1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF (TRUE * 1)
30 #define USE_NEW_MOVE_STYLE (TRUE * USE_NEW_STUFF * 1)
31 #define USE_NEW_MOVE_DELAY (TRUE * USE_NEW_STUFF * 1)
32 #define USE_NEW_PUSH_DELAY (TRUE * USE_NEW_STUFF * 1)
33 #define USE_NEW_BLOCK_STYLE (TRUE * USE_NEW_STUFF * 1)
34 #define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
35 #define USE_NEW_RANDOMIZE (TRUE * USE_NEW_STUFF * 1)
37 #define USE_CAN_MOVE_NOT_MOVING (TRUE * USE_NEW_STUFF * 1)
38 #define USE_PREVIOUS_MOVE_DIR (TRUE * USE_NEW_STUFF * 1)
40 #define USE_PUSH_BUGFIX (TRUE * USE_NEW_STUFF * 1)
41 #define USE_GRAVITY_BUGFIX_NEW (TRUE * USE_NEW_STUFF * 1)
42 #define USE_GRAVITY_BUGFIX_OLD (TRUE * USE_NEW_STUFF * 0)
44 #define USE_PENGUIN_COLLECT_BUGFIX (TRUE * USE_NEW_STUFF * 1)
46 #define USE_IMPACT_BUGFIX (TRUE * USE_NEW_STUFF * 1)
48 #define USE_HITTING_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1)
49 #define USE_HIT_BY_SOMETHING_BUGFIX (TRUE * USE_NEW_STUFF * 1)
51 #define USE_DROP_BUGFIX (TRUE * USE_NEW_STUFF * 1)
53 #define USE_CHANGE_TO_TRIGGERED (TRUE * USE_NEW_STUFF * 1)
55 #define USE_BACK_WALKABLE_BUGFIX (TRUE * USE_NEW_STUFF * 1)
63 /* for MovePlayer() */
64 #define MF_NO_ACTION 0
68 /* for ScrollPlayer() */
70 #define SCROLL_GO_ON 1
73 #define EX_PHASE_START 0
74 #define EX_TYPE_NONE 0
75 #define EX_TYPE_NORMAL (1 << 0)
76 #define EX_TYPE_CENTER (1 << 1)
77 #define EX_TYPE_BORDER (1 << 2)
78 #define EX_TYPE_CROSS (1 << 3)
79 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
81 /* special positions in the game control window (relative to control window) */
84 #define XX_EMERALDS 29
85 #define YY_EMERALDS 54
86 #define XX_DYNAMITE 29
87 #define YY_DYNAMITE 89
96 /* special positions in the game control window (relative to main window) */
97 #define DX_LEVEL (DX + XX_LEVEL)
98 #define DY_LEVEL (DY + YY_LEVEL)
99 #define DX_EMERALDS (DX + XX_EMERALDS)
100 #define DY_EMERALDS (DY + YY_EMERALDS)
101 #define DX_DYNAMITE (DX + XX_DYNAMITE)
102 #define DY_DYNAMITE (DY + YY_DYNAMITE)
103 #define DX_KEYS (DX + XX_KEYS)
104 #define DY_KEYS (DY + YY_KEYS)
105 #define DX_SCORE (DX + XX_SCORE)
106 #define DY_SCORE (DY + YY_SCORE)
107 #define DX_TIME1 (DX + XX_TIME1)
108 #define DX_TIME2 (DX + XX_TIME2)
109 #define DY_TIME (DY + YY_TIME)
111 /* values for initial player move delay (initial delay counter value) */
112 #define INITIAL_MOVE_DELAY_OFF -1
113 #define INITIAL_MOVE_DELAY_ON 0
115 /* values for player movement speed (which is in fact a delay value) */
116 #define MOVE_DELAY_NORMAL_SPEED 8
117 #define MOVE_DELAY_HIGH_SPEED 4
119 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
120 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
121 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
122 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
124 /* values for other actions */
125 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
127 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
128 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
130 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
132 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
133 RND(element_info[e].push_delay_random))
134 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
135 RND(element_info[e].drop_delay_random))
136 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
137 RND(element_info[e].move_delay_random))
138 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
139 (element_info[e].move_delay_random))
140 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
141 RND((c)->delay_random * (c)->delay_frames))
143 #define GET_TARGET_ELEMENT(e, ch) \
144 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
145 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
147 #define GET_VALID_PLAYER_ELEMENT(e) \
148 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
150 #define CAN_GROW_INTO(e) \
151 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
153 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
154 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
157 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
158 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
159 (CAN_MOVE_INTO_ACID(e) && \
160 Feld[x][y] == EL_ACID) || \
163 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
164 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
165 (CAN_MOVE_INTO_ACID(e) && \
166 Feld[x][y] == EL_ACID) || \
169 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
170 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
172 (CAN_MOVE_INTO_ACID(e) && \
173 Feld[x][y] == EL_ACID) || \
174 (DONT_COLLIDE_WITH(e) && \
176 !PLAYER_ENEMY_PROTECTED(x, y))))
178 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
181 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
184 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
187 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
190 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
191 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
193 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
194 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
196 #define PIG_CAN_ENTER_FIELD(e, x, y) \
197 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
199 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
200 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
201 IS_FOOD_PENGUIN(Feld[x][y])))
202 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
203 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
205 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
206 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
208 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
209 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
211 #define GROUP_NR(e) ((e) - EL_GROUP_START)
212 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
213 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
214 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
216 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
217 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
219 #define CE_ENTER_FIELD_COND(e, x, y) \
220 (!IS_PLAYER(x, y) && \
221 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
223 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
224 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
226 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
227 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
229 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
230 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
231 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
232 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
234 /* game button identifiers */
235 #define GAME_CTRL_ID_STOP 0
236 #define GAME_CTRL_ID_PAUSE 1
237 #define GAME_CTRL_ID_PLAY 2
238 #define SOUND_CTRL_ID_MUSIC 3
239 #define SOUND_CTRL_ID_LOOPS 4
240 #define SOUND_CTRL_ID_SIMPLE 5
242 #define NUM_GAME_BUTTONS 6
245 /* forward declaration for internal use */
247 static void AdvanceFrameAndPlayerCounters(int);
249 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
250 static boolean MovePlayer(struct PlayerInfo *, int, int);
251 static void ScrollPlayer(struct PlayerInfo *, int);
252 static void ScrollScreen(struct PlayerInfo *, int);
254 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
256 static void InitBeltMovement(void);
257 static void CloseAllOpenTimegates(void);
258 static void CheckGravityMovement(struct PlayerInfo *);
259 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
260 static void KillHeroUnlessEnemyProtected(int, int);
261 static void KillHeroUnlessExplosionProtected(int, int);
263 static void TestIfPlayerTouchesCustomElement(int, int);
264 static void TestIfElementTouchesCustomElement(int, int);
265 static void TestIfElementHitsCustomElement(int, int, int);
267 static void TestIfElementSmashesCustomElement(int, int, int);
270 static void ChangeElement(int, int, int);
272 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
273 #define CheckTriggeredElementChange(x, y, e, ev) \
274 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
276 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
277 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
278 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
279 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
280 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
281 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
284 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
285 #define CheckElementChange(x, y, e, te, ev) \
286 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
287 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
288 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, -1)
289 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
290 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, -1)
291 #define CheckElementChangeByPage(x, y, e, te, ev, p) \
292 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
294 static void PlayLevelSound(int, int, int);
295 static void PlayLevelSoundNearest(int, int, int);
296 static void PlayLevelSoundAction(int, int, int);
297 static void PlayLevelSoundElementAction(int, int, int, int);
298 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
299 static void PlayLevelSoundActionIfLoop(int, int, int);
300 static void StopLevelSoundActionIfLoop(int, int, int);
301 static void PlayLevelMusic();
303 static void MapGameButtons();
304 static void HandleGameButtons(struct GadgetInfo *);
306 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
309 /* ------------------------------------------------------------------------- */
310 /* definition of elements that automatically change to other elements after */
311 /* a specified time, eventually calling a function when changing */
312 /* ------------------------------------------------------------------------- */
314 /* forward declaration for changer functions */
315 static void InitBuggyBase(int x, int y);
316 static void WarnBuggyBase(int x, int y);
318 static void InitTrap(int x, int y);
319 static void ActivateTrap(int x, int y);
320 static void ChangeActiveTrap(int x, int y);
322 static void InitRobotWheel(int x, int y);
323 static void RunRobotWheel(int x, int y);
324 static void StopRobotWheel(int x, int y);
326 static void InitTimegateWheel(int x, int y);
327 static void RunTimegateWheel(int x, int y);
329 struct ChangingElementInfo
334 void (*pre_change_function)(int x, int y);
335 void (*change_function)(int x, int y);
336 void (*post_change_function)(int x, int y);
339 static struct ChangingElementInfo change_delay_list[] =
390 EL_SWITCHGATE_OPENING,
398 EL_SWITCHGATE_CLOSING,
399 EL_SWITCHGATE_CLOSED,
431 EL_ACID_SPLASH_RIGHT,
440 EL_SP_BUGGY_BASE_ACTIVATING,
447 EL_SP_BUGGY_BASE_ACTIVATING,
448 EL_SP_BUGGY_BASE_ACTIVE,
455 EL_SP_BUGGY_BASE_ACTIVE,
479 EL_ROBOT_WHEEL_ACTIVE,
487 EL_TIMEGATE_SWITCH_ACTIVE,
508 int push_delay_fixed, push_delay_random;
513 { EL_BALLOON, 0, 0 },
515 { EL_SOKOBAN_OBJECT, 2, 0 },
516 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
517 { EL_SATELLITE, 2, 0 },
518 { EL_SP_DISK_YELLOW, 2, 0 },
520 { EL_UNDEFINED, 0, 0 },
528 move_stepsize_list[] =
530 { EL_AMOEBA_DROP, 2 },
531 { EL_AMOEBA_DROPPING, 2 },
532 { EL_QUICKSAND_FILLING, 1 },
533 { EL_QUICKSAND_EMPTYING, 1 },
534 { EL_MAGIC_WALL_FILLING, 2 },
535 { EL_BD_MAGIC_WALL_FILLING, 2 },
536 { EL_MAGIC_WALL_EMPTYING, 2 },
537 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
547 collect_count_list[] =
550 { EL_BD_DIAMOND, 1 },
551 { EL_EMERALD_YELLOW, 1 },
552 { EL_EMERALD_RED, 1 },
553 { EL_EMERALD_PURPLE, 1 },
555 { EL_SP_INFOTRON, 1 },
567 access_direction_list[] =
569 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
570 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
571 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
572 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
573 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
574 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
575 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
576 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
577 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
578 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
579 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
581 { EL_SP_PORT_LEFT, MV_RIGHT },
582 { EL_SP_PORT_RIGHT, MV_LEFT },
583 { EL_SP_PORT_UP, MV_DOWN },
584 { EL_SP_PORT_DOWN, MV_UP },
585 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
586 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
587 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
588 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
589 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
590 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
591 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
592 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
593 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
594 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
595 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
596 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
597 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
598 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
599 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
601 { EL_UNDEFINED, MV_NO_MOVING }
604 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
606 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
607 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
608 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
609 IS_JUST_CHANGING(x, y))
611 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
614 void GetPlayerConfig()
616 if (!audio.sound_available)
617 setup.sound_simple = FALSE;
619 if (!audio.loops_available)
620 setup.sound_loops = FALSE;
622 if (!audio.music_available)
623 setup.sound_music = FALSE;
625 if (!video.fullscreen_available)
626 setup.fullscreen = FALSE;
628 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
630 SetAudioMode(setup.sound);
634 static int getBeltNrFromBeltElement(int element)
636 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
637 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
638 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
641 static int getBeltNrFromBeltActiveElement(int element)
643 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
644 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
645 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
648 static int getBeltNrFromBeltSwitchElement(int element)
650 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
651 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
652 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
655 static int getBeltDirNrFromBeltSwitchElement(int element)
657 static int belt_base_element[4] =
659 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
660 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
661 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
662 EL_CONVEYOR_BELT_4_SWITCH_LEFT
665 int belt_nr = getBeltNrFromBeltSwitchElement(element);
666 int belt_dir_nr = element - belt_base_element[belt_nr];
668 return (belt_dir_nr % 3);
671 static int getBeltDirFromBeltSwitchElement(int element)
673 static int belt_move_dir[3] =
680 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
682 return belt_move_dir[belt_dir_nr];
685 static void InitPlayerField(int x, int y, int element, boolean init_game)
687 if (element == EL_SP_MURPHY)
691 if (stored_player[0].present)
693 Feld[x][y] = EL_SP_MURPHY_CLONE;
699 stored_player[0].use_murphy_graphic = TRUE;
702 Feld[x][y] = EL_PLAYER_1;
708 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
709 int jx = player->jx, jy = player->jy;
711 player->present = TRUE;
713 player->block_last_field = (element == EL_SP_MURPHY ?
714 level.sp_block_last_field :
715 level.block_last_field);
717 #if USE_NEW_BLOCK_STYLE
718 /* ---------- initialize player's last field block delay --------------- */
720 /* always start with reliable default value (no adjustment needed) */
721 player->block_delay_adjustment = 0;
723 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
724 if (player->block_last_field && element == EL_SP_MURPHY)
725 player->block_delay_adjustment = 1;
727 /* special case 2: in game engines before 3.1.1, blocking was different */
728 if (game.use_block_last_field_bug)
729 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
732 if (!options.network || player->connected)
734 player->active = TRUE;
736 /* remove potentially duplicate players */
737 if (StorePlayer[jx][jy] == Feld[x][y])
738 StorePlayer[jx][jy] = 0;
740 StorePlayer[x][y] = Feld[x][y];
744 printf("Player %d activated.\n", player->element_nr);
745 printf("[Local player is %d and currently %s.]\n",
746 local_player->element_nr,
747 local_player->active ? "active" : "not active");
751 Feld[x][y] = EL_EMPTY;
753 player->jx = player->last_jx = x;
754 player->jy = player->last_jy = y;
758 static void InitField(int x, int y, boolean init_game)
760 int element = Feld[x][y];
769 InitPlayerField(x, y, element, init_game);
772 case EL_SOKOBAN_FIELD_PLAYER:
773 element = Feld[x][y] = EL_PLAYER_1;
774 InitField(x, y, init_game);
776 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
777 InitField(x, y, init_game);
780 case EL_SOKOBAN_FIELD_EMPTY:
781 local_player->sokobanfields_still_needed++;
785 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
786 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
787 else if (x > 0 && Feld[x-1][y] == EL_ACID)
788 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
789 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
790 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
791 else if (y > 0 && Feld[x][y-1] == EL_ACID)
792 Feld[x][y] = EL_ACID_POOL_BOTTOM;
793 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
794 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
802 case EL_SPACESHIP_RIGHT:
803 case EL_SPACESHIP_UP:
804 case EL_SPACESHIP_LEFT:
805 case EL_SPACESHIP_DOWN:
807 case EL_BD_BUTTERFLY_RIGHT:
808 case EL_BD_BUTTERFLY_UP:
809 case EL_BD_BUTTERFLY_LEFT:
810 case EL_BD_BUTTERFLY_DOWN:
811 case EL_BD_BUTTERFLY:
812 case EL_BD_FIREFLY_RIGHT:
813 case EL_BD_FIREFLY_UP:
814 case EL_BD_FIREFLY_LEFT:
815 case EL_BD_FIREFLY_DOWN:
817 case EL_PACMAN_RIGHT:
841 if (y == lev_fieldy - 1)
843 Feld[x][y] = EL_AMOEBA_GROWING;
844 Store[x][y] = EL_AMOEBA_WET;
848 case EL_DYNAMITE_ACTIVE:
849 case EL_SP_DISK_RED_ACTIVE:
850 case EL_DYNABOMB_PLAYER_1_ACTIVE:
851 case EL_DYNABOMB_PLAYER_2_ACTIVE:
852 case EL_DYNABOMB_PLAYER_3_ACTIVE:
853 case EL_DYNABOMB_PLAYER_4_ACTIVE:
858 local_player->lights_still_needed++;
862 local_player->friends_still_needed++;
867 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
870 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
871 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
872 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
873 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
874 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
875 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
876 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
877 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
878 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
879 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
880 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
881 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
884 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
885 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
886 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
888 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
890 game.belt_dir[belt_nr] = belt_dir;
891 game.belt_dir_nr[belt_nr] = belt_dir_nr;
893 else /* more than one switch -- set it like the first switch */
895 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
900 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
902 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
905 case EL_LIGHT_SWITCH_ACTIVE:
907 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
911 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
913 else if (IS_GROUP_ELEMENT(element))
915 struct ElementGroupInfo *group = element_info[element].group;
916 int last_anim_random_frame = gfx.anim_random_frame;
919 if (group->choice_mode == ANIM_RANDOM)
920 gfx.anim_random_frame = RND(group->num_elements_resolved);
922 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
923 group->choice_mode, 0,
926 if (group->choice_mode == ANIM_RANDOM)
927 gfx.anim_random_frame = last_anim_random_frame;
931 Feld[x][y] = group->element_resolved[element_pos];
933 InitField(x, y, init_game);
939 static inline void InitField_WithBug1(int x, int y, boolean init_game)
941 InitField(x, y, init_game);
943 /* not needed to call InitMovDir() -- already done by InitField()! */
944 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
945 CAN_MOVE(Feld[x][y]))
949 static inline void InitField_WithBug2(int x, int y, boolean init_game)
951 int old_element = Feld[x][y];
953 InitField(x, y, init_game);
955 /* not needed to call InitMovDir() -- already done by InitField()! */
956 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
957 CAN_MOVE(old_element) &&
958 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
961 /* this case is in fact a combination of not less than three bugs:
962 first, it calls InitMovDir() for elements that can move, although this is
963 already done by InitField(); then, it checks the element that was at this
964 field _before_ the call to InitField() (which can change it); lastly, it
965 was not called for "mole with direction" elements, which were treated as
966 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
970 inline void DrawGameValue_Emeralds(int value)
972 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
975 inline void DrawGameValue_Dynamite(int value)
977 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
980 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
984 /* currently only 4 of 8 possible keys are displayed */
985 for (i = 0; i < STD_NUM_KEYS; i++)
988 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
989 el2edimg(EL_KEY_1 + i));
991 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
992 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
993 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
997 inline void DrawGameValue_Score(int value)
999 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1002 inline void DrawGameValue_Time(int value)
1005 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1007 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1010 inline void DrawGameValue_Level(int value)
1013 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1016 /* misuse area for displaying emeralds to draw bigger level number */
1017 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1018 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1020 /* now copy it to the area for displaying level number */
1021 BlitBitmap(drawto, drawto,
1022 DX_EMERALDS, DY_EMERALDS + 1,
1023 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1024 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1025 DX_LEVEL - 1, DY_LEVEL + 1);
1027 /* restore the area for displaying emeralds */
1028 DrawGameValue_Emeralds(local_player->gems_still_needed);
1030 /* yes, this is all really ugly :-) */
1034 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1037 int key[MAX_NUM_KEYS];
1040 for (i = 0; i < MAX_NUM_KEYS; i++)
1041 key[i] = key_bits & (1 << i);
1043 DrawGameValue_Level(level_nr);
1045 DrawGameValue_Emeralds(emeralds);
1046 DrawGameValue_Dynamite(dynamite);
1047 DrawGameValue_Score(score);
1048 DrawGameValue_Time(time);
1050 DrawGameValue_Keys(key);
1053 void DrawGameDoorValues()
1057 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1059 DrawGameDoorValues_EM();
1064 DrawGameValue_Level(level_nr);
1066 DrawGameValue_Emeralds(local_player->gems_still_needed);
1067 DrawGameValue_Dynamite(local_player->inventory_size);
1068 DrawGameValue_Score(local_player->score);
1069 DrawGameValue_Time(TimeLeft);
1071 for (i = 0; i < MAX_PLAYERS; i++)
1072 DrawGameValue_Keys(stored_player[i].key);
1075 static void resolve_group_element(int group_element, int recursion_depth)
1077 static int group_nr;
1078 static struct ElementGroupInfo *group;
1079 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1082 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1084 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1085 group_element - EL_GROUP_START + 1);
1087 /* replace element which caused too deep recursion by question mark */
1088 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1093 if (recursion_depth == 0) /* initialization */
1095 group = element_info[group_element].group;
1096 group_nr = group_element - EL_GROUP_START;
1098 group->num_elements_resolved = 0;
1099 group->choice_pos = 0;
1102 for (i = 0; i < actual_group->num_elements; i++)
1104 int element = actual_group->element[i];
1106 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1109 if (IS_GROUP_ELEMENT(element))
1110 resolve_group_element(element, recursion_depth + 1);
1113 group->element_resolved[group->num_elements_resolved++] = element;
1114 element_info[element].in_group[group_nr] = TRUE;
1121 =============================================================================
1123 -----------------------------------------------------------------------------
1124 initialize game engine due to level / tape version number
1125 =============================================================================
1128 static void InitGameEngine()
1132 /* set game engine from tape file when re-playing, else from level file */
1133 game.engine_version = (tape.playing ? tape.engine_version :
1134 level.game_version);
1136 /* ---------------------------------------------------------------------- */
1137 /* set flags for bugs and changes according to active game engine version */
1138 /* ---------------------------------------------------------------------- */
