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 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME1 (DX + XX_TIME1)
78 #define DX_TIME2 (DX + XX_TIME2)
79 #define DY_TIME (DY + YY_TIME)
81 /* values for initial player move delay (initial delay counter value) */
82 #define INITIAL_MOVE_DELAY_OFF -1
83 #define INITIAL_MOVE_DELAY_ON 0
85 /* values for player movement speed (which is in fact a delay value) */
86 #define MOVE_DELAY_NORMAL_SPEED 8
87 #define MOVE_DELAY_HIGH_SPEED 4
89 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
90 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
91 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
92 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
94 /* values for other actions */
95 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
97 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
99 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
100 RND(element_info[e].push_delay_random))
101 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 RND(element_info[e].move_delay_random))
103 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 (element_info[e].move_delay_random))
106 #define ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, condition) \
107 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
108 (CAN_MOVE_INTO_ACID(e) && \
109 Feld[x][y] == EL_ACID) || \
113 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
114 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
116 (DONT_COLLIDE_WITH(e) && \
118 !PLAYER_ENEMY_PROTECTED(x, y))))
120 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
123 (CAN_MOVE_INTO_ACID(e) && \
124 Feld[x][y] == EL_ACID) || \
125 (DONT_COLLIDE_WITH(e) && \
127 !PLAYER_ENEMY_PROTECTED(x, y))))
130 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
131 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
135 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
137 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
138 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
140 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
141 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
144 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define ENEMY_CAN_ENTER_FIELD(e, x, y) ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, 0)
149 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
150 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
151 (CAN_MOVE_INTO_ACID(EL_YAMYAM) && \
152 Feld[x][y] == EL_ACID) || \
153 Feld[x][y] == EL_DIAMOND))
155 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
156 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
157 (CAN_MOVE_INTO_ACID(EL_DARK_YAMYAM) &&\
158 Feld[x][y] == EL_ACID) || \
159 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
161 #define PACMAN_CAN_ENTER_FIELD(x, y) \
162 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
163 (CAN_MOVE_INTO_ACID(EL_PACMAN) && \
164 Feld[x][y] == EL_ACID) || \
165 IS_AMOEBOID(Feld[x][y])))
167 #define PIG_CAN_ENTER_FIELD(x, y) \
168 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
169 (CAN_MOVE_INTO_ACID(EL_PIG) && \
170 Feld[x][y] == EL_ACID) || \
171 IS_FOOD_PIG(Feld[x][y])))
173 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
174 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
175 (CAN_MOVE_INTO_ACID(EL_PENGUIN) && \
176 Feld[x][y] == EL_ACID) || \
177 IS_FOOD_PENGUIN(Feld[x][y]) || \
178 Feld[x][y] == EL_EXIT_OPEN))
180 #define DRAGON_CAN_ENTER_FIELD(x, y) \
181 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
182 (CAN_MOVE_INTO_ACID(EL_DRAGON) && \
183 Feld[x][y] == EL_ACID)))
185 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
186 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
187 (CAN_MOVE_INTO_ACID(EL_MOLE) && \
188 Feld[x][y] == EL_ACID) || \
191 #define SPRING_CAN_ENTER_FIELD(x, y) \
192 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
193 (CAN_MOVE_INTO_ACID(EL_SPRING) && \
194 Feld[x][y] == EL_ACID)))
196 #define GROUP_NR(e) ((e) - EL_GROUP_START)
197 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
198 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
199 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
201 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
202 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
205 #define CE_ENTER_FIELD_COND(e, x, y) \
206 (!IS_PLAYER(x, y) && \
207 (Feld[x][y] == EL_ACID || \
208 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
210 #define CE_ENTER_FIELD_COND(e, x, y) \
211 (!IS_PLAYER(x, y) && \
212 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
215 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
216 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
218 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
219 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
221 /* game button identifiers */
222 #define GAME_CTRL_ID_STOP 0
223 #define GAME_CTRL_ID_PAUSE 1
224 #define GAME_CTRL_ID_PLAY 2
225 #define SOUND_CTRL_ID_MUSIC 3
226 #define SOUND_CTRL_ID_LOOPS 4
227 #define SOUND_CTRL_ID_SIMPLE 5
229 #define NUM_GAME_BUTTONS 6
232 /* forward declaration for internal use */
234 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
235 static boolean MovePlayer(struct PlayerInfo *, int, int);
236 static void ScrollPlayer(struct PlayerInfo *, int);
237 static void ScrollScreen(struct PlayerInfo *, int);
239 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
241 static void InitBeltMovement(void);
242 static void CloseAllOpenTimegates(void);
243 static void CheckGravityMovement(struct PlayerInfo *);
244 static void KillHeroUnlessEnemyProtected(int, int);
245 static void KillHeroUnlessExplosionProtected(int, int);
247 static void TestIfPlayerTouchesCustomElement(int, int);
248 static void TestIfElementTouchesCustomElement(int, int);
249 static void TestIfElementHitsCustomElement(int, int, int);
251 static void ChangeElement(int, int, int);
252 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
253 static boolean CheckTriggeredElementChange(int, int, int, int);
254 static boolean CheckElementSideChange(int, int, int, int, int, int);
255 static boolean CheckElementChange(int, int, int, int);
257 static void PlayLevelSound(int, int, int);
258 static void PlayLevelSoundNearest(int, int, int);
259 static void PlayLevelSoundAction(int, int, int);
260 static void PlayLevelSoundElementAction(int, int, int, int);
261 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
262 static void PlayLevelSoundActionIfLoop(int, int, int);
263 static void StopLevelSoundActionIfLoop(int, int, int);
264 static void PlayLevelMusic();
266 static void MapGameButtons();
267 static void HandleGameButtons(struct GadgetInfo *);
269 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
272 /* ------------------------------------------------------------------------- */
273 /* definition of elements that automatically change to other elements after */
274 /* a specified time, eventually calling a function when changing */
275 /* ------------------------------------------------------------------------- */
277 /* forward declaration for changer functions */
278 static void InitBuggyBase(int x, int y);
279 static void WarnBuggyBase(int x, int y);
281 static void InitTrap(int x, int y);
282 static void ActivateTrap(int x, int y);
283 static void ChangeActiveTrap(int x, int y);
285 static void InitRobotWheel(int x, int y);
286 static void RunRobotWheel(int x, int y);
287 static void StopRobotWheel(int x, int y);
289 static void InitTimegateWheel(int x, int y);
290 static void RunTimegateWheel(int x, int y);
292 struct ChangingElementInfo
297 void (*pre_change_function)(int x, int y);
298 void (*change_function)(int x, int y);
299 void (*post_change_function)(int x, int y);
302 static struct ChangingElementInfo change_delay_list[] =
353 EL_SWITCHGATE_OPENING,
361 EL_SWITCHGATE_CLOSING,
362 EL_SWITCHGATE_CLOSED,
394 EL_ACID_SPLASH_RIGHT,
403 EL_SP_BUGGY_BASE_ACTIVATING,
410 EL_SP_BUGGY_BASE_ACTIVATING,
411 EL_SP_BUGGY_BASE_ACTIVE,
418 EL_SP_BUGGY_BASE_ACTIVE,
442 EL_ROBOT_WHEEL_ACTIVE,
450 EL_TIMEGATE_SWITCH_ACTIVE,
471 int push_delay_fixed, push_delay_random;
476 { EL_BALLOON, 0, 0 },
478 { EL_SOKOBAN_OBJECT, 2, 0 },
479 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
480 { EL_SATELLITE, 2, 0 },
481 { EL_SP_DISK_YELLOW, 2, 0 },
483 { EL_UNDEFINED, 0, 0 },
491 move_stepsize_list[] =
493 { EL_AMOEBA_DROP, 2 },
494 { EL_AMOEBA_DROPPING, 2 },
495 { EL_QUICKSAND_FILLING, 1 },
496 { EL_QUICKSAND_EMPTYING, 1 },
497 { EL_MAGIC_WALL_FILLING, 2 },
498 { EL_BD_MAGIC_WALL_FILLING, 2 },
499 { EL_MAGIC_WALL_EMPTYING, 2 },
500 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
510 collect_count_list[] =
513 { EL_BD_DIAMOND, 1 },
514 { EL_EMERALD_YELLOW, 1 },
515 { EL_EMERALD_RED, 1 },
516 { EL_EMERALD_PURPLE, 1 },
518 { EL_SP_INFOTRON, 1 },
532 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
533 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
534 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
535 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
536 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
537 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
538 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
539 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
540 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
541 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
542 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
547 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
549 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
550 CH_EVENT_BIT(CE_DELAY))
551 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
552 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
553 IS_JUST_CHANGING(x, y))
555 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
558 void GetPlayerConfig()
560 if (!audio.sound_available)
561 setup.sound_simple = FALSE;
563 if (!audio.loops_available)
564 setup.sound_loops = FALSE;
566 if (!audio.music_available)
567 setup.sound_music = FALSE;
569 if (!video.fullscreen_available)
570 setup.fullscreen = FALSE;
572 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
574 SetAudioMode(setup.sound);
578 static int getBeltNrFromBeltElement(int element)
580 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
581 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
582 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
585 static int getBeltNrFromBeltActiveElement(int element)
587 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
588 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
589 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
592 static int getBeltNrFromBeltSwitchElement(int element)
594 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
595 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
596 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
599 static int getBeltDirNrFromBeltSwitchElement(int element)
601 static int belt_base_element[4] =
603 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
604 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
605 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
606 EL_CONVEYOR_BELT_4_SWITCH_LEFT
609 int belt_nr = getBeltNrFromBeltSwitchElement(element);
610 int belt_dir_nr = element - belt_base_element[belt_nr];
612 return (belt_dir_nr % 3);
615 static int getBeltDirFromBeltSwitchElement(int element)
617 static int belt_move_dir[3] =
624 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
626 return belt_move_dir[belt_dir_nr];
629 static void InitPlayerField(int x, int y, int element, boolean init_game)
631 if (element == EL_SP_MURPHY)
635 if (stored_player[0].present)
637 Feld[x][y] = EL_SP_MURPHY_CLONE;
643 stored_player[0].use_murphy_graphic = TRUE;
646 Feld[x][y] = EL_PLAYER_1;
652 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
653 int jx = player->jx, jy = player->jy;
655 player->present = TRUE;
657 player->block_last_field = (element == EL_SP_MURPHY ?
658 level.sp_block_last_field :
659 level.block_last_field);
661 if (!options.network || player->connected)
663 player->active = TRUE;
665 /* remove potentially duplicate players */
666 if (StorePlayer[jx][jy] == Feld[x][y])
667 StorePlayer[jx][jy] = 0;
669 StorePlayer[x][y] = Feld[x][y];
673 printf("Player %d activated.\n", player->element_nr);
674 printf("[Local player is %d and currently %s.]\n",
675 local_player->element_nr,
676 local_player->active ? "active" : "not active");
680 Feld[x][y] = EL_EMPTY;
681 player->jx = player->last_jx = x;
682 player->jy = player->last_jy = y;
686 static void InitField(int x, int y, boolean init_game)
688 int element = Feld[x][y];
697 InitPlayerField(x, y, element, init_game);
700 case EL_SOKOBAN_FIELD_PLAYER:
701 element = Feld[x][y] = EL_PLAYER_1;
702 InitField(x, y, init_game);
704 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
705 InitField(x, y, init_game);
708 case EL_SOKOBAN_FIELD_EMPTY:
709 local_player->sokobanfields_still_needed++;
713 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
714 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
715 else if (x > 0 && Feld[x-1][y] == EL_ACID)
716 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
717 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
718 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
719 else if (y > 0 && Feld[x][y-1] == EL_ACID)
720 Feld[x][y] = EL_ACID_POOL_BOTTOM;
721 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
722 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
730 case EL_SPACESHIP_RIGHT:
731 case EL_SPACESHIP_UP:
732 case EL_SPACESHIP_LEFT:
733 case EL_SPACESHIP_DOWN:
735 case EL_BD_BUTTERFLY_RIGHT:
736 case EL_BD_BUTTERFLY_UP:
737 case EL_BD_BUTTERFLY_LEFT:
738 case EL_BD_BUTTERFLY_DOWN:
739 case EL_BD_BUTTERFLY:
740 case EL_BD_FIREFLY_RIGHT:
741 case EL_BD_FIREFLY_UP:
742 case EL_BD_FIREFLY_LEFT:
743 case EL_BD_FIREFLY_DOWN:
745 case EL_PACMAN_RIGHT:
769 if (y == lev_fieldy - 1)
771 Feld[x][y] = EL_AMOEBA_GROWING;
772 Store[x][y] = EL_AMOEBA_WET;
776 case EL_DYNAMITE_ACTIVE:
777 case EL_SP_DISK_RED_ACTIVE:
778 case EL_DYNABOMB_PLAYER_1_ACTIVE:
779 case EL_DYNABOMB_PLAYER_2_ACTIVE:
780 case EL_DYNABOMB_PLAYER_3_ACTIVE:
781 case EL_DYNABOMB_PLAYER_4_ACTIVE:
786 local_player->lights_still_needed++;
790 local_player->friends_still_needed++;
795 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
800 Feld[x][y] = EL_EMPTY;
805 case EL_EM_KEY_1_FILE:
806 Feld[x][y] = EL_EM_KEY_1;
808 case EL_EM_KEY_2_FILE:
809 Feld[x][y] = EL_EM_KEY_2;
811 case EL_EM_KEY_3_FILE:
812 Feld[x][y] = EL_EM_KEY_3;
814 case EL_EM_KEY_4_FILE:
815 Feld[x][y] = EL_EM_KEY_4;
819 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
820 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
821 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
822 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
823 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
824 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
825 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
826 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
827 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
828 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
829 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
830 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
833 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
834 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
835 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
837 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
839 game.belt_dir[belt_nr] = belt_dir;
840 game.belt_dir_nr[belt_nr] = belt_dir_nr;
842 else /* more than one switch -- set it like the first switch */
844 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
849 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
851 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
854 case EL_LIGHT_SWITCH_ACTIVE:
856 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
860 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
862 else if (IS_GROUP_ELEMENT(element))
864 struct ElementGroupInfo *group = element_info[element].group;
865 int last_anim_random_frame = gfx.anim_random_frame;
868 if (group->choice_mode == ANIM_RANDOM)
869 gfx.anim_random_frame = RND(group->num_elements_resolved);
871 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
872 group->choice_mode, 0,
875 if (group->choice_mode == ANIM_RANDOM)
876 gfx.anim_random_frame = last_anim_random_frame;
880 Feld[x][y] = group->element_resolved[element_pos];
882 InitField(x, y, init_game);
888 static inline void InitField_WithBug1(int x, int y, boolean init_game)
890 InitField(x, y, init_game);
892 /* not needed to call InitMovDir() -- already done by InitField()! */
893 if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
894 CAN_MOVE(Feld[x][y]))
898 static inline void InitField_WithBug2(int x, int y, boolean init_game)
900 int old_element = Feld[x][y];
902 InitField(x, y, init_game);
904 /* not needed to call InitMovDir() -- already done by InitField()! */
905 if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
906 CAN_MOVE(old_element) &&
907 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
910 /* this case is in fact a combination of not less than three bugs:
911 first, it calls InitMovDir() for elements that can move, although this is
912 already done by InitField(); then, it checks the element that was at this
913 field _before_ the call to InitField() (which can change it)
918 inline void DrawGameValue_Emeralds(int value)
920 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
923 inline void DrawGameValue_Dynamite(int value)
925 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
928 inline void DrawGameValue_Keys(struct PlayerInfo *player)
932 for (i = 0; i < MAX_KEYS; i++)
934 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
935 el2edimg(EL_KEY_1 + i));
938 inline void DrawGameValue_Score(int value)
940 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
943 inline void DrawGameValue_Time(int value)
946 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
948 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
951 inline void DrawGameValue_Level(int value)
954 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
957 /* misuse area for displaying emeralds to draw bigger level number */
958 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
959 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
961 /* now copy it to the area for displaying level number */
962 BlitBitmap(drawto, drawto,
963 DX_EMERALDS, DY_EMERALDS + 1,
964 getFontWidth(FONT_LEVEL_NUMBER) * 3,
965 getFontHeight(FONT_LEVEL_NUMBER) - 1,
966 DX_LEVEL - 1, DY_LEVEL + 1);
968 /* restore the area for displaying emeralds */
969 DrawGameValue_Emeralds(local_player->gems_still_needed);
971 /* yes, this is all really ugly :-) */
975 void DrawGameDoorValues()
979 DrawGameValue_Level(level_nr);
981 for (i = 0; i < MAX_PLAYERS; i++)
982 DrawGameValue_Keys(&stored_player[i]);
984 DrawGameValue_Emeralds(local_player->gems_still_needed);
985 DrawGameValue_Dynamite(local_player->inventory_size);
986 DrawGameValue_Score(local_player->score);
987 DrawGameValue_Time(TimeLeft);
990 static void resolve_group_element(int group_element, int recursion_depth)
993 static struct ElementGroupInfo *group;
994 struct ElementGroupInfo *actual_group = element_info[group_element].group;
997 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
999 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1000 group_element - EL_GROUP_START + 1);
1002 /* replace element which caused too deep recursion by question mark */
1003 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1008 if (recursion_depth == 0) /* initialization */
1010 group = element_info[group_element].group;
1011 group_nr = group_element - EL_GROUP_START;
1013 group->num_elements_resolved = 0;
1014 group->choice_pos = 0;
1017 for (i = 0; i < actual_group->num_elements; i++)
1019 int element = actual_group->element[i];
1021 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1024 if (IS_GROUP_ELEMENT(element))
1025 resolve_group_element(element, recursion_depth + 1);
1028 group->element_resolved[group->num_elements_resolved++] = element;
1029 element_info[element].in_group[group_nr] = TRUE;
1034 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1036 printf("::: group %d: %d resolved elements\n",
1037 group_element - EL_GROUP_START, group->num_elements_resolved);
1038 for (i = 0; i < group->num_elements_resolved; i++)
1039 printf("::: - %d ['%s']\n", group->element_resolved[i],
1040 element_info[group->element_resolved[i]].token_name);
1047 =============================================================================
1049 -----------------------------------------------------------------------------
1050 initialize game engine due to level / tape version number
1051 =============================================================================
1054 static void InitGameEngine()
1058 /* set game engine from tape file when re-playing, else from level file */
1059 game.engine_version = (tape.playing ? tape.engine_version :
1060 level.game_version);
1062 /* dynamically adjust element properties according to game engine version */
1063 InitElementPropertiesEngine(game.engine_version);
1066 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1067 printf(" tape version == %06d [%s] [file: %06d]\n",
1068 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1070 printf(" => game.engine_version == %06d\n", game.engine_version);
1073 /* ---------- recursively resolve group elements ------------------------- */
1075 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1076 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1077 element_info[i].in_group[j] = FALSE;
1079 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1080 resolve_group_element(EL_GROUP_START + i, 0);
1082 /* ---------- initialize player's initial move delay --------------------- */
1084 /* dynamically adjust player properties according to game engine version */
1085 game.initial_move_delay =
1086 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1087 INITIAL_MOVE_DELAY_OFF);
1089 /* dynamically adjust player properties according to level information */
1090 game.initial_move_delay_value =
1091 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1093 /* ---------- initialize player's initial push delay --------------------- */
1095 /* dynamically adjust player properties according to game engine version */
1096 game.initial_push_delay_value =
1097 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1099 /* ---------- initialize changing elements ------------------------------- */
1101 /* initialize changing elements information */
1102 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1104 struct ElementInfo *ei = &element_info[i];
1106 /* this pointer might have been changed in the level editor */
1107 ei->change = &ei->change_page[0];
1109 if (!IS_CUSTOM_ELEMENT(i))
1111 ei->change->target_element = EL_EMPTY_SPACE;
1112 ei->change->delay_fixed = 0;
1113 ei->change->delay_random = 0;
1114 ei->change->delay_frames = 1;
1117 ei->change_events = CE_BITMASK_DEFAULT;
1118 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1120 ei->event_page_nr[j] = 0;
1121 ei->event_page[j] = &ei->change_page[0];
1125 /* add changing elements from pre-defined list */
1126 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1128 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1129 struct ElementInfo *ei = &element_info[ch_delay->element];
1131 ei->change->target_element = ch_delay->target_element;
1132 ei->change->delay_fixed = ch_delay->change_delay;
1134 ei->change->pre_change_function = ch_delay->pre_change_function;
1135 ei->change->change_function = ch_delay->change_function;
1136 ei->change->post_change_function = ch_delay->post_change_function;
1138 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1142 /* add change events from custom element configuration */
1143 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1145 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1147 for (j = 0; j < ei->num_change_pages; j++)
1149 if (!ei->change_page[j].can_change)
1152 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1154 /* only add event page for the first page found with this event */
1155 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1156 !(ei->change_events & CH_EVENT_BIT(k)))
1158 ei->change_events |= CH_EVENT_BIT(k);
1159 ei->event_page_nr[k] = j;
1160 ei->event_page[k] = &ei->change_page[j];
1168 /* add change events from custom element configuration */
1169 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1171 int element = EL_CUSTOM_START + i;
1173 /* only add custom elements that change after fixed/random frame delay */
1174 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1175 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1179 /* ---------- initialize trigger events ---------------------------------- */
1181 /* initialize trigger events information */
1182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1183 trigger_events[i] = EP_BITMASK_DEFAULT;
1186 /* add trigger events from element change event properties */
1187 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1189 struct ElementInfo *ei = &element_info[i];
1191 for (j = 0; j < ei->num_change_pages; j++)
1193 if (!ei->change_page[j].can_change)
1196 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1198 int trigger_element = ei->change_page[j].trigger_element;
1200 if (IS_GROUP_ELEMENT(trigger_element))
1202 struct ElementGroupInfo *group = element_info[trigger_element].group;
1204 for (k = 0; k < group->num_elements_resolved; k++)
1205 trigger_events[group->element_resolved[k]]
1206 |= ei->change_page[j].events;
1209 trigger_events[trigger_element] |= ei->change_page[j].events;
1214 /* add trigger events from element change event properties */
1215 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1216 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1217 trigger_events[element_info[i].change->trigger_element] |=
1218 element_info[i].change->events;
1221 /* ---------- initialize push delay -------------------------------------- */
1223 /* initialize push delay values to default */
1224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1226 if (!IS_CUSTOM_ELEMENT(i))
1228 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1229 element_info[i].push_delay_random = game.default_push_delay_random;
1233 /* set push delay value for certain elements from pre-defined list */
1234 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1236 int e = push_delay_list[i].element;
1238 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1239 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1242 /* set push delay value for Supaplex elements for newer engine versions */
1243 if (game.engine_version >= VERSION_IDENT(3,0,9,0))
1245 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1247 if (IS_SP_ELEMENT(i))
1249 element_info[i].push_delay_fixed = 6;
1250 element_info[i].push_delay_random = 0;
1255 /* ---------- initialize move stepsize ----------------------------------- */
1257 /* initialize move stepsize values to default */
1258 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1259 if (!IS_CUSTOM_ELEMENT(i))
1260 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1262 /* set move stepsize value for certain elements from pre-defined list */
1263 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1265 int e = move_stepsize_list[i].element;
1267 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1270 /* ---------- initialize move dig/leave ---------------------------------- */
1272 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1274 element_info[i].can_leave_element = FALSE;
1275 element_info[i].can_leave_element_last = FALSE;
1278 /* ---------- initialize gem count --------------------------------------- */
1280 /* initialize gem count values for each element */
1281 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1282 if (!IS_CUSTOM_ELEMENT(i))
1283 element_info[i].collect_count = 0;
1285 /* add gem count values for all elements from pre-defined list */
1286 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1287 element_info[collect_count_list[i].element].collect_count =
1288 collect_count_list[i].count;
1290 /* ---------- initialize access direction -------------------------------- */
1292 /* initialize access direction values to default */
1293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1294 if (!IS_CUSTOM_ELEMENT(i))
1295 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1297 /* set access direction value for certain elements from pre-defined list */
1298 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1299 element_info[tube_access[i].element].access_direction =
