
12417 if (levelset.music[level_nr] != MUS_UNDEFINED)
12418 PlayMusic(levelset.music[level_nr]); /* from config file */
12420 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
12423 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
12425 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
12430 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
12434 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
12438 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
12442 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
12446 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
12450 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
12454 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
12457 case SAMPLE_android_clone:
12458 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
12461 case SAMPLE_android_move:
12462 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
12465 case SAMPLE_spring:
12466 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
12470 PlayLevelSoundElementAction(x, y, element, ACTION_EATING);
12474 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
12477 case SAMPLE_eater_eat:
12478 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
12482 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
12485 case SAMPLE_collect:
12486 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
12489 case SAMPLE_diamond:
12490 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
12493 case SAMPLE_squash:
12494 /* !!! CHECK THIS !!! */
12496 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
12498 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
12502 case SAMPLE_wonderfall:
12503 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
12507 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
12511 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
12515 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
12519 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
12523 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
12527 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
12530 case SAMPLE_wonder:
12531 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
12535 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
12538 case SAMPLE_exit_open:
12539 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
12542 case SAMPLE_exit_leave:
12543 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
12546 case SAMPLE_dynamite:
12547 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
12551 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
12555 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
12559 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
12563 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
12567 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
12571 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
12575 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
12580 void RaiseScore(int value)
12582 local_player->score += value;
12584 DrawGameValue_Score(local_player->score);
12587 void RaiseScoreElement(int element)
12592 case EL_BD_DIAMOND:
12593 case EL_EMERALD_YELLOW:
12594 case EL_EMERALD_RED:
12595 case EL_EMERALD_PURPLE:
12596 case EL_SP_INFOTRON:
12597 RaiseScore(level.score[SC_EMERALD]);
12600 RaiseScore(level.score[SC_DIAMOND]);
12603 RaiseScore(level.score[SC_CRYSTAL]);
12606 RaiseScore(level.score[SC_PEARL]);
12609 case EL_BD_BUTTERFLY:
12610 case EL_SP_ELECTRON:
12611 RaiseScore(level.score[SC_BUG]);
12614 case EL_BD_FIREFLY:
12615 case EL_SP_SNIKSNAK:
12616 RaiseScore(level.score[SC_SPACESHIP]);
12619 case EL_DARK_YAMYAM:
12620 RaiseScore(level.score[SC_YAMYAM]);
12623 RaiseScore(level.score[SC_ROBOT]);
12626 RaiseScore(level.score[SC_PACMAN]);
12629 RaiseScore(level.score[SC_NUT]);
12632 case EL_EM_DYNAMITE:
12633 case EL_SP_DISK_RED:
12634 case EL_DYNABOMB_INCREASE_NUMBER:
12635 case EL_DYNABOMB_INCREASE_SIZE:
12636 case EL_DYNABOMB_INCREASE_POWER:
12637 RaiseScore(level.score[SC_DYNAMITE]);
12639 case EL_SHIELD_NORMAL:
12640 case EL_SHIELD_DEADLY:
12641 RaiseScore(level.score[SC_SHIELD]);
12643 case EL_EXTRA_TIME:
12644 RaiseScore(level.extra_time_score);
12658 RaiseScore(level.score[SC_KEY]);
12661 RaiseScore(element_info[element].collect_score);
12666 void RequestQuitGame(boolean ask_if_really_quit)
12668 if (AllPlayersGone ||
12669 !ask_if_really_quit ||
12670 level_editor_test_game ||
12671 Request("Do you really want to quit the game ?",
12672 REQ_ASK | REQ_STAY_CLOSED))
12674 #if defined(NETWORK_AVALIABLE)
12675 if (options.network)
12676 SendToServer_StopPlaying();
12680 game_status = GAME_MODE_MAIN;
12686 if (tape.playing && tape.deactivate_display)
12687 TapeDeactivateDisplayOff(TRUE);
12689 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
12691 if (tape.playing && tape.deactivate_display)
12692 TapeDeactivateDisplayOn();