1141 Summary of bugfix/change:
1142 Fixed handling for custom elements that change when pushed by the player.
1144 Fixed/changed in version:
1148 Before 3.1.0, custom elements that "change when pushing" changed directly
1149 after the player started pushing them (until then handled in "DigField()").
1150 Since 3.1.0, these custom elements are not changed until the "pushing"
1151 move of the element is finished (now handled in "ContinueMoving()").
1153 Affected levels/tapes:
1154 The first condition is generally needed for all levels/tapes before version
1155 3.1.0, which might use the old behaviour before it was changed; known tapes
1156 that are affected are some tapes from the level set "Walpurgis Gardens" by
1158 The second condition is an exception from the above case and is needed for
1159 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1160 above (including some development versions of 3.1.0), but before it was
1161 known that this change would break tapes like the above and was fixed in
1162 3.1.1, so that the changed behaviour was active although the engine version
1163 while recording maybe was before 3.1.0. There is at least one tape that is
1164 affected by this exception, which is the tape for the one-level set "Bug
1165 Machine" by Juergen Bonhagen.
1168 game.use_change_when_pushing_bug =
1169 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1171 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1172 tape.game_version < VERSION_IDENT(3,1,1,0)));
1175 Summary of bugfix/change:
1176 Fixed handling for blocking the field the player leaves when moving.
1178 Fixed/changed in version:
1182 Before 3.1.1, when "block last field when moving" was enabled, the field
1183 the player is leaving when moving was blocked for the time of the move,
1184 and was directly unblocked afterwards. This resulted in the last field
1185 being blocked for exactly one less than the number of frames of one player
1186 move. Additionally, even when blocking was disabled, the last field was
1187 blocked for exactly one frame.
1188 Since 3.1.1, due to changes in player movement handling, the last field
1189 is not blocked at all when blocking is disabled. When blocking is enabled,
1190 the last field is blocked for exactly the number of frames of one player
1191 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1192 last field is blocked for exactly one more than the number of frames of
1195 Affected levels/tapes:
1196 (!!! yet to be determined -- probably many !!!)
1199 game.use_block_last_field_bug =
1200 (game.engine_version < VERSION_IDENT(3,1,1,0));
1202 /* ---------------------------------------------------------------------- */
1204 /* dynamically adjust element properties according to game engine version */
1205 InitElementPropertiesEngine(game.engine_version);
1208 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1209 printf(" tape version == %06d [%s] [file: %06d]\n",
1210 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1212 printf(" => game.engine_version == %06d\n", game.engine_version);
1215 /* ---------- recursively resolve group elements ------------------------- */
1217 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1218 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1219 element_info[i].in_group[j] = FALSE;
1221 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1222 resolve_group_element(EL_GROUP_START + i, 0);
1224 /* ---------- initialize player's initial move delay --------------------- */
1226 #if USE_NEW_MOVE_DELAY
1227 /* dynamically adjust player properties according to level information */
1228 game.initial_move_delay_value =
1229 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1231 /* dynamically adjust player properties according to game engine version */
1232 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1233 game.initial_move_delay_value : 0);
1235 /* dynamically adjust player properties according to game engine version */
1236 game.initial_move_delay =
1237 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1238 INITIAL_MOVE_DELAY_OFF);
1240 /* dynamically adjust player properties according to level information */
1241 game.initial_move_delay_value =
1242 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1245 /* ---------- initialize player's initial push delay --------------------- */
1247 /* dynamically adjust player properties according to game engine version */
1248 game.initial_push_delay_value =
1249 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1251 /* ---------- initialize changing elements ------------------------------- */
1253 /* initialize changing elements information */
1254 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1256 struct ElementInfo *ei = &element_info[i];
1258 /* this pointer might have been changed in the level editor */
1259 ei->change = &ei->change_page[0];
1261 if (!IS_CUSTOM_ELEMENT(i))
1263 ei->change->target_element = EL_EMPTY_SPACE;
1264 ei->change->delay_fixed = 0;
1265 ei->change->delay_random = 0;
1266 ei->change->delay_frames = 1;
1269 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1271 ei->has_change_event[j] = FALSE;
1273 ei->event_page_nr[j] = 0;
1274 ei->event_page[j] = &ei->change_page[0];
1278 /* add changing elements from pre-defined list */
1279 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1281 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1282 struct ElementInfo *ei = &element_info[ch_delay->element];
1284 ei->change->target_element = ch_delay->target_element;
1285 ei->change->delay_fixed = ch_delay->change_delay;
1287 ei->change->pre_change_function = ch_delay->pre_change_function;
1288 ei->change->change_function = ch_delay->change_function;
1289 ei->change->post_change_function = ch_delay->post_change_function;
1291 ei->has_change_event[CE_DELAY] = TRUE;
1293 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1294 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1297 /* add change events from custom element configuration */
1298 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1300 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1302 for (j = 0; j < ei->num_change_pages; j++)
1304 if (!ei->change_page[j].can_change)
1307 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1309 /* only add event page for the first page found with this event */
1310 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1312 ei->has_change_event[k] = TRUE;
1314 ei->event_page_nr[k] = j;
1315 ei->event_page[k] = &ei->change_page[j];
1321 /* ---------- initialize internal run-time variables ------------- */
1323 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1325 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1327 for (j = 0; j < ei->num_change_pages; j++)
1329 ei->change_page[j].can_change_or_has_action =
1330 (ei->change_page[j].can_change |
1331 ei->change_page[j].has_action);
1335 /* ---------- initialize run-time trigger player and element ------------- */
1337 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1339 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1341 for (j = 0; j < ei->num_change_pages; j++)
1343 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1344 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1348 /* ---------- initialize trigger events ---------------------------------- */
1350 /* initialize trigger events information */
1351 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1352 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1353 trigger_events[i][j] = FALSE;
1355 /* add trigger events from element change event properties */
1356 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1358 struct ElementInfo *ei = &element_info[i];
1360 for (j = 0; j < ei->num_change_pages; j++)
1362 if (!ei->change_page[j].can_change)
1365 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1367 int trigger_element = ei->change_page[j].trigger_element;
1369 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1371 if (ei->change_page[j].has_event[k])
1373 if (IS_GROUP_ELEMENT(trigger_element))
1375 struct ElementGroupInfo *group =
1376 element_info[trigger_element].group;
1378 for (l = 0; l < group->num_elements_resolved; l++)
1379 trigger_events[group->element_resolved[l]][k] = TRUE;
1382 trigger_events[trigger_element][k] = TRUE;
1389 /* ---------- initialize push delay -------------------------------------- */
1391 /* initialize push delay values to default */
1392 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1394 if (!IS_CUSTOM_ELEMENT(i))
1396 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1397 element_info[i].push_delay_random = game.default_push_delay_random;
1401 /* set push delay value for certain elements from pre-defined list */
1402 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1404 int e = push_delay_list[i].element;
1406 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1407 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1410 /* set push delay value for Supaplex elements for newer engine versions */
1411 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1413 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1415 if (IS_SP_ELEMENT(i))
1417 #if USE_NEW_MOVE_STYLE
1418 /* set SP push delay to just enough to push under a falling zonk */
1419 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1421 element_info[i].push_delay_fixed = delay;
1422 element_info[i].push_delay_random = 0;
1424 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1425 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1431 /* ---------- initialize move stepsize ----------------------------------- */
1433 /* initialize move stepsize values to default */
1434 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1435 if (!IS_CUSTOM_ELEMENT(i))
1436 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1438 /* set move stepsize value for certain elements from pre-defined list */
1439 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1441 int e = move_stepsize_list[i].element;
1443 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1446 /* ---------- initialize gem count --------------------------------------- */
1448 /* initialize gem count values for each element */
1449 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1450 if (!IS_CUSTOM_ELEMENT(i))
1451 element_info[i].collect_count = 0;
1453 /* add gem count values for all elements from pre-defined list */
1454 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1455 element_info[collect_count_list[i].element].collect_count =
1456 collect_count_list[i].count;
1458 /* ---------- initialize access direction -------------------------------- */
1460 /* initialize access direction values to default (access from every side) */
1461 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1462 if (!IS_CUSTOM_ELEMENT(i))
1463 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1465 /* set access direction value for certain elements from pre-defined list */
1466 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1467 element_info[access_direction_list[i].element].access_direction =
1468 access_direction_list[i].direction;
1473 =============================================================================
1475 -----------------------------------------------------------------------------
1476 initialize and start new game
1477 =============================================================================
1482 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1483 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1484 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1489 /* don't play tapes over network */
1490 network_playing = (options.network && !tape.playing);
1492 for (i = 0; i < MAX_PLAYERS; i++)
1494 struct PlayerInfo *player = &stored_player[i];
1496 player->index_nr = i;
1497 player->index_bit = (1 << i);
1498 player->element_nr = EL_PLAYER_1 + i;
1500 player->present = FALSE;
1501 player->active = FALSE;
1504 player->effective_action = 0;
1505 player->programmed_action = 0;
1508 player->gems_still_needed = level.gems_needed;
1509 player->sokobanfields_still_needed = 0;
1510 player->lights_still_needed = 0;
1511 player->friends_still_needed = 0;
1513 for (j = 0; j < MAX_NUM_KEYS; j++)
1514 player->key[j] = FALSE;
1516 player->dynabomb_count = 0;
1517 player->dynabomb_size = 1;
1518 player->dynabombs_left = 0;
1519 player->dynabomb_xl = FALSE;
1521 player->MovDir = MV_NO_MOVING;
1524 player->GfxDir = MV_NO_MOVING;
1525 player->GfxAction = ACTION_DEFAULT;
1527 player->StepFrame = 0;
1529 player->use_murphy_graphic = FALSE;
1531 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1532 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1534 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1536 player->actual_frame_counter = 0;
1538 player->step_counter = 0;
1540 player->last_move_dir = MV_NO_MOVING;
1542 player->is_waiting = FALSE;
1543 player->is_moving = FALSE;
1544 player->is_auto_moving = FALSE;
1545 player->is_digging = FALSE;
1546 player->is_snapping = FALSE;
1547 player->is_collecting = FALSE;
1548 player->is_pushing = FALSE;
1549 player->is_switching = FALSE;
1550 player->is_dropping = FALSE;
1552 player->is_bored = FALSE;
1553 player->is_sleeping = FALSE;
1555 player->frame_counter_bored = -1;
1556 player->frame_counter_sleeping = -1;
1558 player->anim_delay_counter = 0;
1559 player->post_delay_counter = 0;
1561 player->action_waiting = ACTION_DEFAULT;
1562 player->last_action_waiting = ACTION_DEFAULT;
1563 player->special_action_bored = ACTION_DEFAULT;
1564 player->special_action_sleeping = ACTION_DEFAULT;
1566 player->num_special_action_bored = 0;
1567 player->num_special_action_sleeping = 0;
1569 /* determine number of special actions for bored and sleeping animation */
1570 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1572 boolean found = FALSE;
1574 for (k = 0; k < NUM_DIRECTIONS; k++)
1575 if (el_act_dir2img(player->element_nr, j, k) !=
1576 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1580 player->num_special_action_bored++;
1584 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1586 boolean found = FALSE;
1588 for (k = 0; k < NUM_DIRECTIONS; k++)
1589 if (el_act_dir2img(player->element_nr, j, k) !=
1590 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1594 player->num_special_action_sleeping++;
1599 player->switch_x = -1;
1600 player->switch_y = -1;
1603 player->drop_x = -1;
1604 player->drop_y = -1;
1607 player->show_envelope = 0;
1609 player->move_delay = game.initial_move_delay;
1610 player->move_delay_value = game.initial_move_delay_value;
1612 player->move_delay_reset_counter = 0;
1614 #if USE_NEW_PUSH_DELAY
1615 player->push_delay = -1; /* initialized when pushing starts */
1616 player->push_delay_value = game.initial_push_delay_value;
1618 player->push_delay = 0;
1619 player->push_delay_value = game.initial_push_delay_value;
1622 player->drop_delay = 0;
1624 player->last_jx = player->last_jy = 0;
1625 player->jx = player->jy = 0;
1627 player->shield_normal_time_left = 0;
1628 player->shield_deadly_time_left = 0;
1630 player->inventory_infinite_element = EL_UNDEFINED;
1631 player->inventory_size = 0;
1633 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1634 SnapField(player, 0, 0);
1636 player->LevelSolved = FALSE;
1637 player->GameOver = FALSE;
1640 network_player_action_received = FALSE;
1642 #if defined(NETWORK_AVALIABLE)
1643 /* initial null action */
1644 if (network_playing)
1645 SendToServer_MovePlayer(MV_NO_MOVING);
1654 TimeLeft = level.time;
1657 ScreenMovDir = MV_NO_MOVING;
1661 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1663 AllPlayersGone = FALSE;
1665 game.yamyam_content_nr = 0;
1666 game.magic_wall_active = FALSE;
1667 game.magic_wall_time_left = 0;
1668 game.light_time_left = 0;
1669 game.timegate_time_left = 0;
1670 game.switchgate_pos = 0;
1671 game.balloon_dir = MV_NO_MOVING;
1672 game.gravity = level.initial_gravity;
1673 game.explosions_delayed = TRUE;
1675 game.envelope_active = FALSE;
1677 for (i = 0; i < NUM_BELTS; i++)
1679 game.belt_dir[i] = MV_NO_MOVING;
1680 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1683 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1684 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1686 for (x = 0; x < lev_fieldx; x++)
1688 for (y = 0; y < lev_fieldy; y++)
1690 Feld[x][y] = level.field[x][y];
1691 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1692 ChangeDelay[x][y] = 0;
1693 ChangePage[x][y] = -1;
1694 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1696 WasJustMoving[x][y] = 0;
1697 WasJustFalling[x][y] = 0;
1698 CheckCollision[x][y] = 0;
1700 Pushed[x][y] = FALSE;
1702 Changed[x][y] = FALSE;
1703 ChangeEvent[x][y] = -1;
1705 ExplodePhase[x][y] = 0;
1706 ExplodeDelay[x][y] = 0;
1707 ExplodeField[x][y] = EX_TYPE_NONE;
1709 RunnerVisit[x][y] = 0;
1710 PlayerVisit[x][y] = 0;
1713 GfxRandom[x][y] = INIT_GFX_RANDOM();
1714 GfxElement[x][y] = EL_UNDEFINED;
1715 GfxAction[x][y] = ACTION_DEFAULT;
1716 GfxDir[x][y] = MV_NO_MOVING;
1720 for (y = 0; y < lev_fieldy; y++)
1722 for (x = 0; x < lev_fieldx; x++)
1724 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1726 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1728 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1731 InitField(x, y, TRUE);
1737 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1738 emulate_sb ? EMU_SOKOBAN :
1739 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1741 /* initialize explosion and ignition delay */
1742 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1744 if (!IS_CUSTOM_ELEMENT(i))
1747 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1748 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1749 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1750 int last_phase = (num_phase + 1) * delay;
1751 int half_phase = (num_phase / 2) * delay;
1753 element_info[i].explosion_delay = last_phase - 1;
1754 element_info[i].ignition_delay = half_phase;
1756 if (i == EL_BLACK_ORB)
1757 element_info[i].ignition_delay = 1;
1761 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1762 element_info[i].explosion_delay = 1;
1764 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1765 element_info[i].ignition_delay = 1;
1769 /* correct non-moving belts to start moving left */
1770 for (i = 0; i < NUM_BELTS; i++)
1771 if (game.belt_dir[i] == MV_NO_MOVING)
1772 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1774 /* check if any connected player was not found in playfield */
1775 for (i = 0; i < MAX_PLAYERS; i++)
1777 struct PlayerInfo *player = &stored_player[i];
1779 if (player->connected && !player->present)
1781 for (j = 0; j < MAX_PLAYERS; j++)
1783 struct PlayerInfo *some_player = &stored_player[j];
1784 int jx = some_player->jx, jy = some_player->jy;
1786 /* assign first free player found that is present in the playfield */
1787 if (some_player->present && !some_player->connected)
1789 player->present = TRUE;
1790 player->active = TRUE;
1792 some_player->present = FALSE;
1793 some_player->active = FALSE;
1796 player->element_nr = some_player->element_nr;
1799 #if USE_NEW_BLOCK_STYLE
1800 player->block_last_field = some_player->block_last_field;
1801 player->block_delay_adjustment = some_player->block_delay_adjustment;
1804 StorePlayer[jx][jy] = player->element_nr;
1805 player->jx = player->last_jx = jx;
1806 player->jy = player->last_jy = jy;
1816 /* when playing a tape, eliminate all players which do not participate */
1818 for (i = 0; i < MAX_PLAYERS; i++)
1820 if (stored_player[i].active && !tape.player_participates[i])
1822 struct PlayerInfo *player = &stored_player[i];
1823 int jx = player->jx, jy = player->jy;
1825 player->active = FALSE;
1826 StorePlayer[jx][jy] = 0;
1827 Feld[jx][jy] = EL_EMPTY;
1831 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1833 /* when in single player mode, eliminate all but the first active player */
1835 for (i = 0; i < MAX_PLAYERS; i++)
1837 if (stored_player[i].active)
1839 for (j = i + 1; j < MAX_PLAYERS; j++)
1841 if (stored_player[j].active)
1843 struct PlayerInfo *player = &stored_player[j];
1844 int jx = player->jx, jy = player->jy;
1846 player->active = FALSE;
1847 player->present = FALSE;
1849 StorePlayer[jx][jy] = 0;
1850 Feld[jx][jy] = EL_EMPTY;
1857 /* when recording the game, store which players take part in the game */
1860 for (i = 0; i < MAX_PLAYERS; i++)
1861 if (stored_player[i].active)
1862 tape.player_participates[i] = TRUE;
1867 for (i = 0; i < MAX_PLAYERS; i++)
1869 struct PlayerInfo *player = &stored_player[i];