1300 tube_access[i].direction;
1305 =============================================================================
1307 -----------------------------------------------------------------------------
1308 initialize and start new game
1309 =============================================================================
1314 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1315 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1316 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1323 #if USE_NEW_AMOEBA_CODE
1324 printf("Using new amoeba code.\n");
1326 printf("Using old amoeba code.\n");
1331 /* don't play tapes over network */
1332 network_playing = (options.network && !tape.playing);
1334 for (i = 0; i < MAX_PLAYERS; i++)
1336 struct PlayerInfo *player = &stored_player[i];
1338 player->index_nr = i;
1339 player->element_nr = EL_PLAYER_1 + i;
1341 player->present = FALSE;
1342 player->active = FALSE;
1345 player->effective_action = 0;
1346 player->programmed_action = 0;
1349 player->gems_still_needed = level.gems_needed;
1350 player->sokobanfields_still_needed = 0;
1351 player->lights_still_needed = 0;
1352 player->friends_still_needed = 0;
1354 for (j = 0; j < MAX_KEYS; j++)
1355 player->key[j] = FALSE;
1357 player->dynabomb_count = 0;
1358 player->dynabomb_size = 1;
1359 player->dynabombs_left = 0;
1360 player->dynabomb_xl = FALSE;
1362 player->MovDir = MV_NO_MOVING;
1365 player->GfxDir = MV_NO_MOVING;
1366 player->GfxAction = ACTION_DEFAULT;
1368 player->StepFrame = 0;
1370 player->use_murphy_graphic = FALSE;
1372 player->block_last_field = FALSE;
1374 player->actual_frame_counter = 0;
1376 player->step_counter = 0;
1378 player->last_move_dir = MV_NO_MOVING;
1380 player->is_waiting = FALSE;
1381 player->is_moving = FALSE;
1382 player->is_digging = FALSE;
1383 player->is_snapping = FALSE;
1384 player->is_collecting = FALSE;
1385 player->is_pushing = FALSE;
1386 player->is_switching = FALSE;
1387 player->is_dropping = FALSE;
1389 player->is_bored = FALSE;
1390 player->is_sleeping = FALSE;
1392 player->frame_counter_bored = -1;
1393 player->frame_counter_sleeping = -1;
1395 player->anim_delay_counter = 0;
1396 player->post_delay_counter = 0;
1398 player->action_waiting = ACTION_DEFAULT;
1399 player->last_action_waiting = ACTION_DEFAULT;
1400 player->special_action_bored = ACTION_DEFAULT;
1401 player->special_action_sleeping = ACTION_DEFAULT;
1403 player->num_special_action_bored = 0;
1404 player->num_special_action_sleeping = 0;
1406 /* determine number of special actions for bored and sleeping animation */
1407 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1409 boolean found = FALSE;
1411 for (k = 0; k < NUM_DIRECTIONS; k++)
1412 if (el_act_dir2img(player->element_nr, j, k) !=
1413 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1417 player->num_special_action_bored++;
1421 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1423 boolean found = FALSE;
1425 for (k = 0; k < NUM_DIRECTIONS; k++)
1426 if (el_act_dir2img(player->element_nr, j, k) !=
1427 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1431 player->num_special_action_sleeping++;
1436 player->switch_x = -1;
1437 player->switch_y = -1;
1439 player->show_envelope = 0;
1441 player->move_delay = game.initial_move_delay;
1442 player->move_delay_value = game.initial_move_delay_value;
1444 player->move_delay_reset_counter = 0;
1446 player->push_delay = 0;
1447 player->push_delay_value = game.initial_push_delay_value;
1449 player->drop_delay = 0;
1451 player->last_jx = player->last_jy = 0;
1452 player->jx = player->jy = 0;
1454 player->shield_normal_time_left = 0;
1455 player->shield_deadly_time_left = 0;
1457 player->inventory_size = 0;
1459 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1460 SnapField(player, 0, 0);
1462 player->LevelSolved = FALSE;
1463 player->GameOver = FALSE;
1466 network_player_action_received = FALSE;
1468 #if defined(PLATFORM_UNIX)
1469 /* initial null action */
1470 if (network_playing)
1471 SendToServer_MovePlayer(MV_NO_MOVING);
1479 TimeLeft = level.time;
1481 ScreenMovDir = MV_NO_MOVING;
1485 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1487 AllPlayersGone = FALSE;
1489 game.yamyam_content_nr = 0;
1490 game.magic_wall_active = FALSE;
1491 game.magic_wall_time_left = 0;
1492 game.light_time_left = 0;
1493 game.timegate_time_left = 0;
1494 game.switchgate_pos = 0;
1495 game.balloon_dir = MV_NO_MOVING;
1496 game.gravity = level.initial_gravity;
1497 game.explosions_delayed = TRUE;
1499 game.envelope_active = FALSE;
1501 for (i = 0; i < NUM_BELTS; i++)
1503 game.belt_dir[i] = MV_NO_MOVING;
1504 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1507 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1508 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1510 for (x = 0; x < lev_fieldx; x++)
1512 for (y = 0; y < lev_fieldy; y++)
1514 Feld[x][y] = level.field[x][y];
1515 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1516 ChangeDelay[x][y] = 0;
1517 ChangePage[x][y] = -1;
1518 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1520 WasJustMoving[x][y] = 0;
1521 WasJustFalling[x][y] = 0;
1523 Pushed[x][y] = FALSE;
1525 Changed[x][y] = CE_BITMASK_DEFAULT;
1526 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1528 ExplodePhase[x][y] = 0;
1529 ExplodeDelay[x][y] = 0;
1530 ExplodeField[x][y] = EX_NO_EXPLOSION;
1532 RunnerVisit[x][y] = 0;
1533 PlayerVisit[x][y] = 0;
1536 GfxRandom[x][y] = INIT_GFX_RANDOM();
1537 GfxElement[x][y] = EL_UNDEFINED;
1538 GfxAction[x][y] = ACTION_DEFAULT;
1539 GfxDir[x][y] = MV_NO_MOVING;
1543 for (y = 0; y < lev_fieldy; y++)
1545 for (x = 0; x < lev_fieldx; x++)
1547 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1549 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1551 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1554 InitField(x, y, TRUE);
1560 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1561 emulate_sb ? EMU_SOKOBAN :
1562 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1564 /* initialize explosion and ignition delay */
1565 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1567 if (!IS_CUSTOM_ELEMENT(i))
1570 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1571 int last_phase = num_phase * delay;
1572 int half_phase = (num_phase / 2) * delay;
1574 element_info[i].explosion_delay = last_phase;
1575 element_info[i].ignition_delay = half_phase;
1577 if (i == EL_BLACK_ORB)
1578 element_info[i].ignition_delay = 1;
1581 if (element_info[i].explosion_delay < 2) /* !!! check again !!! */
1582 element_info[i].explosion_delay = 2;
1584 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1585 element_info[i].ignition_delay = 1;
1588 /* correct non-moving belts to start moving left */
1589 for (i = 0; i < NUM_BELTS; i++)
1590 if (game.belt_dir[i] == MV_NO_MOVING)
1591 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1593 /* check if any connected player was not found in playfield */
1594 for (i = 0; i < MAX_PLAYERS; i++)
1596 struct PlayerInfo *player = &stored_player[i];
1598 if (player->connected && !player->present)
1600 for (j = 0; j < MAX_PLAYERS; j++)
1602 struct PlayerInfo *some_player = &stored_player[j];
1603 int jx = some_player->jx, jy = some_player->jy;
1605 /* assign first free player found that is present in the playfield */
1606 if (some_player->present && !some_player->connected)
1608 player->present = TRUE;
1609 player->active = TRUE;
1611 some_player->present = FALSE;
1612 some_player->active = FALSE;
1614 StorePlayer[jx][jy] = player->element_nr;
1615 player->jx = player->last_jx = jx;
1616 player->jy = player->last_jy = jy;
1626 /* when playing a tape, eliminate all players which do not participate */
1628 for (i = 0; i < MAX_PLAYERS; i++)
1630 if (stored_player[i].active && !tape.player_participates[i])
1632 struct PlayerInfo *player = &stored_player[i];
1633 int jx = player->jx, jy = player->jy;
1635 player->active = FALSE;
1636 StorePlayer[jx][jy] = 0;
1637 Feld[jx][jy] = EL_EMPTY;
1641 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1643 /* when in single player mode, eliminate all but the first active player */
1645 for (i = 0; i < MAX_PLAYERS; i++)
1647 if (stored_player[i].active)
1649 for (j = i + 1; j < MAX_PLAYERS; j++)
1651 if (stored_player[j].active)
1653 struct PlayerInfo *player = &stored_player[j];
1654 int jx = player->jx, jy = player->jy;
1656 player->active = FALSE;
1657 player->present = FALSE;
1659 StorePlayer[jx][jy] = 0;
1660 Feld[jx][jy] = EL_EMPTY;
1667 /* when recording the game, store which players take part in the game */
1670 for (i = 0; i < MAX_PLAYERS; i++)
1671 if (stored_player[i].active)
1672 tape.player_participates[i] = TRUE;
1677 for (i = 0; i < MAX_PLAYERS; i++)
1679 struct PlayerInfo *player = &stored_player[i];
1681 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1686 if (local_player == player)
1687 printf("Player %d is local player.\n", i+1);
1691 if (BorderElement == EL_EMPTY)
1694 SBX_Right = lev_fieldx - SCR_FIELDX;
1696 SBY_Lower = lev_fieldy - SCR_FIELDY;
1701 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1703 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1706 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1707 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1709 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1710 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1712 /* if local player not found, look for custom element that might create
1713 the player (make some assumptions about the right custom element) */
1714 if (!local_player->present)
1716 int start_x = 0, start_y = 0;
1717 int found_rating = 0;
1718 int found_element = EL_UNDEFINED;
1720 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1722 int element = Feld[x][y];
1727 if (!IS_CUSTOM_ELEMENT(element))
1730 if (CAN_CHANGE(element))
1732 for (i = 0; i < element_info[element].num_change_pages; i++)
1734 content = element_info[element].change_page[i].target_element;
1735 is_player = ELEM_IS_PLAYER(content);
1737 if (is_player && (found_rating < 3 || element < found_element))
1743 found_element = element;
1748 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1750 content = element_info[element].content[xx][yy];
1751 is_player = ELEM_IS_PLAYER(content);
1753 if (is_player && (found_rating < 2 || element < found_element))
1755 start_x = x + xx - 1;
1756 start_y = y + yy - 1;
1759 found_element = element;
1762 if (!CAN_CHANGE(element))
1765 for (i = 0; i < element_info[element].num_change_pages; i++)
1767 content = element_info[element].change_page[i].content[xx][yy];
1768 is_player = ELEM_IS_PLAYER(content);
1770 if (is_player && (found_rating < 1 || element < found_element))
1772 start_x = x + xx - 1;
1773 start_y = y + yy - 1;
1776 found_element = element;
1782 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1783 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1786 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1787 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1793 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1794 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1795 local_player->jx - MIDPOSX);
1797 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1798 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1799 local_player->jy - MIDPOSY);
1801 scroll_x = SBX_Left;
1802 scroll_y = SBY_Upper;
1803 if (local_player->jx >= SBX_Left + MIDPOSX)
1804 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1805 local_player->jx - MIDPOSX :
1807 if (local_player->jy >= SBY_Upper + MIDPOSY)
1808 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1809 local_player->jy - MIDPOSY :
1814 CloseDoor(DOOR_CLOSE_1);
1819 /* after drawing the level, correct some elements */
1820 if (game.timegate_time_left == 0)
1821 CloseAllOpenTimegates();
1823 if (setup.soft_scrolling)
1824 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1826 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1829 /* copy default game door content to main double buffer */
1830 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1831 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1833 DrawGameDoorValues();
1837 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1838 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1839 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1843 /* copy actual game door content to door double buffer for OpenDoor() */
1844 BlitBitmap(drawto, bitmap_db_door,
1845 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1847 OpenDoor(DOOR_OPEN_ALL);
1849 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1851 if (setup.sound_music)
1854 KeyboardAutoRepeatOffUnlessAutoplay();
1858 for (i = 0; i < MAX_PLAYERS; i++)
1859 printf("Player %d %sactive.\n",
1860 i + 1, (stored_player[i].active ? "" : "not "));
1864 printf("::: starting game [%d]\n", FrameCounter);
1868 void InitMovDir(int x, int y)
1870 int i, element = Feld[x][y];
1871 static int xy[4][2] =
1878 static int direction[3][4] =
1880 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1881 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1882 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1891 Feld[x][y] = EL_BUG;
1892 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1895 case EL_SPACESHIP_RIGHT:
1896 case EL_SPACESHIP_UP:
1897 case EL_SPACESHIP_LEFT:
1898 case EL_SPACESHIP_DOWN:
1899 Feld[x][y] = EL_SPACESHIP;
1900 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1903 case EL_BD_BUTTERFLY_RIGHT:
1904 case EL_BD_BUTTERFLY_UP:
1905 case EL_BD_BUTTERFLY_LEFT:
1906 case EL_BD_BUTTERFLY_DOWN:
1907 Feld[x][y] = EL_BD_BUTTERFLY;
1908 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1911 case EL_BD_FIREFLY_RIGHT:
1912 case EL_BD_FIREFLY_UP:
1913 case EL_BD_FIREFLY_LEFT:
1914 case EL_BD_FIREFLY_DOWN:
1915 Feld[x][y] = EL_BD_FIREFLY;
1916 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1919 case EL_PACMAN_RIGHT:
1921 case EL_PACMAN_LEFT:
1922 case EL_PACMAN_DOWN:
1923 Feld[x][y] = EL_PACMAN;
1924 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1927 case EL_SP_SNIKSNAK:
1928 MovDir[x][y] = MV_UP;
1931 case EL_SP_ELECTRON:
1932 MovDir[x][y] = MV_LEFT;
1939 Feld[x][y] = EL_MOLE;
1940 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1944 if (IS_CUSTOM_ELEMENT(element))
1946 struct ElementInfo *ei = &element_info[element];
1947 int move_direction_initial = ei->move_direction_initial;
1948 int move_pattern = ei->move_pattern;
1950 if (move_direction_initial == MV_START_PREVIOUS)
1952 if (MovDir[x][y] != MV_NO_MOVING)
1955 move_direction_initial = MV_START_AUTOMATIC;
1958 if (move_direction_initial == MV_START_RANDOM)
1959 MovDir[x][y] = 1 << RND(4);
1960 else if (move_direction_initial & MV_ANY_DIRECTION)
1961 MovDir[x][y] = move_direction_initial;
1962 else if (move_pattern == MV_ALL_DIRECTIONS ||
1963 move_pattern == MV_TURNING_LEFT ||
1964 move_pattern == MV_TURNING_RIGHT ||
1965 move_pattern == MV_TURNING_LEFT_RIGHT ||
1966 move_pattern == MV_TURNING_RIGHT_LEFT ||
1967 move_pattern == MV_TURNING_RANDOM)
1968 MovDir[x][y] = 1 << RND(4);
1969 else if (move_pattern == MV_HORIZONTAL)
1970 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1971 else if (move_pattern == MV_VERTICAL)
1972 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1973 else if (move_pattern & MV_ANY_DIRECTION)
1974 MovDir[x][y] = element_info[element].move_pattern;
1975 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
1976 move_pattern == MV_ALONG_RIGHT_SIDE)
1978 for (i = 0; i < NUM_DIRECTIONS; i++)
1980 int x1 = x + xy[i][0];
1981 int y1 = y + xy[i][1];
1983 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1985 if (move_pattern == MV_ALONG_RIGHT_SIDE)
1986 MovDir[x][y] = direction[0][i];
1988 MovDir[x][y] = direction[1][i];
1997 MovDir[x][y] = 1 << RND(4);
1999 if (element != EL_BUG &&
2000 element != EL_SPACESHIP &&
2001 element != EL_BD_BUTTERFLY &&
2002 element != EL_BD_FIREFLY)
2005 for (i = 0; i < NUM_DIRECTIONS; i++)
2007 int x1 = x + xy[i][0];
2008 int y1 = y + xy[i][1];
2010 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2012 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2014 MovDir[x][y] = direction[0][i];
2017 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2018 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2020 MovDir[x][y] = direction[1][i];
2029 GfxDir[x][y] = MovDir[x][y];
2032 void InitAmoebaNr(int x, int y)
2035 int group_nr = AmoebeNachbarNr(x, y);
2039 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2041 if (AmoebaCnt[i] == 0)
2049 AmoebaNr[x][y] = group_nr;
2050 AmoebaCnt[group_nr]++;
2051 AmoebaCnt2[group_nr]++;
2057 boolean raise_level = FALSE;
2059 if (local_player->MovPos)
2063 if (tape.auto_play) /* tape might already be stopped here */
2064 tape.auto_play_level_solved = TRUE;
2066 if (tape.playing && tape.auto_play)
2067 tape.auto_play_level_solved = TRUE;
2070 local_player->LevelSolved = FALSE;
2072 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2076 if (!tape.playing && setup.sound_loops)
2077 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2078 SND_CTRL_PLAY_LOOP);
2080 while (TimeLeft > 0)
2082 if (!tape.playing && !setup.sound_loops)
2083 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2084 if (TimeLeft > 0 && !(TimeLeft % 10))
2085 RaiseScore(level.score[SC_TIME_BONUS]);
2086 if (TimeLeft > 100 && !(TimeLeft % 10))
2091 DrawGameValue_Time(TimeLeft);
2099 if (!tape.playing && setup.sound_loops)
2100 StopSound(SND_GAME_LEVELTIME_BONUS);
2102 else if (level.time == 0) /* level without time limit */
2104 if (!tape.playing && setup.sound_loops)
2105 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2106 SND_CTRL_PLAY_LOOP);
2108 while (TimePlayed < 999)
2110 if (!tape.playing && !setup.sound_loops)
2111 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2112 if (TimePlayed < 999 && !(TimePlayed % 10))
2113 RaiseScore(level.score[SC_TIME_BONUS]);
2114 if (TimePlayed < 900 && !(TimePlayed % 10))
2119 DrawGameValue_Time(TimePlayed);
2127 if (!tape.playing && setup.sound_loops)
2128 StopSound(SND_GAME_LEVELTIME_BONUS);
2131 /* close exit door after last player */
2132 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2133 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2135 int element = Feld[ExitX][ExitY];
2137 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2138 EL_SP_EXIT_CLOSING);
2140 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2143 /* Hero disappears */
2144 DrawLevelField(ExitX, ExitY);
2150 CloseDoor(DOOR_CLOSE_1);
2155 SaveTape(tape.level_nr); /* Ask to save tape */
2158 if (level_nr == leveldir_current->handicap_level)
2160 leveldir_current->handicap_level++;
2161 SaveLevelSetup_SeriesInfo();
2164 if (level_editor_test_game)
2165 local_player->score = -1; /* no highscore when playing from editor */
2166 else if (level_nr < leveldir_current->last_level)
2167 raise_level = TRUE; /* advance to next level */
2169 if ((hi_pos = NewHiScore()) >= 0)
2171 game_status = GAME_MODE_SCORES;
2172 DrawHallOfFame(hi_pos);
2181 game_status = GAME_MODE_MAIN;
2198 LoadScore(level_nr);
2200 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2201 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2204 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2206 if (local_player->score > highscore[k].Score)
2208 /* player has made it to the hall of fame */
2210 if (k < MAX_SCORE_ENTRIES - 1)
2212 int m = MAX_SCORE_ENTRIES - 1;
2215 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2216 if (!strcmp(setup.player_name, highscore[l].Name))
2218 if (m == k) /* player's new highscore overwrites his old one */
2222 for (l = m; l > k; l--)
2224 strcpy(highscore[l].Name, highscore[l - 1].Name);
2225 highscore[l].Score = highscore[l - 1].Score;
2232 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2233 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2234 highscore[k].Score = local_player->score;
2240 else if (!strncmp(setup.player_name, highscore[k].Name,
2241 MAX_PLAYER_NAME_LEN))
2242 break; /* player already there with a higher score */
2248 SaveScore(level_nr);
2253 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2255 if (player->GfxAction != action || player->GfxDir != dir)
2258 printf("Player frame reset! (%d => %d, %d => %d)\n",
2259 player->GfxAction, action, player->GfxDir, dir);
2262 player->GfxAction = action;
2263 player->GfxDir = dir;
2265 player->StepFrame = 0;
2269 static void ResetRandomAnimationValue(int x, int y)
2271 GfxRandom[x][y] = INIT_GFX_RANDOM();
2274 static void ResetGfxAnimation(int x, int y)
2277 GfxAction[x][y] = ACTION_DEFAULT;
2278 GfxDir[x][y] = MovDir[x][y];
2281 void InitMovingField(int x, int y, int direction)
2283 int element = Feld[x][y];
2284 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2285 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2289 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2290 ResetGfxAnimation(x, y);
2292 MovDir[newx][newy] = MovDir[x][y] = direction;
2293 GfxDir[x][y] = direction;
2295 if (Feld[newx][newy] == EL_EMPTY)
2296 Feld[newx][newy] = EL_BLOCKED;
2298 if (direction == MV_DOWN && CAN_FALL(element))
2299 GfxAction[x][y] = ACTION_FALLING;
2301 GfxAction[x][y] = ACTION_MOVING;
2303 GfxFrame[newx][newy] = GfxFrame[x][y];
2304 GfxRandom[newx][newy] = GfxRandom[x][y];
2305 GfxAction[newx][newy] = GfxAction[x][y];
2306 GfxDir[newx][newy] = GfxDir[x][y];
2309 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2311 int direction = MovDir[x][y];
2312 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2313 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2319 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2321 int oldx = x, oldy = y;
2322 int direction = MovDir[x][y];
2324 if (direction == MV_LEFT)
2326 else if (direction == MV_RIGHT)
2328 else if (direction == MV_UP)
2330 else if (direction == MV_DOWN)
2333 *comes_from_x = oldx;
2334 *comes_from_y = oldy;
2337 int MovingOrBlocked2Element(int x, int y)
2339 int element = Feld[x][y];
2341 if (element == EL_BLOCKED)
2345 Blocked2Moving(x, y, &oldx, &oldy);
2346 return Feld[oldx][oldy];
2352 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2354 /* like MovingOrBlocked2Element(), but if element is moving
2355 and (x,y) is the field the moving element is just leaving,
2356 return EL_BLOCKED instead of the element value */
2357 int element = Feld[x][y];
2359 if (IS_MOVING(x, y))
2361 if (element == EL_BLOCKED)
2365 Blocked2Moving(x, y, &oldx, &oldy);
2366 return Feld[oldx][oldy];
2375 static void RemoveField(int x, int y)
2377 Feld[x][y] = EL_EMPTY;
2384 ChangeDelay[x][y] = 0;
2385 ChangePage[x][y] = -1;
2386 Pushed[x][y] = FALSE;
2388 GfxElement[x][y] = EL_UNDEFINED;
2389 GfxAction[x][y] = ACTION_DEFAULT;
2390 GfxDir[x][y] = MV_NO_MOVING;
2393 void RemoveMovingField(int x, int y)
2395 int oldx = x, oldy = y, newx = x, newy = y;
2396 int element = Feld[x][y];
2397 int next_element = EL_UNDEFINED;
2399 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2402 if (IS_MOVING(x, y))
2404 Moving2Blocked(x, y, &newx, &newy);
2406 if (Feld[newx][newy] != EL_BLOCKED)
2409 if (Feld[newx][newy] != EL_BLOCKED)
2411 /* element is moving, but target field is not free (blocked), but
2412 already occupied by something different (example: acid pool);
2413 in this case, only remove the moving field, but not the target */
2415 RemoveField(oldx, oldy);
2417 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2419 DrawLevelField(oldx, oldy);
2425 else if (element == EL_BLOCKED)
2427 Blocked2Moving(x, y, &oldx, &oldy);
2428 if (!IS_MOVING(oldx, oldy))
2432 if (element == EL_BLOCKED &&
2433 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2434 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2435 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2436 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2437 next_element = get_next_element(Feld[oldx][oldy]);
2439 RemoveField(oldx, oldy);
2440 RemoveField(newx, newy);
2442 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2444 if (next_element != EL_UNDEFINED)
2445 Feld[oldx][oldy] = next_element;
2447 DrawLevelField(oldx, oldy);
2448 DrawLevelField(newx, newy);
2451 void DrawDynamite(int x, int y)
2453 int sx = SCREENX(x), sy = SCREENY(y);
2454 int graphic = el2img(Feld[x][y]);
2457 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2460 if (IS_WALKABLE_INSIDE(Back[x][y]))
2464 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2465 else if (Store[x][y])
2466 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2468 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2471 if (Back[x][y] || Store[x][y])
2472 DrawGraphicThruMask(sx, sy, graphic, frame);
2474 DrawGraphic(sx, sy, graphic, frame);
2476 if (game.emulation == EMU_SUPAPLEX)
2477 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2478 else if (Store[x][y])
2479 DrawGraphicThruMask(sx, sy, graphic, frame);
2481 DrawGraphic(sx, sy, graphic, frame);
2485 void CheckDynamite(int x, int y)
2487 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2491 if (MovDelay[x][y] != 0)
2494 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2501 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2503 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2504 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2505 StopSound(SND_DYNAMITE_ACTIVE);
2507 StopSound(SND_DYNABOMB_ACTIVE);
2513 void RelocatePlayer(int x, int y, int element_raw)
2515 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2516 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2517 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2518 boolean no_delay = (tape.index_search);
2519 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2520 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2522 if (player->GameOver) /* do not reanimate dead player */
2526 RemoveField(x, y); /* temporarily remove newly placed player */
2527 DrawLevelField(x, y);
2530 if (player->present)
2532 while (player->MovPos)
2534 ScrollPlayer(player, SCROLL_GO_ON);
2535 ScrollScreen(NULL, SCROLL_GO_ON);
2541 Delay(wait_delay_value);
2544 DrawPlayer(player); /* needed here only to cleanup last field */
2545 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2547 player->is_moving = FALSE;
2550 Feld[x][y] = element;
2551 InitPlayerField(x, y, element, TRUE);
2553 if (player == local_player)
2555 int scroll_xx = -999, scroll_yy = -999;
2557 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2560 int fx = FX, fy = FY;
2562 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2563 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2564 local_player->jx - MIDPOSX);
2566 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2567 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2568 local_player->jy - MIDPOSY);
2570 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2571 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2576 fx += dx * TILEX / 2;
2577 fy += dy * TILEY / 2;
2579 ScrollLevel(dx, dy);
2582 /* scroll in two steps of half tile size to make things smoother */
2583 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2585 Delay(wait_delay_value);
2587 /* scroll second step to align at full tile size */
2589 Delay(wait_delay_value);
2594 void Explode(int ex, int ey, int phase, int mode)
2601 /* !!! eliminate this variable !!! */
2602 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2607 int last_phase = num_phase * delay;
2608 int half_phase = (num_phase / 2) * delay;
2609 int first_phase_after_start = EX_PHASE_START + 1;
2613 if (game.explosions_delayed)
2615 ExplodeField[ex][ey] = mode;
2619 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2621 int center_element = Feld[ex][ey];
2624 /* --- This is only really needed (and now handled) in "Impact()". --- */
2625 /* do not explode moving elements that left the explode field in time */
2626 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2627 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2631 if (mode == EX_NORMAL || mode == EX_CENTER)
2632 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2634 /* remove things displayed in background while burning dynamite */
2635 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2638 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2640 /* put moving element to center field (and let it explode there) */
2641 center_element = MovingOrBlocked2Element(ex, ey);
2642 RemoveMovingField(ex, ey);
2643 Feld[ex][ey] = center_element;
2647 last_phase = element_info[center_element].explosion_delay;
2650 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2652 int xx = x - ex + 1;
2653 int yy = y - ey + 1;
2657 if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
2660 if (!IN_LEV_FIELD(x, y) ||
2661 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2662 (x != ex || y != ey)))
2666 element = Feld[x][y];