12697 /* ---------- new game button stuff ---------------------------------------- */
12699 /* graphic position values for game buttons */
12700 #define GAME_BUTTON_XSIZE 30
12701 #define GAME_BUTTON_YSIZE 30
12702 #define GAME_BUTTON_XPOS 5
12703 #define GAME_BUTTON_YPOS 215
12704 #define SOUND_BUTTON_XPOS 5
12705 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
12707 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12708 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12709 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12710 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12711 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12712 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12719 } gamebutton_info[NUM_GAME_BUTTONS] =
12722 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
12727 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
12728 GAME_CTRL_ID_PAUSE,
12732 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
12737 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
12738 SOUND_CTRL_ID_MUSIC,
12739 "background music on/off"
12742 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
12743 SOUND_CTRL_ID_LOOPS,
12744 "sound loops on/off"
12747 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
12748 SOUND_CTRL_ID_SIMPLE,
12749 "normal sounds on/off"
12753 void CreateGameButtons()
12757 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12759 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
12760 struct GadgetInfo *gi;
12763 unsigned long event_mask;
12764 int gd_xoffset, gd_yoffset;
12765 int gd_x1, gd_x2, gd_y1, gd_y2;
12768 gd_xoffset = gamebutton_info[i].x;
12769 gd_yoffset = gamebutton_info[i].y;
12770 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
12771 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
12773 if (id == GAME_CTRL_ID_STOP ||
12774 id == GAME_CTRL_ID_PAUSE ||
12775 id == GAME_CTRL_ID_PLAY)
12777 button_type = GD_TYPE_NORMAL_BUTTON;
12779 event_mask = GD_EVENT_RELEASED;
12780 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12781 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12785 button_type = GD_TYPE_CHECK_BUTTON;
12787 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
12788 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
12789 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
12790 event_mask = GD_EVENT_PRESSED;
12791 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
12792 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12795 gi = CreateGadget(GDI_CUSTOM_ID, id,
12796 GDI_INFO_TEXT, gamebutton_info[i].infotext,
12797 GDI_X, DX + gd_xoffset,
12798 GDI_Y, DY + gd_yoffset,
12799 GDI_WIDTH, GAME_BUTTON_XSIZE,
12800 GDI_HEIGHT, GAME_BUTTON_YSIZE,
12801 GDI_TYPE, button_type,
12802 GDI_STATE, GD_BUTTON_UNPRESSED,
12803 GDI_CHECKED, checked,
12804 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
12805 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
12806 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
12807 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
12808 GDI_EVENT_MASK, event_mask,
12809 GDI_CALLBACK_ACTION, HandleGameButtons,
12813 Error(ERR_EXIT, "cannot create gadget");
12815 game_gadget[id] = gi;
12819 void FreeGameButtons()
12823 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12824 FreeGadget(game_gadget[i]);
12827 static void MapGameButtons()
12831 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12832 MapGadget(game_gadget[i]);
12835 void UnmapGameButtons()
12839 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12840 UnmapGadget(game_gadget[i]);
12843 static void HandleGameButtons(struct GadgetInfo *gi)
12845 int id = gi->custom_id;
12847 if (game_status != GAME_MODE_PLAYING)
12852 case GAME_CTRL_ID_STOP:
12853 RequestQuitGame(TRUE);
12856 case GAME_CTRL_ID_PAUSE:
12857 if (options.network)
12859 #if defined(NETWORK_AVALIABLE)
12861 SendToServer_ContinuePlaying();
12863 SendToServer_PausePlaying();
12867 TapeTogglePause(TAPE_TOGGLE_MANUAL);
12870 case GAME_CTRL_ID_PLAY:
12873 #if defined(NETWORK_AVALIABLE)
12874 if (options.network)
12875 SendToServer_ContinuePlaying();
12879 tape.pausing = FALSE;
12880 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
12885 case SOUND_CTRL_ID_MUSIC:
12886 if (setup.sound_music)
12888 setup.sound_music = FALSE;
12891 else if (audio.music_available)
12893 setup.sound = setup.sound_music = TRUE;
12895 SetAudioMode(setup.sound);
12901 case SOUND_CTRL_ID_LOOPS:
12902 if (setup.sound_loops)
12903 setup.sound_loops = FALSE;
12904 else if (audio.loops_available)
12906 setup.sound = setup.sound_loops = TRUE;
12907 SetAudioMode(setup.sound);
12911 case SOUND_CTRL_ID_SIMPLE:
12912 if (setup.sound_simple)
12913 setup.sound_simple = FALSE;
12914 else if (audio.sound_available)
12916 setup.sound = setup.sound_simple = TRUE;
12917 SetAudioMode(setup.sound);