1871 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1876 if (local_player == player)
1877 printf("Player %d is local player.\n", i+1);
1881 if (BorderElement == EL_EMPTY)
1884 SBX_Right = lev_fieldx - SCR_FIELDX;
1886 SBY_Lower = lev_fieldy - SCR_FIELDY;
1891 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1893 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1896 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1897 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1899 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1900 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1902 /* if local player not found, look for custom element that might create
1903 the player (make some assumptions about the right custom element) */
1904 if (!local_player->present)
1906 int start_x = 0, start_y = 0;
1907 int found_rating = 0;
1908 int found_element = EL_UNDEFINED;
1910 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1912 int element = Feld[x][y];
1917 if (!IS_CUSTOM_ELEMENT(element))
1920 if (CAN_CHANGE(element))
1922 for (i = 0; i < element_info[element].num_change_pages; i++)
1924 content = element_info[element].change_page[i].target_element;
1925 is_player = ELEM_IS_PLAYER(content);
1927 if (is_player && (found_rating < 3 || element < found_element))
1933 found_element = element;
1938 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1940 content = element_info[element].content[xx][yy];
1941 is_player = ELEM_IS_PLAYER(content);
1943 if (is_player && (found_rating < 2 || element < found_element))
1945 start_x = x + xx - 1;
1946 start_y = y + yy - 1;
1949 found_element = element;
1952 if (!CAN_CHANGE(element))
1955 for (i = 0; i < element_info[element].num_change_pages; i++)
1957 content= element_info[element].change_page[i].target_content[xx][yy];
1958 is_player = ELEM_IS_PLAYER(content);
1960 if (is_player && (found_rating < 1 || element < found_element))
1962 start_x = x + xx - 1;
1963 start_y = y + yy - 1;
1966 found_element = element;
1972 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1973 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1976 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1977 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1982 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1983 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1984 local_player->jx - MIDPOSX);
1986 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1987 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1988 local_player->jy - MIDPOSY);
1991 if (!game.restart_level)
1992 CloseDoor(DOOR_CLOSE_1);
1994 /* !!! FIX THIS (START) !!! */
1995 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1997 InitGameEngine_EM();
2004 /* after drawing the level, correct some elements */
2005 if (game.timegate_time_left == 0)
2006 CloseAllOpenTimegates();
2008 if (setup.soft_scrolling)
2009 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2011 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2014 /* !!! FIX THIS (END) !!! */
2016 if (!game.restart_level)
2018 /* copy default game door content to main double buffer */
2019 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2020 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2023 DrawGameDoorValues();
2025 if (!game.restart_level)
2029 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2030 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2031 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2035 /* copy actual game door content to door double buffer for OpenDoor() */
2036 BlitBitmap(drawto, bitmap_db_door,
2037 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2039 OpenDoor(DOOR_OPEN_ALL);
2041 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2043 if (setup.sound_music)
2046 KeyboardAutoRepeatOffUnlessAutoplay();
2050 for (i = 0; i < MAX_PLAYERS; i++)
2051 printf("Player %d %sactive.\n",
2052 i + 1, (stored_player[i].active ? "" : "not "));
2056 game.restart_level = FALSE;
2059 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2061 /* this is used for non-R'n'D game engines to update certain engine values */
2063 /* needed to determine if sounds are played within the visible screen area */
2064 scroll_x = actual_scroll_x;
2065 scroll_y = actual_scroll_y;
2068 void InitMovDir(int x, int y)
2070 int i, element = Feld[x][y];
2071 static int xy[4][2] =
2078 static int direction[3][4] =
2080 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2081 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2082 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2091 Feld[x][y] = EL_BUG;
2092 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2095 case EL_SPACESHIP_RIGHT:
2096 case EL_SPACESHIP_UP:
2097 case EL_SPACESHIP_LEFT:
2098 case EL_SPACESHIP_DOWN:
2099 Feld[x][y] = EL_SPACESHIP;
2100 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2103 case EL_BD_BUTTERFLY_RIGHT:
2104 case EL_BD_BUTTERFLY_UP:
2105 case EL_BD_BUTTERFLY_LEFT:
2106 case EL_BD_BUTTERFLY_DOWN:
2107 Feld[x][y] = EL_BD_BUTTERFLY;
2108 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2111 case EL_BD_FIREFLY_RIGHT:
2112 case EL_BD_FIREFLY_UP:
2113 case EL_BD_FIREFLY_LEFT:
2114 case EL_BD_FIREFLY_DOWN:
2115 Feld[x][y] = EL_BD_FIREFLY;
2116 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2119 case EL_PACMAN_RIGHT:
2121 case EL_PACMAN_LEFT:
2122 case EL_PACMAN_DOWN:
2123 Feld[x][y] = EL_PACMAN;
2124 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2127 case EL_SP_SNIKSNAK:
2128 MovDir[x][y] = MV_UP;
2131 case EL_SP_ELECTRON:
2132 MovDir[x][y] = MV_LEFT;
2139 Feld[x][y] = EL_MOLE;
2140 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2144 if (IS_CUSTOM_ELEMENT(element))
2146 struct ElementInfo *ei = &element_info[element];
2147 int move_direction_initial = ei->move_direction_initial;
2148 int move_pattern = ei->move_pattern;
2150 if (move_direction_initial == MV_START_PREVIOUS)
2152 if (MovDir[x][y] != MV_NO_MOVING)
2155 move_direction_initial = MV_START_AUTOMATIC;
2158 if (move_direction_initial == MV_START_RANDOM)
2159 MovDir[x][y] = 1 << RND(4);
2160 else if (move_direction_initial & MV_ANY_DIRECTION)
2161 MovDir[x][y] = move_direction_initial;
2162 else if (move_pattern == MV_ALL_DIRECTIONS ||
2163 move_pattern == MV_TURNING_LEFT ||
2164 move_pattern == MV_TURNING_RIGHT ||
2165 move_pattern == MV_TURNING_LEFT_RIGHT ||
2166 move_pattern == MV_TURNING_RIGHT_LEFT ||
2167 move_pattern == MV_TURNING_RANDOM)
2168 MovDir[x][y] = 1 << RND(4);
2169 else if (move_pattern == MV_HORIZONTAL)
2170 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2171 else if (move_pattern == MV_VERTICAL)
2172 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2173 else if (move_pattern & MV_ANY_DIRECTION)
2174 MovDir[x][y] = element_info[element].move_pattern;
2175 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2176 move_pattern == MV_ALONG_RIGHT_SIDE)
2178 /* use random direction as default start direction */
2179 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2180 MovDir[x][y] = 1 << RND(4);
2182 for (i = 0; i < NUM_DIRECTIONS; i++)
2184 int x1 = x + xy[i][0];
2185 int y1 = y + xy[i][1];
2187 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2189 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2190 MovDir[x][y] = direction[0][i];
2192 MovDir[x][y] = direction[1][i];
2201 MovDir[x][y] = 1 << RND(4);
2203 if (element != EL_BUG &&
2204 element != EL_SPACESHIP &&
2205 element != EL_BD_BUTTERFLY &&
2206 element != EL_BD_FIREFLY)
2209 for (i = 0; i < NUM_DIRECTIONS; i++)
2211 int x1 = x + xy[i][0];
2212 int y1 = y + xy[i][1];
2214 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2216 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2218 MovDir[x][y] = direction[0][i];
2221 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2222 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2224 MovDir[x][y] = direction[1][i];
2233 GfxDir[x][y] = MovDir[x][y];
2236 void InitAmoebaNr(int x, int y)
2239 int group_nr = AmoebeNachbarNr(x, y);
2243 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2245 if (AmoebaCnt[i] == 0)
2253 AmoebaNr[x][y] = group_nr;
2254 AmoebaCnt[group_nr]++;
2255 AmoebaCnt2[group_nr]++;
2261 boolean raise_level = FALSE;
2263 if (local_player->MovPos)
2266 if (tape.auto_play) /* tape might already be stopped here */
2267 tape.auto_play_level_solved = TRUE;
2269 local_player->LevelSolved = FALSE;
2271 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2275 if (!tape.playing && setup.sound_loops)
2276 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2277 SND_CTRL_PLAY_LOOP);
2279 while (TimeLeft > 0)
2281 if (!tape.playing && !setup.sound_loops)
2282 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2283 if (TimeLeft > 0 && !(TimeLeft % 10))
2284 RaiseScore(level.score[SC_TIME_BONUS]);
2285 if (TimeLeft > 100 && !(TimeLeft % 10))
2290 DrawGameValue_Time(TimeLeft);
2298 if (!tape.playing && setup.sound_loops)
2299 StopSound(SND_GAME_LEVELTIME_BONUS);
2301 else if (level.time == 0) /* level without time limit */
2303 if (!tape.playing && setup.sound_loops)
2304 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2305 SND_CTRL_PLAY_LOOP);
2307 while (TimePlayed < 999)
2309 if (!tape.playing && !setup.sound_loops)
2310 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2311 if (TimePlayed < 999 && !(TimePlayed % 10))
2312 RaiseScore(level.score[SC_TIME_BONUS]);
2313 if (TimePlayed < 900 && !(TimePlayed % 10))
2318 DrawGameValue_Time(TimePlayed);
2326 if (!tape.playing && setup.sound_loops)
2327 StopSound(SND_GAME_LEVELTIME_BONUS);
2330 /* close exit door after last player */
2331 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2332 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2333 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2335 int element = Feld[ExitX][ExitY];
2337 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2338 EL_SP_EXIT_CLOSING);
2340 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2343 /* Hero disappears */
2344 if (ExitX >= 0 && ExitY >= 0)
2345 DrawLevelField(ExitX, ExitY);
2352 CloseDoor(DOOR_CLOSE_1);
2357 SaveTape(tape.level_nr); /* Ask to save tape */
2360 if (level_nr == leveldir_current->handicap_level)
2362 leveldir_current->handicap_level++;
2363 SaveLevelSetup_SeriesInfo();
2366 if (level_editor_test_game)
2367 local_player->score = -1; /* no highscore when playing from editor */
2368 else if (level_nr < leveldir_current->last_level)
2369 raise_level = TRUE; /* advance to next level */
2371 if ((hi_pos = NewHiScore()) >= 0)
2373 game_status = GAME_MODE_SCORES;
2374 DrawHallOfFame(hi_pos);
2383 game_status = GAME_MODE_MAIN;
2400 LoadScore(level_nr);
2402 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2403 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2406 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2408 if (local_player->score > highscore[k].Score)
2410 /* player has made it to the hall of fame */
2412 if (k < MAX_SCORE_ENTRIES - 1)
2414 int m = MAX_SCORE_ENTRIES - 1;
2417 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2418 if (!strcmp(setup.player_name, highscore[l].Name))
2420 if (m == k) /* player's new highscore overwrites his old one */
2424 for (l = m; l > k; l--)
2426 strcpy(highscore[l].Name, highscore[l - 1].Name);
2427 highscore[l].Score = highscore[l - 1].Score;
2434 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2435 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2436 highscore[k].Score = local_player->score;
2442 else if (!strncmp(setup.player_name, highscore[k].Name,
2443 MAX_PLAYER_NAME_LEN))
2444 break; /* player already there with a higher score */
2450 SaveScore(level_nr);
2455 inline static int getElementMoveStepsize(int x, int y)
2457 int element = Feld[x][y];
2458 int direction = MovDir[x][y];
2459 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2460 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2461 int horiz_move = (dx != 0);
2462 int sign = (horiz_move ? dx : dy);
2463 int step = sign * element_info[element].move_stepsize;
2465 /* special values for move stepsize for spring and things on conveyor belt */
2469 if (element == EL_SPRING)
2470 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2471 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2472 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2473 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2475 if (CAN_FALL(element) &&
2476 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2477 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2478 else if (element == EL_SPRING)
2479 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2486 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2488 if (player->GfxAction != action || player->GfxDir != dir)
2491 printf("Player frame reset! (%d => %d, %d => %d)\n",
2492 player->GfxAction, action, player->GfxDir, dir);
2495 player->GfxAction = action;
2496 player->GfxDir = dir;
2498 player->StepFrame = 0;
2502 static void ResetRandomAnimationValue(int x, int y)
2504 GfxRandom[x][y] = INIT_GFX_RANDOM();
2507 static void ResetGfxAnimation(int x, int y)
2510 GfxAction[x][y] = ACTION_DEFAULT;
2511 GfxDir[x][y] = MovDir[x][y];
2514 void InitMovingField(int x, int y, int direction)
2516 int element = Feld[x][y];
2517 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2518 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2522 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2523 ResetGfxAnimation(x, y);
2525 #if USE_CAN_MOVE_NOT_MOVING
2527 MovDir[x][y] = direction;
2528 GfxDir[x][y] = direction;
2529 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2530 ACTION_FALLING : ACTION_MOVING);
2532 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2534 if (Feld[newx][newy] == EL_EMPTY)
2535 Feld[newx][newy] = EL_BLOCKED;
2537 MovDir[newx][newy] = MovDir[x][y];
2538 GfxFrame[newx][newy] = GfxFrame[x][y];
2539 GfxRandom[newx][newy] = GfxRandom[x][y];
2540 GfxAction[newx][newy] = GfxAction[x][y];
2541 GfxDir[newx][newy] = GfxDir[x][y];
2546 MovDir[newx][newy] = MovDir[x][y] = direction;
2547 GfxDir[x][y] = direction;
2549 if (Feld[newx][newy] == EL_EMPTY)
2550 Feld[newx][newy] = EL_BLOCKED;
2552 if (direction == MV_DOWN && CAN_FALL(element))
2553 GfxAction[x][y] = ACTION_FALLING;
2555 GfxAction[x][y] = ACTION_MOVING;
2557 GfxFrame[newx][newy] = GfxFrame[x][y];
2558 GfxRandom[newx][newy] = GfxRandom[x][y];
2559 GfxAction[newx][newy] = GfxAction[x][y];
2560 GfxDir[newx][newy] = GfxDir[x][y];
2564 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2566 int direction = MovDir[x][y];
2567 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2568 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2574 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2576 int oldx = x, oldy = y;
2577 int direction = MovDir[x][y];
2579 if (direction == MV_LEFT)
2581 else if (direction == MV_RIGHT)
2583 else if (direction == MV_UP)
2585 else if (direction == MV_DOWN)
2588 *comes_from_x = oldx;
2589 *comes_from_y = oldy;
2592 int MovingOrBlocked2Element(int x, int y)
2594 int element = Feld[x][y];
2596 if (element == EL_BLOCKED)
2600 Blocked2Moving(x, y, &oldx, &oldy);
2601 return Feld[oldx][oldy];
2607 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2609 /* like MovingOrBlocked2Element(), but if element is moving
2610 and (x,y) is the field the moving element is just leaving,
2611 return EL_BLOCKED instead of the element value */
2612 int element = Feld[x][y];
2614 if (IS_MOVING(x, y))
2616 if (element == EL_BLOCKED)
2620 Blocked2Moving(x, y, &oldx, &oldy);
2621 return Feld[oldx][oldy];
2630 static void RemoveField(int x, int y)
2632 Feld[x][y] = EL_EMPTY;
2639 ChangeDelay[x][y] = 0;
2640 ChangePage[x][y] = -1;
2641 Pushed[x][y] = FALSE;
2644 ExplodeField[x][y] = EX_TYPE_NONE;
2647 GfxElement[x][y] = EL_UNDEFINED;
2648 GfxAction[x][y] = ACTION_DEFAULT;
2649 GfxDir[x][y] = MV_NO_MOVING;
2652 void RemoveMovingField(int x, int y)
2654 int oldx = x, oldy = y, newx = x, newy = y;
2655 int element = Feld[x][y];
2656 int next_element = EL_UNDEFINED;
2658 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2661 if (IS_MOVING(x, y))
2663 Moving2Blocked(x, y, &newx, &newy);
2665 if (Feld[newx][newy] != EL_BLOCKED)
2667 /* element is moving, but target field is not free (blocked), but
2668 already occupied by something different (example: acid pool);
2669 in this case, only remove the moving field, but not the target */
2671 RemoveField(oldx, oldy);
2673 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2675 DrawLevelField(oldx, oldy);
2680 else if (element == EL_BLOCKED)
2682 Blocked2Moving(x, y, &oldx, &oldy);
2683 if (!IS_MOVING(oldx, oldy))
2687 if (element == EL_BLOCKED &&
2688 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2689 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2690 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2691 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2692 next_element = get_next_element(Feld[oldx][oldy]);
2694 RemoveField(oldx, oldy);
2695 RemoveField(newx, newy);
2697 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2699 if (next_element != EL_UNDEFINED)
2700 Feld[oldx][oldy] = next_element;
2702 DrawLevelField(oldx, oldy);
2703 DrawLevelField(newx, newy);
2706 void DrawDynamite(int x, int y)
2708 int sx = SCREENX(x), sy = SCREENY(y);
2709 int graphic = el2img(Feld[x][y]);
2712 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2715 if (IS_WALKABLE_INSIDE(Back[x][y]))
2719 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2720 else if (Store[x][y])
2721 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2723 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2725 if (Back[x][y] || Store[x][y])
2726 DrawGraphicThruMask(sx, sy, graphic, frame);
2728 DrawGraphic(sx, sy, graphic, frame);
2731 void CheckDynamite(int x, int y)
2733 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2737 if (MovDelay[x][y] != 0)
2740 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2746 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2751 void DrawRelocatePlayer(struct PlayerInfo *player)
2753 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2754 boolean no_delay = (tape.warp_forward);
2755 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2756 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2757 int jx = player->jx;
2758 int jy = player->jy;
2760 if (level.instant_relocation)
2762 int offset = (setup.scroll_delay ? 3 : 0);
2764 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2766 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2767 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2768 local_player->jx - MIDPOSX);
2770 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2771 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2772 local_player->jy - MIDPOSY);
2776 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2777 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2778 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2780 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2781 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2782 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2784 /* don't scroll over playfield boundaries */
2785 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2786 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2788 /* don't scroll over playfield boundaries */
2789 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2790 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2793 RedrawPlayfield(TRUE, 0,0,0,0);
2797 int scroll_xx = -999, scroll_yy = -999;
2799 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2801 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2804 int fx = FX, fy = FY;
2806 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2807 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2808 local_player->jx - MIDPOSX);
2810 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2811 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2812 local_player->jy - MIDPOSY);
2814 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2815 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2817 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2823 fx += dx * TILEX / 2;
2824 fy += dy * TILEY / 2;
2826 ScrollLevel(dx, dy);
2829 /* scroll in two steps of half tile size to make things smoother */
2830 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2832 Delay(wait_delay_value);
2834 /* scroll second step to align at full tile size */
2836 Delay(wait_delay_value);
2841 Delay(wait_delay_value);
2845 void RelocatePlayer(int jx, int jy, int el_player_raw)