2668 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2670 element = MovingOrBlocked2Element(x, y);
2672 if (!IS_EXPLOSION_PROOF(element))
2673 RemoveMovingField(x, y);
2679 if (IS_EXPLOSION_PROOF(element))
2682 /* indestructible elements can only explode in center (but not flames) */
2683 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2684 element == EL_FLAMES)
2689 if ((IS_INDESTRUCTIBLE(element) &&
2690 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2691 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2692 element == EL_FLAMES)
2696 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2698 if (IS_ACTIVE_BOMB(element))
2700 /* re-activate things under the bomb like gate or penguin */
2701 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2708 /* save walkable background elements while explosion on same tile */
2710 if (IS_INDESTRUCTIBLE(element))
2711 Back[x][y] = element;
2713 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2714 Back[x][y] = element;
2717 /* ignite explodable elements reached by other explosion */
2718 if (element == EL_EXPLOSION)
2719 element = Store2[x][y];
2722 if (AmoebaNr[x][y] &&
2723 (element == EL_AMOEBA_FULL ||
2724 element == EL_BD_AMOEBA ||
2725 element == EL_AMOEBA_GROWING))
2727 AmoebaCnt[AmoebaNr[x][y]]--;
2728 AmoebaCnt2[AmoebaNr[x][y]]--;
2734 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2736 switch(StorePlayer[ex][ey])
2739 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2742 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2745 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2749 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2753 if (game.emulation == EMU_SUPAPLEX)
2754 Store[x][y] = EL_EMPTY;
2756 else if (center_element == EL_MOLE)
2757 Store[x][y] = EL_EMERALD_RED;
2758 else if (center_element == EL_PENGUIN)
2759 Store[x][y] = EL_EMERALD_PURPLE;
2760 else if (center_element == EL_BUG)
2761 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2762 else if (center_element == EL_BD_BUTTERFLY)
2763 Store[x][y] = EL_BD_DIAMOND;
2764 else if (center_element == EL_SP_ELECTRON)
2765 Store[x][y] = EL_SP_INFOTRON;
2766 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2767 Store[x][y] = level.amoeba_content;
2768 else if (center_element == EL_YAMYAM)
2769 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2770 else if (IS_CUSTOM_ELEMENT(center_element) &&
2771 element_info[center_element].content[xx][yy] != EL_EMPTY)
2772 Store[x][y] = element_info[center_element].content[xx][yy];
2773 else if (element == EL_WALL_EMERALD)
2774 Store[x][y] = EL_EMERALD;
2775 else if (element == EL_WALL_DIAMOND)
2776 Store[x][y] = EL_DIAMOND;
2777 else if (element == EL_WALL_BD_DIAMOND)
2778 Store[x][y] = EL_BD_DIAMOND;
2779 else if (element == EL_WALL_EMERALD_YELLOW)
2780 Store[x][y] = EL_EMERALD_YELLOW;
2781 else if (element == EL_WALL_EMERALD_RED)
2782 Store[x][y] = EL_EMERALD_RED;
2783 else if (element == EL_WALL_EMERALD_PURPLE)
2784 Store[x][y] = EL_EMERALD_PURPLE;
2785 else if (element == EL_WALL_PEARL)
2786 Store[x][y] = EL_PEARL;
2787 else if (element == EL_WALL_CRYSTAL)
2788 Store[x][y] = EL_CRYSTAL;
2789 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2790 Store[x][y] = element_info[element].content[1][1];
2792 Store[x][y] = EL_EMPTY;
2794 if (x != ex || y != ey ||
2795 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2796 Store2[x][y] = element;
2799 if (AmoebaNr[x][y] &&
2800 (element == EL_AMOEBA_FULL ||
2801 element == EL_BD_AMOEBA ||
2802 element == EL_AMOEBA_GROWING))
2804 AmoebaCnt[AmoebaNr[x][y]]--;
2805 AmoebaCnt2[AmoebaNr[x][y]]--;
2811 MovDir[x][y] = MovPos[x][y] = 0;
2812 GfxDir[x][y] = MovDir[x][y];
2817 Feld[x][y] = EL_EXPLOSION;
2819 GfxElement[x][y] = center_element;
2821 GfxElement[x][y] = EL_UNDEFINED;
2824 ExplodePhase[x][y] = 1;
2826 ExplodeDelay[x][y] = last_phase;
2831 if (center_element == EL_YAMYAM)
2832 game.yamyam_content_nr =
2833 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2845 last_phase = ExplodeDelay[x][y];
2848 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2852 /* activate this even in non-DEBUG version until cause for crash in
2853 getGraphicAnimationFrame() (see below) is found and eliminated */
2857 if (GfxElement[x][y] == EL_UNDEFINED)
2860 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2861 printf("Explode(): This should never happen!\n");
2864 GfxElement[x][y] = EL_EMPTY;
2870 border_element = Store2[x][y];
2871 if (IS_PLAYER(x, y))
2872 border_element = StorePlayer[x][y];
2874 if (phase == element_info[border_element].ignition_delay ||
2875 phase == last_phase)
2877 boolean border_explosion = FALSE;
2880 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
2882 if (IS_PLAYER(x, y))
2885 KillHeroUnlessExplosionProtected(x, y);
2886 border_explosion = TRUE;
2889 if (phase == last_phase)
2890 printf("::: IS_PLAYER\n");
2893 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
2895 Feld[x][y] = Store2[x][y];
2898 border_explosion = TRUE;
2901 if (phase == last_phase)
2902 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
2905 else if (border_element == EL_AMOEBA_TO_DIAMOND)
2907 AmoebeUmwandeln(x, y);
2909 border_explosion = TRUE;
2912 if (phase == last_phase)
2913 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
2914 element_info[border_element].explosion_delay,
2915 element_info[border_element].ignition_delay,
2921 /* if an element just explodes due to another explosion (chain-reaction),
2922 do not immediately end the new explosion when it was the last frame of
2923 the explosion (as it would be done in the following "if"-statement!) */
2924 if (border_explosion && phase == last_phase)
2931 if (phase == first_phase_after_start)
2933 int element = Store2[x][y];
2935 if (element == EL_BLACK_ORB)
2937 Feld[x][y] = Store2[x][y];
2942 else if (phase == half_phase)
2944 int element = Store2[x][y];
2946 if (IS_PLAYER(x, y))
2947 KillHeroUnlessExplosionProtected(x, y);
2948 else if (CAN_EXPLODE_BY_EXPLOSION(element))
2950 Feld[x][y] = Store2[x][y];
2954 else if (element == EL_AMOEBA_TO_DIAMOND)
2955 AmoebeUmwandeln(x, y);
2959 if (phase == last_phase)
2963 element = Feld[x][y] = Store[x][y];
2964 Store[x][y] = Store2[x][y] = 0;
2965 GfxElement[x][y] = EL_UNDEFINED;
2967 /* player can escape from explosions and might therefore be still alive */
2968 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
2969 element <= EL_PLAYER_IS_EXPLODING_4)
2970 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
2972 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
2973 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
2974 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
2977 /* restore probably existing indestructible background element */
2978 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2979 element = Feld[x][y] = Back[x][y];
2982 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
2983 GfxDir[x][y] = MV_NO_MOVING;
2984 ChangeDelay[x][y] = 0;
2985 ChangePage[x][y] = -1;
2988 InitField_WithBug2(x, y, FALSE);
2990 InitField(x, y, FALSE);
2992 /* !!! not needed !!! */
2994 if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
2995 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
2998 if (CAN_MOVE(element))
3003 DrawLevelField(x, y);
3005 TestIfElementTouchesCustomElement(x, y);
3007 if (GFX_CRUMBLED(element))
3008 DrawLevelFieldCrumbledSandNeighbours(x, y);
3010 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3011 StorePlayer[x][y] = 0;
3013 if (ELEM_IS_PLAYER(element))
3014 RelocatePlayer(x, y, element);
3017 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3019 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3023 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3025 int stored = Store[x][y];
3026 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3027 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3030 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3033 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3034 element_info[GfxElement[x][y]].token_name,
3039 DrawLevelFieldCrumbledSand(x, y);
3041 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3043 DrawLevelElement(x, y, Back[x][y]);
3044 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3046 else if (IS_WALKABLE_UNDER(Back[x][y]))
3048 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3049 DrawLevelElementThruMask(x, y, Back[x][y]);
3051 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3052 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3056 void DynaExplode(int ex, int ey)
3059 int dynabomb_element = Feld[ex][ey];
3060 int dynabomb_size = 1;
3061 boolean dynabomb_xl = FALSE;
3062 struct PlayerInfo *player;
3063 static int xy[4][2] =
3071 if (IS_ACTIVE_BOMB(dynabomb_element))
3073 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3074 dynabomb_size = player->dynabomb_size;
3075 dynabomb_xl = player->dynabomb_xl;
3076 player->dynabombs_left++;
3079 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
3081 for (i = 0; i < NUM_DIRECTIONS; i++)
3083 for (j = 1; j <= dynabomb_size; j++)
3085 int x = ex + j * xy[i][0];
3086 int y = ey + j * xy[i][1];
3089 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3092 element = Feld[x][y];
3094 /* do not restart explosions of fields with active bombs */
3095 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3098 Explode(x, y, EX_PHASE_START, EX_BORDER);
3100 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3101 if (element != EL_EMPTY &&
3102 element != EL_SAND &&
3103 element != EL_EXPLOSION &&
3110 void Bang(int x, int y)
3113 int element = MovingOrBlocked2Element(x, y);
3115 int element = Feld[x][y];
3119 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3121 if (IS_PLAYER(x, y))
3124 struct PlayerInfo *player = PLAYERINFO(x, y);
3126 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3127 player->element_nr);
3132 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3134 if (game.emulation == EMU_SUPAPLEX)
3135 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3137 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3142 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3150 case EL_BD_BUTTERFLY:
3153 case EL_DARK_YAMYAM:
3157 RaiseScoreElement(element);
3158 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3160 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3161 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3162 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3163 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3164 case EL_DYNABOMB_INCREASE_NUMBER:
3165 case EL_DYNABOMB_INCREASE_SIZE:
3166 case EL_DYNABOMB_INCREASE_POWER:
3171 case EL_LAMP_ACTIVE:
3174 case EL_AMOEBA_TO_DIAMOND:
3177 if (IS_PLAYER(x, y))
3178 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3180 Explode(x, y, EX_PHASE_START, EX_CENTER);
3183 if (CAN_EXPLODE_DYNA(element))
3185 else if (CAN_EXPLODE_1X1(element))
3186 Explode(x, y, EX_PHASE_START, EX_CENTER);
3188 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3192 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3195 void SplashAcid(int x, int y)
3198 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3199 (!IN_LEV_FIELD(x - 1, y - 2) ||
3200 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3201 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3203 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3204 (!IN_LEV_FIELD(x + 1, y - 2) ||
3205 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3206 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3208 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3210 /* input: position of element entering acid (obsolete) */
3212 int element = Feld[x][y];
3214 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3217 if (element != EL_ACID_SPLASH_LEFT &&
3218 element != EL_ACID_SPLASH_RIGHT)
3220 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3222 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3223 (!IN_LEV_FIELD(x - 1, y - 1) ||
3224 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3225 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3227 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3228 (!IN_LEV_FIELD(x + 1, y - 1) ||
3229 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3230 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3235 static void InitBeltMovement()
3237 static int belt_base_element[4] =
3239 EL_CONVEYOR_BELT_1_LEFT,
3240 EL_CONVEYOR_BELT_2_LEFT,
3241 EL_CONVEYOR_BELT_3_LEFT,
3242 EL_CONVEYOR_BELT_4_LEFT
3244 static int belt_base_active_element[4] =
3246 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3247 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3248 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3249 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3254 /* set frame order for belt animation graphic according to belt direction */
3255 for (i = 0; i < NUM_BELTS; i++)
3259 for (j = 0; j < NUM_BELT_PARTS; j++)
3261 int element = belt_base_active_element[belt_nr] + j;
3262 int graphic = el2img(element);
3264 if (game.belt_dir[i] == MV_LEFT)
3265 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3267 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3271 for (y = 0; y < lev_fieldy; y++)
3273 for (x = 0; x < lev_fieldx; x++)
3275 int element = Feld[x][y];
3277 for (i = 0; i < NUM_BELTS; i++)
3279 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3281 int e_belt_nr = getBeltNrFromBeltElement(element);
3284 if (e_belt_nr == belt_nr)
3286 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3288 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3296 static void ToggleBeltSwitch(int x, int y)
3298 static int belt_base_element[4] =
3300 EL_CONVEYOR_BELT_1_LEFT,
3301 EL_CONVEYOR_BELT_2_LEFT,
3302 EL_CONVEYOR_BELT_3_LEFT,
3303 EL_CONVEYOR_BELT_4_LEFT
3305 static int belt_base_active_element[4] =
3307 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3308 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3309 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3310 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3312 static int belt_base_switch_element[4] =
3314 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3315 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3316 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3317 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3319 static int belt_move_dir[4] =
3327 int element = Feld[x][y];
3328 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3329 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3330 int belt_dir = belt_move_dir[belt_dir_nr];
3333 if (!IS_BELT_SWITCH(element))
3336 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3337 game.belt_dir[belt_nr] = belt_dir;
3339 if (belt_dir_nr == 3)
3342 /* set frame order for belt animation graphic according to belt direction */
3343 for (i = 0; i < NUM_BELT_PARTS; i++)
3345 int element = belt_base_active_element[belt_nr] + i;
3346 int graphic = el2img(element);
3348 if (belt_dir == MV_LEFT)
3349 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3351 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3354 for (yy = 0; yy < lev_fieldy; yy++)
3356 for (xx = 0; xx < lev_fieldx; xx++)
3358 int element = Feld[xx][yy];
3360 if (IS_BELT_SWITCH(element))
3362 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3364 if (e_belt_nr == belt_nr)
3366 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3367 DrawLevelField(xx, yy);
3370 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3372 int e_belt_nr = getBeltNrFromBeltElement(element);
3374 if (e_belt_nr == belt_nr)
3376 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3378 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3379 DrawLevelField(xx, yy);
3382 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3384 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3386 if (e_belt_nr == belt_nr)
3388 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3390 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3391 DrawLevelField(xx, yy);
3398 static void ToggleSwitchgateSwitch(int x, int y)
3402 game.switchgate_pos = !game.switchgate_pos;
3404 for (yy = 0; yy < lev_fieldy; yy++)
3406 for (xx = 0; xx < lev_fieldx; xx++)
3408 int element = Feld[xx][yy];
3410 if (element == EL_SWITCHGATE_SWITCH_UP ||
3411 element == EL_SWITCHGATE_SWITCH_DOWN)
3413 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3414 DrawLevelField(xx, yy);
3416 else if (element == EL_SWITCHGATE_OPEN ||
3417 element == EL_SWITCHGATE_OPENING)
3419 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3421 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3423 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3426 else if (element == EL_SWITCHGATE_CLOSED ||
3427 element == EL_SWITCHGATE_CLOSING)
3429 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3431 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3433 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3440 static int getInvisibleActiveFromInvisibleElement(int element)
3442 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3443 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3444 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3448 static int getInvisibleFromInvisibleActiveElement(int element)
3450 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3451 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3452 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3456 static void RedrawAllLightSwitchesAndInvisibleElements()
3460 for (y = 0; y < lev_fieldy; y++)
3462 for (x = 0; x < lev_fieldx; x++)
3464 int element = Feld[x][y];
3466 if (element == EL_LIGHT_SWITCH &&
3467 game.light_time_left > 0)
3469 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3470 DrawLevelField(x, y);
3472 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3473 game.light_time_left == 0)
3475 Feld[x][y] = EL_LIGHT_SWITCH;
3476 DrawLevelField(x, y);
3478 else if (element == EL_INVISIBLE_STEELWALL ||
3479 element == EL_INVISIBLE_WALL ||
3480 element == EL_INVISIBLE_SAND)
3482 if (game.light_time_left > 0)
3483 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3485 DrawLevelField(x, y);
3487 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3488 element == EL_INVISIBLE_WALL_ACTIVE ||
3489 element == EL_INVISIBLE_SAND_ACTIVE)
3491 if (game.light_time_left == 0)
3492 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3494 DrawLevelField(x, y);
3500 static void ToggleLightSwitch(int x, int y)
3502 int element = Feld[x][y];
3504 game.light_time_left =
3505 (element == EL_LIGHT_SWITCH ?
3506 level.time_light * FRAMES_PER_SECOND : 0);
3508 RedrawAllLightSwitchesAndInvisibleElements();
3511 static void ActivateTimegateSwitch(int x, int y)
3515 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3517 for (yy = 0; yy < lev_fieldy; yy++)
3519 for (xx = 0; xx < lev_fieldx; xx++)
3521 int element = Feld[xx][yy];
3523 if (element == EL_TIMEGATE_CLOSED ||
3524 element == EL_TIMEGATE_CLOSING)
3526 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3527 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3531 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3533 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3534 DrawLevelField(xx, yy);
3541 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3544 inline static int getElementMoveStepsize(int x, int y)
3546 int element = Feld[x][y];
3547 int direction = MovDir[x][y];
3548 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3549 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3550 int horiz_move = (dx != 0);
3551 int sign = (horiz_move ? dx : dy);
3552 int step = sign * element_info[element].move_stepsize;
3554 /* special values for move stepsize for spring and things on conveyor belt */
3558 if (element == EL_SPRING)
3559 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3560 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3561 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3562 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3564 if (CAN_FALL(element) &&
3565 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3566 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3567 else if (element == EL_SPRING)
3568 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3575 void Impact(int x, int y)
3577 boolean lastline = (y == lev_fieldy-1);
3578 boolean object_hit = FALSE;
3579 boolean impact = (lastline || object_hit);
3580 int element = Feld[x][y];
3581 int smashed = EL_UNDEFINED;
3583 if (!lastline) /* check if element below was hit */
3585 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3588 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3589 MovDir[x][y + 1] != MV_DOWN ||
3590 MovPos[x][y + 1] <= TILEY / 2));
3593 object_hit = !IS_FREE(x, y + 1);
3596 /* do not smash moving elements that left the smashed field in time */
3597 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3598 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3602 smashed = MovingOrBlocked2Element(x, y + 1);
3604 impact = (lastline || object_hit);
3607 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3609 SplashAcid(x, y + 1);
3613 /* only reset graphic animation if graphic really changes after impact */
3615 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3617 ResetGfxAnimation(x, y);
3618 DrawLevelField(x, y);
3621 if (impact && CAN_EXPLODE_IMPACT(element))
3626 else if (impact && element == EL_PEARL)
3628 Feld[x][y] = EL_PEARL_BREAKING;
3629 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3632 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3634 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3639 if (impact && element == EL_AMOEBA_DROP)
3641 if (object_hit && IS_PLAYER(x, y + 1))
3642 KillHeroUnlessEnemyProtected(x, y + 1);
3643 else if (object_hit && smashed == EL_PENGUIN)
3647 Feld[x][y] = EL_AMOEBA_GROWING;
3648 Store[x][y] = EL_AMOEBA_WET;
3650 ResetRandomAnimationValue(x, y);
3655 if (object_hit) /* check which object was hit */
3657 if (CAN_PASS_MAGIC_WALL(element) &&
3658 (smashed == EL_MAGIC_WALL ||
3659 smashed == EL_BD_MAGIC_WALL))
3662 int activated_magic_wall =
3663 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3664 EL_BD_MAGIC_WALL_ACTIVE);
3666 /* activate magic wall / mill */
3667 for (yy = 0; yy < lev_fieldy; yy++)
3668 for (xx = 0; xx < lev_fieldx; xx++)
3669 if (Feld[xx][yy] == smashed)
3670 Feld[xx][yy] = activated_magic_wall;
3672 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3673 game.magic_wall_active = TRUE;
3675 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3676 SND_MAGIC_WALL_ACTIVATING :
3677 SND_BD_MAGIC_WALL_ACTIVATING));
3680 if (IS_PLAYER(x, y + 1))
3682 if (CAN_SMASH_PLAYER(element))
3684 KillHeroUnlessEnemyProtected(x, y + 1);
3688 else if (smashed == EL_PENGUIN)
3690 if (CAN_SMASH_PLAYER(element))
3696 else if (element == EL_BD_DIAMOND)
3698 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3704 else if (((element == EL_SP_INFOTRON ||
3705 element == EL_SP_ZONK) &&
3706 (smashed == EL_SP_SNIKSNAK ||
3707 smashed == EL_SP_ELECTRON ||
3708 smashed == EL_SP_DISK_ORANGE)) ||
3709 (element == EL_SP_INFOTRON &&
3710 smashed == EL_SP_DISK_YELLOW))
3716 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3722 else if (CAN_SMASH_EVERYTHING(element))
3724 if (IS_CLASSIC_ENEMY(smashed) ||
3725 CAN_EXPLODE_SMASHED(smashed))
3730 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3732 if (smashed == EL_LAMP ||
3733 smashed == EL_LAMP_ACTIVE)
3738 else if (smashed == EL_NUT)
3740 Feld[x][y + 1] = EL_NUT_BREAKING;
3741 PlayLevelSound(x, y, SND_NUT_BREAKING);
3742 RaiseScoreElement(EL_NUT);
3745 else if (smashed == EL_PEARL)
3747 Feld[x][y + 1] = EL_PEARL_BREAKING;
3748 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3751 else if (smashed == EL_DIAMOND)
3753 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3754 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3757 else if (IS_BELT_SWITCH(smashed))
3759 ToggleBeltSwitch(x, y + 1);
3761 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3762 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3764 ToggleSwitchgateSwitch(x, y + 1);
3766 else if (smashed == EL_LIGHT_SWITCH ||
3767 smashed == EL_LIGHT_SWITCH_ACTIVE)
3769 ToggleLightSwitch(x, y + 1);
3773 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3775 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3776 CE_OTHER_IS_SWITCHING);
3777 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3783 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3788 /* play sound of magic wall / mill */
3790 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3791 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3793 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3794 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3795 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3796 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3801 /* play sound of object that hits the ground */
3802 if (lastline || object_hit)
3803 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3806 inline static void TurnRoundExt(int x, int y)
3818 { 0, 0 }, { 0, 0 }, { 0, 0 },
3823 int left, right, back;
3827 { MV_DOWN, MV_UP, MV_RIGHT },
3828 { MV_UP, MV_DOWN, MV_LEFT },
3830 { MV_LEFT, MV_RIGHT, MV_DOWN },
3834 { MV_RIGHT, MV_LEFT, MV_UP }
3837 int element = Feld[x][y];
3838 int move_pattern = element_info[element].move_pattern;
3840 int old_move_dir = MovDir[x][y];
3841 int left_dir = turn[old_move_dir].left;
3842 int right_dir = turn[old_move_dir].right;
3843 int back_dir = turn[old_move_dir].back;
3845 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3846 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3847 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3848 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3850 int left_x = x + left_dx, left_y = y + left_dy;
3851 int right_x = x + right_dx, right_y = y + right_dy;
3852 int move_x = x + move_dx, move_y = y + move_dy;
3856 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3858 TestIfBadThingTouchesOtherBadThing(x, y);
3860 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3861 MovDir[x][y] = right_dir;
3862 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3863 MovDir[x][y] = left_dir;
3865 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3867 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3870 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3871 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3873 TestIfBadThingTouchesOtherBadThing(x, y);
3875 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3876 MovDir[x][y] = left_dir;
3877 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3878 MovDir[x][y] = right_dir;
3880 if ((element == EL_SPACESHIP ||
3881 element == EL_SP_SNIKSNAK ||
3882 element == EL_SP_ELECTRON)
3883 && MovDir[x][y] != old_move_dir)
3885 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3888 else if (element == EL_YAMYAM)
3890 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3891 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3893 if (can_turn_left && can_turn_right)
3894 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3895 else if (can_turn_left)
3896 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3897 else if (can_turn_right)
3898 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3900 MovDir[x][y] = back_dir;
3902 MovDelay[x][y] = 16 + 16 * RND(3);
3904 else if (element == EL_DARK_YAMYAM)
3906 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3907 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3909 if (can_turn_left && can_turn_right)
3910 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3911 else if (can_turn_left)
3912 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3913 else if (can_turn_right)
3914 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3916 MovDir[x][y] = back_dir;
3918 MovDelay[x][y] = 16 + 16 * RND(3);
3920 else if (element == EL_PACMAN)
3922 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3923 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3925 if (can_turn_left && can_turn_right)
3926 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3927 else if (can_turn_left)
3928 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3929 else if (can_turn_right)
3930 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3932 MovDir[x][y] = back_dir;
3934 MovDelay[x][y] = 6 + RND(40);
3936 else if (element == EL_PIG)
3938 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3939 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3940 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3941 boolean should_turn_left, should_turn_right, should_move_on;
3943 int rnd = RND(rnd_value);
3945 should_turn_left = (can_turn_left &&
3947 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3948 y + back_dy + left_dy)));
3949 should_turn_right = (can_turn_right &&
3951 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3952 y + back_dy + right_dy)));