2847 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2848 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2849 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2850 boolean no_delay = (tape.warp_forward);
2851 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2852 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2853 int old_jx = player->jx;
2854 int old_jy = player->jy;
2855 int old_element = Feld[old_jx][old_jy];
2856 int element = Feld[jx][jy];
2857 boolean player_relocated = (old_jx != jx || old_jy != jy);
2859 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2860 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2861 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2862 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2863 int leave_side_horiz = move_dir_horiz;
2864 int leave_side_vert = move_dir_vert;
2865 int enter_side = enter_side_horiz | enter_side_vert;
2866 int leave_side = leave_side_horiz | leave_side_vert;
2868 if (player->GameOver) /* do not reanimate dead player */
2871 if (!player_relocated) /* no need to relocate the player */
2874 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2876 RemoveField(jx, jy); /* temporarily remove newly placed player */
2877 DrawLevelField(jx, jy);
2880 if (player->present)
2882 while (player->MovPos)
2884 ScrollPlayer(player, SCROLL_GO_ON);
2885 ScrollScreen(NULL, SCROLL_GO_ON);
2887 #if USE_NEW_MOVE_DELAY
2888 AdvanceFrameAndPlayerCounters(player->index_nr);
2896 Delay(wait_delay_value);
2899 DrawPlayer(player); /* needed here only to cleanup last field */
2900 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2902 player->is_moving = FALSE;
2905 if (IS_CUSTOM_ELEMENT(old_element))
2906 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2908 player->index_bit, leave_side);
2910 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
2912 player->index_bit, leave_side);
2914 Feld[jx][jy] = el_player;
2915 InitPlayerField(jx, jy, el_player, TRUE);
2917 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2919 Feld[jx][jy] = element;
2920 InitField(jx, jy, FALSE);
2923 if (player == local_player) /* only visually relocate local player */
2924 DrawRelocatePlayer(player);
2926 TestIfHeroTouchesBadThing(jx, jy);
2927 TestIfPlayerTouchesCustomElement(jx, jy);
2929 if (IS_CUSTOM_ELEMENT(element))
2930 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2931 player->index_bit, enter_side);
2933 CheckTriggeredElementChangeByPlayer(jx, jy, element,
2935 player->index_bit, enter_side);
2938 void Explode(int ex, int ey, int phase, int mode)
2944 /* !!! eliminate this variable !!! */
2945 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2947 if (game.explosions_delayed)
2949 ExplodeField[ex][ey] = mode;
2953 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2955 int center_element = Feld[ex][ey];
2958 /* --- This is only really needed (and now handled) in "Impact()". --- */
2959 /* do not explode moving elements that left the explode field in time */
2960 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2961 center_element == EL_EMPTY &&
2962 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2966 if (mode == EX_TYPE_NORMAL ||
2967 mode == EX_TYPE_CENTER ||
2968 mode == EX_TYPE_CROSS)
2969 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2971 /* remove things displayed in background while burning dynamite */
2972 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2975 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2977 /* put moving element to center field (and let it explode there) */
2978 center_element = MovingOrBlocked2Element(ex, ey);
2979 RemoveMovingField(ex, ey);
2980 Feld[ex][ey] = center_element;
2983 last_phase = element_info[center_element].explosion_delay + 1;
2985 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2987 int xx = x - ex + 1;
2988 int yy = y - ey + 1;
2991 if (!IN_LEV_FIELD(x, y) ||
2992 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2993 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2996 element = Feld[x][y];
2998 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3000 element = MovingOrBlocked2Element(x, y);
3002 if (!IS_EXPLOSION_PROOF(element))
3003 RemoveMovingField(x, y);
3006 /* indestructible elements can only explode in center (but not flames) */
3007 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3008 mode == EX_TYPE_BORDER)) ||
3009 element == EL_FLAMES)
3012 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
3013 behaviour, for example when touching a yamyam that explodes to rocks
3014 with active deadly shield, a rock is created under the player !!! */
3015 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
3017 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3018 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3019 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3021 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3024 if (IS_ACTIVE_BOMB(element))
3026 /* re-activate things under the bomb like gate or penguin */
3027 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3034 /* save walkable background elements while explosion on same tile */
3035 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3036 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3037 Back[x][y] = element;
3039 /* ignite explodable elements reached by other explosion */
3040 if (element == EL_EXPLOSION)
3041 element = Store2[x][y];
3043 if (AmoebaNr[x][y] &&
3044 (element == EL_AMOEBA_FULL ||
3045 element == EL_BD_AMOEBA ||
3046 element == EL_AMOEBA_GROWING))
3048 AmoebaCnt[AmoebaNr[x][y]]--;
3049 AmoebaCnt2[AmoebaNr[x][y]]--;
3054 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3056 switch(StorePlayer[ex][ey])
3059 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3062 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3065 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3069 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3073 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3074 Store[x][y] = EL_EMPTY;
3076 else if (center_element == EL_MOLE)
3077 Store[x][y] = EL_EMERALD_RED;
3078 else if (center_element == EL_PENGUIN)
3079 Store[x][y] = EL_EMERALD_PURPLE;
3080 else if (center_element == EL_BUG)
3081 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3082 else if (center_element == EL_BD_BUTTERFLY)
3083 Store[x][y] = EL_BD_DIAMOND;
3084 else if (center_element == EL_SP_ELECTRON)
3085 Store[x][y] = EL_SP_INFOTRON;
3086 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3087 Store[x][y] = level.amoeba_content;
3088 else if (center_element == EL_YAMYAM)
3089 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3090 else if (IS_CUSTOM_ELEMENT(center_element) &&
3091 element_info[center_element].content[xx][yy] != EL_EMPTY)
3092 Store[x][y] = element_info[center_element].content[xx][yy];
3093 else if (element == EL_WALL_EMERALD)
3094 Store[x][y] = EL_EMERALD;
3095 else if (element == EL_WALL_DIAMOND)
3096 Store[x][y] = EL_DIAMOND;
3097 else if (element == EL_WALL_BD_DIAMOND)
3098 Store[x][y] = EL_BD_DIAMOND;
3099 else if (element == EL_WALL_EMERALD_YELLOW)
3100 Store[x][y] = EL_EMERALD_YELLOW;
3101 else if (element == EL_WALL_EMERALD_RED)
3102 Store[x][y] = EL_EMERALD_RED;
3103 else if (element == EL_WALL_EMERALD_PURPLE)
3104 Store[x][y] = EL_EMERALD_PURPLE;
3105 else if (element == EL_WALL_PEARL)
3106 Store[x][y] = EL_PEARL;
3107 else if (element == EL_WALL_CRYSTAL)
3108 Store[x][y] = EL_CRYSTAL;
3109 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3110 Store[x][y] = element_info[element].content[1][1];
3112 Store[x][y] = EL_EMPTY;
3114 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3115 center_element == EL_AMOEBA_TO_DIAMOND)
3116 Store2[x][y] = element;
3118 Feld[x][y] = EL_EXPLOSION;
3119 GfxElement[x][y] = center_element;
3121 ExplodePhase[x][y] = 1;
3122 ExplodeDelay[x][y] = last_phase;
3127 if (center_element == EL_YAMYAM)
3128 game.yamyam_content_nr =
3129 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3141 GfxFrame[x][y] = 0; /* restart explosion animation */
3143 last_phase = ExplodeDelay[x][y];
3145 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3149 /* activate this even in non-DEBUG version until cause for crash in
3150 getGraphicAnimationFrame() (see below) is found and eliminated */
3155 if (GfxElement[x][y] == EL_UNDEFINED)
3158 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3159 printf("Explode(): This should never happen!\n");
3162 GfxElement[x][y] = EL_EMPTY;
3166 border_element = Store2[x][y];
3167 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3168 border_element = StorePlayer[x][y];
3170 if (phase == element_info[border_element].ignition_delay ||
3171 phase == last_phase)
3173 boolean border_explosion = FALSE;
3175 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3176 !PLAYER_EXPLOSION_PROTECTED(x, y))
3178 KillHeroUnlessExplosionProtected(x, y);
3179 border_explosion = TRUE;
3181 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3183 Feld[x][y] = Store2[x][y];
3186 border_explosion = TRUE;
3188 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3190 AmoebeUmwandeln(x, y);
3192 border_explosion = TRUE;
3195 /* if an element just explodes due to another explosion (chain-reaction),
3196 do not immediately end the new explosion when it was the last frame of
3197 the explosion (as it would be done in the following "if"-statement!) */
3198 if (border_explosion && phase == last_phase)
3202 if (phase == last_phase)
3206 element = Feld[x][y] = Store[x][y];
3207 Store[x][y] = Store2[x][y] = 0;
3208 GfxElement[x][y] = EL_UNDEFINED;
3210 /* player can escape from explosions and might therefore be still alive */
3211 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3212 element <= EL_PLAYER_IS_EXPLODING_4)
3213 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3215 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3216 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3217 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3220 /* restore probably existing indestructible background element */
3221 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3222 element = Feld[x][y] = Back[x][y];
3225 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3226 GfxDir[x][y] = MV_NO_MOVING;
3227 ChangeDelay[x][y] = 0;
3228 ChangePage[x][y] = -1;
3230 InitField_WithBug2(x, y, FALSE);
3232 DrawLevelField(x, y);
3234 TestIfElementTouchesCustomElement(x, y);
3236 if (GFX_CRUMBLED(element))
3237 DrawLevelFieldCrumbledSandNeighbours(x, y);
3239 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3240 StorePlayer[x][y] = 0;
3242 if (ELEM_IS_PLAYER(element))
3243 RelocatePlayer(x, y, element);
3245 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3247 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3248 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3251 DrawLevelFieldCrumbledSand(x, y);
3253 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3255 DrawLevelElement(x, y, Back[x][y]);
3256 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3258 else if (IS_WALKABLE_UNDER(Back[x][y]))
3260 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3261 DrawLevelElementThruMask(x, y, Back[x][y]);
3263 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3264 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3268 void DynaExplode(int ex, int ey)
3271 int dynabomb_element = Feld[ex][ey];
3272 int dynabomb_size = 1;
3273 boolean dynabomb_xl = FALSE;
3274 struct PlayerInfo *player;
3275 static int xy[4][2] =
3283 if (IS_ACTIVE_BOMB(dynabomb_element))
3285 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3286 dynabomb_size = player->dynabomb_size;
3287 dynabomb_xl = player->dynabomb_xl;
3288 player->dynabombs_left++;
3291 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3293 for (i = 0; i < NUM_DIRECTIONS; i++)
3295 for (j = 1; j <= dynabomb_size; j++)
3297 int x = ex + j * xy[i][0];
3298 int y = ey + j * xy[i][1];
3301 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3304 element = Feld[x][y];
3306 /* do not restart explosions of fields with active bombs */
3307 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3310 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3312 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3313 !IS_DIGGABLE(element) && !dynabomb_xl)
3319 void Bang(int x, int y)
3321 int element = MovingOrBlocked2Element(x, y);
3323 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3325 struct PlayerInfo *player = PLAYERINFO(x, y);
3327 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3328 player->element_nr);
3335 case EL_BD_BUTTERFLY:
3338 case EL_DARK_YAMYAM:
3342 RaiseScoreElement(element);
3343 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3345 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3346 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3347 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3348 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3349 case EL_DYNABOMB_INCREASE_NUMBER:
3350 case EL_DYNABOMB_INCREASE_SIZE:
3351 case EL_DYNABOMB_INCREASE_POWER:
3356 case EL_LAMP_ACTIVE:
3357 case EL_AMOEBA_TO_DIAMOND:
3358 if (IS_PLAYER(x, y))
3359 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3361 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3364 if (element_info[element].explosion_type == EXPLODES_CROSS)
3365 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3366 else if (element_info[element].explosion_type == EXPLODES_1X1)
3367 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3369 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3373 CheckTriggeredElementChange(x, y, element, CE_EXPLOSION_OF_X);
3376 void SplashAcid(int x, int y)
3378 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3379 (!IN_LEV_FIELD(x - 1, y - 2) ||
3380 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3381 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3383 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3384 (!IN_LEV_FIELD(x + 1, y - 2) ||
3385 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3386 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3388 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3391 static void InitBeltMovement()
3393 static int belt_base_element[4] =
3395 EL_CONVEYOR_BELT_1_LEFT,
3396 EL_CONVEYOR_BELT_2_LEFT,
3397 EL_CONVEYOR_BELT_3_LEFT,
3398 EL_CONVEYOR_BELT_4_LEFT
3400 static int belt_base_active_element[4] =
3402 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3403 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3404 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3405 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3410 /* set frame order for belt animation graphic according to belt direction */
3411 for (i = 0; i < NUM_BELTS; i++)
3415 for (j = 0; j < NUM_BELT_PARTS; j++)
3417 int element = belt_base_active_element[belt_nr] + j;
3418 int graphic = el2img(element);
3420 if (game.belt_dir[i] == MV_LEFT)
3421 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3423 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3427 for (y = 0; y < lev_fieldy; y++)
3429 for (x = 0; x < lev_fieldx; x++)
3431 int element = Feld[x][y];
3433 for (i = 0; i < NUM_BELTS; i++)
3435 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3437 int e_belt_nr = getBeltNrFromBeltElement(element);
3440 if (e_belt_nr == belt_nr)
3442 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3444 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3452 static void ToggleBeltSwitch(int x, int y)
3454 static int belt_base_element[4] =
3456 EL_CONVEYOR_BELT_1_LEFT,
3457 EL_CONVEYOR_BELT_2_LEFT,
3458 EL_CONVEYOR_BELT_3_LEFT,
3459 EL_CONVEYOR_BELT_4_LEFT
3461 static int belt_base_active_element[4] =
3463 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3464 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3465 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3466 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3468 static int belt_base_switch_element[4] =
3470 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3471 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3472 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3473 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3475 static int belt_move_dir[4] =
3483 int element = Feld[x][y];
3484 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3485 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3486 int belt_dir = belt_move_dir[belt_dir_nr];
3489 if (!IS_BELT_SWITCH(element))
3492 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3493 game.belt_dir[belt_nr] = belt_dir;
3495 if (belt_dir_nr == 3)
3498 /* set frame order for belt animation graphic according to belt direction */
3499 for (i = 0; i < NUM_BELT_PARTS; i++)
3501 int element = belt_base_active_element[belt_nr] + i;
3502 int graphic = el2img(element);
3504 if (belt_dir == MV_LEFT)
3505 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3507 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3510 for (yy = 0; yy < lev_fieldy; yy++)
3512 for (xx = 0; xx < lev_fieldx; xx++)
3514 int element = Feld[xx][yy];
3516 if (IS_BELT_SWITCH(element))
3518 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3520 if (e_belt_nr == belt_nr)
3522 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3523 DrawLevelField(xx, yy);
3526 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3528 int e_belt_nr = getBeltNrFromBeltElement(element);
3530 if (e_belt_nr == belt_nr)
3532 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3534 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3535 DrawLevelField(xx, yy);
3538 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3540 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3542 if (e_belt_nr == belt_nr)
3544 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3546 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3547 DrawLevelField(xx, yy);
3554 static void ToggleSwitchgateSwitch(int x, int y)
3558 game.switchgate_pos = !game.switchgate_pos;
3560 for (yy = 0; yy < lev_fieldy; yy++)
3562 for (xx = 0; xx < lev_fieldx; xx++)
3564 int element = Feld[xx][yy];
3566 if (element == EL_SWITCHGATE_SWITCH_UP ||
3567 element == EL_SWITCHGATE_SWITCH_DOWN)
3569 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3570 DrawLevelField(xx, yy);
3572 else if (element == EL_SWITCHGATE_OPEN ||
3573 element == EL_SWITCHGATE_OPENING)
3575 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3577 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3579 else if (element == EL_SWITCHGATE_CLOSED ||
3580 element == EL_SWITCHGATE_CLOSING)
3582 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3584 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3590 static int getInvisibleActiveFromInvisibleElement(int element)
3592 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3593 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3594 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3598 static int getInvisibleFromInvisibleActiveElement(int element)
3600 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3601 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3602 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3606 static void RedrawAllLightSwitchesAndInvisibleElements()
3610 for (y = 0; y < lev_fieldy; y++)
3612 for (x = 0; x < lev_fieldx; x++)
3614 int element = Feld[x][y];
3616 if (element == EL_LIGHT_SWITCH &&
3617 game.light_time_left > 0)
3619 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3620 DrawLevelField(x, y);
3622 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3623 game.light_time_left == 0)
3625 Feld[x][y] = EL_LIGHT_SWITCH;
3626 DrawLevelField(x, y);
3628 else if (element == EL_INVISIBLE_STEELWALL ||
3629 element == EL_INVISIBLE_WALL ||
3630 element == EL_INVISIBLE_SAND)
3632 if (game.light_time_left > 0)
3633 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3635 DrawLevelField(x, y);
3637 /* uncrumble neighbour fields, if needed */
3638 if (element == EL_INVISIBLE_SAND)
3639 DrawLevelFieldCrumbledSandNeighbours(x, y);
3641 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3642 element == EL_INVISIBLE_WALL_ACTIVE ||
3643 element == EL_INVISIBLE_SAND_ACTIVE)
3645 if (game.light_time_left == 0)
3646 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3648 DrawLevelField(x, y);
3650 /* re-crumble neighbour fields, if needed */
3651 if (element == EL_INVISIBLE_SAND)
3652 DrawLevelFieldCrumbledSandNeighbours(x, y);
3658 static void ToggleLightSwitch(int x, int y)
3660 int element = Feld[x][y];
3662 game.light_time_left =
3663 (element == EL_LIGHT_SWITCH ?