3953 should_move_on = (can_move_on &&
3956 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3957 y + move_dy + left_dy) ||
3958 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3959 y + move_dy + right_dy)));
3961 if (should_turn_left || should_turn_right || should_move_on)
3963 if (should_turn_left && should_turn_right && should_move_on)
3964 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3965 rnd < 2 * rnd_value / 3 ? right_dir :
3967 else if (should_turn_left && should_turn_right)
3968 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3969 else if (should_turn_left && should_move_on)
3970 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3971 else if (should_turn_right && should_move_on)
3972 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3973 else if (should_turn_left)
3974 MovDir[x][y] = left_dir;
3975 else if (should_turn_right)
3976 MovDir[x][y] = right_dir;
3977 else if (should_move_on)
3978 MovDir[x][y] = old_move_dir;
3980 else if (can_move_on && rnd > rnd_value / 8)
3981 MovDir[x][y] = old_move_dir;
3982 else if (can_turn_left && can_turn_right)
3983 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3984 else if (can_turn_left && rnd > rnd_value / 8)
3985 MovDir[x][y] = left_dir;
3986 else if (can_turn_right && rnd > rnd_value/8)
3987 MovDir[x][y] = right_dir;
3989 MovDir[x][y] = back_dir;
3991 xx = x + move_xy[MovDir[x][y]].x;
3992 yy = y + move_xy[MovDir[x][y]].y;
3994 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3995 MovDir[x][y] = old_move_dir;
3999 else if (element == EL_DRAGON)
4001 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(left_x, left_y);
4002 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(right_x, right_y);
4003 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(move_x, move_y);
4005 int rnd = RND(rnd_value);
4008 if (FrameCounter < 1 && x == 0 && y == 29)
4009 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4012 if (can_move_on && rnd > rnd_value / 8)
4013 MovDir[x][y] = old_move_dir;
4014 else if (can_turn_left && can_turn_right)
4015 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4016 else if (can_turn_left && rnd > rnd_value / 8)
4017 MovDir[x][y] = left_dir;
4018 else if (can_turn_right && rnd > rnd_value / 8)
4019 MovDir[x][y] = right_dir;
4021 MovDir[x][y] = back_dir;
4023 xx = x + move_xy[MovDir[x][y]].x;
4024 yy = y + move_xy[MovDir[x][y]].y;
4027 if (FrameCounter < 1 && x == 0 && y == 29)
4028 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4029 xx, yy, Feld[xx][yy],
4034 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4035 MovDir[x][y] = old_move_dir;
4037 if (!IS_FREE(xx, yy))
4038 MovDir[x][y] = old_move_dir;
4042 if (FrameCounter < 1 && x == 0 && y == 29)
4043 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4048 else if (element == EL_MOLE)
4050 boolean can_move_on =
4051 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
4052 IS_AMOEBOID(Feld[move_x][move_y]) ||
4053 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4056 boolean can_turn_left =
4057 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
4058 IS_AMOEBOID(Feld[left_x][left_y])));
4060 boolean can_turn_right =
4061 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
4062 IS_AMOEBOID(Feld[right_x][right_y])));
4064 if (can_turn_left && can_turn_right)
4065 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4066 else if (can_turn_left)
4067 MovDir[x][y] = left_dir;
4069 MovDir[x][y] = right_dir;
4072 if (MovDir[x][y] != old_move_dir)
4075 else if (element == EL_BALLOON)
4077 MovDir[x][y] = game.balloon_dir;
4080 else if (element == EL_SPRING)
4083 if (MovDir[x][y] & MV_HORIZONTAL &&
4084 !SPRING_CAN_ENTER_FIELD(move_x, move_y))
4085 MovDir[x][y] = MV_NO_MOVING;
4087 if (MovDir[x][y] & MV_HORIZONTAL &&
4088 (!SPRING_CAN_ENTER_FIELD(move_x, move_y) ||
4089 SPRING_CAN_ENTER_FIELD(x, y + 1)))
4090 MovDir[x][y] = MV_NO_MOVING;
4095 else if (element == EL_ROBOT ||
4096 element == EL_SATELLITE ||
4097 element == EL_PENGUIN)
4099 int attr_x = -1, attr_y = -1;
4110 for (i = 0; i < MAX_PLAYERS; i++)
4112 struct PlayerInfo *player = &stored_player[i];
4113 int jx = player->jx, jy = player->jy;
4115 if (!player->active)
4119 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4127 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4133 if (element == EL_PENGUIN)
4136 static int xy[4][2] =
4144 for (i = 0; i < NUM_DIRECTIONS; i++)
4146 int ex = x + xy[i][0];
4147 int ey = y + xy[i][1];
4149 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4158 MovDir[x][y] = MV_NO_MOVING;
4160 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4161 else if (attr_x > x)
4162 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4164 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4165 else if (attr_y > y)
4166 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4168 if (element == EL_ROBOT)
4172 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4173 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4174 Moving2Blocked(x, y, &newx, &newy);
4176 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4177 MovDelay[x][y] = 8 + 8 * !RND(3);
4179 MovDelay[x][y] = 16;
4181 else if (element == EL_PENGUIN)
4187 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4189 boolean first_horiz = RND(2);
4190 int new_move_dir = MovDir[x][y];
4193 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4194 Moving2Blocked(x, y, &newx, &newy);
4196 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
4200 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4201 Moving2Blocked(x, y, &newx, &newy);
4203 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
4206 MovDir[x][y] = old_move_dir;
4210 else /* (element == EL_SATELLITE) */
4216 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4218 boolean first_horiz = RND(2);
4219 int new_move_dir = MovDir[x][y];
4222 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4223 Moving2Blocked(x, y, &newx, &newy);
4225 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
4229 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4230 Moving2Blocked(x, y, &newx, &newy);
4232 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
4235 MovDir[x][y] = old_move_dir;
4240 else if (move_pattern == MV_TURNING_LEFT ||
4241 move_pattern == MV_TURNING_RIGHT ||
4242 move_pattern == MV_TURNING_LEFT_RIGHT ||
4243 move_pattern == MV_TURNING_RIGHT_LEFT ||
4244 move_pattern == MV_TURNING_RANDOM ||
4245 move_pattern == MV_ALL_DIRECTIONS)
4247 boolean can_turn_left =
4248 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4249 boolean can_turn_right =
4250 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4252 if (move_pattern == MV_TURNING_LEFT)
4253 MovDir[x][y] = left_dir;
4254 else if (move_pattern == MV_TURNING_RIGHT)
4255 MovDir[x][y] = right_dir;
4256 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4257 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4258 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4259 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4260 else if (move_pattern == MV_TURNING_RANDOM)
4261 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4262 can_turn_right && !can_turn_left ? right_dir :
4263 RND(2) ? left_dir : right_dir);
4264 else if (can_turn_left && can_turn_right)
4265 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4266 else if (can_turn_left)
4267 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4268 else if (can_turn_right)
4269 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4271 MovDir[x][y] = back_dir;
4273 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4275 else if (move_pattern == MV_HORIZONTAL ||
4276 move_pattern == MV_VERTICAL)
4278 if (move_pattern & old_move_dir)
4279 MovDir[x][y] = back_dir;
4280 else if (move_pattern == MV_HORIZONTAL)
4281 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4282 else if (move_pattern == MV_VERTICAL)
4283 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4285 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4287 else if (move_pattern & MV_ANY_DIRECTION)
4289 MovDir[x][y] = move_pattern;
4290 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4292 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4294 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4295 MovDir[x][y] = left_dir;
4296 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4297 MovDir[x][y] = right_dir;
4299 if (MovDir[x][y] != old_move_dir)
4300 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4302 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4304 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4305 MovDir[x][y] = right_dir;
4306 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4307 MovDir[x][y] = left_dir;
4309 if (MovDir[x][y] != old_move_dir)
4310 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4312 else if (move_pattern == MV_TOWARDS_PLAYER ||
4313 move_pattern == MV_AWAY_FROM_PLAYER)
4315 int attr_x = -1, attr_y = -1;
4317 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4328 for (i = 0; i < MAX_PLAYERS; i++)
4330 struct PlayerInfo *player = &stored_player[i];
4331 int jx = player->jx, jy = player->jy;
4333 if (!player->active)
4337 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4345 MovDir[x][y] = MV_NO_MOVING;
4347 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4348 else if (attr_x > x)
4349 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4351 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4352 else if (attr_y > y)
4353 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4355 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4357 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4359 boolean first_horiz = RND(2);
4360 int new_move_dir = MovDir[x][y];
4363 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4364 Moving2Blocked(x, y, &newx, &newy);
4366 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4370 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4371 Moving2Blocked(x, y, &newx, &newy);
4373 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4376 MovDir[x][y] = old_move_dir;
4379 else if (move_pattern == MV_WHEN_PUSHED ||
4380 move_pattern == MV_WHEN_DROPPED)
4382 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4383 MovDir[x][y] = MV_NO_MOVING;
4387 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4389 static int test_xy[7][2] =
4399 static int test_dir[7] =
4409 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4410 int move_preference = -1000000; /* start with very low preference */
4411 int new_move_dir = MV_NO_MOVING;
4412 int start_test = RND(4);
4415 for (i = 0; i < NUM_DIRECTIONS; i++)
4417 int move_dir = test_dir[start_test + i];
4418 int move_dir_preference;
4420 xx = x + test_xy[start_test + i][0];
4421 yy = y + test_xy[start_test + i][1];
4423 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4424 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4426 new_move_dir = move_dir;
4431 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4434 move_dir_preference = -1 * RunnerVisit[xx][yy];
4435 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4436 move_dir_preference = PlayerVisit[xx][yy];
4438 if (move_dir_preference > move_preference)
4440 /* prefer field that has not been visited for the longest time */
4441 move_preference = move_dir_preference;
4442 new_move_dir = move_dir;
4444 else if (move_dir_preference == move_preference &&
4445 move_dir == old_move_dir)
4447 /* prefer last direction when all directions are preferred equally */
4448 move_preference = move_dir_preference;
4449 new_move_dir = move_dir;
4453 MovDir[x][y] = new_move_dir;
4454 if (old_move_dir != new_move_dir)
4459 static void TurnRound(int x, int y)
4461 int direction = MovDir[x][y];
4464 GfxDir[x][y] = MovDir[x][y];
4470 GfxDir[x][y] = MovDir[x][y];
4473 if (direction != MovDir[x][y])
4478 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4481 GfxAction[x][y] = ACTION_WAITING;
4485 static boolean JustBeingPushed(int x, int y)
4489 for (i = 0; i < MAX_PLAYERS; i++)
4491 struct PlayerInfo *player = &stored_player[i];
4493 if (player->active && player->is_pushing && player->MovPos)
4495 int next_jx = player->jx + (player->jx - player->last_jx);
4496 int next_jy = player->jy + (player->jy - player->last_jy);
4498 if (x == next_jx && y == next_jy)
4506 void StartMoving(int x, int y)
4509 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4511 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4512 int element = Feld[x][y];
4518 if (MovDelay[x][y] == 0)
4519 GfxAction[x][y] = ACTION_DEFAULT;
4521 /* !!! this should be handled more generic (not only for mole) !!! */
4522 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4523 GfxAction[x][y] = ACTION_DEFAULT;
4526 if (CAN_FALL(element) && y < lev_fieldy - 1)
4528 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4529 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4530 if (JustBeingPushed(x, y))
4533 if (element == EL_QUICKSAND_FULL)
4535 if (IS_FREE(x, y + 1))
4537 InitMovingField(x, y, MV_DOWN);
4538 started_moving = TRUE;
4540 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4541 Store[x][y] = EL_ROCK;
4543 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4545 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4548 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4550 if (!MovDelay[x][y])
4551 MovDelay[x][y] = TILEY + 1;
4560 Feld[x][y] = EL_QUICKSAND_EMPTY;
4561 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4562 Store[x][y + 1] = Store[x][y];
4565 PlayLevelSoundAction(x, y, ACTION_FILLING);
4567 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4571 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4572 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4574 InitMovingField(x, y, MV_DOWN);
4575 started_moving = TRUE;
4577 Feld[x][y] = EL_QUICKSAND_FILLING;
4578 Store[x][y] = element;
4580 PlayLevelSoundAction(x, y, ACTION_FILLING);
4582 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4585 else if (element == EL_MAGIC_WALL_FULL)
4587 if (IS_FREE(x, y + 1))
4589 InitMovingField(x, y, MV_DOWN);
4590 started_moving = TRUE;
4592 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4593 Store[x][y] = EL_CHANGED(Store[x][y]);
4595 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4597 if (!MovDelay[x][y])
4598 MovDelay[x][y] = TILEY/4 + 1;
4607 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4608 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4609 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4613 else if (element == EL_BD_MAGIC_WALL_FULL)
4615 if (IS_FREE(x, y + 1))
4617 InitMovingField(x, y, MV_DOWN);
4618 started_moving = TRUE;
4620 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4621 Store[x][y] = EL_CHANGED2(Store[x][y]);
4623 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4625 if (!MovDelay[x][y])
4626 MovDelay[x][y] = TILEY/4 + 1;
4635 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4636 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4637 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4641 else if (CAN_PASS_MAGIC_WALL(element) &&
4642 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4643 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4645 InitMovingField(x, y, MV_DOWN);
4646 started_moving = TRUE;
4649 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4650 EL_BD_MAGIC_WALL_FILLING);
4651 Store[x][y] = element;
4654 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4656 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4659 SplashAcid(x, y + 1);
4661 InitMovingField(x, y, MV_DOWN);
4662 started_moving = TRUE;
4664 Store[x][y] = EL_ACID;
4666 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4667 GfxAction[x][y + 1] = ACTION_ACTIVE;
4671 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4672 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4673 (Feld[x][y + 1] == EL_BLOCKED)) ||
4674 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4675 CAN_SMASH(element) && WasJustFalling[x][y] &&
4676 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4680 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4681 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4682 WasJustMoving[x][y] && !Pushed[x][y + 1])
4684 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4685 WasJustMoving[x][y])
4690 /* this is needed for a special case not covered by calling "Impact()"
4691 from "ContinueMoving()": if an element moves to a tile directly below
4692 another element which was just falling on that tile (which was empty
4693 in the previous frame), the falling element above would just stop
4694 instead of smashing the element below (in previous version, the above
4695 element was just checked for "moving" instead of "falling", resulting
4696 in incorrect smashes caused by horizontal movement of the above
4697 element; also, the case of the player being the element to smash was
4698 simply not covered here... :-/ ) */
4701 WasJustMoving[x][y] = 0;
4702 WasJustFalling[x][y] = 0;
4707 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4709 if (MovDir[x][y] == MV_NO_MOVING)
4711 InitMovingField(x, y, MV_DOWN);
4712 started_moving = TRUE;
4715 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4717 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4718 MovDir[x][y] = MV_DOWN;
4720 InitMovingField(x, y, MV_DOWN);
4721 started_moving = TRUE;
4723 else if (element == EL_AMOEBA_DROP)
4725 Feld[x][y] = EL_AMOEBA_GROWING;
4726 Store[x][y] = EL_AMOEBA_WET;
4728 /* Store[x][y + 1] must be zero, because:
4729 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
4732 #if OLD_GAME_BEHAVIOUR
4733 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
4735 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
4736 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4737 element != EL_DX_SUPABOMB)
4740 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4741 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4742 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4743 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4746 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4747 (IS_FREE(x - 1, y + 1) ||
4748 Feld[x - 1][y + 1] == EL_ACID));
4749 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4750 (IS_FREE(x + 1, y + 1) ||
4751 Feld[x + 1][y + 1] == EL_ACID));
4752 boolean can_fall_any = (can_fall_left || can_fall_right);
4753 boolean can_fall_both = (can_fall_left && can_fall_right);
4755 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4757 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4759 if (slippery_type == SLIPPERY_ONLY_LEFT)
4760 can_fall_right = FALSE;
4761 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4762 can_fall_left = FALSE;
4763 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4764 can_fall_right = FALSE;
4765 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4766 can_fall_left = FALSE;
4768 can_fall_any = (can_fall_left || can_fall_right);
4769 can_fall_both = (can_fall_left && can_fall_right);
4774 if (can_fall_both &&
4775 (game.emulation != EMU_BOULDERDASH &&
4776 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
4777 can_fall_left = !(can_fall_right = RND(2));
4779 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4780 started_moving = TRUE;
4784 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4786 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4789 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4790 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4791 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4792 int belt_dir = game.belt_dir[belt_nr];
4794 if ((belt_dir == MV_LEFT && left_is_free) ||
4795 (belt_dir == MV_RIGHT && right_is_free))
4798 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4801 InitMovingField(x, y, belt_dir);
4802 started_moving = TRUE;
4805 Pushed[x][y] = TRUE;
4806 Pushed[nextx][y] = TRUE;
4809 GfxAction[x][y] = ACTION_DEFAULT;
4813 MovDir[x][y] = 0; /* if element was moving, stop it */
4818 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4819 if (CAN_MOVE(element) && !started_moving)
4821 int move_pattern = element_info[element].move_pattern;
4824 Moving2Blocked(x, y, &newx, &newy);
4827 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4830 if ((element == EL_SATELLITE ||
4831 element == EL_BALLOON ||
4832 element == EL_SPRING)
4833 && JustBeingPushed(x, y))
4838 if (game.engine_version >= VERSION_IDENT(3,0,9,0) &&
4839 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
4840 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
4843 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
4844 element, element_info[element].token_name,
4845 WasJustMoving[x][y],
4846 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
4847 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
4848 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
4849 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
4853 WasJustMoving[x][y] = 0;
4856 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4859 if (Feld[x][y] != element) /* element has changed */
4861 element = Feld[x][y];
4862 move_pattern = element_info[element].move_pattern;
4864 if (!CAN_MOVE(element))
4868 if (Feld[x][y] != element) /* element has changed */
4876 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4877 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4879 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4881 Moving2Blocked(x, y, &newx, &newy);
4882 if (Feld[newx][newy] == EL_BLOCKED)
4883 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4889 if (FrameCounter < 1 && x == 0 && y == 29)
4890 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4893 if (!MovDelay[x][y]) /* start new movement phase */
4895 /* all objects that can change their move direction after each step
4896 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4898 if (element != EL_YAMYAM &&
4899 element != EL_DARK_YAMYAM &&
4900 element != EL_PACMAN &&
4901 !(move_pattern & MV_ANY_DIRECTION) &&
4902 move_pattern != MV_TURNING_LEFT &&
4903 move_pattern != MV_TURNING_RIGHT &&
4904 move_pattern != MV_TURNING_LEFT_RIGHT &&
4905 move_pattern != MV_TURNING_RIGHT_LEFT &&
4906 move_pattern != MV_TURNING_RANDOM)
4911 if (FrameCounter < 1 && x == 0 && y == 29)
4912 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
4915 if (MovDelay[x][y] && (element == EL_BUG ||
4916 element == EL_SPACESHIP ||
4917 element == EL_SP_SNIKSNAK ||
4918 element == EL_SP_ELECTRON ||
4919 element == EL_MOLE))
4920 DrawLevelField(x, y);
4924 if (MovDelay[x][y]) /* wait some time before next movement */
4929 if (element == EL_YAMYAM)
4932 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4933 DrawLevelElementAnimation(x, y, element);
4937 if (MovDelay[x][y]) /* element still has to wait some time */
4940 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4941 ResetGfxAnimation(x, y);
4945 if (GfxAction[x][y] != ACTION_WAITING)
4946 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
4948 GfxAction[x][y] = ACTION_WAITING;
4952 if (element == EL_ROBOT ||
4954 element == EL_PACMAN ||
4956 element == EL_YAMYAM ||
4957 element == EL_DARK_YAMYAM)
4960 DrawLevelElementAnimation(x, y, element);
4962 DrawLevelElementAnimationIfNeeded(x, y, element);
4964 PlayLevelSoundAction(x, y, ACTION_WAITING);
4966 else if (element == EL_SP_ELECTRON)
4967 DrawLevelElementAnimationIfNeeded(x, y, element);
4968 else if (element == EL_DRAGON)
4971 int dir = MovDir[x][y];
4972 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4973 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4974 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4975 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4976 dir == MV_UP ? IMG_FLAMES_1_UP :
4977 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4978 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4981 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
4984 GfxAction[x][y] = ACTION_ATTACKING;
4986 if (IS_PLAYER(x, y))
4987 DrawPlayerField(x, y);
4989 DrawLevelField(x, y);
4991 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4993 for (i = 1; i <= 3; i++)
4995 int xx = x + i * dx;
4996 int yy = y + i * dy;
4997 int sx = SCREENX(xx);
4998 int sy = SCREENY(yy);
4999 int flame_graphic = graphic + (i - 1);
5001 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5006 int flamed = MovingOrBlocked2Element(xx, yy);
5008 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5011 RemoveMovingField(xx, yy);
5013 Feld[xx][yy] = EL_FLAMES;
5014 if (IN_SCR_FIELD(sx, sy))
5016 DrawLevelFieldCrumbledSand(xx, yy);
5017 DrawGraphic(sx, sy, flame_graphic, frame);
5022 if (Feld[xx][yy] == EL_FLAMES)
5023 Feld[xx][yy] = EL_EMPTY;
5024 DrawLevelField(xx, yy);
5029 if (MovDelay[x][y]) /* element still has to wait some time */
5031 PlayLevelSoundAction(x, y, ACTION_WAITING);
5037 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5038 for all other elements GfxAction will be set by InitMovingField() */
5039 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5040 GfxAction[x][y] = ACTION_MOVING;
5044 /* now make next step */
5046 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5048 if (DONT_COLLIDE_WITH(element) &&
5049 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5050 !PLAYER_ENEMY_PROTECTED(newx, newy))
5053 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5057 /* player killed by element which is deadly when colliding with */
5059 KillHero(PLAYERINFO(newx, newy));
5066 else if (CAN_MOVE_INTO_ACID(element) &&
5067 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5068 (MovDir[x][y] == MV_DOWN ||
5069 game.engine_version > VERSION_IDENT(3,0,8,0)))
5071 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5072 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5076 else if ((element == EL_PENGUIN ||
5077 element == EL_ROBOT ||
5078 element == EL_SATELLITE ||
5079 element == EL_BALLOON ||
5080 IS_CUSTOM_ELEMENT(element)) &&
5081 IN_LEV_FIELD(newx, newy) &&
5082 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5085 SplashAcid(newx, newy);
5086 Store[x][y] = EL_ACID;
5088 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5090 if (Feld[newx][newy] == EL_EXIT_OPEN)
5094 DrawLevelField(x, y);
5096 Feld[x][y] = EL_EMPTY;
5097 DrawLevelField(x, y);
5100 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5101 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5102 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5104 local_player->friends_still_needed--;
5105 if (!local_player->friends_still_needed &&
5106 !local_player->GameOver && AllPlayersGone)
5107 local_player->LevelSolved = local_player->GameOver = TRUE;
5111 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5113 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5114 DrawLevelField(newx, newy);
5116 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5118 else if (!IS_FREE(newx, newy))
5120 GfxAction[x][y] = ACTION_WAITING;
5122 if (IS_PLAYER(x, y))
5123 DrawPlayerField(x, y);
5125 DrawLevelField(x, y);
5130 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5132 if (IS_FOOD_PIG(Feld[newx][newy]))
5134 if (IS_MOVING(newx, newy))
5135 RemoveMovingField(newx, newy);
5138 Feld[newx][newy] = EL_EMPTY;
5139 DrawLevelField(newx, newy);
5142 PlayLevelSound(x, y, SND_PIG_DIGGING);
5144 else if (!IS_FREE(newx, newy))
5146 if (IS_PLAYER(x, y))
5147 DrawPlayerField(x, y);
5149 DrawLevelField(x, y);
5158 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5161 else if (IS_CUSTOM_ELEMENT(element) &&
5162 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5166 !IS_FREE(newx, newy)
5171 int new_element = Feld[newx][newy];
5174 printf("::: '%s' digs '%s' [%d]\n",
5175 element_info[element].token_name,
5176 element_info[Feld[newx][newy]].token_name,
5177 StorePlayer[newx][newy]);
5180 if (!IS_FREE(newx, newy))
5182 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5183 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5186 /* no element can dig solid indestructible elements */
5187 if (IS_INDESTRUCTIBLE(new_element) &&
5188 !IS_DIGGABLE(new_element) &&
5189 !IS_COLLECTIBLE(new_element))
5192 if (AmoebaNr[newx][newy] &&
5193 (new_element == EL_AMOEBA_FULL ||
5194 new_element == EL_BD_AMOEBA ||
5195 new_element == EL_AMOEBA_GROWING))
5197 AmoebaCnt[AmoebaNr[newx][newy]]--;
5198 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5201 if (IS_MOVING(newx, newy))
5202 RemoveMovingField(newx, newy);
5205 RemoveField(newx, newy);
5206 DrawLevelField(newx, newy);
5209 PlayLevelSoundAction(x, y, action);
5212 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5213 element_info[element].can_leave_element = TRUE;
5215 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5217 RunnerVisit[x][y] = FrameCounter;
5218 PlayerVisit[x][y] /= 8; /* expire player visit path */
5224 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5226 if (!IS_FREE(newx, newy))
5228 if (IS_PLAYER(x, y))
5229 DrawPlayerField(x, y);
5231 DrawLevelField(x, y);
5237 boolean wanna_flame = !RND(10);
5238 int dx = newx - x, dy = newy - y;
5239 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5240 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5241 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5242 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5243 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5244 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5247 IS_CLASSIC_ENEMY(element1) ||
5248 IS_CLASSIC_ENEMY(element2)) &&
5249 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5250 element1 != EL_FLAMES && element2 != EL_FLAMES)
5253 ResetGfxAnimation(x, y);
5254 GfxAction[x][y] = ACTION_ATTACKING;
5257 if (IS_PLAYER(x, y))
5258 DrawPlayerField(x, y);
5260 DrawLevelField(x, y);
5262 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5264 MovDelay[x][y] = 50;
5266 Feld[newx][newy] = EL_FLAMES;
5267 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5268 Feld[newx1][newy1] = EL_FLAMES;
5269 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5270 Feld[newx2][newy2] = EL_FLAMES;
5276 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5277 Feld[newx][newy] == EL_DIAMOND)
5279 if (IS_MOVING(newx, newy))
5280 RemoveMovingField(newx, newy);
5283 Feld[newx][newy] = EL_EMPTY;
5284 DrawLevelField(newx, newy);
5287 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5289 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5290 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5292 if (AmoebaNr[newx][newy])
5294 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5295 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5296 Feld[newx][newy] == EL_BD_AMOEBA)
5297 AmoebaCnt[AmoebaNr[newx][newy]]--;
5302 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5304 if (IS_MOVING(newx, newy))
5307 RemoveMovingField(newx, newy);
5311 Feld[newx][newy] = EL_EMPTY;
5312 DrawLevelField(newx, newy);
5315 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5317 else if ((element == EL_PACMAN || element == EL_MOLE)
5318 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5320 if (AmoebaNr[newx][newy])
5322 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5323 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5324 Feld[newx][newy] == EL_BD_AMOEBA)
5325 AmoebaCnt[AmoebaNr[newx][newy]]--;
5328 if (element == EL_MOLE)
5330 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5331 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5333 ResetGfxAnimation(x, y);
5334 GfxAction[x][y] = ACTION_DIGGING;
5335 DrawLevelField(x, y);
5337 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5339 return; /* wait for shrinking amoeba */
5341 else /* element == EL_PACMAN */
5343 Feld[newx][newy] = EL_EMPTY;
5344 DrawLevelField(newx, newy);
5345 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5348 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5349 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5350 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5352 /* wait for shrinking amoeba to completely disappear */
5355 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5357 /* object was running against a wall */
5362 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5363 DrawLevelElementAnimation(x, y, element);
5365 if (element == EL_BUG ||
5366 element == EL_SPACESHIP ||
5367 element == EL_SP_SNIKSNAK)
5368 DrawLevelField(x, y);
5369 else if (element == EL_MOLE)
5370 DrawLevelField(x, y);
5371 else if (element == EL_BD_BUTTERFLY ||
5372 element == EL_BD_FIREFLY)
5373 DrawLevelElementAnimationIfNeeded(x, y, element);
5374 else if (element == EL_SATELLITE)
5375 DrawLevelElementAnimationIfNeeded(x, y, element);
5376 else if (element == EL_SP_ELECTRON)
5377 DrawLevelElementAnimationIfNeeded(x, y, element);
5380 if (DONT_TOUCH(element))
5381 TestIfBadThingTouchesHero(x, y);
5384 PlayLevelSoundAction(x, y, ACTION_WAITING);
5390 InitMovingField(x, y, MovDir[x][y]);
5392 PlayLevelSoundAction(x, y, ACTION_MOVING);
5396 ContinueMoving(x, y);
5399 void ContinueMoving(int x, int y)
5401 int element = Feld[x][y];
5402 struct ElementInfo *ei = &element_info[element];
5403 int direction = MovDir[x][y];
5404 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5405 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5406 int newx = x + dx, newy = y + dy;
5408 int nextx = newx + dx, nexty = newy + dy;
5411 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5412 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5414 boolean pushed_by_player = Pushed[x][y];
5417 MovPos[x][y] += getElementMoveStepsize(x, y);
5420 if (pushed_by_player && IS_PLAYER(x, y))
5422 /* special case: moving object pushed by player */
5423 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5426 if (pushed_by_player) /* special case: moving object pushed by player */
5427 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5430 if (ABS(MovPos[x][y]) < TILEX)
5432 DrawLevelField(x, y);
5434 return; /* element is still moving */
5437 /* element reached destination field */
5439 Feld[x][y] = EL_EMPTY;
5440 Feld[newx][newy] = element;
5441 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5443 if (element == EL_MOLE)
5445 Feld[x][y] = EL_SAND;
5447 DrawLevelFieldCrumbledSandNeighbours(x, y);
5449 else if (element == EL_QUICKSAND_FILLING)
5451 element = Feld[newx][newy] = get_next_element(element);
5452 Store[newx][newy] = Store[x][y];
5454 else if (element == EL_QUICKSAND_EMPTYING)
5456 Feld[x][y] = get_next_element(element);
5457 element = Feld[newx][newy] = Store[x][y];
5459 else if (element == EL_MAGIC_WALL_FILLING)
5461 element = Feld[newx][newy] = get_next_element(element);
5462 if (!game.magic_wall_active)
5463 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5464 Store[newx][newy] = Store[x][y];
5466 else if (element == EL_MAGIC_WALL_EMPTYING)
5468 Feld[x][y] = get_next_element(element);
5469 if (!game.magic_wall_active)
5470 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5471 element = Feld[newx][newy] = Store[x][y];
5473 else if (element == EL_BD_MAGIC_WALL_FILLING)
5475 element = Feld[newx][newy] = get_next_element(element);
5476 if (!game.magic_wall_active)
5477 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5478 Store[newx][newy] = Store[x][y];
5480 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5482 Feld[x][y] = get_next_element(element);
5483 if (!game.magic_wall_active)
5484 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5485 element = Feld[newx][newy] = Store[x][y];
5487 else if (element == EL_AMOEBA_DROPPING)
5489 Feld[x][y] = get_next_element(element);
5490 element = Feld[newx][newy] = Store[x][y];
5492 else if (element == EL_SOKOBAN_OBJECT)
5495 Feld[x][y] = Back[x][y];
5497 if (Back[newx][newy])
5498 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5500 Back[x][y] = Back[newx][newy] = 0;
5502 else if (Store[x][y] == EL_ACID)
5504 element = Feld[newx][newy] = EL_ACID;
5508 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5509 MovDelay[newx][newy] = 0;
5511 /* copy element change control values to new field */
5512 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5513 ChangePage[newx][newy] = ChangePage[x][y];
5514 Changed[newx][newy] = Changed[x][y];
5515 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5517 ChangeDelay[x][y] = 0;
5518 ChangePage[x][y] = -1;
5519 Changed[x][y] = CE_BITMASK_DEFAULT;
5520 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5522 /* copy animation control values to new field */
5523 GfxFrame[newx][newy] = GfxFrame[x][y];
5524 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5525 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5526 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5528 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5530 ResetGfxAnimation(x, y); /* reset animation values for old field */
5533 /* some elements can leave other elements behind after moving */
5534 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5535 ei->move_leave_element != EL_EMPTY &&
5536 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5537 ei->can_leave_element_last))
5539 Feld[x][y] = ei->move_leave_element;
5540 InitField(x, y, FALSE);
5542 if (GFX_CRUMBLED(Feld[x][y]))
5543 DrawLevelFieldCrumbledSandNeighbours(x, y);
5546 ei->can_leave_element_last = ei->can_leave_element;
5547 ei->can_leave_element = FALSE;
5551 /* 2.1.1 (does not work correctly for spring) */
5552 if (!CAN_MOVE(element))
5553 MovDir[newx][newy] = 0;
5557 /* (does not work for falling objects that slide horizontally) */
5558 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5559 MovDir[newx][newy] = 0;
5562 if (!CAN_MOVE(element) ||
5563 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5564 MovDir[newx][newy] = 0;
5567 if (!CAN_MOVE(element) ||
5568 (CAN_FALL(element) && direction == MV_DOWN))
5569 GfxDir[x][y] = MovDir[newx][newy] = 0;
5574 DrawLevelField(x, y);
5575 DrawLevelField(newx, newy);
5577 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5579 /* prevent pushed element from moving on in pushed direction */
5580 if (pushed_by_player && CAN_MOVE(element) &&
5581 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5582 !(element_info[element].move_pattern & direction))
5583 TurnRound(newx, newy);
5586 /* prevent elements on conveyor belt from moving on in last direction */
5587 if (pushed_by_conveyor && CAN_FALL(element) &&
5588 direction & MV_HORIZONTAL)
5589 MovDir[newx][newy] = 0;
5592 if (!pushed_by_player)
5594 WasJustMoving[newx][newy] = 3;
5596 if (CAN_FALL(element) && direction == MV_DOWN)
5597 WasJustFalling[newx][newy] = 3;
5600 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5602 TestIfBadThingTouchesHero(newx, newy);
5603 TestIfBadThingTouchesFriend(newx, newy);
5605 if (!IS_CUSTOM_ELEMENT(element))
5606 TestIfBadThingTouchesOtherBadThing(newx, newy);
5608 else if (element == EL_PENGUIN)
5609 TestIfFriendTouchesBadThing(newx, newy);
5611 if (CAN_FALL(element) && direction == MV_DOWN &&
5612 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5616 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5620 if (ChangePage[newx][newy] != -1) /* delayed change */
5621 ChangeElement(newx, newy, ChangePage[newx][newy]);
5626 TestIfElementHitsCustomElement(newx, newy, direction);
5630 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5632 int hitting_element = Feld[newx][newy];
5634 /* !!! fix side (direction) orientation here and elsewhere !!! */
5635 CheckElementSideChange(newx, newy, hitting_element,
5636 direction, CE_HITTING_SOMETHING, -1);
5639 if (IN_LEV_FIELD(nextx, nexty))
5641 int opposite_direction = MV_DIR_OPPOSITE(direction);
5642 int hitting_side = direction;
5643 int touched_side = opposite_direction;
5644 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5645 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5646 MovDir[nextx][nexty] != direction ||
5647 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5653 CheckElementSideChange(nextx, nexty, touched_element,
5654 opposite_direction, CE_HIT_BY_SOMETHING, -1);
5656 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5657 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5659 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5661 struct ElementChangeInfo *change =
5662 &element_info[hitting_element].change_page[i];
5664 if (change->can_change &&
5665 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5666 change->sides & touched_side &&
5667 change->trigger_element == touched_element)
5669 CheckElementSideChange(newx, newy, hitting_element,
5670 CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
5676 if (IS_CUSTOM_ELEMENT(touched_element) &&
5677 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
5679 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
5681 struct ElementChangeInfo *change =
5682 &element_info[touched_element].change_page[i];
5684 if (change->can_change &&
5685 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
5686 change->sides & hitting_side &&
5687 change->trigger_element == hitting_element)
5689 CheckElementSideChange(nextx, nexty, touched_element,
5690 CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
5701 TestIfPlayerTouchesCustomElement(newx, newy);
5702 TestIfElementTouchesCustomElement(newx, newy);
5705 int AmoebeNachbarNr(int ax, int ay)
5708 int element = Feld[ax][ay];
5710 static int xy[4][2] =
5718 for (i = 0; i < NUM_DIRECTIONS; i++)
5720 int x = ax + xy[i][0];
5721 int y = ay + xy[i][1];
5723 if (!IN_LEV_FIELD(x, y))
5726 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5727 group_nr = AmoebaNr[x][y];
5733 void AmoebenVereinigen(int ax, int ay)
5735 int i, x, y, xx, yy;
5736 int new_group_nr = AmoebaNr[ax][ay];
5737 static int xy[4][2] =
5745 if (new_group_nr == 0)
5748 for (i = 0; i < NUM_DIRECTIONS; i++)
5753 if (!IN_LEV_FIELD(x, y))
5756 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5757 Feld[x][y] == EL_BD_AMOEBA ||
5758 Feld[x][y] == EL_AMOEBA_DEAD) &&
5759 AmoebaNr[x][y] != new_group_nr)
5761 int old_group_nr = AmoebaNr[x][y];
5763 if (old_group_nr == 0)
5766 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5767 AmoebaCnt[old_group_nr] = 0;
5768 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5769 AmoebaCnt2[old_group_nr] = 0;
5771 for (yy = 0; yy < lev_fieldy; yy++)
5773 for (xx = 0; xx < lev_fieldx; xx++)
5775 if (AmoebaNr[xx][yy] == old_group_nr)
5776 AmoebaNr[xx][yy] = new_group_nr;
5783 void AmoebeUmwandeln(int ax, int ay)
5787 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5789 int group_nr = AmoebaNr[ax][ay];
5794 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5795 printf("AmoebeUmwandeln(): This should never happen!\n");
5800 for (y = 0; y < lev_fieldy; y++)
5802 for (x = 0; x < lev_fieldx; x++)
5804 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5807 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5811 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5812 SND_AMOEBA_TURNING_TO_GEM :
5813 SND_AMOEBA_TURNING_TO_ROCK));
5818 static int xy[4][2] =
5826 for (i = 0; i < NUM_DIRECTIONS; i++)
5831 if (!IN_LEV_FIELD(x, y))
5834 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5836 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5837 SND_AMOEBA_TURNING_TO_GEM :
5838 SND_AMOEBA_TURNING_TO_ROCK));
5845 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5848 int group_nr = AmoebaNr[ax][ay];
5849 boolean done = FALSE;
5854 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5855 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5860 for (y = 0; y < lev_fieldy; y++)
5862 for (x = 0; x < lev_fieldx; x++)
5864 if (AmoebaNr[x][y] == group_nr &&
5865 (Feld[x][y] == EL_AMOEBA_DEAD ||
5866 Feld[x][y] == EL_BD_AMOEBA ||
5867 Feld[x][y] == EL_AMOEBA_GROWING))
5870 Feld[x][y] = new_element;
5871 InitField(x, y, FALSE);
5872 DrawLevelField(x, y);
5879 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5880 SND_BD_AMOEBA_TURNING_TO_ROCK :
5881 SND_BD_AMOEBA_TURNING_TO_GEM));
5884 void AmoebeWaechst(int x, int y)
5886 static unsigned long sound_delay = 0;
5887 static unsigned long sound_delay_value = 0;
5889 if (!MovDelay[x][y]) /* start new growing cycle */
5893 if (DelayReached(&sound_delay, sound_delay_value))
5896 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5898 if (Store[x][y] == EL_BD_AMOEBA)
5899 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
5901 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
5903 sound_delay_value = 30;
5907 if (MovDelay[x][y]) /* wait some time before growing bigger */
5910 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5912 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5913 6 - MovDelay[x][y]);
5915 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5918 if (!MovDelay[x][y])
5920 Feld[x][y] = Store[x][y];
5922 DrawLevelField(x, y);
5927 void AmoebaDisappearing(int x, int y)
5929 static unsigned long sound_delay = 0;
5930 static unsigned long sound_delay_value = 0;
5932 if (!MovDelay[x][y]) /* start new shrinking cycle */
5936 if (DelayReached(&sound_delay, sound_delay_value))
5937 sound_delay_value = 30;
5940 if (MovDelay[x][y]) /* wait some time before shrinking */
5943 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5945 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5946 6 - MovDelay[x][y]);
5948 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5951 if (!MovDelay[x][y])
5953 Feld[x][y] = EL_EMPTY;
5954 DrawLevelField(x, y);
5956 /* don't let mole enter this field in this cycle;
5957 (give priority to objects falling to this field from above) */
5963 void AmoebeAbleger(int ax, int ay)
5966 int element = Feld[ax][ay];
5967 int graphic = el2img(element);
5968 int newax = ax, neway = ay;
5969 static int xy[4][2] =
5977 if (!level.amoeba_speed)
5979 Feld[ax][ay] = EL_AMOEBA_DEAD;
5980 DrawLevelField(ax, ay);
5984 if (IS_ANIMATED(graphic))
5985 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5987 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5988 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5990 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5993 if (MovDelay[ax][ay])
5997 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6000 int x = ax + xy[start][0];
6001 int y = ay + xy[start][1];
6003 if (!IN_LEV_FIELD(x, y))
6006 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6007 if (IS_FREE(x, y) ||
6008 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6014 if (newax == ax && neway == ay)
6017 else /* normal or "filled" (BD style) amoeba */
6020 boolean waiting_for_player = FALSE;
6022 for (i = 0; i < NUM_DIRECTIONS; i++)
6024 int j = (start + i) % 4;
6025 int x = ax + xy[j][0];
6026 int y = ay + xy[j][1];
6028 if (!IN_LEV_FIELD(x, y))
6031 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6032 if (IS_FREE(x, y) ||
6033 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6039 else if (IS_PLAYER(x, y))
6040 waiting_for_player = TRUE;
6043 if (newax == ax && neway == ay) /* amoeba cannot grow */
6045 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6047 Feld[ax][ay] = EL_AMOEBA_DEAD;
6048 DrawLevelField(ax, ay);
6049 AmoebaCnt[AmoebaNr[ax][ay]]--;
6051 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6053 if (element == EL_AMOEBA_FULL)
6054 AmoebeUmwandeln(ax, ay);
6055 else if (element == EL_BD_AMOEBA)
6056 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6061 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6063 /* amoeba gets larger by growing in some direction */
6065 int new_group_nr = AmoebaNr[ax][ay];
6068 if (new_group_nr == 0)
6070 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6071 printf("AmoebeAbleger(): This should never happen!\n");
6076 AmoebaNr[newax][neway] = new_group_nr;
6077 AmoebaCnt[new_group_nr]++;
6078 AmoebaCnt2[new_group_nr]++;
6080 /* if amoeba touches other amoeba(s) after growing, unify them */
6081 AmoebenVereinigen(newax, neway);
6083 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6085 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6091 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6092 (neway == lev_fieldy - 1 && newax != ax))
6094 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6095 Store[newax][neway] = element;
6097 else if (neway == ay)
6099 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6101 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6103 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6108 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6109 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6110 Store[ax][ay] = EL_AMOEBA_DROP;
6111 ContinueMoving(ax, ay);
6115 DrawLevelField(newax, neway);
6118 void Life(int ax, int ay)
6121 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6123 int element = Feld[ax][ay];
6124 int graphic = el2img(element);
6125 boolean changed = FALSE;
6127 if (IS_ANIMATED(graphic))
6128 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6133 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6134 MovDelay[ax][ay] = life_time;
6136 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6139 if (MovDelay[ax][ay])
6143 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6145 int xx = ax+x1, yy = ay+y1;
6148 if (!IN_LEV_FIELD(xx, yy))
6151 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6153 int x = xx+x2, y = yy+y2;
6155 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6158 if (((Feld[x][y] == element ||
6159 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6161 (IS_FREE(x, y) && Stop[x][y]))
6165 if (xx == ax && yy == ay) /* field in the middle */
6167 if (nachbarn < life[0] || nachbarn > life[1])
6169 Feld[xx][yy] = EL_EMPTY;
6171 DrawLevelField(xx, yy);
6172 Stop[xx][yy] = TRUE;
6176 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6177 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6178 { /* free border field */
6179 if (nachbarn >= life[2] && nachbarn <= life[3])
6181 Feld[xx][yy] = element;
6182 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6184 DrawLevelField(xx, yy);
6185 Stop[xx][yy] = TRUE;
6192 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6193 SND_GAME_OF_LIFE_GROWING);
6196 static void InitRobotWheel(int x, int y)
6198 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6201 static void RunRobotWheel(int x, int y)
6203 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6206 static void StopRobotWheel(int x, int y)
6208 if (ZX == x && ZY == y)
6212 static void InitTimegateWheel(int x, int y)
6214 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6217 static void RunTimegateWheel(int x, int y)
6219 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6222 void CheckExit(int x, int y)
6224 if (local_player->gems_still_needed > 0 ||
6225 local_player->sokobanfields_still_needed > 0 ||
6226 local_player->lights_still_needed > 0)
6228 int element = Feld[x][y];
6229 int graphic = el2img(element);
6231 if (IS_ANIMATED(graphic))
6232 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6237 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6240 Feld[x][y] = EL_EXIT_OPENING;
6242 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6245 void CheckExitSP(int x, int y)
6247 if (local_player->gems_still_needed > 0)
6249 int element = Feld[x][y];
6250 int graphic = el2img(element);
6252 if (IS_ANIMATED(graphic))
6253 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6258 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6261 Feld[x][y] = EL_SP_EXIT_OPENING;
6263 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6266 static void CloseAllOpenTimegates()
6270 for (y = 0; y < lev_fieldy; y++)
6272 for (x = 0; x < lev_fieldx; x++)
6274 int element = Feld[x][y];
6276 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6278 Feld[x][y] = EL_TIMEGATE_CLOSING;
6280 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6282 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6289 void EdelsteinFunkeln(int x, int y)
6291 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6294 if (Feld[x][y] == EL_BD_DIAMOND)
6297 if (MovDelay[x][y] == 0) /* next animation frame */
6298 MovDelay[x][y] = 11 * !SimpleRND(500);
6300 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6304 if (setup.direct_draw && MovDelay[x][y])
6305 SetDrawtoField(DRAW_BUFFERED);
6307 DrawLevelElementAnimation(x, y, Feld[x][y]);
6309 if (MovDelay[x][y] != 0)
6311 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6312 10 - MovDelay[x][y]);
6314 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6316 if (setup.direct_draw)
6320 dest_x = FX + SCREENX(x) * TILEX;
6321 dest_y = FY + SCREENY(y) * TILEY;
6323 BlitBitmap(drawto_field, window,
6324 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6325 SetDrawtoField(DRAW_DIRECT);
6331 void MauerWaechst(int x, int y)
6335 if (!MovDelay[x][y]) /* next animation frame */
6336 MovDelay[x][y] = 3 * delay;
6338 if (MovDelay[x][y]) /* wait some time before next frame */
6342 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6344 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6345 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6347 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6350 if (!MovDelay[x][y])
6352 if (MovDir[x][y] == MV_LEFT)
6354 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6355 DrawLevelField(x - 1, y);
6357 else if (MovDir[x][y] == MV_RIGHT)
6359 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6360 DrawLevelField(x + 1, y);
6362 else if (MovDir[x][y] == MV_UP)
6364 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6365 DrawLevelField(x, y - 1);
6369 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6370 DrawLevelField(x, y + 1);
6373 Feld[x][y] = Store[x][y];
6375 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6376 DrawLevelField(x, y);
6381 void MauerAbleger(int ax, int ay)
6383 int element = Feld[ax][ay];
6384 int graphic = el2img(element);
6385 boolean oben_frei = FALSE, unten_frei = FALSE;
6386 boolean links_frei = FALSE, rechts_frei = FALSE;
6387 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6388 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6389 boolean new_wall = FALSE;
6391 if (IS_ANIMATED(graphic))
6392 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6394 if (!MovDelay[ax][ay]) /* start building new wall */
6395 MovDelay[ax][ay] = 6;
6397 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6400 if (MovDelay[ax][ay])
6404 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6406 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6408 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6410 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6413 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6414 element == EL_EXPANDABLE_WALL_ANY)
6418 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6419 Store[ax][ay-1] = element;
6420 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6421 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6422 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6423 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6428 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6429 Store[ax][ay+1] = element;
6430 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6431 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6432 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6433 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6438 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6439 element == EL_EXPANDABLE_WALL_ANY ||
6440 element == EL_EXPANDABLE_WALL)
6444 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6445 Store[ax-1][ay] = element;
6446 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6447 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6448 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6449 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6455 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6456 Store[ax+1][ay] = element;
6457 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6458 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6459 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6460 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6465 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6466 DrawLevelField(ax, ay);
6468 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6470 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6471 unten_massiv = TRUE;
6472 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6473 links_massiv = TRUE;
6474 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6475 rechts_massiv = TRUE;
6477 if (((oben_massiv && unten_massiv) ||
6478 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6479 element == EL_EXPANDABLE_WALL) &&
6480 ((links_massiv && rechts_massiv) ||
6481 element == EL_EXPANDABLE_WALL_VERTICAL))
6482 Feld[ax][ay] = EL_WALL;
6486 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6488 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6492 void CheckForDragon(int x, int y)
6495 boolean dragon_found = FALSE;
6496 static int xy[4][2] =
6504 for (i = 0; i < NUM_DIRECTIONS; i++)
6506 for (j = 0; j < 4; j++)
6508 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6510 if (IN_LEV_FIELD(xx, yy) &&
6511 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6513 if (Feld[xx][yy] == EL_DRAGON)
6514 dragon_found = TRUE;
6523 for (i = 0; i < NUM_DIRECTIONS; i++)
6525 for (j = 0; j < 3; j++)
6527 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6529 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6531 Feld[xx][yy] = EL_EMPTY;
6532 DrawLevelField(xx, yy);
6541 static void InitBuggyBase(int x, int y)
6543 int element = Feld[x][y];
6544 int activating_delay = FRAMES_PER_SECOND / 4;
6547 (element == EL_SP_BUGGY_BASE ?
6548 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6549 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6551 element == EL_SP_BUGGY_BASE_ACTIVE ?