3664 level.time_light * FRAMES_PER_SECOND : 0);
3666 RedrawAllLightSwitchesAndInvisibleElements();
3669 static void ActivateTimegateSwitch(int x, int y)
3673 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3675 for (yy = 0; yy < lev_fieldy; yy++)
3677 for (xx = 0; xx < lev_fieldx; xx++)
3679 int element = Feld[xx][yy];
3681 if (element == EL_TIMEGATE_CLOSED ||
3682 element == EL_TIMEGATE_CLOSING)
3684 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3685 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3689 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3691 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3692 DrawLevelField(xx, yy);
3699 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3702 void Impact(int x, int y)
3704 boolean last_line = (y == lev_fieldy - 1);
3705 boolean object_hit = FALSE;
3706 boolean impact = (last_line || object_hit);
3707 int element = Feld[x][y];
3708 int smashed = EL_STEELWALL;
3710 if (!last_line) /* check if element below was hit */
3712 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3715 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3716 MovDir[x][y + 1] != MV_DOWN ||
3717 MovPos[x][y + 1] <= TILEY / 2));
3719 /* do not smash moving elements that left the smashed field in time */
3720 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3721 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3725 smashed = MovingOrBlocked2Element(x, y + 1);
3727 impact = (last_line || object_hit);
3730 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3732 SplashAcid(x, y + 1);
3736 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3737 /* only reset graphic animation if graphic really changes after impact */
3739 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3741 ResetGfxAnimation(x, y);
3742 DrawLevelField(x, y);
3745 if (impact && CAN_EXPLODE_IMPACT(element))
3750 else if (impact && element == EL_PEARL)
3752 ResetGfxAnimation(x, y);
3754 Feld[x][y] = EL_PEARL_BREAKING;
3755 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3758 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3760 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3765 if (impact && element == EL_AMOEBA_DROP)
3767 if (object_hit && IS_PLAYER(x, y + 1))
3768 KillHeroUnlessEnemyProtected(x, y + 1);
3769 else if (object_hit && smashed == EL_PENGUIN)
3773 Feld[x][y] = EL_AMOEBA_GROWING;
3774 Store[x][y] = EL_AMOEBA_WET;
3776 ResetRandomAnimationValue(x, y);
3781 if (object_hit) /* check which object was hit */
3783 if (CAN_PASS_MAGIC_WALL(element) &&
3784 (smashed == EL_MAGIC_WALL ||
3785 smashed == EL_BD_MAGIC_WALL))
3788 int activated_magic_wall =
3789 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3790 EL_BD_MAGIC_WALL_ACTIVE);
3792 /* activate magic wall / mill */
3793 for (yy = 0; yy < lev_fieldy; yy++)
3794 for (xx = 0; xx < lev_fieldx; xx++)
3795 if (Feld[xx][yy] == smashed)
3796 Feld[xx][yy] = activated_magic_wall;
3798 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3799 game.magic_wall_active = TRUE;
3801 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3802 SND_MAGIC_WALL_ACTIVATING :
3803 SND_BD_MAGIC_WALL_ACTIVATING));
3806 if (IS_PLAYER(x, y + 1))
3808 if (CAN_SMASH_PLAYER(element))
3810 KillHeroUnlessEnemyProtected(x, y + 1);
3814 else if (smashed == EL_PENGUIN)
3816 if (CAN_SMASH_PLAYER(element))
3822 else if (element == EL_BD_DIAMOND)
3824 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3830 else if (((element == EL_SP_INFOTRON ||
3831 element == EL_SP_ZONK) &&
3832 (smashed == EL_SP_SNIKSNAK ||
3833 smashed == EL_SP_ELECTRON ||
3834 smashed == EL_SP_DISK_ORANGE)) ||
3835 (element == EL_SP_INFOTRON &&
3836 smashed == EL_SP_DISK_YELLOW))
3841 else if (CAN_SMASH_EVERYTHING(element))
3843 if (IS_CLASSIC_ENEMY(smashed) ||
3844 CAN_EXPLODE_SMASHED(smashed))
3849 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3851 if (smashed == EL_LAMP ||
3852 smashed == EL_LAMP_ACTIVE)
3857 else if (smashed == EL_NUT)
3859 Feld[x][y + 1] = EL_NUT_BREAKING;
3860 PlayLevelSound(x, y, SND_NUT_BREAKING);
3861 RaiseScoreElement(EL_NUT);
3864 else if (smashed == EL_PEARL)
3866 ResetGfxAnimation(x, y);
3868 Feld[x][y + 1] = EL_PEARL_BREAKING;
3869 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3872 else if (smashed == EL_DIAMOND)
3874 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3875 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3878 else if (IS_BELT_SWITCH(smashed))
3880 ToggleBeltSwitch(x, y + 1);
3882 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3883 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3885 ToggleSwitchgateSwitch(x, y + 1);
3887 else if (smashed == EL_LIGHT_SWITCH ||
3888 smashed == EL_LIGHT_SWITCH_ACTIVE)
3890 ToggleLightSwitch(x, y + 1);
3895 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3898 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3900 CheckElementChangeBySide(x, y + 1, smashed, element,
3901 CE_SWITCHED, CH_SIDE_TOP);
3902 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
3903 CE_SWITCH_OF_X, CH_SIDE_TOP);
3908 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3913 /* play sound of magic wall / mill */
3915 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3916 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3918 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3919 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3920 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3921 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3926 /* play sound of object that hits the ground */
3927 if (last_line || object_hit)
3928 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3931 inline static void TurnRoundExt(int x, int y)
3943 { 0, 0 }, { 0, 0 }, { 0, 0 },
3948 int left, right, back;
3952 { MV_DOWN, MV_UP, MV_RIGHT },
3953 { MV_UP, MV_DOWN, MV_LEFT },
3955 { MV_LEFT, MV_RIGHT, MV_DOWN },
3959 { MV_RIGHT, MV_LEFT, MV_UP }
3962 int element = Feld[x][y];
3963 int move_pattern = element_info[element].move_pattern;
3965 int old_move_dir = MovDir[x][y];
3966 int left_dir = turn[old_move_dir].left;
3967 int right_dir = turn[old_move_dir].right;
3968 int back_dir = turn[old_move_dir].back;
3970 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3971 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3972 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3973 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3975 int left_x = x + left_dx, left_y = y + left_dy;
3976 int right_x = x + right_dx, right_y = y + right_dy;
3977 int move_x = x + move_dx, move_y = y + move_dy;
3981 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3983 TestIfBadThingTouchesOtherBadThing(x, y);
3985 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3986 MovDir[x][y] = right_dir;
3987 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3988 MovDir[x][y] = left_dir;
3990 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3992 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3995 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3997 TestIfBadThingTouchesOtherBadThing(x, y);
3999 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4000 MovDir[x][y] = left_dir;
4001 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4002 MovDir[x][y] = right_dir;
4004 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4006 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4009 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4011 TestIfBadThingTouchesOtherBadThing(x, y);
4013 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4014 MovDir[x][y] = left_dir;
4015 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4016 MovDir[x][y] = right_dir;
4018 if (MovDir[x][y] != old_move_dir)
4021 else if (element == EL_YAMYAM)
4023 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4024 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4026 if (can_turn_left && can_turn_right)
4027 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4028 else if (can_turn_left)
4029 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4030 else if (can_turn_right)
4031 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4033 MovDir[x][y] = back_dir;
4035 MovDelay[x][y] = 16 + 16 * RND(3);
4037 else if (element == EL_DARK_YAMYAM)
4039 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4041 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4044 if (can_turn_left && can_turn_right)
4045 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4046 else if (can_turn_left)
4047 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4048 else if (can_turn_right)
4049 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4051 MovDir[x][y] = back_dir;
4053 MovDelay[x][y] = 16 + 16 * RND(3);
4055 else if (element == EL_PACMAN)
4057 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4058 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4060 if (can_turn_left && can_turn_right)
4061 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4062 else if (can_turn_left)
4063 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4064 else if (can_turn_right)
4065 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4067 MovDir[x][y] = back_dir;
4069 MovDelay[x][y] = 6 + RND(40);
4071 else if (element == EL_PIG)
4073 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4074 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4075 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4076 boolean should_turn_left, should_turn_right, should_move_on;
4078 int rnd = RND(rnd_value);
4080 should_turn_left = (can_turn_left &&
4082 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4083 y + back_dy + left_dy)));
4084 should_turn_right = (can_turn_right &&
4086 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4087 y + back_dy + right_dy)));
4088 should_move_on = (can_move_on &&
4091 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4092 y + move_dy + left_dy) ||
4093 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4094 y + move_dy + right_dy)));
4096 if (should_turn_left || should_turn_right || should_move_on)
4098 if (should_turn_left && should_turn_right && should_move_on)
4099 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4100 rnd < 2 * rnd_value / 3 ? right_dir :
4102 else if (should_turn_left && should_turn_right)
4103 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4104 else if (should_turn_left && should_move_on)
4105 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4106 else if (should_turn_right && should_move_on)
4107 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4108 else if (should_turn_left)
4109 MovDir[x][y] = left_dir;
4110 else if (should_turn_right)
4111 MovDir[x][y] = right_dir;
4112 else if (should_move_on)
4113 MovDir[x][y] = old_move_dir;
4115 else if (can_move_on && rnd > rnd_value / 8)
4116 MovDir[x][y] = old_move_dir;
4117 else if (can_turn_left && can_turn_right)
4118 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4119 else if (can_turn_left && rnd > rnd_value / 8)
4120 MovDir[x][y] = left_dir;
4121 else if (can_turn_right && rnd > rnd_value/8)
4122 MovDir[x][y] = right_dir;
4124 MovDir[x][y] = back_dir;
4126 xx = x + move_xy[MovDir[x][y]].x;
4127 yy = y + move_xy[MovDir[x][y]].y;
4129 if (!IN_LEV_FIELD(xx, yy) ||
4130 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4131 MovDir[x][y] = old_move_dir;
4135 else if (element == EL_DRAGON)
4137 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4138 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4139 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4141 int rnd = RND(rnd_value);
4143 if (can_move_on && rnd > rnd_value / 8)
4144 MovDir[x][y] = old_move_dir;
4145 else if (can_turn_left && can_turn_right)
4146 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4147 else if (can_turn_left && rnd > rnd_value / 8)
4148 MovDir[x][y] = left_dir;
4149 else if (can_turn_right && rnd > rnd_value / 8)
4150 MovDir[x][y] = right_dir;
4152 MovDir[x][y] = back_dir;
4154 xx = x + move_xy[MovDir[x][y]].x;
4155 yy = y + move_xy[MovDir[x][y]].y;
4157 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4158 MovDir[x][y] = old_move_dir;
4162 else if (element == EL_MOLE)
4164 boolean can_move_on =
4165 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4166 IS_AMOEBOID(Feld[move_x][move_y]) ||
4167 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4170 boolean can_turn_left =
4171 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4172 IS_AMOEBOID(Feld[left_x][left_y])));
4174 boolean can_turn_right =
4175 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4176 IS_AMOEBOID(Feld[right_x][right_y])));
4178 if (can_turn_left && can_turn_right)
4179 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4180 else if (can_turn_left)
4181 MovDir[x][y] = left_dir;
4183 MovDir[x][y] = right_dir;
4186 if (MovDir[x][y] != old_move_dir)
4189 else if (element == EL_BALLOON)
4191 MovDir[x][y] = game.balloon_dir;
4194 else if (element == EL_SPRING)
4196 if (MovDir[x][y] & MV_HORIZONTAL &&
4197 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4198 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4199 MovDir[x][y] = MV_NO_MOVING;
4203 else if (element == EL_ROBOT ||
4204 element == EL_SATELLITE ||
4205 element == EL_PENGUIN)
4207 int attr_x = -1, attr_y = -1;
4218 for (i = 0; i < MAX_PLAYERS; i++)
4220 struct PlayerInfo *player = &stored_player[i];
4221 int jx = player->jx, jy = player->jy;
4223 if (!player->active)
4227 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4235 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4236 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4237 game.engine_version < VERSION_IDENT(3,1,0,0)))
4243 if (element == EL_PENGUIN)
4246 static int xy[4][2] =
4254 for (i = 0; i < NUM_DIRECTIONS; i++)
4256 int ex = x + xy[i][0];
4257 int ey = y + xy[i][1];
4259 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4268 MovDir[x][y] = MV_NO_MOVING;
4270 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4271 else if (attr_x > x)
4272 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4274 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4275 else if (attr_y > y)
4276 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4278 if (element == EL_ROBOT)
4282 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4283 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4284 Moving2Blocked(x, y, &newx, &newy);
4286 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4287 MovDelay[x][y] = 8 + 8 * !RND(3);
4289 MovDelay[x][y] = 16;
4291 else if (element == EL_PENGUIN)
4297 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4299 boolean first_horiz = RND(2);
4300 int new_move_dir = MovDir[x][y];
4303 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4304 Moving2Blocked(x, y, &newx, &newy);
4306 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4310 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4311 Moving2Blocked(x, y, &newx, &newy);
4313 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4316 MovDir[x][y] = old_move_dir;
4320 else /* (element == EL_SATELLITE) */
4326 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4328 boolean first_horiz = RND(2);
4329 int new_move_dir = MovDir[x][y];
4332 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4333 Moving2Blocked(x, y, &newx, &newy);
4335 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4339 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4340 Moving2Blocked(x, y, &newx, &newy);
4342 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4345 MovDir[x][y] = old_move_dir;
4350 else if (move_pattern == MV_TURNING_LEFT ||
4351 move_pattern == MV_TURNING_RIGHT ||
4352 move_pattern == MV_TURNING_LEFT_RIGHT ||
4353 move_pattern == MV_TURNING_RIGHT_LEFT ||
4354 move_pattern == MV_TURNING_RANDOM ||
4355 move_pattern == MV_ALL_DIRECTIONS)
4357 boolean can_turn_left =
4358 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4359 boolean can_turn_right =
4360 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4362 #if USE_CAN_MOVE_NOT_MOVING
4363 if (element_info[element].move_stepsize == 0) /* not moving */
4367 if (move_pattern == MV_TURNING_LEFT)
4368 MovDir[x][y] = left_dir;
4369 else if (move_pattern == MV_TURNING_RIGHT)
4370 MovDir[x][y] = right_dir;
4371 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4372 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4373 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4374 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4375 else if (move_pattern == MV_TURNING_RANDOM)
4376 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4377 can_turn_right && !can_turn_left ? right_dir :
4378 RND(2) ? left_dir : right_dir);
4379 else if (can_turn_left && can_turn_right)
4380 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4381 else if (can_turn_left)
4382 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4383 else if (can_turn_right)
4384 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4386 MovDir[x][y] = back_dir;
4388 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4390 else if (move_pattern == MV_HORIZONTAL ||
4391 move_pattern == MV_VERTICAL)
4393 if (move_pattern & old_move_dir)
4394 MovDir[x][y] = back_dir;
4395 else if (move_pattern == MV_HORIZONTAL)
4396 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4397 else if (move_pattern == MV_VERTICAL)
4398 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4400 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4402 else if (move_pattern & MV_ANY_DIRECTION)
4404 MovDir[x][y] = move_pattern;
4405 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4407 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4409 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4410 MovDir[x][y] = left_dir;
4411 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4412 MovDir[x][y] = right_dir;
4414 if (MovDir[x][y] != old_move_dir)
4415 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4417 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4419 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4420 MovDir[x][y] = right_dir;
4421 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4422 MovDir[x][y] = left_dir;
4424 if (MovDir[x][y] != old_move_dir)
4425 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4427 else if (move_pattern == MV_TOWARDS_PLAYER ||
4428 move_pattern == MV_AWAY_FROM_PLAYER)
4430 int attr_x = -1, attr_y = -1;
4432 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4443 for (i = 0; i < MAX_PLAYERS; i++)
4445 struct PlayerInfo *player = &stored_player[i];
4446 int jx = player->jx, jy = player->jy;
4448 if (!player->active)
4452 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4460 MovDir[x][y] = MV_NO_MOVING;
4462 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4463 else if (attr_x > x)
4464 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4466 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4467 else if (attr_y > y)
4468 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4470 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4472 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4474 boolean first_horiz = RND(2);
4475 int new_move_dir = MovDir[x][y];
4477 #if USE_CAN_MOVE_NOT_MOVING
4478 if (element_info[element].move_stepsize == 0) /* not moving */
4480 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4481 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4488 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4489 Moving2Blocked(x, y, &newx, &newy);
4491 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4495 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4496 Moving2Blocked(x, y, &newx, &newy);
4498 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4501 MovDir[x][y] = old_move_dir;
4504 else if (move_pattern == MV_WHEN_PUSHED ||
4505 move_pattern == MV_WHEN_DROPPED)
4507 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4508 MovDir[x][y] = MV_NO_MOVING;
4512 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4514 static int test_xy[7][2] =
4524 static int test_dir[7] =
4534 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4535 int move_preference = -1000000; /* start with very low preference */
4536 int new_move_dir = MV_NO_MOVING;
4537 int start_test = RND(4);
4540 for (i = 0; i < NUM_DIRECTIONS; i++)
4542 int move_dir = test_dir[start_test + i];
4543 int move_dir_preference;
4545 xx = x + test_xy[start_test + i][0];
4546 yy = y + test_xy[start_test + i][1];
4548 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4549 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4551 new_move_dir = move_dir;
4556 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4559 move_dir_preference = -1 * RunnerVisit[xx][yy];
4560 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4561 move_dir_preference = PlayerVisit[xx][yy];
4563 if (move_dir_preference > move_preference)
4565 /* prefer field that has not been visited for the longest time */
4566 move_preference = move_dir_preference;
4567 new_move_dir = move_dir;
4569 else if (move_dir_preference == move_preference &&
4570 move_dir == old_move_dir)
4572 /* prefer last direction when all directions are preferred equally */
4573 move_preference = move_dir_preference;
4574 new_move_dir = move_dir;
4578 MovDir[x][y] = new_move_dir;
4579 if (old_move_dir != new_move_dir)
4580 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4584 static void TurnRound(int x, int y)
4586 int direction = MovDir[x][y];
4590 GfxDir[x][y] = MovDir[x][y];
4592 if (direction != MovDir[x][y])
4596 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4599 static boolean JustBeingPushed(int x, int y)
4603 for (i = 0; i < MAX_PLAYERS; i++)
4605 struct PlayerInfo *player = &stored_player[i];
4607 if (player->active && player->is_pushing && player->MovPos)
4609 int next_jx = player->jx + (player->jx - player->last_jx);
4610 int next_jy = player->jy + (player->jy - player->last_jy);
4612 if (x == next_jx && y == next_jy)
4620 void StartMoving(int x, int y)
4622 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4623 int element = Feld[x][y];
4628 if (MovDelay[x][y] == 0)
4629 GfxAction[x][y] = ACTION_DEFAULT;
4631 if (CAN_FALL(element) && y < lev_fieldy - 1)
4633 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4634 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4635 if (JustBeingPushed(x, y))
4638 if (element == EL_QUICKSAND_FULL)
4640 if (IS_FREE(x, y + 1))
4642 InitMovingField(x, y, MV_DOWN);
4643 started_moving = TRUE;
4645 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4646 Store[x][y] = EL_ROCK;
4648 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4650 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4652 if (!MovDelay[x][y])
4653 MovDelay[x][y] = TILEY + 1;
4662 Feld[x][y] = EL_QUICKSAND_EMPTY;
4663 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4664 Store[x][y + 1] = Store[x][y];
4667 PlayLevelSoundAction(x, y, ACTION_FILLING);
4670 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4671 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4673 InitMovingField(x, y, MV_DOWN);
4674 started_moving = TRUE;
4676 Feld[x][y] = EL_QUICKSAND_FILLING;
4677 Store[x][y] = element;
4679 PlayLevelSoundAction(x, y, ACTION_FILLING);
4681 else if (element == EL_MAGIC_WALL_FULL)
4683 if (IS_FREE(x, y + 1))
4685 InitMovingField(x, y, MV_DOWN);
4686 started_moving = TRUE;
4688 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4689 Store[x][y] = EL_CHANGED(Store[x][y]);
4691 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4693 if (!MovDelay[x][y])
4694 MovDelay[x][y] = TILEY/4 + 1;
4703 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4704 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4705 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4709 else if (element == EL_BD_MAGIC_WALL_FULL)
4711 if (IS_FREE(x, y + 1))
4713 InitMovingField(x, y, MV_DOWN);
4714 started_moving = TRUE;
4716 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4717 Store[x][y] = EL_CHANGED2(Store[x][y]);
4719 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4721 if (!MovDelay[x][y])
4722 MovDelay[x][y] = TILEY/4 + 1;
4731 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4732 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4733 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4737 else if (CAN_PASS_MAGIC_WALL(element) &&
4738 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4739 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4741 InitMovingField(x, y, MV_DOWN);
4742 started_moving = TRUE;
4745 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4746 EL_BD_MAGIC_WALL_FILLING);
4747 Store[x][y] = element;
4749 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4751 SplashAcid(x, y + 1);
4753 InitMovingField(x, y, MV_DOWN);
4754 started_moving = TRUE;
4756 Store[x][y] = EL_ACID;
4758 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4759 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4761 #if USE_IMPACT_BUGFIX
4762 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4763 CAN_FALL(element) && WasJustFalling[x][y] &&
4764 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4766 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4767 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4768 (Feld[x][y + 1] == EL_BLOCKED)))
4770 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4771 CAN_SMASH(element) && WasJustFalling[x][y] &&
4772 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4774 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4775 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4776 (Feld[x][y + 1] == EL_BLOCKED)))
4779 /* this is needed for a special case not covered by calling "Impact()"
4780 from "ContinueMoving()": if an element moves to a tile directly below
4781 another element which was just falling on that tile (which was empty
4782 in the previous frame), the falling element above would just stop
4783 instead of smashing the element below (in previous version, the above
4784 element was just checked for "moving" instead of "falling", resulting
4785 in incorrect smashes caused by horizontal movement of the above
4786 element; also, the case of the player being the element to smash was
4787 simply not covered here... :-/ ) */
4789 CheckCollision[x][y] = 0;
4793 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4795 if (MovDir[x][y] == MV_NO_MOVING)
4797 InitMovingField(x, y, MV_DOWN);
4798 started_moving = TRUE;
4801 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4803 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4804 MovDir[x][y] = MV_DOWN;
4806 InitMovingField(x, y, MV_DOWN);
4807 started_moving = TRUE;
4809 else if (element == EL_AMOEBA_DROP)
4811 Feld[x][y] = EL_AMOEBA_GROWING;
4812 Store[x][y] = EL_AMOEBA_WET;
4814 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4815 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4816 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4817 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4819 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4820 (IS_FREE(x - 1, y + 1) ||
4821 Feld[x - 1][y + 1] == EL_ACID));
4822 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4823 (IS_FREE(x + 1, y + 1) ||
4824 Feld[x + 1][y + 1] == EL_ACID));
4825 boolean can_fall_any = (can_fall_left || can_fall_right);
4826 boolean can_fall_both = (can_fall_left && can_fall_right);
4828 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4830 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4832 if (slippery_type == SLIPPERY_ONLY_LEFT)
4833 can_fall_right = FALSE;
4834 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4835 can_fall_left = FALSE;
4836 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4837 can_fall_right = FALSE;
4838 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4839 can_fall_left = FALSE;
4841 can_fall_any = (can_fall_left || can_fall_right);
4842 can_fall_both = (can_fall_left && can_fall_right);
4845 #if USE_NEW_SP_SLIPPERY
4846 /* !!! better use the same properties as for custom elements here !!! */
4847 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4848 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4850 can_fall_right = FALSE; /* slip down on left side */
4851 can_fall_both = FALSE;
4857 if (game.emulation == EMU_BOULDERDASH ||
4858 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4859 can_fall_right = FALSE; /* slip down on left side */
4861 can_fall_left = !(can_fall_right = RND(2));
4863 can_fall_both = FALSE;
4868 /* if not determined otherwise, prefer left side for slipping down */
4869 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4870 started_moving = TRUE;
4874 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4876 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4879 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4880 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4881 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4882 int belt_dir = game.belt_dir[belt_nr];
4884 if ((belt_dir == MV_LEFT && left_is_free) ||
4885 (belt_dir == MV_RIGHT && right_is_free))
4887 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4889 InitMovingField(x, y, belt_dir);
4890 started_moving = TRUE;
4892 Pushed[x][y] = TRUE;
4893 Pushed[nextx][y] = TRUE;
4895 GfxAction[x][y] = ACTION_DEFAULT;
4899 MovDir[x][y] = 0; /* if element was moving, stop it */
4904 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4906 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4908 if (CAN_MOVE(element) && !started_moving)
4911 int move_pattern = element_info[element].move_pattern;
4916 if (MovDir[x][y] == MV_NO_MOVING)
4918 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4919 x, y, element, element_info[element].token_name);
4920 printf("StartMoving(): This should never happen!\n");
4925 Moving2Blocked(x, y, &newx, &newy);
4927 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4930 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4931 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4933 WasJustMoving[x][y] = 0;
4934 CheckCollision[x][y] = 0;
4936 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4938 if (Feld[x][y] != element) /* element has changed */
4942 if (!MovDelay[x][y]) /* start new movement phase */
4944 /* all objects that can change their move direction after each step
4945 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4947 if (element != EL_YAMYAM &&
4948 element != EL_DARK_YAMYAM &&
4949 element != EL_PACMAN &&
4950 !(move_pattern & MV_ANY_DIRECTION) &&
4951 move_pattern != MV_TURNING_LEFT &&
4952 move_pattern != MV_TURNING_RIGHT &&
4953 move_pattern != MV_TURNING_LEFT_RIGHT &&
4954 move_pattern != MV_TURNING_RIGHT_LEFT &&
4955 move_pattern != MV_TURNING_RANDOM)
4959 if (MovDelay[x][y] && (element == EL_BUG ||
4960 element == EL_SPACESHIP ||
4961 element == EL_SP_SNIKSNAK ||
4962 element == EL_SP_ELECTRON ||
4963 element == EL_MOLE))
4964 DrawLevelField(x, y);
4968 if (MovDelay[x][y]) /* wait some time before next movement */
4972 if (element == EL_ROBOT ||
4973 element == EL_YAMYAM ||
4974 element == EL_DARK_YAMYAM)
4976 DrawLevelElementAnimationIfNeeded(x, y, element);
4977 PlayLevelSoundAction(x, y, ACTION_WAITING);
4979 else if (element == EL_SP_ELECTRON)
4980 DrawLevelElementAnimationIfNeeded(x, y, element);
4981 else if (element == EL_DRAGON)
4984 int dir = MovDir[x][y];
4985 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4986 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4987 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4988 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4989 dir == MV_UP ? IMG_FLAMES_1_UP :
4990 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4991 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4993 GfxAction[x][y] = ACTION_ATTACKING;
4995 if (IS_PLAYER(x, y))
4996 DrawPlayerField(x, y);
4998 DrawLevelField(x, y);
5000 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5002 for (i = 1; i <= 3; i++)
5004 int xx = x + i * dx;
5005 int yy = y + i * dy;
5006 int sx = SCREENX(xx);
5007 int sy = SCREENY(yy);
5008 int flame_graphic = graphic + (i - 1);
5010 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5015 int flamed = MovingOrBlocked2Element(xx, yy);
5019 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5021 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5022 RemoveMovingField(xx, yy);
5024 RemoveField(xx, yy);
5026 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5029 RemoveMovingField(xx, yy);
5032 ChangeDelay[xx][yy] = 0;
5034 Feld[xx][yy] = EL_FLAMES;
5036 if (IN_SCR_FIELD(sx, sy))
5038 DrawLevelFieldCrumbledSand(xx, yy);
5039 DrawGraphic(sx, sy, flame_graphic, frame);
5044 if (Feld[xx][yy] == EL_FLAMES)
5045 Feld[xx][yy] = EL_EMPTY;
5046 DrawLevelField(xx, yy);
5051 if (MovDelay[x][y]) /* element still has to wait some time */
5053 PlayLevelSoundAction(x, y, ACTION_WAITING);
5059 /* now make next step */
5061 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5063 if (DONT_COLLIDE_WITH(element) &&
5064 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5065 !PLAYER_ENEMY_PROTECTED(newx, newy))
5067 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5072 else if (CAN_MOVE_INTO_ACID(element) &&
5073 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5074 (MovDir[x][y] == MV_DOWN ||
5075 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5077 SplashAcid(newx, newy);
5078 Store[x][y] = EL_ACID;
5080 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5082 if (Feld[newx][newy] == EL_EXIT_OPEN)
5085 DrawLevelField(x, y);
5087 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5088 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5089 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5091 local_player->friends_still_needed--;
5092 if (!local_player->friends_still_needed &&
5093 !local_player->GameOver && AllPlayersGone)
5094 local_player->LevelSolved = local_player->GameOver = TRUE;
5098 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5100 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5101 DrawLevelField(newx, newy);
5103 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5105 else if (!IS_FREE(newx, newy))
5107 GfxAction[x][y] = ACTION_WAITING;
5109 if (IS_PLAYER(x, y))
5110 DrawPlayerField(x, y);
5112 DrawLevelField(x, y);
5117 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5119 if (IS_FOOD_PIG(Feld[newx][newy]))
5121 if (IS_MOVING(newx, newy))
5122 RemoveMovingField(newx, newy);
5125 Feld[newx][newy] = EL_EMPTY;
5126 DrawLevelField(newx, newy);
5129 PlayLevelSound(x, y, SND_PIG_DIGGING);
5131 else if (!IS_FREE(newx, newy))
5133 if (IS_PLAYER(x, y))
5134 DrawPlayerField(x, y);
5136 DrawLevelField(x, y);
5141 else if (IS_CUSTOM_ELEMENT(element) &&
5142 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5144 int new_element = Feld[newx][newy];
5146 if (!IS_FREE(newx, newy))
5148 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5149 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5152 /* no element can dig solid indestructible elements */
5153 if (IS_INDESTRUCTIBLE(new_element) &&
5154 !IS_DIGGABLE(new_element) &&
5155 !IS_COLLECTIBLE(new_element))
5158 if (AmoebaNr[newx][newy] &&
5159 (new_element == EL_AMOEBA_FULL ||
5160 new_element == EL_BD_AMOEBA ||
5161 new_element == EL_AMOEBA_GROWING))
5163 AmoebaCnt[AmoebaNr[newx][newy]]--;
5164 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5167 if (IS_MOVING(newx, newy))
5168 RemoveMovingField(newx, newy);
5171 RemoveField(newx, newy);
5172 DrawLevelField(newx, newy);
5175 /* if digged element was about to explode, prevent the explosion */
5176 ExplodeField[newx][newy] = EX_TYPE_NONE;
5178 PlayLevelSoundAction(x, y, action);
5181 Store[newx][newy] = EL_EMPTY;
5182 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5184 #if USE_CHANGE_TO_TRIGGERED
5185 int move_leave_element = element_info[element].move_leave_element;
5187 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5188 new_element : move_leave_element);
5190 Store[newx][newy] = element_info[element].move_leave_element;
5194 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5196 RunnerVisit[x][y] = FrameCounter;
5197 PlayerVisit[x][y] /= 8; /* expire player visit path */
5200 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5202 if (!IS_FREE(newx, newy))
5204 if (IS_PLAYER(x, y))
5205 DrawPlayerField(x, y);
5207 DrawLevelField(x, y);
5213 boolean wanna_flame = !RND(10);
5214 int dx = newx - x, dy = newy - y;
5215 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5216 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5217 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5218 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5219 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5220 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5223 IS_CLASSIC_ENEMY(element1) ||
5224 IS_CLASSIC_ENEMY(element2)) &&
5225 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5226 element1 != EL_FLAMES && element2 != EL_FLAMES)
5228 ResetGfxAnimation(x, y);
5229 GfxAction[x][y] = ACTION_ATTACKING;
5231 if (IS_PLAYER(x, y))
5232 DrawPlayerField(x, y);
5234 DrawLevelField(x, y);
5236 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5238 MovDelay[x][y] = 50;
5242 RemoveField(newx, newy);
5244 Feld[newx][newy] = EL_FLAMES;
5245 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5248 RemoveField(newx1, newy1);
5250 Feld[newx1][newy1] = EL_FLAMES;
5252 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5255 RemoveField(newx2, newy2);
5257 Feld[newx2][newy2] = EL_FLAMES;
5264 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5265 Feld[newx][newy] == EL_DIAMOND)
5267 if (IS_MOVING(newx, newy))
5268 RemoveMovingField(newx, newy);
5271 Feld[newx][newy] = EL_EMPTY;
5272 DrawLevelField(newx, newy);
5275 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5277 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5278 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5280 if (AmoebaNr[newx][newy])