6552 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6555 static void WarnBuggyBase(int x, int y)
6558 static int xy[4][2] =
6566 for (i = 0; i < NUM_DIRECTIONS; i++)
6568 int xx = x + xy[i][0], yy = y + xy[i][1];
6570 if (IS_PLAYER(xx, yy))
6572 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6579 static void InitTrap(int x, int y)
6581 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6584 static void ActivateTrap(int x, int y)
6586 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6589 static void ChangeActiveTrap(int x, int y)
6591 int graphic = IMG_TRAP_ACTIVE;
6593 /* if new animation frame was drawn, correct crumbled sand border */
6594 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6595 DrawLevelFieldCrumbledSand(x, y);
6598 static void ChangeElementNowExt(int x, int y, int target_element)
6600 int previous_move_direction = MovDir[x][y];
6602 /* check if element under player changes from accessible to unaccessible
6603 (needed for special case of dropping element which then changes) */
6604 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6605 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6612 Feld[x][y] = target_element;
6614 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6616 ResetGfxAnimation(x, y);
6617 ResetRandomAnimationValue(x, y);
6619 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6620 MovDir[x][y] = previous_move_direction;
6623 InitField_WithBug1(x, y, FALSE);
6625 InitField(x, y, FALSE);
6626 if (CAN_MOVE(Feld[x][y]))
6630 DrawLevelField(x, y);
6632 if (GFX_CRUMBLED(Feld[x][y]))
6633 DrawLevelFieldCrumbledSandNeighbours(x, y);
6635 TestIfBadThingTouchesHero(x, y);
6636 TestIfPlayerTouchesCustomElement(x, y);
6637 TestIfElementTouchesCustomElement(x, y);
6639 if (ELEM_IS_PLAYER(target_element))
6640 RelocatePlayer(x, y, target_element);
6643 static boolean ChangeElementNow(int x, int y, int element, int page)
6645 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6647 /* always use default change event to prevent running into a loop */
6648 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6649 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6651 /* do not change already changed elements with same change event */
6653 if (Changed[x][y] & ChangeEvent[x][y])
6660 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6662 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
6664 if (change->explode)
6671 if (change->use_content)
6673 boolean complete_change = TRUE;
6674 boolean can_change[3][3];
6677 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6679 boolean half_destructible;
6680 int ex = x + xx - 1;
6681 int ey = y + yy - 1;
6684 can_change[xx][yy] = TRUE;
6686 if (ex == x && ey == y) /* do not check changing element itself */
6689 if (change->content[xx][yy] == EL_EMPTY_SPACE)
6691 can_change[xx][yy] = FALSE; /* do not change empty borders */
6696 if (!IN_LEV_FIELD(ex, ey))
6698 can_change[xx][yy] = FALSE;
6699 complete_change = FALSE;
6706 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6707 e = MovingOrBlocked2Element(ex, ey);
6709 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
6711 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
6712 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
6713 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
6715 can_change[xx][yy] = FALSE;
6716 complete_change = FALSE;
6720 if (!change->only_complete || complete_change)
6722 boolean something_has_changed = FALSE;
6724 if (change->only_complete && change->use_random_change &&
6725 RND(100) < change->random)
6728 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6730 int ex = x + xx - 1;
6731 int ey = y + yy - 1;
6733 if (can_change[xx][yy] && (!change->use_random_change ||
6734 RND(100) < change->random))
6736 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6737 RemoveMovingField(ex, ey);
6739 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6741 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
6743 something_has_changed = TRUE;
6745 /* for symmetry reasons, freeze newly created border elements */
6746 if (ex != x || ey != y)
6747 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6751 if (something_has_changed)
6752 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6757 ChangeElementNowExt(x, y, change->target_element);
6759 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6765 static void ChangeElement(int x, int y, int page)
6767 int element = MovingOrBlocked2Element(x, y);
6768 struct ElementInfo *ei = &element_info[element];
6769 struct ElementChangeInfo *change = &ei->change_page[page];
6773 if (!CAN_CHANGE(element))
6776 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
6777 x, y, element, element_info[element].token_name);
6778 printf("ChangeElement(): This should never happen!\n");
6784 if (ChangeDelay[x][y] == 0) /* initialize element change */
6786 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
6787 RND(change->delay_random * change->delay_frames)) + 1;
6789 ResetGfxAnimation(x, y);
6790 ResetRandomAnimationValue(x, y);
6792 if (change->pre_change_function)
6793 change->pre_change_function(x, y);
6796 ChangeDelay[x][y]--;
6798 if (ChangeDelay[x][y] != 0) /* continue element change */
6800 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6802 if (IS_ANIMATED(graphic))
6803 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6805 if (change->change_function)
6806 change->change_function(x, y);
6808 else /* finish element change */
6810 if (ChangePage[x][y] != -1) /* remember page from delayed change */
6812 page = ChangePage[x][y];
6813 ChangePage[x][y] = -1;
6817 if (IS_MOVING(x, y) && !change->explode)
6819 if (IS_MOVING(x, y)) /* never change a running system ;-) */
6822 ChangeDelay[x][y] = 1; /* try change after next move step */
6823 ChangePage[x][y] = page; /* remember page to use for change */
6828 if (ChangeElementNow(x, y, element, page))
6830 if (change->post_change_function)
6831 change->post_change_function(x, y);
6836 static boolean CheckTriggeredElementSideChange(int lx, int ly,
6837 int trigger_element,
6843 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
6846 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
6848 int element = EL_CUSTOM_START + i;
6850 boolean change_element = FALSE;
6853 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
6856 for (j = 0; j < element_info[element].num_change_pages; j++)
6858 struct ElementChangeInfo *change = &element_info[element].change_page[j];
6860 if (change->can_change &&
6862 change->events & CH_EVENT_BIT(trigger_event) &&
6864 change->sides & trigger_side &&
6866 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)
6868 change->trigger_element == trigger_element
6873 if (!(change->events & CH_EVENT_BIT(trigger_event)))
6874 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
6875 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
6878 change_element = TRUE;
6885 if (!change_element)
6888 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
6891 if (x == lx && y == ly) /* do not change trigger element itself */
6895 if (Feld[x][y] == element)
6897 ChangeDelay[x][y] = 1;
6898 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
6899 ChangeElement(x, y, page);
6907 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
6910 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
6914 static boolean CheckElementSideChange(int x, int y, int element, int side,
6915 int trigger_event, int page)
6917 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
6920 if (Feld[x][y] == EL_BLOCKED)
6922 Blocked2Moving(x, y, &x, &y);
6923 element = Feld[x][y];
6929 boolean change_element = FALSE;
6932 for (i = 0; i < element_info[element].num_change_pages; i++)
6934 struct ElementChangeInfo *change = &element_info[element].change_page[i];
6936 if (change->can_change &&
6937 change->events & CH_EVENT_BIT(trigger_event) &&
6938 change->sides & side)
6940 change_element = TRUE;
6947 if (!change_element)
6953 /* !!! this check misses pages with same event, but different side !!! */
6956 page = element_info[element].event_page_nr[trigger_event];
6958 if (!(element_info[element].change_page[page].sides & side))
6962 ChangeDelay[x][y] = 1;
6963 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
6964 ChangeElement(x, y, page);
6969 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
6971 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
6974 static void PlayPlayerSound(struct PlayerInfo *player)
6976 int jx = player->jx, jy = player->jy;
6977 int element = player->element_nr;
6978 int last_action = player->last_action_waiting;
6979 int action = player->action_waiting;
6981 if (player->is_waiting)
6983 if (action != last_action)
6984 PlayLevelSoundElementAction(jx, jy, element, action);
6986 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
6990 if (action != last_action)
6991 StopSound(element_info[element].sound[last_action]);
6993 if (last_action == ACTION_SLEEPING)
6994 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
6998 static void PlayAllPlayersSound()
7002 for (i = 0; i < MAX_PLAYERS; i++)
7003 if (stored_player[i].active)
7004 PlayPlayerSound(&stored_player[i]);
7007 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7009 boolean last_waiting = player->is_waiting;
7010 int move_dir = player->MovDir;
7012 player->last_action_waiting = player->action_waiting;
7016 if (!last_waiting) /* not waiting -> waiting */
7018 player->is_waiting = TRUE;
7020 player->frame_counter_bored =
7022 game.player_boring_delay_fixed +
7023 SimpleRND(game.player_boring_delay_random);
7024 player->frame_counter_sleeping =
7026 game.player_sleeping_delay_fixed +
7027 SimpleRND(game.player_sleeping_delay_random);
7029 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7032 if (game.player_sleeping_delay_fixed +
7033 game.player_sleeping_delay_random > 0 &&
7034 player->anim_delay_counter == 0 &&
7035 player->post_delay_counter == 0 &&
7036 FrameCounter >= player->frame_counter_sleeping)
7037 player->is_sleeping = TRUE;
7038 else if (game.player_boring_delay_fixed +
7039 game.player_boring_delay_random > 0 &&
7040 FrameCounter >= player->frame_counter_bored)
7041 player->is_bored = TRUE;
7043 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7044 player->is_bored ? ACTION_BORING :
7047 if (player->is_sleeping)
7049 if (player->num_special_action_sleeping > 0)
7051 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7053 int last_special_action = player->special_action_sleeping;
7054 int num_special_action = player->num_special_action_sleeping;
7055 int special_action =
7056 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7057 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7058 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7059 last_special_action + 1 : ACTION_SLEEPING);
7060 int special_graphic =
7061 el_act_dir2img(player->element_nr, special_action, move_dir);
7063 player->anim_delay_counter =
7064 graphic_info[special_graphic].anim_delay_fixed +
7065 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7066 player->post_delay_counter =
7067 graphic_info[special_graphic].post_delay_fixed +
7068 SimpleRND(graphic_info[special_graphic].post_delay_random);
7070 player->special_action_sleeping = special_action;
7073 if (player->anim_delay_counter > 0)
7075 player->action_waiting = player->special_action_sleeping;
7076 player->anim_delay_counter--;
7078 else if (player->post_delay_counter > 0)
7080 player->post_delay_counter--;
7084 else if (player->is_bored)
7086 if (player->num_special_action_bored > 0)
7088 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7090 int special_action =
7091 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7092 int special_graphic =
7093 el_act_dir2img(player->element_nr, special_action, move_dir);
7095 player->anim_delay_counter =
7096 graphic_info[special_graphic].anim_delay_fixed +
7097 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7098 player->post_delay_counter =
7099 graphic_info[special_graphic].post_delay_fixed +
7100 SimpleRND(graphic_info[special_graphic].post_delay_random);
7102 player->special_action_bored = special_action;
7105 if (player->anim_delay_counter > 0)
7107 player->action_waiting = player->special_action_bored;
7108 player->anim_delay_counter--;
7110 else if (player->post_delay_counter > 0)
7112 player->post_delay_counter--;
7117 else if (last_waiting) /* waiting -> not waiting */
7119 player->is_waiting = FALSE;
7120 player->is_bored = FALSE;
7121 player->is_sleeping = FALSE;
7123 player->frame_counter_bored = -1;
7124 player->frame_counter_sleeping = -1;
7126 player->anim_delay_counter = 0;
7127 player->post_delay_counter = 0;
7129 player->action_waiting = ACTION_DEFAULT;
7131 player->special_action_bored = ACTION_DEFAULT;
7132 player->special_action_sleeping = ACTION_DEFAULT;
7137 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7140 static byte stored_player_action[MAX_PLAYERS];
7141 static int num_stored_actions = 0;
7143 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7144 int left = player_action & JOY_LEFT;
7145 int right = player_action & JOY_RIGHT;
7146 int up = player_action & JOY_UP;
7147 int down = player_action & JOY_DOWN;
7148 int button1 = player_action & JOY_BUTTON_1;
7149 int button2 = player_action & JOY_BUTTON_2;
7150 int dx = (left ? -1 : right ? 1 : 0);
7151 int dy = (up ? -1 : down ? 1 : 0);
7154 stored_player_action[player->index_nr] = 0;
7155 num_stored_actions++;
7159 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7162 if (!player->active || tape.pausing)
7166 printf("::: [%d %d %d %d] [%d %d]\n",
7167 left, right, up, down, button1, button2);
7173 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7177 snapped = SnapField(player, dx, dy);
7181 dropped = DropElement(player);
7183 moved = MovePlayer(player, dx, dy);
7186 if (tape.single_step && tape.recording && !tape.pausing)
7188 if (button1 || (dropped && !moved))
7190 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7191 SnapField(player, 0, 0); /* stop snapping */
7195 SetPlayerWaiting(player, FALSE);
7198 return player_action;
7200 stored_player_action[player->index_nr] = player_action;
7206 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7209 /* no actions for this player (no input at player's configured device) */
7211 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7212 SnapField(player, 0, 0);
7213 CheckGravityMovement(player);
7215 if (player->MovPos == 0)
7216 SetPlayerWaiting(player, TRUE);
7218 if (player->MovPos == 0) /* needed for tape.playing */
7219 player->is_moving = FALSE;
7221 player->is_dropping = FALSE;
7227 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7229 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7231 TapeRecordAction(stored_player_action);
7232 num_stored_actions = 0;
7239 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7241 static byte stored_player_action[MAX_PLAYERS];
7242 static int num_stored_actions = 0;
7243 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7244 int left = player_action & JOY_LEFT;
7245 int right = player_action & JOY_RIGHT;
7246 int up = player_action & JOY_UP;
7247 int down = player_action & JOY_DOWN;
7248 int button1 = player_action & JOY_BUTTON_1;
7249 int button2 = player_action & JOY_BUTTON_2;
7250 int dx = (left ? -1 : right ? 1 : 0);
7251 int dy = (up ? -1 : down ? 1 : 0);
7253 stored_player_action[player->index_nr] = 0;
7254 num_stored_actions++;
7256 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7258 if (!player->active || tape.pausing)
7263 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7266 snapped = SnapField(player, dx, dy);
7270 dropped = DropElement(player);
7272 moved = MovePlayer(player, dx, dy);
7275 if (tape.single_step && tape.recording && !tape.pausing)
7277 if (button1 || (dropped && !moved))
7279 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7280 SnapField(player, 0, 0); /* stop snapping */
7284 stored_player_action[player->index_nr] = player_action;
7288 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7290 /* no actions for this player (no input at player's configured device) */
7292 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7293 SnapField(player, 0, 0);
7294 CheckGravityMovement(player);
7296 if (player->MovPos == 0)
7297 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7299 if (player->MovPos == 0) /* needed for tape.playing */
7300 player->is_moving = FALSE;
7303 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7305 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7307 TapeRecordAction(stored_player_action);
7308 num_stored_actions = 0;
7315 static unsigned long action_delay = 0;
7316 unsigned long action_delay_value;
7317 int magic_wall_x = 0, magic_wall_y = 0;
7318 int i, x, y, element, graphic;
7319 byte *recorded_player_action;
7320 byte summarized_player_action = 0;
7322 byte tape_action[MAX_PLAYERS];
7325 if (game_status != GAME_MODE_PLAYING)
7328 action_delay_value =
7329 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7331 if (tape.playing && tape.index_search && !tape.pausing)
7332 action_delay_value = 0;
7334 /* ---------- main game synchronization point ---------- */
7336 WaitUntilDelayReached(&action_delay, action_delay_value);
7338 if (network_playing && !network_player_action_received)
7342 printf("DEBUG: try to get network player actions in time\n");
7346 #if defined(PLATFORM_UNIX)
7347 /* last chance to get network player actions without main loop delay */
7351 if (game_status != GAME_MODE_PLAYING)
7354 if (!network_player_action_received)
7358 printf("DEBUG: failed to get network player actions in time\n");
7369 printf("::: getting new tape action [%d]\n", FrameCounter);
7372 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7374 for (i = 0; i < MAX_PLAYERS; i++)
7376 summarized_player_action |= stored_player[i].action;
7378 if (!network_playing)
7379 stored_player[i].effective_action = stored_player[i].action;
7382 #if defined(PLATFORM_UNIX)
7383 if (network_playing)
7384 SendToServer_MovePlayer(summarized_player_action);
7387 if (!options.network && !setup.team_mode)
7388 local_player->effective_action = summarized_player_action;
7390 for (i = 0; i < MAX_PLAYERS; i++)
7392 int actual_player_action = stored_player[i].effective_action;
7394 if (stored_player[i].programmed_action)
7395 actual_player_action = stored_player[i].programmed_action;
7397 if (recorded_player_action)
7398 actual_player_action = recorded_player_action[i];
7400 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7402 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7403 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7405 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7410 TapeRecordAction(tape_action);
7413 network_player_action_received = FALSE;
7415 ScrollScreen(NULL, SCROLL_GO_ON);
7421 for (i = 0; i < MAX_PLAYERS; i++)
7422 stored_player[i].Frame++;
7426 /* for downwards compatibility, the following code emulates a fixed bug that
7427 occured when pushing elements (causing elements that just made their last
7428 pushing step to already (if possible) make their first falling step in the
7429 same game frame, which is bad); this code is also needed to use the famous
7430 "spring push bug" which is used in older levels and might be wanted to be
7431 used also in newer levels, but in this case the buggy pushing code is only
7432 affecting the "spring" element and no other elements */
7435 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7437 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7440 for (i = 0; i < MAX_PLAYERS; i++)
7442 struct PlayerInfo *player = &stored_player[i];
7447 if (player->active && player->is_pushing && player->is_moving &&
7449 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7450 Feld[x][y] == EL_SPRING))
7452 if (player->active && player->is_pushing && player->is_moving &&
7456 ContinueMoving(x, y);
7458 /* continue moving after pushing (this is actually a bug) */
7459 if (!IS_MOVING(x, y))
7468 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7470 Changed[x][y] = CE_BITMASK_DEFAULT;
7471 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7474 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7476 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7477 printf("GameActions(): This should never happen!\n");
7479 ChangePage[x][y] = -1;
7484 if (WasJustMoving[x][y] > 0)
7485 WasJustMoving[x][y]--;
7486 if (WasJustFalling[x][y] > 0)
7487 WasJustFalling[x][y]--;
7492 /* reset finished pushing action (not done in ContinueMoving() to allow
7493 continous pushing animation for elements with zero push delay) */
7494 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7496 ResetGfxAnimation(x, y);
7497 DrawLevelField(x, y);
7502 if (IS_BLOCKED(x, y))
7506 Blocked2Moving(x, y, &oldx, &oldy);
7507 if (!IS_MOVING(oldx, oldy))
7509 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7510 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7511 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7512 printf("GameActions(): This should never happen!\n");
7518 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7520 element = Feld[x][y];
7522 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7524 graphic = el2img(element);
7530 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
7532 element = graphic = 0;
7536 if (graphic_info[graphic].anim_global_sync)
7537 GfxFrame[x][y] = FrameCounter;
7539 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7540 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7541 ResetRandomAnimationValue(x, y);
7543 SetRandomAnimationValue(x, y);
7546 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7549 if (IS_INACTIVE(element))
7551 if (IS_ANIMATED(graphic))
7552 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7558 /* this may take place after moving, so 'element' may have changed */
7560 if (IS_CHANGING(x, y))
7562 if (IS_CHANGING(x, y) &&
7563 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7567 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7568 element_info[element].event_page_nr[CE_DELAY]);
7570 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7573 element = Feld[x][y];
7574 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7578 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7583 element = Feld[x][y];
7584 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7586 if (element == EL_MOLE)
7587 printf("::: %d, %d, %d [%d]\n",
7588 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
7592 if (element == EL_YAMYAM)
7593 printf("::: %d, %d, %d\n",
7594 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
7598 if (IS_ANIMATED(graphic) &&
7602 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7605 if (element == EL_BUG)
7606 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7610 if (element == EL_MOLE)
7611 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7615 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7616 EdelsteinFunkeln(x, y);
7618 else if ((element == EL_ACID ||
7619 element == EL_EXIT_OPEN ||
7620 element == EL_SP_EXIT_OPEN ||
7621 element == EL_SP_TERMINAL ||
7622 element == EL_SP_TERMINAL_ACTIVE ||
7623 element == EL_EXTRA_TIME ||
7624 element == EL_SHIELD_NORMAL ||
7625 element == EL_SHIELD_DEADLY) &&
7626 IS_ANIMATED(graphic))
7627 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7628 else if (IS_MOVING(x, y))
7629 ContinueMoving(x, y);
7630 else if (IS_ACTIVE_BOMB(element))
7631 CheckDynamite(x, y);
7633 else if (element == EL_EXPLOSION && !game.explosions_delayed)
7634 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7636 else if (element == EL_AMOEBA_GROWING)
7637 AmoebeWaechst(x, y);
7638 else if (element == EL_AMOEBA_SHRINKING)
7639 AmoebaDisappearing(x, y);
7641 #if !USE_NEW_AMOEBA_CODE
7642 else if (IS_AMOEBALIVE(element))
7643 AmoebeAbleger(x, y);
7646 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7648 else if (element == EL_EXIT_CLOSED)
7650 else if (element == EL_SP_EXIT_CLOSED)
7652 else if (element == EL_EXPANDABLE_WALL_GROWING)
7654 else if (element == EL_EXPANDABLE_WALL ||
7655 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7656 element == EL_EXPANDABLE_WALL_VERTICAL ||
7657 element == EL_EXPANDABLE_WALL_ANY)
7659 else if (element == EL_FLAMES)
7660 CheckForDragon(x, y);
7662 else if (IS_AUTO_CHANGING(element))
7663 ChangeElement(x, y);
7665 else if (element == EL_EXPLOSION)
7666 ; /* drawing of correct explosion animation is handled separately */
7667 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7668 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7671 /* this may take place after moving, so 'element' may have changed */
7672 if (IS_AUTO_CHANGING(Feld[x][y]))
7673 ChangeElement(x, y);
7676 if (IS_BELT_ACTIVE(element))
7677 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7679 if (game.magic_wall_active)
7681 int jx = local_player->jx, jy = local_player->jy;
7683 /* play the element sound at the position nearest to the player */
7684 if ((element == EL_MAGIC_WALL_FULL ||
7685 element == EL_MAGIC_WALL_ACTIVE ||
7686 element == EL_MAGIC_WALL_EMPTYING ||
7687 element == EL_BD_MAGIC_WALL_FULL ||
7688 element == EL_BD_MAGIC_WALL_ACTIVE ||
7689 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7690 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7698 #if USE_NEW_AMOEBA_CODE
7699 /* new experimental amoeba growth stuff */
7701 if (!(FrameCounter % 8))
7704 static unsigned long random = 1684108901;
7706 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7709 x = (random >> 10) % lev_fieldx;
7710 y = (random >> 20) % lev_fieldy;
7712 x = RND(lev_fieldx);
7713 y = RND(lev_fieldy);
7715 element = Feld[x][y];
7717 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7718 if (!IS_PLAYER(x,y) &&
7719 (element == EL_EMPTY ||
7720 element == EL_SAND ||
7721 element == EL_QUICKSAND_EMPTY ||
7722 element == EL_ACID_SPLASH_LEFT ||
7723 element == EL_ACID_SPLASH_RIGHT))
7725 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7726 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7727 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7728 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7729 Feld[x][y] = EL_AMOEBA_DROP;
7732 random = random * 129 + 1;
7738 if (game.explosions_delayed)
7741 game.explosions_delayed = FALSE;
7743 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7745 element = Feld[x][y];
7747 if (ExplodeField[x][y])
7748 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7749 else if (element == EL_EXPLOSION)
7750 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7752 ExplodeField[x][y] = EX_NO_EXPLOSION;
7755 game.explosions_delayed = TRUE;
7758 if (game.magic_wall_active)
7760 if (!(game.magic_wall_time_left % 4))
7762 int element = Feld[magic_wall_x][magic_wall_y];
7764 if (element == EL_BD_MAGIC_WALL_FULL ||
7765 element == EL_BD_MAGIC_WALL_ACTIVE ||
7766 element == EL_BD_MAGIC_WALL_EMPTYING)
7767 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7769 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7772 if (game.magic_wall_time_left > 0)
7774 game.magic_wall_time_left--;
7775 if (!game.magic_wall_time_left)
7777 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7779 element = Feld[x][y];
7781 if (element == EL_MAGIC_WALL_ACTIVE ||
7782 element == EL_MAGIC_WALL_FULL)
7784 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7785 DrawLevelField(x, y);
7787 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7788 element == EL_BD_MAGIC_WALL_FULL)
7790 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7791 DrawLevelField(x, y);
7795 game.magic_wall_active = FALSE;
7800 if (game.light_time_left > 0)
7802 game.light_time_left--;
7804 if (game.light_time_left == 0)
7805 RedrawAllLightSwitchesAndInvisibleElements();
7808 if (game.timegate_time_left > 0)
7810 game.timegate_time_left--;
7812 if (game.timegate_time_left == 0)
7813 CloseAllOpenTimegates();
7816 for (i = 0; i < MAX_PLAYERS; i++)
7818 struct PlayerInfo *player = &stored_player[i];
7820 if (SHIELD_ON(player))
7822 if (player->shield_deadly_time_left)
7823 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7824 else if (player->shield_normal_time_left)
7825 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
7829 if (TimeFrames >= FRAMES_PER_SECOND)
7834 for (i = 0; i < MAX_PLAYERS; i++)
7836 struct PlayerInfo *player = &stored_player[i];
7838 if (SHIELD_ON(player))
7840 player->shield_normal_time_left--;
7842 if (player->shield_deadly_time_left > 0)
7843 player->shield_deadly_time_left--;
7847 if (tape.recording || tape.playing)
7848 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
7854 if (TimeLeft <= 10 && setup.time_limit)
7855 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
7857 DrawGameValue_Time(TimeLeft);
7859 if (!TimeLeft && setup.time_limit)
7860 for (i = 0; i < MAX_PLAYERS; i++)