5282 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5283 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5284 Feld[newx][newy] == EL_BD_AMOEBA)
5285 AmoebaCnt[AmoebaNr[newx][newy]]--;
5290 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5292 RemoveMovingField(newx, newy);
5295 if (IS_MOVING(newx, newy))
5297 RemoveMovingField(newx, newy);
5302 Feld[newx][newy] = EL_EMPTY;
5303 DrawLevelField(newx, newy);
5306 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5308 else if ((element == EL_PACMAN || element == EL_MOLE)
5309 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5311 if (AmoebaNr[newx][newy])
5313 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5314 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5315 Feld[newx][newy] == EL_BD_AMOEBA)
5316 AmoebaCnt[AmoebaNr[newx][newy]]--;
5319 if (element == EL_MOLE)
5321 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5322 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5324 ResetGfxAnimation(x, y);
5325 GfxAction[x][y] = ACTION_DIGGING;
5326 DrawLevelField(x, y);
5328 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5330 return; /* wait for shrinking amoeba */
5332 else /* element == EL_PACMAN */
5334 Feld[newx][newy] = EL_EMPTY;
5335 DrawLevelField(newx, newy);
5336 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5339 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5340 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5341 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5343 /* wait for shrinking amoeba to completely disappear */
5346 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5348 /* object was running against a wall */
5353 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5354 if (move_pattern & MV_ANY_DIRECTION &&
5355 move_pattern == MovDir[x][y])
5357 int blocking_element =
5358 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5360 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5363 element = Feld[x][y]; /* element might have changed */
5367 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5368 DrawLevelElementAnimation(x, y, element);
5370 if (DONT_TOUCH(element))
5371 TestIfBadThingTouchesHero(x, y);
5376 InitMovingField(x, y, MovDir[x][y]);
5378 PlayLevelSoundAction(x, y, ACTION_MOVING);
5382 ContinueMoving(x, y);
5385 /* (emacs is confused here for some reason; this makes it happy again ;-) ) */
5390 void ContinueMoving(int x, int y)
5392 int element = Feld[x][y];
5393 int stored = Store[x][y];
5394 struct ElementInfo *ei = &element_info[element];
5395 int direction = MovDir[x][y];
5396 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5397 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5398 int newx = x + dx, newy = y + dy;
5399 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5400 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5401 boolean last_line = (newy == lev_fieldy - 1);
5403 MovPos[x][y] += getElementMoveStepsize(x, y);
5405 if (pushed_by_player) /* special case: moving object pushed by player */
5406 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5408 if (ABS(MovPos[x][y]) < TILEX)
5410 DrawLevelField(x, y);
5412 return; /* element is still moving */
5415 /* element reached destination field */
5417 Feld[x][y] = EL_EMPTY;
5418 Feld[newx][newy] = element;
5419 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5421 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5423 element = Feld[newx][newy] = EL_ACID;
5425 else if (element == EL_MOLE)
5427 Feld[x][y] = EL_SAND;
5429 DrawLevelFieldCrumbledSandNeighbours(x, y);
5431 else if (element == EL_QUICKSAND_FILLING)
5433 element = Feld[newx][newy] = get_next_element(element);
5434 Store[newx][newy] = Store[x][y];
5436 else if (element == EL_QUICKSAND_EMPTYING)
5438 Feld[x][y] = get_next_element(element);
5439 element = Feld[newx][newy] = Store[x][y];
5441 else if (element == EL_MAGIC_WALL_FILLING)
5443 element = Feld[newx][newy] = get_next_element(element);
5444 if (!game.magic_wall_active)
5445 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5446 Store[newx][newy] = Store[x][y];
5448 else if (element == EL_MAGIC_WALL_EMPTYING)
5450 Feld[x][y] = get_next_element(element);
5451 if (!game.magic_wall_active)
5452 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5453 element = Feld[newx][newy] = Store[x][y];
5455 else if (element == EL_BD_MAGIC_WALL_FILLING)
5457 element = Feld[newx][newy] = get_next_element(element);
5458 if (!game.magic_wall_active)
5459 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5460 Store[newx][newy] = Store[x][y];
5462 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5464 Feld[x][y] = get_next_element(element);
5465 if (!game.magic_wall_active)
5466 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5467 element = Feld[newx][newy] = Store[x][y];
5469 else if (element == EL_AMOEBA_DROPPING)
5471 Feld[x][y] = get_next_element(element);
5472 element = Feld[newx][newy] = Store[x][y];
5474 else if (element == EL_SOKOBAN_OBJECT)
5477 Feld[x][y] = Back[x][y];
5479 if (Back[newx][newy])
5480 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5482 Back[x][y] = Back[newx][newy] = 0;
5485 Store[x][y] = EL_EMPTY;
5489 MovDelay[newx][newy] = 0;
5491 if (CAN_CHANGE(element))
5493 /* copy element change control values to new field */
5494 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5495 ChangePage[newx][newy] = ChangePage[x][y];
5496 Changed[newx][newy] = Changed[x][y];
5497 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5500 ChangeDelay[x][y] = 0;
5501 ChangePage[x][y] = -1;
5502 Changed[x][y] = FALSE;
5503 ChangeEvent[x][y] = -1;
5505 /* copy animation control values to new field */
5506 GfxFrame[newx][newy] = GfxFrame[x][y];
5507 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5508 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5509 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5511 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5513 /* some elements can leave other elements behind after moving */
5514 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5515 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5516 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5518 int move_leave_element = ei->move_leave_element;
5520 #if USE_CHANGE_TO_TRIGGERED
5521 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5522 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5523 move_leave_element = stored;
5526 Feld[x][y] = move_leave_element;
5528 #if USE_PREVIOUS_MOVE_DIR
5529 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5530 MovDir[x][y] = direction;
5533 InitField(x, y, FALSE);
5535 if (GFX_CRUMBLED(Feld[x][y]))
5536 DrawLevelFieldCrumbledSandNeighbours(x, y);
5538 if (ELEM_IS_PLAYER(move_leave_element))
5539 RelocatePlayer(x, y, move_leave_element);
5542 /* do this after checking for left-behind element */
5543 ResetGfxAnimation(x, y); /* reset animation values for old field */
5545 if (!CAN_MOVE(element) ||
5546 (CAN_FALL(element) && direction == MV_DOWN &&
5547 (element == EL_SPRING ||
5548 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5549 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5550 GfxDir[x][y] = MovDir[newx][newy] = 0;
5552 DrawLevelField(x, y);
5553 DrawLevelField(newx, newy);
5555 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5557 /* prevent pushed element from moving on in pushed direction */
5558 if (pushed_by_player && CAN_MOVE(element) &&
5559 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5560 !(element_info[element].move_pattern & direction))
5561 TurnRound(newx, newy);
5563 /* prevent elements on conveyor belt from moving on in last direction */
5564 if (pushed_by_conveyor && CAN_FALL(element) &&
5565 direction & MV_HORIZONTAL)
5566 MovDir[newx][newy] = 0;
5568 if (!pushed_by_player)
5570 int nextx = newx + dx, nexty = newy + dy;
5571 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5573 WasJustMoving[newx][newy] = 3;
5575 if (CAN_FALL(element) && direction == MV_DOWN)
5576 WasJustFalling[newx][newy] = 3;
5578 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5579 CheckCollision[newx][newy] = 2;
5582 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5584 TestIfBadThingTouchesHero(newx, newy);
5585 TestIfBadThingTouchesFriend(newx, newy);
5587 if (!IS_CUSTOM_ELEMENT(element))
5588 TestIfBadThingTouchesOtherBadThing(newx, newy);
5590 else if (element == EL_PENGUIN)
5591 TestIfFriendTouchesBadThing(newx, newy);
5593 #if USE_NEW_MOVE_STYLE
5594 /* give the player one last chance (one more frame) to move away */
5595 if (CAN_FALL(element) && direction == MV_DOWN &&
5596 (last_line || (!IS_FREE(x, newy + 1) &&
5597 (!IS_PLAYER(x, newy + 1) ||
5598 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5601 if (CAN_FALL(element) && direction == MV_DOWN &&
5602 (last_line || !IS_FREE(x, newy + 1)))
5607 if (pushed_by_player && !game.use_change_when_pushing_bug)
5609 if (pushed_by_player)
5613 int dig_side = MV_DIR_OPPOSITE(direction);
5614 struct PlayerInfo *player = PLAYERINFO(x, y);
5616 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5617 player->index_bit, dig_side);
5618 CheckTriggeredElementChangeByPlayer(newx,newy, element, CE_PLAYER_PUSHES_X,
5619 player->index_bit, dig_side);
5622 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5624 TestIfElementHitsCustomElement(newx, newy, direction);
5625 TestIfPlayerTouchesCustomElement(newx, newy);
5626 TestIfElementTouchesCustomElement(newx, newy);
5629 int AmoebeNachbarNr(int ax, int ay)
5632 int element = Feld[ax][ay];
5634 static int xy[4][2] =
5642 for (i = 0; i < NUM_DIRECTIONS; i++)
5644 int x = ax + xy[i][0];
5645 int y = ay + xy[i][1];
5647 if (!IN_LEV_FIELD(x, y))
5650 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5651 group_nr = AmoebaNr[x][y];
5657 void AmoebenVereinigen(int ax, int ay)
5659 int i, x, y, xx, yy;
5660 int new_group_nr = AmoebaNr[ax][ay];
5661 static int xy[4][2] =
5669 if (new_group_nr == 0)
5672 for (i = 0; i < NUM_DIRECTIONS; i++)
5677 if (!IN_LEV_FIELD(x, y))
5680 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5681 Feld[x][y] == EL_BD_AMOEBA ||
5682 Feld[x][y] == EL_AMOEBA_DEAD) &&
5683 AmoebaNr[x][y] != new_group_nr)
5685 int old_group_nr = AmoebaNr[x][y];
5687 if (old_group_nr == 0)
5690 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5691 AmoebaCnt[old_group_nr] = 0;
5692 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5693 AmoebaCnt2[old_group_nr] = 0;
5695 for (yy = 0; yy < lev_fieldy; yy++)
5697 for (xx = 0; xx < lev_fieldx; xx++)
5699 if (AmoebaNr[xx][yy] == old_group_nr)
5700 AmoebaNr[xx][yy] = new_group_nr;
5707 void AmoebeUmwandeln(int ax, int ay)
5711 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5713 int group_nr = AmoebaNr[ax][ay];
5718 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5719 printf("AmoebeUmwandeln(): This should never happen!\n");
5724 for (y = 0; y < lev_fieldy; y++)
5726 for (x = 0; x < lev_fieldx; x++)
5728 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5731 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5735 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5736 SND_AMOEBA_TURNING_TO_GEM :
5737 SND_AMOEBA_TURNING_TO_ROCK));
5742 static int xy[4][2] =
5750 for (i = 0; i < NUM_DIRECTIONS; i++)
5755 if (!IN_LEV_FIELD(x, y))
5758 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5760 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5761 SND_AMOEBA_TURNING_TO_GEM :
5762 SND_AMOEBA_TURNING_TO_ROCK));
5769 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5772 int group_nr = AmoebaNr[ax][ay];
5773 boolean done = FALSE;
5778 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5779 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5784 for (y = 0; y < lev_fieldy; y++)
5786 for (x = 0; x < lev_fieldx; x++)
5788 if (AmoebaNr[x][y] == group_nr &&
5789 (Feld[x][y] == EL_AMOEBA_DEAD ||
5790 Feld[x][y] == EL_BD_AMOEBA ||
5791 Feld[x][y] == EL_AMOEBA_GROWING))
5794 Feld[x][y] = new_element;
5795 InitField(x, y, FALSE);
5796 DrawLevelField(x, y);
5803 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5804 SND_BD_AMOEBA_TURNING_TO_ROCK :
5805 SND_BD_AMOEBA_TURNING_TO_GEM));
5808 void AmoebeWaechst(int x, int y)
5810 static unsigned long sound_delay = 0;
5811 static unsigned long sound_delay_value = 0;
5813 if (!MovDelay[x][y]) /* start new growing cycle */
5817 if (DelayReached(&sound_delay, sound_delay_value))
5819 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5820 sound_delay_value = 30;
5824 if (MovDelay[x][y]) /* wait some time before growing bigger */
5827 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5829 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5830 6 - MovDelay[x][y]);
5832 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5835 if (!MovDelay[x][y])
5837 Feld[x][y] = Store[x][y];
5839 DrawLevelField(x, y);
5844 void AmoebaDisappearing(int x, int y)
5846 static unsigned long sound_delay = 0;
5847 static unsigned long sound_delay_value = 0;
5849 if (!MovDelay[x][y]) /* start new shrinking cycle */
5853 if (DelayReached(&sound_delay, sound_delay_value))
5854 sound_delay_value = 30;
5857 if (MovDelay[x][y]) /* wait some time before shrinking */
5860 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5862 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5863 6 - MovDelay[x][y]);
5865 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5868 if (!MovDelay[x][y])
5870 Feld[x][y] = EL_EMPTY;
5871 DrawLevelField(x, y);
5873 /* don't let mole enter this field in this cycle;
5874 (give priority to objects falling to this field from above) */
5880 void AmoebeAbleger(int ax, int ay)
5883 int element = Feld[ax][ay];
5884 int graphic = el2img(element);
5885 int newax = ax, neway = ay;
5886 static int xy[4][2] =
5894 if (!level.amoeba_speed)
5896 Feld[ax][ay] = EL_AMOEBA_DEAD;
5897 DrawLevelField(ax, ay);
5901 if (IS_ANIMATED(graphic))
5902 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5904 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5905 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5907 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5910 if (MovDelay[ax][ay])
5914 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5917 int x = ax + xy[start][0];
5918 int y = ay + xy[start][1];
5920 if (!IN_LEV_FIELD(x, y))
5923 if (IS_FREE(x, y) ||
5924 CAN_GROW_INTO(Feld[x][y]) ||
5925 Feld[x][y] == EL_QUICKSAND_EMPTY)
5931 if (newax == ax && neway == ay)
5934 else /* normal or "filled" (BD style) amoeba */
5937 boolean waiting_for_player = FALSE;
5939 for (i = 0; i < NUM_DIRECTIONS; i++)
5941 int j = (start + i) % 4;
5942 int x = ax + xy[j][0];
5943 int y = ay + xy[j][1];
5945 if (!IN_LEV_FIELD(x, y))
5948 if (IS_FREE(x, y) ||
5949 CAN_GROW_INTO(Feld[x][y]) ||
5950 Feld[x][y] == EL_QUICKSAND_EMPTY)
5956 else if (IS_PLAYER(x, y))
5957 waiting_for_player = TRUE;
5960 if (newax == ax && neway == ay) /* amoeba cannot grow */
5962 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5964 Feld[ax][ay] = EL_AMOEBA_DEAD;
5965 DrawLevelField(ax, ay);
5966 AmoebaCnt[AmoebaNr[ax][ay]]--;
5968 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5970 if (element == EL_AMOEBA_FULL)
5971 AmoebeUmwandeln(ax, ay);
5972 else if (element == EL_BD_AMOEBA)
5973 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5978 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5980 /* amoeba gets larger by growing in some direction */
5982 int new_group_nr = AmoebaNr[ax][ay];
5985 if (new_group_nr == 0)
5987 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5988 printf("AmoebeAbleger(): This should never happen!\n");
5993 AmoebaNr[newax][neway] = new_group_nr;
5994 AmoebaCnt[new_group_nr]++;
5995 AmoebaCnt2[new_group_nr]++;
5997 /* if amoeba touches other amoeba(s) after growing, unify them */
5998 AmoebenVereinigen(newax, neway);
6000 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6002 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6008 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6009 (neway == lev_fieldy - 1 && newax != ax))
6011 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6012 Store[newax][neway] = element;
6014 else if (neway == ay)
6016 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6018 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6022 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6023 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6024 Store[ax][ay] = EL_AMOEBA_DROP;
6025 ContinueMoving(ax, ay);
6029 DrawLevelField(newax, neway);
6032 void Life(int ax, int ay)
6035 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6037 int element = Feld[ax][ay];
6038 int graphic = el2img(element);
6039 boolean changed = FALSE;
6041 if (IS_ANIMATED(graphic))
6042 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6047 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6048 MovDelay[ax][ay] = life_time;
6050 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6053 if (MovDelay[ax][ay])
6057 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6059 int xx = ax+x1, yy = ay+y1;
6062 if (!IN_LEV_FIELD(xx, yy))
6065 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6067 int x = xx+x2, y = yy+y2;
6069 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6072 if (((Feld[x][y] == element ||
6073 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6075 (IS_FREE(x, y) && Stop[x][y]))
6079 if (xx == ax && yy == ay) /* field in the middle */
6081 if (nachbarn < life[0] || nachbarn > life[1])
6083 Feld[xx][yy] = EL_EMPTY;
6085 DrawLevelField(xx, yy);
6086 Stop[xx][yy] = TRUE;
6090 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6091 { /* free border field */
6092 if (nachbarn >= life[2] && nachbarn <= life[3])
6094 Feld[xx][yy] = element;
6095 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6097 DrawLevelField(xx, yy);
6098 Stop[xx][yy] = TRUE;
6105 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6106 SND_GAME_OF_LIFE_GROWING);
6109 static void InitRobotWheel(int x, int y)
6111 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6114 static void RunRobotWheel(int x, int y)
6116 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6119 static void StopRobotWheel(int x, int y)
6121 if (ZX == x && ZY == y)
6125 static void InitTimegateWheel(int x, int y)
6127 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6130 static void RunTimegateWheel(int x, int y)
6132 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6135 void CheckExit(int x, int y)
6137 if (local_player->gems_still_needed > 0 ||
6138 local_player->sokobanfields_still_needed > 0 ||
6139 local_player->lights_still_needed > 0)
6141 int element = Feld[x][y];
6142 int graphic = el2img(element);
6144 if (IS_ANIMATED(graphic))
6145 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6150 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6153 Feld[x][y] = EL_EXIT_OPENING;
6155 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6158 void CheckExitSP(int x, int y)