7861 KillHero(&stored_player[i]);
7863 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
7864 DrawGameValue_Time(TimePlayed);
7868 PlayAllPlayersSound();
7870 if (options.debug) /* calculate frames per second */
7872 static unsigned long fps_counter = 0;
7873 static int fps_frames = 0;
7874 unsigned long fps_delay_ms = Counter() - fps_counter;
7878 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
7880 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
7883 fps_counter = Counter();
7886 redraw_mask |= REDRAW_FPS;
7890 if (stored_player[0].jx != stored_player[0].last_jx ||
7891 stored_player[0].jy != stored_player[0].last_jy)
7892 printf("::: %d, %d, %d, %d, %d\n",
7893 stored_player[0].MovDir,
7894 stored_player[0].MovPos,
7895 stored_player[0].GfxPos,
7896 stored_player[0].Frame,
7897 stored_player[0].StepFrame);
7904 for (i = 0; i < MAX_PLAYERS; i++)
7907 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
7909 stored_player[i].Frame += move_frames;
7911 if (stored_player[i].MovPos != 0)
7912 stored_player[i].StepFrame += move_frames;
7914 if (stored_player[i].drop_delay > 0)
7915 stored_player[i].drop_delay--;
7920 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
7922 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
7924 local_player->show_envelope = 0;
7929 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
7931 int min_x = x, min_y = y, max_x = x, max_y = y;
7934 for (i = 0; i < MAX_PLAYERS; i++)
7936 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7938 if (!stored_player[i].active || &stored_player[i] == player)
7941 min_x = MIN(min_x, jx);
7942 min_y = MIN(min_y, jy);
7943 max_x = MAX(max_x, jx);
7944 max_y = MAX(max_y, jy);
7947 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
7950 static boolean AllPlayersInVisibleScreen()
7954 for (i = 0; i < MAX_PLAYERS; i++)
7956 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7958 if (!stored_player[i].active)
7961 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
7968 void ScrollLevel(int dx, int dy)
7970 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
7973 BlitBitmap(drawto_field, drawto_field,
7974 FX + TILEX * (dx == -1) - softscroll_offset,
7975 FY + TILEY * (dy == -1) - softscroll_offset,
7976 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
7977 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
7978 FX + TILEX * (dx == 1) - softscroll_offset,
7979 FY + TILEY * (dy == 1) - softscroll_offset);
7983 x = (dx == 1 ? BX1 : BX2);
7984 for (y = BY1; y <= BY2; y++)
7985 DrawScreenField(x, y);
7990 y = (dy == 1 ? BY1 : BY2);
7991 for (x = BX1; x <= BX2; x++)
7992 DrawScreenField(x, y);
7995 redraw_mask |= REDRAW_FIELD;
7998 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
8000 int nextx = x + dx, nexty = y + dy;
8001 int element = Feld[x][y];
8004 element != EL_SP_PORT_LEFT &&
8005 element != EL_SP_GRAVITY_PORT_LEFT &&
8006 element != EL_SP_PORT_HORIZONTAL &&
8007 element != EL_SP_PORT_ANY) ||
8009 element != EL_SP_PORT_RIGHT &&
8010 element != EL_SP_GRAVITY_PORT_RIGHT &&
8011 element != EL_SP_PORT_HORIZONTAL &&
8012 element != EL_SP_PORT_ANY) ||
8014 element != EL_SP_PORT_UP &&
8015 element != EL_SP_GRAVITY_PORT_UP &&
8016 element != EL_SP_PORT_VERTICAL &&
8017 element != EL_SP_PORT_ANY) ||
8019 element != EL_SP_PORT_DOWN &&
8020 element != EL_SP_GRAVITY_PORT_DOWN &&
8021 element != EL_SP_PORT_VERTICAL &&
8022 element != EL_SP_PORT_ANY) ||
8023 !IN_LEV_FIELD(nextx, nexty) ||
8024 !IS_FREE(nextx, nexty))
8030 static void CheckGravityMovement(struct PlayerInfo *player)
8032 if (game.gravity && !player->programmed_action)
8034 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
8035 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
8037 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
8038 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8039 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8040 int jx = player->jx, jy = player->jy;
8041 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8042 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8043 int new_jx = jx + dx, new_jy = jy + dy;
8044 boolean field_under_player_is_free =
8045 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8046 boolean player_is_moving_to_valid_field =
8047 (IN_LEV_FIELD(new_jx, new_jy) &&
8048 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8049 Feld[new_jx][new_jy] == EL_SAND ||
8050 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8051 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8052 /* !!! extend EL_SAND to anything diggable !!! */
8054 boolean player_is_standing_on_valid_field =
8055 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8056 (IS_WALKABLE(Feld[jx][jy]) &&
8057 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8059 if (field_under_player_is_free &&
8060 !player_is_standing_on_valid_field &&
8061 !player_is_moving_to_valid_field)
8062 player->programmed_action = MV_DOWN;
8068 -----------------------------------------------------------------------------
8069 dx, dy: direction (non-diagonal) to try to move the player to
8070 real_dx, real_dy: direction as read from input device (can be diagonal)
8073 boolean MovePlayerOneStep(struct PlayerInfo *player,
8074 int dx, int dy, int real_dx, int real_dy)
8077 static int change_sides[4][2] =
8079 /* enter side leave side */
8080 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8081 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8082 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8083 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8085 int move_direction = (dx == -1 ? MV_LEFT :
8086 dx == +1 ? MV_RIGHT :
8088 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8089 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
8090 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
8092 int jx = player->jx, jy = player->jy;
8093 int new_jx = jx + dx, new_jy = jy + dy;
8097 if (!player->active || (!dx && !dy))
8098 return MF_NO_ACTION;
8100 player->MovDir = (dx < 0 ? MV_LEFT :
8103 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8105 if (!IN_LEV_FIELD(new_jx, new_jy))
8106 return MF_NO_ACTION;
8108 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8109 return MF_NO_ACTION;
8112 element = MovingOrBlocked2Element(new_jx, new_jy);
8114 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8117 if (DONT_RUN_INTO(element))
8119 if (element == EL_ACID && dx == 0 && dy == 1)
8121 SplashAcid(new_jx, new_jy);
8122 Feld[jx][jy] = EL_PLAYER_1;
8123 InitMovingField(jx, jy, MV_DOWN);
8124 Store[jx][jy] = EL_ACID;
8125 ContinueMoving(jx, jy);
8129 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8134 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8135 if (can_move != MF_MOVING)
8138 /* check if DigField() has caused relocation of the player */
8139 if (player->jx != jx || player->jy != jy)
8140 return MF_NO_ACTION;
8142 StorePlayer[jx][jy] = 0;
8143 player->last_jx = jx;
8144 player->last_jy = jy;
8145 player->jx = new_jx;
8146 player->jy = new_jy;
8147 StorePlayer[new_jx][new_jy] = player->element_nr;
8150 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8152 player->step_counter++;
8154 player->drop_delay = 0;
8156 PlayerVisit[jx][jy] = FrameCounter;
8158 ScrollPlayer(player, SCROLL_INIT);
8161 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8163 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
8164 CE_OTHER_GETS_LEFT);
8165 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
8166 CE_LEFT_BY_PLAYER, -1);
8169 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8171 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
8172 enter_side, CE_OTHER_GETS_ENTERED);
8173 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
8174 CE_ENTERED_BY_PLAYER, -1);
8181 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8183 int jx = player->jx, jy = player->jy;
8184 int old_jx = jx, old_jy = jy;
8185 int moved = MF_NO_ACTION;
8188 if (!player->active)
8193 if (player->MovPos == 0)
8195 player->is_moving = FALSE;
8196 player->is_digging = FALSE;
8197 player->is_collecting = FALSE;
8198 player->is_snapping = FALSE;
8199 player->is_pushing = FALSE;
8205 if (!player->active || (!dx && !dy))
8210 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8214 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8215 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8219 /* remove the last programmed player action */
8220 player->programmed_action = 0;
8224 /* should only happen if pre-1.2 tape recordings are played */
8225 /* this is only for backward compatibility */
8227 int original_move_delay_value = player->move_delay_value;
8230 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8234 /* scroll remaining steps with finest movement resolution */
8235 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8237 while (player->MovPos)
8239 ScrollPlayer(player, SCROLL_GO_ON);
8240 ScrollScreen(NULL, SCROLL_GO_ON);
8246 player->move_delay_value = original_move_delay_value;
8249 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
8251 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8252 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8256 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8257 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8263 if (moved & MF_MOVING && !ScreenMovPos &&
8264 (player == local_player || !options.network))
8266 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8267 int offset = (setup.scroll_delay ? 3 : 0);
8269 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8271 /* actual player has left the screen -- scroll in that direction */
8272 if (jx != old_jx) /* player has moved horizontally */
8273 scroll_x += (jx - old_jx);
8274 else /* player has moved vertically */
8275 scroll_y += (jy - old_jy);
8279 if (jx != old_jx) /* player has moved horizontally */
8281 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8282 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8283 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8285 /* don't scroll over playfield boundaries */
8286 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8287 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8289 /* don't scroll more than one field at a time */
8290 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8292 /* don't scroll against the player's moving direction */
8293 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8294 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8295 scroll_x = old_scroll_x;
8297 else /* player has moved vertically */
8299 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8300 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8301 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8303 /* don't scroll over playfield boundaries */
8304 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8305 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8307 /* don't scroll more than one field at a time */
8308 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8310 /* don't scroll against the player's moving direction */
8311 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8312 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8313 scroll_y = old_scroll_y;
8317 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8319 if (!options.network && !AllPlayersInVisibleScreen())
8321 scroll_x = old_scroll_x;
8322 scroll_y = old_scroll_y;
8326 ScrollScreen(player, SCROLL_INIT);
8327 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8334 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8336 if (!(moved & MF_MOVING) && !player->is_pushing)
8341 player->StepFrame = 0;
8343 if (moved & MF_MOVING)
8345 if (old_jx != jx && old_jy == jy)
8346 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8347 else if (old_jx == jx && old_jy != jy)
8348 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8350 DrawLevelField(jx, jy); /* for "crumbled sand" */
8352 player->last_move_dir = player->MovDir;
8353 player->is_moving = TRUE;
8355 player->is_snapping = FALSE;
8359 player->is_switching = FALSE;
8362 player->is_dropping = FALSE;
8367 static int change_sides[4][2] =
8369 /* enter side leave side */
8370 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8371 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8372 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8373 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8375 int move_direction = player->MovDir;
8376 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
8377 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
8380 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8382 CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
8383 leave_side, CE_OTHER_GETS_LEFT);
8384 CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
8385 leave_side, CE_LEFT_BY_PLAYER, -1);
8388 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8390 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
8391 enter_side, CE_OTHER_GETS_ENTERED);
8392 CheckElementSideChange(jx, jy, Feld[jx][jy],
8393 enter_side, CE_ENTERED_BY_PLAYER, -1);
8404 CheckGravityMovement(player);
8407 player->last_move_dir = MV_NO_MOVING;
8409 player->is_moving = FALSE;
8412 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8414 TestIfHeroTouchesBadThing(jx, jy);
8415 TestIfPlayerTouchesCustomElement(jx, jy);
8418 if (!player->active)
8424 void ScrollPlayer(struct PlayerInfo *player, int mode)
8426 int jx = player->jx, jy = player->jy;
8427 int last_jx = player->last_jx, last_jy = player->last_jy;
8428 int move_stepsize = TILEX / player->move_delay_value;
8430 if (!player->active || !player->MovPos)
8433 if (mode == SCROLL_INIT)
8435 player->actual_frame_counter = FrameCounter;
8436 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8438 if (Feld[last_jx][last_jy] == EL_EMPTY)
8439 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8447 else if (!FrameReached(&player->actual_frame_counter, 1))
8450 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8451 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8453 if (!player->block_last_field &&
8454 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8455 Feld[last_jx][last_jy] = EL_EMPTY;
8457 /* before DrawPlayer() to draw correct player graphic for this case */
8458 if (player->MovPos == 0)
8459 CheckGravityMovement(player);
8462 DrawPlayer(player); /* needed here only to cleanup last field */
8465 if (player->MovPos == 0) /* player reached destination field */
8468 if (player->move_delay_reset_counter > 0)
8470 player->move_delay_reset_counter--;
8472 if (player->move_delay_reset_counter == 0)
8474 /* continue with normal speed after quickly moving through gate */
8475 HALVE_PLAYER_SPEED(player);
8477 /* be able to make the next move without delay */
8478 player->move_delay = 0;
8482 if (IS_PASSABLE(Feld[last_jx][last_jy]))
8484 /* continue with normal speed after quickly moving through gate */
8485 HALVE_PLAYER_SPEED(player);
8487 /* be able to make the next move without delay */
8488 player->move_delay = 0;
8492 if (player->block_last_field &&
8493 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8494 Feld[last_jx][last_jy] = EL_EMPTY;
8496 player->last_jx = jx;
8497 player->last_jy = jy;
8499 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8500 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8501 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8503 DrawPlayer(player); /* needed here only to cleanup last field */
8506 if (local_player->friends_still_needed == 0 ||
8507 IS_SP_ELEMENT(Feld[jx][jy]))
8508 player->LevelSolved = player->GameOver = TRUE;
8511 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8513 TestIfHeroTouchesBadThing(jx, jy);
8514 TestIfPlayerTouchesCustomElement(jx, jy);
8516 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8519 if (!player->active)
8523 if (tape.single_step && tape.recording && !tape.pausing &&
8524 !player->programmed_action)
8525 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8529 void ScrollScreen(struct PlayerInfo *player, int mode)
8531 static unsigned long screen_frame_counter = 0;
8533 if (mode == SCROLL_INIT)
8535 /* set scrolling step size according to actual player's moving speed */
8536 ScrollStepSize = TILEX / player->move_delay_value;
8538 screen_frame_counter = FrameCounter;
8539 ScreenMovDir = player->MovDir;
8540 ScreenMovPos = player->MovPos;
8541 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8544 else if (!FrameReached(&screen_frame_counter, 1))
8549 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8550 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8551 redraw_mask |= REDRAW_FIELD;
8554 ScreenMovDir = MV_NO_MOVING;
8557 void TestIfPlayerTouchesCustomElement(int x, int y)
8559 static int xy[4][2] =
8566 static int change_sides[4][2] =
8568 /* center side border side */
8569 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8570 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8571 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8572 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8574 static int touch_dir[4] =
8581 int center_element = Feld[x][y]; /* should always be non-moving! */
8584 for (i = 0; i < NUM_DIRECTIONS; i++)
8586 int xx = x + xy[i][0];
8587 int yy = y + xy[i][1];
8588 int center_side = change_sides[i][0];
8589 int border_side = change_sides[i][1];
8592 if (!IN_LEV_FIELD(xx, yy))
8595 if (IS_PLAYER(x, y))
8597 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8598 border_element = Feld[xx][yy]; /* may be moving! */
8599 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8600 border_element = Feld[xx][yy];
8601 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8602 border_element = MovingOrBlocked2Element(xx, yy);
8604 continue; /* center and border element do not touch */
8606 CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
8607 CE_OTHER_GETS_TOUCHED);
8608 CheckElementSideChange(xx, yy, border_element, border_side,
8609 CE_TOUCHED_BY_PLAYER, -1);
8611 else if (IS_PLAYER(xx, yy))
8613 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8615 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8617 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8618 continue; /* center and border element do not touch */
8621 CheckTriggeredElementSideChange(x, y, center_element, center_side,
8622 CE_OTHER_GETS_TOUCHED);
8623 CheckElementSideChange(x, y, center_element, center_side,
8624 CE_TOUCHED_BY_PLAYER, -1);
8631 void TestIfElementTouchesCustomElement(int x, int y)
8633 static int xy[4][2] =
8640 static int change_sides[4][2] =
8642 /* center side border side */
8643 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8644 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8645 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8646 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8648 static int touch_dir[4] =
8655 boolean change_center_element = FALSE;
8656 int center_element_change_page = 0;
8657 int center_element = Feld[x][y]; /* should always be non-moving! */
8660 for (i = 0; i < NUM_DIRECTIONS; i++)
8662 int xx = x + xy[i][0];
8663 int yy = y + xy[i][1];
8664 int center_side = change_sides[i][0];
8665 int border_side = change_sides[i][1];
8668 if (!IN_LEV_FIELD(xx, yy))
8671 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8672 border_element = Feld[xx][yy]; /* may be moving! */
8673 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8674 border_element = Feld[xx][yy];
8675 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8676 border_element = MovingOrBlocked2Element(xx, yy);
8678 continue; /* center and border element do not touch */
8680 /* check for change of center element (but change it only once) */
8681 if (IS_CUSTOM_ELEMENT(center_element) &&
8682 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
8683 !change_center_element)
8685 for (j = 0; j < element_info[center_element].num_change_pages; j++)
8687 struct ElementChangeInfo *change =
8688 &element_info[center_element].change_page[j];
8690 if (change->can_change &&
8691 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
8692 change->sides & border_side &&
8694 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
8696 change->trigger_element == border_element
8700 change_center_element = TRUE;
8701 center_element_change_page = j;
8708 /* check for change of border element */
8709 if (IS_CUSTOM_ELEMENT(border_element) &&
8710 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
8712 for (j = 0; j < element_info[border_element].num_change_pages; j++)
8714 struct ElementChangeInfo *change =
8715 &element_info[border_element].change_page[j];
8717 if (change->can_change &&
8718 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
8719 change->sides & center_side &&
8721 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
8723 change->trigger_element == center_element
8727 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
8728 CE_OTHER_IS_TOUCHING, j);
8735 if (change_center_element)
8736 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
8737 CE_OTHER_IS_TOUCHING, center_element_change_page);
8740 void TestIfElementHitsCustomElement(int x, int y, int direction)
8742 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8743 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8744 int hitx = x + dx, hity = y + dy;
8745 int hitting_element = Feld[x][y];
8747 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8748 !IS_FREE(hitx, hity) &&
8749 (!IS_MOVING(hitx, hity) ||
8750 MovDir[hitx][hity] != direction ||
8751 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8754 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8758 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8762 CheckElementSideChange(x, y, hitting_element,
8763 direction, CE_HITTING_SOMETHING, -1);
8765 if (IN_LEV_FIELD(hitx, hity))
8767 int opposite_direction = MV_DIR_OPPOSITE(direction);
8768 int hitting_side = direction;
8769 int touched_side = opposite_direction;
8770 int touched_element = MovingOrBlocked2Element(hitx, hity);
8772 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8773 MovDir[hitx][hity] != direction ||
8774 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8783 CheckElementSideChange(hitx, hity, touched_element,
8784 opposite_direction, CE_HIT_BY_SOMETHING, -1);
8786 if (IS_CUSTOM_ELEMENT(hitting_element) &&
8787 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
8789 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
8791 struct ElementChangeInfo *change =
8792 &element_info[hitting_element].change_page[i];
8794 if (change->can_change &&
8795 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
8796 change->sides & touched_side &&
8799 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
8801 change->trigger_element == touched_element
8805 CheckElementSideChange(x, y, hitting_element,
8806 CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
8812 if (IS_CUSTOM_ELEMENT(touched_element) &&
8813 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
8815 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
8817 struct ElementChangeInfo *change =
8818 &element_info[touched_element].change_page[i];
8820 if (change->can_change &&
8821 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
8822 change->sides & hitting_side &&
8824 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
8826 change->trigger_element == hitting_element
8830 CheckElementSideChange(hitx, hity, touched_element,
8831 CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
8840 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8842 int i, kill_x = -1, kill_y = -1;
8843 static int test_xy[4][2] =
8850 static int test_dir[4] =
8858 for (i = 0; i < NUM_DIRECTIONS; i++)
8860 int test_x, test_y, test_move_dir, test_element;
8862 test_x = good_x + test_xy[i][0];
8863 test_y = good_y + test_xy[i][1];
8864 if (!IN_LEV_FIELD(test_x, test_y))
8868 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8871 test_element = Feld[test_x][test_y];
8873 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8876 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8877 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8879 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8880 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8888 if (kill_x != -1 || kill_y != -1)
8890 if (IS_PLAYER(good_x, good_y))
8892 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
8894 if (player->shield_deadly_time_left > 0)
8895 Bang(kill_x, kill_y);
8896 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
8900 Bang(good_x, good_y);
8904 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
8906 int i, kill_x = -1, kill_y = -1;
8907 int bad_element = Feld[bad_x][bad_y];
8908 static int test_xy[4][2] =
8915 static int touch_dir[4] =
8922 static int test_dir[4] =
8930 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
8933 for (i = 0; i < NUM_DIRECTIONS; i++)
8935 int test_x, test_y, test_move_dir, test_element;
8937 test_x = bad_x + test_xy[i][0];
8938 test_y = bad_y + test_xy[i][1];
8939 if (!IN_LEV_FIELD(test_x, test_y))
8943 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8945 test_element = Feld[test_x][test_y];
8947 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8948 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8950 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
8951 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
8953 /* good thing is player or penguin that does not move away */
8954 if (IS_PLAYER(test_x, test_y))
8956 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
8958 if (bad_element == EL_ROBOT && player->is_moving)
8959 continue; /* robot does not kill player if he is moving */
8961 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8963 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8964 continue; /* center and border element do not touch */
8971 else if (test_element == EL_PENGUIN)
8980 if (kill_x != -1 || kill_y != -1)
8982 if (IS_PLAYER(kill_x, kill_y))
8984 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
8986 if (player->shield_deadly_time_left > 0)
8988 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
8992 Bang(kill_x, kill_y);
8996 void TestIfHeroTouchesBadThing(int x, int y)
8998 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9001 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9003 TestIfGoodThingHitsBadThing(x, y, move_dir);
9006 void TestIfBadThingTouchesHero(int x, int y)
9008 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9011 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9013 TestIfBadThingHitsGoodThing(x, y, move_dir);
9016 void TestIfFriendTouchesBadThing(int x, int y)
9018 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9021 void TestIfBadThingTouchesFriend(int x, int y)
9023 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9026 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9028 int i, kill_x = bad_x, kill_y = bad_y;
9029 static int xy[4][2] =
9037 for (i = 0; i < NUM_DIRECTIONS; i++)
9041 x = bad_x + xy[i][0];
9042 y = bad_y + xy[i][1];
9043 if (!IN_LEV_FIELD(x, y))
9046 element = Feld[x][y];
9047 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9048 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9056 if (kill_x != bad_x || kill_y != bad_y)
9060 void KillHero(struct PlayerInfo *player)
9062 int jx = player->jx, jy = player->jy;
9064 if (!player->active)
9067 /* remove accessible field at the player's position */
9068 Feld[jx][jy] = EL_EMPTY;
9070 /* deactivate shield (else Bang()/Explode() would not work right) */
9071 player->shield_normal_time_left = 0;
9072 player->shield_deadly_time_left = 0;
9078 static void KillHeroUnlessEnemyProtected(int x, int y)
9080 if (!PLAYER_ENEMY_PROTECTED(x, y))
9081 KillHero(PLAYERINFO(x, y));
9084 static void KillHeroUnlessExplosionProtected(int x, int y)
9086 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9087 KillHero(PLAYERINFO(x, y));
9090 void BuryHero(struct PlayerInfo *player)
9092 int jx = player->jx, jy = player->jy;
9094 if (!player->active)
9098 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9100 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9102 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9104 player->GameOver = TRUE;
9108 void RemoveHero(struct PlayerInfo *player)
9110 int jx = player->jx, jy = player->jy;
9111 int i, found = FALSE;
9113 player->present = FALSE;
9114 player->active = FALSE;
9116 if (!ExplodeField[jx][jy])
9117 StorePlayer[jx][jy] = 0;
9119 for (i = 0; i < MAX_PLAYERS; i++)
9120 if (stored_player[i].active)
9124 AllPlayersGone = TRUE;
9131 =============================================================================
9132 checkDiagonalPushing()
9133 -----------------------------------------------------------------------------
9134 check if diagonal input device direction results in pushing of object
9135 (by checking if the alternative direction is walkable, diggable, ...)
9136 =============================================================================
9139 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9140 int x, int y, int real_dx, int real_dy)
9142 int jx, jy, dx, dy, xx, yy;
9144 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9147 /* diagonal direction: check alternative direction */
9152 xx = jx + (dx == 0 ? real_dx : 0);
9153 yy = jy + (dy == 0 ? real_dy : 0);
9155 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9159 =============================================================================
9161 -----------------------------------------------------------------------------
9162 x, y: field next to player (non-diagonal) to try to dig to
9163 real_dx, real_dy: direction as read from input device (can be diagonal)
9164 =============================================================================
9167 int DigField(struct PlayerInfo *player,
9168 int oldx, int oldy, int x, int y,
9169 int real_dx, int real_dy, int mode)
9171 static int change_sides[4] =
9173 CH_SIDE_RIGHT, /* moving left */
9174 CH_SIDE_LEFT, /* moving right */
9175 CH_SIDE_BOTTOM, /* moving up */
9176 CH_SIDE_TOP, /* moving down */
9179 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9181 int jx = oldx, jy = oldy;
9182 int dx = x - jx, dy = y - jy;
9183 int nextx = x + dx, nexty = y + dy;
9184 int move_direction = (dx == -1 ? MV_LEFT :
9185 dx == +1 ? MV_RIGHT :
9187 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9188 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9189 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
9190 int old_element = Feld[jx][jy];
9193 if (player->MovPos == 0)
9195 player->is_digging = FALSE;
9196 player->is_collecting = FALSE;
9199 if (player->MovPos == 0) /* last pushing move finished */
9200 player->is_pushing = FALSE;
9202 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9204 player->is_switching = FALSE;
9205 player->push_delay = 0;
9207 return MF_NO_ACTION;
9210 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9211 return MF_NO_ACTION;
9216 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
9218 if (IS_TUBE(Feld[jx][jy]) ||
9219 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
9223 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
9224 int tube_leave_directions[][2] =
9226 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9227 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9228 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9229 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
9230 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
9231 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
9232 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
9233 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
9234 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
9235 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
9236 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
9237 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
9240 while (tube_leave_directions[i][0] != tube_element)
9243 if (tube_leave_directions[i][0] == -1) /* should not happen */
9247 if (!(tube_leave_directions[i][1] & move_direction))
9248 return MF_NO_ACTION; /* tube has no opening in this direction */
9253 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9254 old_element = Back[jx][jy];
9258 if (IS_WALKABLE(old_element) &&
9259 !(element_info[old_element].access_direction & move_direction))
9260 return MF_NO_ACTION; /* field has no opening in this direction */
9262 element = Feld[x][y];
9264 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9265 game.engine_version >= VERSION_IDENT(2,2,0,0))
9266 return MF_NO_ACTION;
9270 case EL_SP_PORT_LEFT:
9271 case EL_SP_PORT_RIGHT:
9273 case EL_SP_PORT_DOWN:
9274 case EL_SP_PORT_HORIZONTAL:
9275 case EL_SP_PORT_VERTICAL:
9276 case EL_SP_PORT_ANY:
9277 case EL_SP_GRAVITY_PORT_LEFT:
9278 case EL_SP_GRAVITY_PORT_RIGHT:
9279 case EL_SP_GRAVITY_PORT_UP:
9280 case EL_SP_GRAVITY_PORT_DOWN:
9282 if (!canEnterSupaplexPort(x, y, dx, dy))
9283 return MF_NO_ACTION;
9286 element != EL_SP_PORT_LEFT &&
9287 element != EL_SP_GRAVITY_PORT_LEFT &&
9288 element != EL_SP_PORT_HORIZONTAL &&
9289 element != EL_SP_PORT_ANY) ||
9291 element != EL_SP_PORT_RIGHT &&
9292 element != EL_SP_GRAVITY_PORT_RIGHT &&
9293 element != EL_SP_PORT_HORIZONTAL &&
9294 element != EL_SP_PORT_ANY) ||
9296 element != EL_SP_PORT_UP &&
9297 element != EL_SP_GRAVITY_PORT_UP &&
9298 element != EL_SP_PORT_VERTICAL &&
9299 element != EL_SP_PORT_ANY) ||
9301 element != EL_SP_PORT_DOWN &&
9302 element != EL_SP_GRAVITY_PORT_DOWN &&
9303 element != EL_SP_PORT_VERTICAL &&
9304 element != EL_SP_PORT_ANY) ||
9305 !IN_LEV_FIELD(nextx, nexty) ||
9306 !IS_FREE(nextx, nexty))
9307 return MF_NO_ACTION;
9310 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9311 element == EL_SP_GRAVITY_PORT_RIGHT ||
9312 element == EL_SP_GRAVITY_PORT_UP ||
9313 element == EL_SP_GRAVITY_PORT_DOWN)
9314 game.gravity = !game.gravity;
9316 /* automatically move to the next field with double speed */
9317 player->programmed_action = move_direction;
9319 if (player->move_delay_reset_counter == 0)
9321 player->move_delay_reset_counter = 2; /* two double speed steps */
9323 DOUBLE_PLAYER_SPEED(player);
9326 player->move_delay_reset_counter = 2;
9328 DOUBLE_PLAYER_SPEED(player);
9331 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
9336 case EL_TUBE_VERTICAL:
9337 case EL_TUBE_HORIZONTAL:
9338 case EL_TUBE_VERTICAL_LEFT:
9339 case EL_TUBE_VERTICAL_RIGHT:
9340 case EL_TUBE_HORIZONTAL_UP:
9341 case EL_TUBE_HORIZONTAL_DOWN:
9342 case EL_TUBE_LEFT_UP:
9343 case EL_TUBE_LEFT_DOWN:
9344 case EL_TUBE_RIGHT_UP:
9345 case EL_TUBE_RIGHT_DOWN:
9348 int tube_enter_directions[][2] =
9350 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9351 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9352 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9353 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
9354 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
9355 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
9356 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
9357 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
9358 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
9359 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
9360 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
9361 { -1, MV_NO_MOVING }
9364 while (tube_enter_directions[i][0] != element)
9367 if (tube_enter_directions[i][0] == -1) /* should not happen */
9371 if (!(tube_enter_directions[i][1] & move_direction))
9372 return MF_NO_ACTION; /* tube has no opening in this direction */
9374 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
9381 if (IS_WALKABLE(element))
9383 int sound_action = ACTION_WALKING;
9385 if (!(element_info[element].access_direction & opposite_direction))
9386 return MF_NO_ACTION; /* field not accessible from this direction */
9388 if (element >= EL_GATE_1 && element <= EL_GATE_4)
9390 if (!player->key[element - EL_GATE_1])
9391 return MF_NO_ACTION;
9393 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
9395 if (!player->key[element - EL_GATE_1_GRAY])
9396 return MF_NO_ACTION;
9398 else if (element == EL_EXIT_OPEN ||
9399 element == EL_SP_EXIT_OPEN ||
9400 element == EL_SP_EXIT_OPENING)
9402 sound_action = ACTION_PASSING; /* player is passing exit */
9404 else if (element == EL_EMPTY)
9406 sound_action = ACTION_MOVING; /* nothing to walk on */
9409 /* play sound from background or player, whatever is available */
9410 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
9411 PlayLevelSoundElementAction(x, y, element, sound_action);
9413 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9417 else if (IS_PASSABLE(element))
9419 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
9420 return MF_NO_ACTION;
9422 if (IS_CUSTOM_ELEMENT(element) &&
9423 !(element_info[element].access_direction & opposite_direction))
9424 return MF_NO_ACTION; /* field not accessible from this direction */
9427 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9428 return MF_NO_ACTION;
9431 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
9433 if (!player->key[element - EL_EM_GATE_1])
9434 return MF_NO_ACTION;
9436 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
9438 if (!player->key[element - EL_EM_GATE_1_GRAY])
9439 return MF_NO_ACTION;
9442 /* automatically move to the next field with double speed */
9443 player->programmed_action = move_direction;
9445 if (player->move_delay_reset_counter == 0)
9447 player->move_delay_reset_counter = 2; /* two double speed steps */
9449 DOUBLE_PLAYER_SPEED(player);
9452 player->move_delay_reset_counter = 2;
9454 DOUBLE_PLAYER_SPEED(player);
9457 PlayLevelSoundAction(x, y, ACTION_PASSING);
9461 else if (IS_DIGGABLE(element))
9465 if (mode != DF_SNAP)
9468 GfxElement[x][y] = GFX_ELEMENT(element);
9471 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
9473 player->is_digging = TRUE;
9476 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9478 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
9481 if (mode == DF_SNAP)
9482 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9487 else if (IS_COLLECTIBLE(element))
9491 if (mode != DF_SNAP)
9493 GfxElement[x][y] = element;
9494 player->is_collecting = TRUE;
9497 if (element == EL_SPEED_PILL)
9498 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9499 else if (element == EL_EXTRA_TIME && level.time > 0)
9502 DrawGameValue_Time(TimeLeft);
9504 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9506 player->shield_normal_time_left += 10;
9507 if (element == EL_SHIELD_DEADLY)
9508 player->shield_deadly_time_left += 10;
9510 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9512 if (player->inventory_size < MAX_INVENTORY_SIZE)
9513 player->inventory_element[player->inventory_size++] = element;
9515 DrawGameValue_Dynamite(local_player->inventory_size);
9517 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9519 player->dynabomb_count++;
9520 player->dynabombs_left++;
9522 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9524 player->dynabomb_size++;
9526 else if (element == EL_DYNABOMB_INCREASE_POWER)
9528 player->dynabomb_xl = TRUE;
9530 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
9531 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
9533 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
9534 element - EL_KEY_1 : element - EL_EM_KEY_1);
9536 player->key[key_nr] = TRUE;
9538 DrawGameValue_Keys(player);
9540 redraw_mask |= REDRAW_DOOR_1;
9542 else if (IS_ENVELOPE(element))
9545 player->show_envelope = element;
9547 ShowEnvelope(element - EL_ENVELOPE_1);
9550 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
9554 for (i = 0; i < element_info[element].collect_count; i++)
9555 if (player->inventory_size < MAX_INVENTORY_SIZE)
9556 player->inventory_element[player->inventory_size++] = element;
9558 DrawGameValue_Dynamite(local_player->inventory_size);
9560 else if (element_info[element].collect_count > 0)
9562 local_player->gems_still_needed -=
9563 element_info[element].collect_count;
9564 if (local_player->gems_still_needed < 0)
9565 local_player->gems_still_needed = 0;
9567 DrawGameValue_Emeralds(local_player->gems_still_needed);
9570 RaiseScoreElement(element);
9571 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9573 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
9576 if (mode == DF_SNAP)
9577 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9582 else if (IS_PUSHABLE(element))
9584 if (mode == DF_SNAP && element != EL_BD_ROCK)
9585 return MF_NO_ACTION;
9587 if (CAN_FALL(element) && dy)
9588 return MF_NO_ACTION;
9590 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9591 !(element == EL_SPRING && level.use_spring_bug))
9592 return MF_NO_ACTION;
9595 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9596 ((move_direction & MV_VERTICAL &&
9597 ((element_info[element].move_pattern & MV_LEFT &&
9598 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9599 (element_info[element].move_pattern & MV_RIGHT &&
9600 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9601 (move_direction & MV_HORIZONTAL &&
9602 ((element_info[element].move_pattern & MV_UP &&
9603 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9604 (element_info[element].move_pattern & MV_DOWN &&
9605 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9606 return MF_NO_ACTION;
9610 /* do not push elements already moving away faster than player */
9611 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9612 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9613 return MF_NO_ACTION;
9615 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
9616 return MF_NO_ACTION;
9620 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9622 if (player->push_delay_value == -1)
9623 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9625 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9627 if (!player->is_pushing)
9628 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9632 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
9633 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
9634 !player_is_pushing))
9635 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9638 if (!player->is_pushing &&
9639 game.engine_version >= VERSION_IDENT(2,2,0,7))
9640 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9644 printf("::: push delay: %ld [%d, %d] [%d]\n",
9645 player->push_delay_value, FrameCounter, game.engine_version,
9646 player->is_pushing);
9649 player->is_pushing = TRUE;
9651 if (!(IN_LEV_FIELD(nextx, nexty) &&
9652 (IS_FREE(nextx, nexty) ||
9653 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9654 IS_SB_ELEMENT(element)))))
9655 return MF_NO_ACTION;
9657 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9658 return MF_NO_ACTION;
9660 if (player->push_delay == 0) /* new pushing; restart delay */
9661 player->push_delay = FrameCounter;
9663 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
9664 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9665 element != EL_SPRING && element != EL_BALLOON)
9667 /* make sure that there is no move delay before next try to push */
9668 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9669 player->move_delay = INITIAL_MOVE_DELAY_OFF;
9671 return MF_NO_ACTION;
9675 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
9678 if (IS_SB_ELEMENT(element))
9680 if (element == EL_SOKOBAN_FIELD_FULL)
9682 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9683 local_player->sokobanfields_still_needed++;
9686 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9688 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9689 local_player->sokobanfields_still_needed--;
9692 Feld[x][y] = EL_SOKOBAN_OBJECT;
9694 if (Back[x][y] == Back[nextx][nexty])
9695 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9696 else if (Back[x][y] != 0)
9697 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9700 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9703 if (local_player->sokobanfields_still_needed == 0 &&
9704 game.emulation == EMU_SOKOBAN)
9706 player->LevelSolved = player->GameOver = TRUE;
9707 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9711 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9713 InitMovingField(x, y, move_direction);
9714 GfxAction[x][y] = ACTION_PUSHING;
9716 if (mode == DF_SNAP)
9717 ContinueMoving(x, y);
9719 MovPos[x][y] = (dx != 0 ? dx : dy);
9721 Pushed[x][y] = TRUE;
9722 Pushed[nextx][nexty] = TRUE;
9724 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9725 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9727 player->push_delay_value = -1; /* get new value later */
9729 CheckTriggeredElementSideChange(x, y, element, dig_side,
9730 CE_OTHER_GETS_PUSHED);
9731 CheckElementSideChange(x, y, element, dig_side,
9732 CE_PUSHED_BY_PLAYER, -1);
9736 else if (IS_SWITCHABLE(element))
9738 if (PLAYER_SWITCHING(player, x, y))
9741 player->is_switching = TRUE;
9742 player->switch_x = x;
9743 player->switch_y = y;
9745 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9747 if (element == EL_ROBOT_WHEEL)
9749 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9753 DrawLevelField(x, y);
9755 else if (element == EL_SP_TERMINAL)
9759 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9761 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9763 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9764 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9767 else if (IS_BELT_SWITCH(element))
9769 ToggleBeltSwitch(x, y);
9771 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9772 element == EL_SWITCHGATE_SWITCH_DOWN)
9774 ToggleSwitchgateSwitch(x, y);
9776 else if (element == EL_LIGHT_SWITCH ||
9777 element == EL_LIGHT_SWITCH_ACTIVE)
9779 ToggleLightSwitch(x, y);
9782 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
9783 SND_LIGHT_SWITCH_ACTIVATING :
9784 SND_LIGHT_SWITCH_DEACTIVATING);
9787 else if (element == EL_TIMEGATE_SWITCH)
9789 ActivateTimegateSwitch(x, y);
9791 else if (element == EL_BALLOON_SWITCH_LEFT ||
9792 element == EL_BALLOON_SWITCH_RIGHT ||
9793 element == EL_BALLOON_SWITCH_UP ||
9794 element == EL_BALLOON_SWITCH_DOWN ||
9795 element == EL_BALLOON_SWITCH_ANY)
9797 if (element == EL_BALLOON_SWITCH_ANY)
9798 game.balloon_dir = move_direction;
9800 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9801 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9802 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9803 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9806 else if (element == EL_LAMP)
9808 Feld[x][y] = EL_LAMP_ACTIVE;
9809 local_player->lights_still_needed--;
9811 DrawLevelField(x, y);
9813 else if (element == EL_TIME_ORB_FULL)
9815 Feld[x][y] = EL_TIME_ORB_EMPTY;
9817 DrawGameValue_Time(TimeLeft);
9819 DrawLevelField(x, y);
9822 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
9830 if (!PLAYER_SWITCHING(player, x, y))
9832 player->is_switching = TRUE;
9833 player->switch_x = x;
9834 player->switch_y = y;
9836 CheckTriggeredElementSideChange(x, y, element, dig_side,
9837 CE_OTHER_IS_SWITCHING);
9838 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
9841 CheckTriggeredElementSideChange(x, y, element, dig_side,
9842 CE_OTHER_GETS_PRESSED);
9843 CheckElementSideChange(x, y, element, dig_side,
9844 CE_PRESSED_BY_PLAYER, -1);
9847 return MF_NO_ACTION;
9850 player->push_delay = 0;
9852 if (Feld[x][y] != element) /* really digged/collected something */
9853 player->is_collecting = !player->is_digging;
9858 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9860 int jx = player->jx, jy = player->jy;
9861 int x = jx + dx, y = jy + dy;
9862 int snap_direction = (dx == -1 ? MV_LEFT :
9863 dx == +1 ? MV_RIGHT :
9865 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9867 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
9870 if (!player->active || !IN_LEV_FIELD(x, y))
9878 if (player->MovPos == 0)
9879 player->is_pushing = FALSE;
9881 player->is_snapping = FALSE;
9883 if (player->MovPos == 0)
9885 player->is_moving = FALSE;
9886 player->is_digging = FALSE;
9887 player->is_collecting = FALSE;
9893 if (player->is_snapping)
9896 player->MovDir = snap_direction;
9899 if (player->MovPos == 0)
9902 player->is_moving = FALSE;
9903 player->is_digging = FALSE;
9904 player->is_collecting = FALSE;
9907 player->is_dropping = FALSE;
9909 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9912 player->is_snapping = TRUE;
9915 if (player->MovPos == 0)
9918 player->is_moving = FALSE;
9919 player->is_digging = FALSE;
9920 player->is_collecting = FALSE;
9923 DrawLevelField(x, y);
9929 boolean DropElement(struct PlayerInfo *player)
9931 int jx = player->jx, jy = player->jy;
9932 int old_element = Feld[jx][jy];
9935 /* check if player is active, not moving and ready to drop */
9936 if (!player->active || player->MovPos || player->drop_delay > 0)
9939 /* check if player has anything that can be dropped */
9940 if (player->inventory_size == 0 && player->dynabombs_left == 0)
9943 /* check if anything can be dropped at the current position */
9944 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9947 /* collected custom elements can only be dropped on empty fields */
9948 if (player->inventory_size > 0 &&
9949 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
9950 && old_element != EL_EMPTY)
9953 if (old_element != EL_EMPTY)
9954 Back[jx][jy] = old_element; /* store old element on this field */
9956 ResetGfxAnimation(jx, jy);
9957 ResetRandomAnimationValue(jx, jy);
9959 if (player->inventory_size > 0)
9961 player->inventory_size--;
9962 new_element = player->inventory_element[player->inventory_size];
9964 if (new_element == EL_DYNAMITE)
9965 new_element = EL_DYNAMITE_ACTIVE;
9966 else if (new_element == EL_SP_DISK_RED)
9967 new_element = EL_SP_DISK_RED_ACTIVE;
9969 Feld[jx][jy] = new_element;
9971 DrawGameValue_Dynamite(local_player->inventory_size);
9973 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
9974 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
9976 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
9979 /* needed if previous element just changed to "empty" in the last frame */
9980 Changed[jx][jy] = 0; /* allow another change */
9983 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
9984 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
9986 TestIfElementTouchesCustomElement(jx, jy);
9988 else /* player is dropping a dyna bomb */
9990 player->dynabombs_left--;
9991 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
9993 Feld[jx][jy] = new_element;
9995 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
9996 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
9998 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10005 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10008 InitField_WithBug1(jx, jy, FALSE);
10010 InitField(jx, jy, FALSE);
10011 if (CAN_MOVE(Feld[jx][jy]))
10012 InitMovDir(jx, jy);
10016 new_element = Feld[jx][jy];
10018 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10019 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10021 int move_stepsize = element_info[new_element].move_stepsize;
10022 int direction, dx, dy, nextx, nexty;
10024 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10025 MovDir[jx][jy] = player->MovDir;
10027 direction = MovDir[jx][jy];
10028 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10029 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10033 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10036 WasJustMoving[jx][jy] = 3;
10038 InitMovingField(jx, jy, direction);
10039 ContinueMoving(jx, jy);
10044 Changed[jx][jy] = 0; /* allow another change */
10047 TestIfElementHitsCustomElement(jx, jy, direction);
10049 CheckElementSideChange(jx, jy, new_element,
10050 direction, CE_HITTING_SOMETHING, -1);
10054 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10058 player->drop_delay = 8 + 8 + 8;
10063 player->is_dropping = TRUE;
10069 /* ------------------------------------------------------------------------- */
10070 /* game sound playing functions */
10071 /* ------------------------------------------------------------------------- */
10073 static int *loop_sound_frame = NULL;
10074 static int *loop_sound_volume = NULL;
10076 void InitPlayLevelSound()
10078 int num_sounds = getSoundListSize();
10080 checked_free(loop_sound_frame);
10081 checked_free(loop_sound_volume);
10083 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10084 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10087 static void PlayLevelSound(int x, int y, int nr)
10089 int sx = SCREENX(x), sy = SCREENY(y);
10090 int volume, stereo_position;
10091 int max_distance = 8;
10092 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10094 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10095 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10098 if (!IN_LEV_FIELD(x, y) ||
10099 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10100 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10103 volume = SOUND_MAX_VOLUME;
10105 if (!IN_SCR_FIELD(sx, sy))
10107 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10108 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10110 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10113 stereo_position = (SOUND_MAX_LEFT +
10114 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10115 (SCR_FIELDX + 2 * max_distance));
10117 if (IS_LOOP_SOUND(nr))
10119 /* This assures that quieter loop sounds do not overwrite louder ones,
10120 while restarting sound volume comparison with each new game frame. */
10122 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10125 loop_sound_volume[nr] = volume;
10126 loop_sound_frame[nr] = FrameCounter;
10129 PlaySoundExt(nr, volume, stereo_position, type);
10132 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10134 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10135 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10136 y < LEVELY(BY1) ? LEVELY(BY1) :
10137 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10141 static void PlayLevelSoundAction(int x, int y, int action)
10143 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10146 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10148 int sound_effect = element_info[element].sound[action];
10150 if (sound_effect != SND_UNDEFINED)
10151 PlayLevelSound(x, y, sound_effect);
10154 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10157 int sound_effect = element_info[element].sound[action];
10159 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10160 PlayLevelSound(x, y, sound_effect);
10163 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10165 int sound_effect = element_info[Feld[x][y]].sound[action];
10167 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10168 PlayLevelSound(x, y, sound_effect);
10171 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10173 int sound_effect = element_info[Feld[x][y]].sound[action];
10175 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10176 StopSound(sound_effect);
10179 static void PlayLevelMusic()
10181 if (levelset.music[level_nr] != MUS_UNDEFINED)
10182 PlayMusic(levelset.music[level_nr]); /* from config file */
10184 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10187 void RaiseScore(int value)
10189 local_player->score += value;
10191 DrawGameValue_Score(local_player->score);
10194 void RaiseScoreElement(int element)
10199 case EL_BD_DIAMOND:
10200 case EL_EMERALD_YELLOW:
10201 case EL_EMERALD_RED:
10202 case EL_EMERALD_PURPLE:
10203 case EL_SP_INFOTRON:
10204 RaiseScore(level.score[SC_EMERALD]);
10207 RaiseScore(level.score[SC_DIAMOND]);
10210 RaiseScore(level.score[SC_CRYSTAL]);
10213 RaiseScore(level.score[SC_PEARL]);
10216 case EL_BD_BUTTERFLY:
10217 case EL_SP_ELECTRON:
10218 RaiseScore(level.score[SC_BUG]);
10221 case EL_BD_FIREFLY:
10222 case EL_SP_SNIKSNAK:
10223 RaiseScore(level.score[SC_SPACESHIP]);
10226 case EL_DARK_YAMYAM:
10227 RaiseScore(level.score[SC_YAMYAM]);
10230 RaiseScore(level.score[SC_ROBOT]);
10233 RaiseScore(level.score[SC_PACMAN]);
10236 RaiseScore(level.score[SC_NUT]);
10239 case EL_SP_DISK_RED:
10240 case EL_DYNABOMB_INCREASE_NUMBER:
10241 case EL_DYNABOMB_INCREASE_SIZE:
10242 case EL_DYNABOMB_INCREASE_POWER:
10243 RaiseScore(level.score[SC_DYNAMITE]);
10245 case EL_SHIELD_NORMAL:
10246 case EL_SHIELD_DEADLY:
10247 RaiseScore(level.score[SC_SHIELD]);
10249 case EL_EXTRA_TIME:
10250 RaiseScore(level.score[SC_TIME_BONUS]);
10256 RaiseScore(level.score[SC_KEY]);
10259 RaiseScore(element_info[element].collect_score);
10264 void RequestQuitGame(boolean ask_if_really_quit)
10266 if (AllPlayersGone ||
10267 !ask_if_really_quit ||
10268 level_editor_test_game ||
10269 Request("Do you really want to quit the game ?",
10270 REQ_ASK | REQ_STAY_CLOSED))
10272 #if defined(PLATFORM_UNIX)
10273 if (options.network)
10274 SendToServer_StopPlaying();
10278 game_status = GAME_MODE_MAIN;
10284 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10289 /* ---------- new game button stuff ---------------------------------------- */
10291 /* graphic position values for game buttons */
10292 #define GAME_BUTTON_XSIZE 30
10293 #define GAME_BUTTON_YSIZE 30
10294 #define GAME_BUTTON_XPOS 5
10295 #define GAME_BUTTON_YPOS 215
10296 #define SOUND_BUTTON_XPOS 5
10297 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10299 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10300 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10301 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10302 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10303 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10304 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10311 } gamebutton_info[NUM_GAME_BUTTONS] =
10314 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10319 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10320 GAME_CTRL_ID_PAUSE,
10324 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10329 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10330 SOUND_CTRL_ID_MUSIC,
10331 "background music on/off"
10334 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10335 SOUND_CTRL_ID_LOOPS,
10336 "sound loops on/off"
10339 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10340 SOUND_CTRL_ID_SIMPLE,
10341 "normal sounds on/off"
10345 void CreateGameButtons()
10349 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10351 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10352 struct GadgetInfo *gi;
10355 unsigned long event_mask;
10356 int gd_xoffset, gd_yoffset;
10357 int gd_x1, gd_x2, gd_y1, gd_y2;
10360 gd_xoffset = gamebutton_info[i].x;
10361 gd_yoffset = gamebutton_info[i].y;
10362 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10363 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10365 if (id == GAME_CTRL_ID_STOP ||
10366 id == GAME_CTRL_ID_PAUSE ||
10367 id == GAME_CTRL_ID_PLAY)
10369 button_type = GD_TYPE_NORMAL_BUTTON;
10371 event_mask = GD_EVENT_RELEASED;
10372 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10373 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10377 button_type = GD_TYPE_CHECK_BUTTON;
10379 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10380 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10381 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10382 event_mask = GD_EVENT_PRESSED;
10383 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10384 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10387 gi = CreateGadget(GDI_CUSTOM_ID, id,
10388 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10389 GDI_X, DX + gd_xoffset,
10390 GDI_Y, DY + gd_yoffset,
10391 GDI_WIDTH, GAME_BUTTON_XSIZE,
10392 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10393 GDI_TYPE, button_type,
10394 GDI_STATE, GD_BUTTON_UNPRESSED,
10395 GDI_CHECKED, checked,
10396 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10397 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10398 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10399 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10400 GDI_EVENT_MASK, event_mask,
10401 GDI_CALLBACK_ACTION, HandleGameButtons,
10405 Error(ERR_EXIT, "cannot create gadget");
10407 game_gadget[id] = gi;
10411 void FreeGameButtons()
10415 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10416 FreeGadget(game_gadget[i]);
10419 static void MapGameButtons()
10423 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10424 MapGadget(game_gadget[i]);
10427 void UnmapGameButtons()
10431 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10432 UnmapGadget(game_gadget[i]);
10435 static void HandleGameButtons(struct GadgetInfo *gi)
10437 int id = gi->custom_id;
10439 if (game_status != GAME_MODE_PLAYING)
10444 case GAME_CTRL_ID_STOP:
10445 RequestQuitGame(TRUE);
10448 case GAME_CTRL_ID_PAUSE:
10449 if (options.network)
10451 #if defined(PLATFORM_UNIX)
10453 SendToServer_ContinuePlaying();
10455 SendToServer_PausePlaying();
10459 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10462 case GAME_CTRL_ID_PLAY:
10465 #if defined(PLATFORM_UNIX)
10466 if (options.network)
10467 SendToServer_ContinuePlaying();
10471 tape.pausing = FALSE;
10472 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10477 case SOUND_CTRL_ID_MUSIC:
10478 if (setup.sound_music)
10480 setup.sound_music = FALSE;
10483 else if (audio.music_available)
10485 setup.sound = setup.sound_music = TRUE;
10487 SetAudioMode(setup.sound);
10493 case SOUND_CTRL_ID_LOOPS:
10494 if (setup.sound_loops)
10495 setup.sound_loops = FALSE;
10496 else if (audio.loops_available)
10498 setup.sound = setup.sound_loops = TRUE;
10499 SetAudioMode(setup.sound);
10503 case SOUND_CTRL_ID_SIMPLE:
10504 if (setup.sound_simple)
10505 setup.sound_simple = FALSE;
10506 else if (audio.sound_available)
10508 setup.sound = setup.sound_simple = TRUE;
10509 SetAudioMode(setup.sound);