6160 if (local_player->gems_still_needed > 0)
6162 int element = Feld[x][y];
6163 int graphic = el2img(element);
6165 if (IS_ANIMATED(graphic))
6166 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6171 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6174 Feld[x][y] = EL_SP_EXIT_OPENING;
6176 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6179 static void CloseAllOpenTimegates()
6183 for (y = 0; y < lev_fieldy; y++)
6185 for (x = 0; x < lev_fieldx; x++)
6187 int element = Feld[x][y];
6189 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6191 Feld[x][y] = EL_TIMEGATE_CLOSING;
6193 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6199 void EdelsteinFunkeln(int x, int y)
6201 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6204 if (Feld[x][y] == EL_BD_DIAMOND)
6207 if (MovDelay[x][y] == 0) /* next animation frame */
6208 MovDelay[x][y] = 11 * !SimpleRND(500);
6210 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6214 if (setup.direct_draw && MovDelay[x][y])
6215 SetDrawtoField(DRAW_BUFFERED);
6217 DrawLevelElementAnimation(x, y, Feld[x][y]);
6219 if (MovDelay[x][y] != 0)
6221 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6222 10 - MovDelay[x][y]);
6224 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6226 if (setup.direct_draw)
6230 dest_x = FX + SCREENX(x) * TILEX;
6231 dest_y = FY + SCREENY(y) * TILEY;
6233 BlitBitmap(drawto_field, window,
6234 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6235 SetDrawtoField(DRAW_DIRECT);
6241 void MauerWaechst(int x, int y)
6245 if (!MovDelay[x][y]) /* next animation frame */
6246 MovDelay[x][y] = 3 * delay;
6248 if (MovDelay[x][y]) /* wait some time before next frame */
6252 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6254 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6255 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6257 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6260 if (!MovDelay[x][y])
6262 if (MovDir[x][y] == MV_LEFT)
6264 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6265 DrawLevelField(x - 1, y);
6267 else if (MovDir[x][y] == MV_RIGHT)
6269 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6270 DrawLevelField(x + 1, y);
6272 else if (MovDir[x][y] == MV_UP)
6274 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6275 DrawLevelField(x, y - 1);
6279 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6280 DrawLevelField(x, y + 1);
6283 Feld[x][y] = Store[x][y];
6285 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6286 DrawLevelField(x, y);
6291 void MauerAbleger(int ax, int ay)
6293 int element = Feld[ax][ay];
6294 int graphic = el2img(element);
6295 boolean oben_frei = FALSE, unten_frei = FALSE;
6296 boolean links_frei = FALSE, rechts_frei = FALSE;
6297 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6298 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6299 boolean new_wall = FALSE;
6301 if (IS_ANIMATED(graphic))
6302 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6304 if (!MovDelay[ax][ay]) /* start building new wall */
6305 MovDelay[ax][ay] = 6;
6307 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6310 if (MovDelay[ax][ay])
6314 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6316 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6318 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6320 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6323 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6324 element == EL_EXPANDABLE_WALL_ANY)
6328 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6329 Store[ax][ay-1] = element;
6330 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6331 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6332 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6333 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6338 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6339 Store[ax][ay+1] = element;
6340 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6341 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6342 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6343 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6348 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6349 element == EL_EXPANDABLE_WALL_ANY ||
6350 element == EL_EXPANDABLE_WALL)
6354 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6355 Store[ax-1][ay] = element;
6356 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6357 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6358 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6359 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6365 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6366 Store[ax+1][ay] = element;
6367 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6368 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6369 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6370 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6375 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6376 DrawLevelField(ax, ay);
6378 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6380 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6381 unten_massiv = TRUE;
6382 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6383 links_massiv = TRUE;
6384 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6385 rechts_massiv = TRUE;
6387 if (((oben_massiv && unten_massiv) ||
6388 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6389 element == EL_EXPANDABLE_WALL) &&
6390 ((links_massiv && rechts_massiv) ||
6391 element == EL_EXPANDABLE_WALL_VERTICAL))
6392 Feld[ax][ay] = EL_WALL;
6395 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6398 void CheckForDragon(int x, int y)
6401 boolean dragon_found = FALSE;
6402 static int xy[4][2] =
6410 for (i = 0; i < NUM_DIRECTIONS; i++)
6412 for (j = 0; j < 4; j++)
6414 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6416 if (IN_LEV_FIELD(xx, yy) &&
6417 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6419 if (Feld[xx][yy] == EL_DRAGON)
6420 dragon_found = TRUE;
6429 for (i = 0; i < NUM_DIRECTIONS; i++)
6431 for (j = 0; j < 3; j++)
6433 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6435 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6437 Feld[xx][yy] = EL_EMPTY;
6438 DrawLevelField(xx, yy);
6447 static void InitBuggyBase(int x, int y)
6449 int element = Feld[x][y];
6450 int activating_delay = FRAMES_PER_SECOND / 4;
6453 (element == EL_SP_BUGGY_BASE ?
6454 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6455 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6457 element == EL_SP_BUGGY_BASE_ACTIVE ?
6458 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6461 static void WarnBuggyBase(int x, int y)
6464 static int xy[4][2] =
6472 for (i = 0; i < NUM_DIRECTIONS; i++)
6474 int xx = x + xy[i][0], yy = y + xy[i][1];
6476 if (IS_PLAYER(xx, yy))
6478 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6485 static void InitTrap(int x, int y)
6487 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6490 static void ActivateTrap(int x, int y)
6492 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6495 static void ChangeActiveTrap(int x, int y)
6497 int graphic = IMG_TRAP_ACTIVE;
6499 /* if new animation frame was drawn, correct crumbled sand border */
6500 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6501 DrawLevelFieldCrumbledSand(x, y);
6504 static int getSpecialActionElement(int element, int number, int base_element)
6506 return (element != EL_EMPTY ? element :
6507 number != -1 ? base_element + number - 1 :
6511 static int getModifiedActionNumber(int value_old, int value_min, int value_max,
6512 int operator, int operand)
6514 int value_new = (operator == CA_MODE_ADD ? value_old + operand :
6515 operator == CA_MODE_SUBTRACT ? value_old - operand :
6516 operator == CA_MODE_MULTIPLY ? value_old * operand :
6517 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6518 operator == CA_MODE_SET ? operand :
6521 return (value_new < value_min ? value_min :
6522 value_new > value_max ? value_max :
6526 static void ExecuteCustomElementAction(int element, int page)
6528 struct ElementInfo *ei = &element_info[element];
6529 struct ElementChangeInfo *change = &ei->change_page[page];
6530 int action_type = change->action_type;
6531 int action_mode = change->action_mode;
6532 int action_arg = change->action_arg;
6535 if (!change->has_action)
6538 /* ---------- determine action paramater values ---------- */
6540 int action_arg_element =
6541 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6542 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6543 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6546 int action_arg_number =
6547 (action_arg <= CA_ARG_MAX ? action_arg :
6548 action_arg == CA_ARG_NUMBER_MIN ? CA_ARG_MIN :
6549 action_arg == CA_ARG_NUMBER_MAX ? CA_ARG_MAX :
6550 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6551 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count :
6552 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6555 /* (for explicit player choice, set invalid value to "no player") */
6556 int action_arg_player_bits =
6557 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
6558 action_arg >= CA_ARG_PLAYER_1 &&
6559 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6560 action_arg >= CA_ARG_1 &&
6561 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
6562 action_arg_element >= EL_PLAYER_1 &&
6563 action_arg_element <= EL_PLAYER_4 ?
6564 (1 << (action_arg_element - EL_PLAYER_1)) :
6567 /* (for implicit player choice, set invalid value to "all players") */
6568 int trigger_player_bits =
6569 (change->actual_trigger_player >= EL_PLAYER_1 &&
6570 change->actual_trigger_player <= EL_PLAYER_4 ?
6571 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6574 /* ---------- execute action ---------- */
6583 case CA_EXIT_PLAYER:
6585 for (i = 0; i < MAX_PLAYERS; i++)
6586 if (action_arg_player_bits & (1 << i))
6587 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6592 case CA_KILL_PLAYER:
6594 for (i = 0; i < MAX_PLAYERS; i++)
6595 if (action_arg_player_bits & (1 << i))
6596 KillHero(&stored_player[i]);
6601 case CA_RESTART_LEVEL:
6603 game.restart_level = TRUE;
6608 case CA_SHOW_ENVELOPE:
6610 int element = getSpecialActionElement(action_arg_element,
6611 action_arg_number, EL_ENVELOPE_1);
6613 if (IS_ENVELOPE(element))
6614 local_player->show_envelope = element;
6621 int element = getSpecialActionElement(action_arg_element,
6622 action_arg_number, EL_KEY_1);
6624 if (IS_KEY(element))
6626 for (i = 0; i < MAX_PLAYERS; i++)
6628 if (trigger_player_bits & (1 << i))
6630 stored_player[i].key[KEY_NR(element)] = TRUE;
6632 DrawGameValue_Keys(stored_player[i].key);
6634 redraw_mask |= REDRAW_DOOR_1;
6644 int element = getSpecialActionElement(action_arg_element,
6645 action_arg_number, EL_KEY_1);
6647 if (IS_KEY(element))
6649 for (i = 0; i < MAX_PLAYERS; i++)
6651 if (trigger_player_bits & (1 << i))
6653 stored_player[i].key[KEY_NR(element)] = FALSE;
6655 DrawGameValue_Keys(stored_player[i].key);
6657 redraw_mask |= REDRAW_DOOR_1;
6665 case CA_SET_PLAYER_SPEED:
6667 for (i = 0; i < MAX_PLAYERS; i++)
6669 if (trigger_player_bits & (1 << i))
6671 if (action_arg == CA_ARG_NUMBER_RESET)
6672 stored_player[i].move_delay_value = game.initial_move_delay_value;
6673 else if (action_arg == CA_ARG_NUMBER_NORMAL)
6674 stored_player[i].move_delay_value = MOVE_DELAY_NORMAL_SPEED;
6675 else if (action_arg == CA_ARG_NUMBER_MIN)
6676 stored_player[i].move_delay_value = 16;
6677 else if (action_arg == CA_ARG_NUMBER_MAX)
6678 stored_player[i].move_delay_value = MOVE_DELAY_HIGH_SPEED;
6682 if (action_mode == CA_MODE_ADD)
6684 action_mode = CA_MODE_DIVIDE;
6685 action_arg_number = (1 << action_arg_number);
6687 else if (action_mode == CA_MODE_SUBTRACT)
6689 action_mode = CA_MODE_MULTIPLY;
6690 action_arg_number = (1 << action_arg_number);
6693 int mode = (action_mode == CA_MODE_MULTIPLY ? CA_MODE_DIVIDE :
6694 action_mode == CA_MODE_DIVIDE ? CA_MODE_MULTIPLY :
6697 stored_player[i].move_delay_value =
6698 getModifiedActionNumber(stored_player[i].move_delay_value,
6700 action_mode, action_arg_number);
6711 local_player->gems_still_needed =
6712 getModifiedActionNumber(local_player->gems_still_needed, 0, 999,
6713 action_mode, action_arg_number);
6715 DrawGameValue_Emeralds(local_player->gems_still_needed);
6722 if (level.time > 0) /* only modify limited time value */
6724 TimeLeft = getModifiedActionNumber(TimeLeft, 0, 9999,
6725 action_mode, action_arg_number);
6727 DrawGameValue_Time(TimeLeft);
6735 local_player->score =
6736 getModifiedActionNumber(local_player->score, 0, 99999,
6737 action_mode, action_arg_number);
6739 DrawGameValue_Score(local_player->score);
6744 case CA_SET_CE_SCORE:
6746 printf("::: CA_SET_CE_SCORE -- not yet implemented\n");
6751 case CA_SET_CE_COUNT:
6753 printf("::: CA_SET_CE_COUNT -- not yet implemented\n");
6758 case CA_SET_DYNABOMB_NUMBER:
6760 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6765 case CA_SET_DYNABOMB_SIZE:
6767 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6772 case CA_SET_DYNABOMB_POWER:
6774 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6779 case CA_TOGGLE_PLAYER_GRAVITY:
6781 game.gravity = !game.gravity;
6786 case CA_ENABLE_PLAYER_GRAVITY:
6788 game.gravity = TRUE;
6793 case CA_DISABLE_PLAYER_GRAVITY:
6795 game.gravity = FALSE;
6805 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6806 int x, int y, int target_element)
6808 int previous_move_direction = MovDir[x][y];
6809 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6810 IS_WALKABLE(Feld[x][y]));
6812 /* check if element under player changes from accessible to unaccessible
6813 (needed for special case of dropping element which then changes) */
6814 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6815 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6823 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6824 RemoveMovingField(x, y);
6828 Feld[x][y] = target_element;
6830 ResetGfxAnimation(x, y);
6831 ResetRandomAnimationValue(x, y);
6833 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6834 MovDir[x][y] = previous_move_direction;
6836 InitField_WithBug1(x, y, FALSE);
6838 DrawLevelField(x, y);
6840 if (GFX_CRUMBLED(Feld[x][y]))
6841 DrawLevelFieldCrumbledSandNeighbours(x, y);
6844 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6845 if (ELEM_IS_PLAYER(target_element))
6846 RelocatePlayer(x, y, target_element);
6849 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6851 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6854 TestIfBadThingTouchesHero(x, y);
6855 TestIfPlayerTouchesCustomElement(x, y);
6856 TestIfElementTouchesCustomElement(x, y);
6859 static boolean ChangeElementNow(int x, int y, int element, int page)
6861 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6863 int old_element = Feld[x][y];
6865 /* always use default change event to prevent running into a loop */
6866 if (ChangeEvent[x][y] == -1)
6867 ChangeEvent[x][y] = CE_DELAY;
6869 if (ChangeEvent[x][y] == CE_DELAY)
6871 /* reset actual trigger element, trigger player and action element */
6872 change->actual_trigger_element = EL_EMPTY;
6873 change->actual_trigger_player = EL_PLAYER_1;
6877 /* do not change any elements that have already changed in this frame */
6881 /* do not change already changed elements with same change event */
6882 if (Changed[x][y] & ChangeEvent[x][y])
6887 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6889 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6892 if (change->explode)
6899 if (change->use_target_content)
6901 boolean complete_replace = TRUE;
6902 boolean can_replace[3][3];
6905 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6908 boolean is_walkable;
6909 boolean is_diggable;
6910 boolean is_collectible;
6911 boolean is_removable;
6912 boolean is_destructible;
6913 int ex = x + xx - 1;
6914 int ey = y + yy - 1;
6915 int content_element = change->target_content[xx][yy];
6918 can_replace[xx][yy] = TRUE;
6920 if (ex == x && ey == y) /* do not check changing element itself */
6923 if (content_element == EL_EMPTY_SPACE)
6925 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6930 if (!IN_LEV_FIELD(ex, ey))
6932 can_replace[xx][yy] = FALSE;
6933 complete_replace = FALSE;
6940 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6941 e = MovingOrBlocked2Element(ex, ey);
6943 is_empty = (IS_FREE(ex, ey) ||
6944 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
6946 is_walkable = (is_empty || IS_WALKABLE(e));
6947 is_diggable = (is_empty || IS_DIGGABLE(e));
6948 is_collectible = (is_empty || IS_COLLECTIBLE(e));
6949 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
6950 is_removable = (is_diggable || is_collectible);
6952 can_replace[xx][yy] =
6953 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
6954 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
6955 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
6956 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
6957 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
6958 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
6959 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
6961 if (!can_replace[xx][yy])
6962 complete_replace = FALSE;
6965 if (!change->only_if_complete || complete_replace)
6967 boolean something_has_changed = FALSE;
6969 if (change->only_if_complete && change->use_random_replace &&
6970 RND(100) < change->random_percentage)
6973 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6975 int ex = x + xx - 1;
6976 int ey = y + yy - 1;
6977 int content_element;
6979 if (can_replace[xx][yy] && (!change->use_random_replace ||
6980 RND(100) < change->random_percentage))
6982 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6983 RemoveMovingField(ex, ey);
6985 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6987 content_element = change->target_content[xx][yy];
6988 target_element = GET_TARGET_ELEMENT(content_element, change);
6990 ChangeElementNowExt(change, ex, ey, target_element);
6992 something_has_changed = TRUE;
6994 /* for symmetry reasons, freeze newly created border elements */
6995 if (ex != x || ey != y)
6996 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7000 if (something_has_changed)
7001 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7006 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7008 ChangeElementNowExt(change, x, y, target_element);
7010 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7013 /* this uses direct change before indirect change */
7014 CheckTriggeredElementChangeByPage(x, y, old_element, CE_CHANGE_OF_X, page);
7019 static void ChangeElement(int x, int y, int page)
7021 int element = MovingOrBlocked2Element(x, y);
7022 struct ElementInfo *ei = &element_info[element];
7023 struct ElementChangeInfo *change = &ei->change_page[page];
7026 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7029 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7030 x, y, element, element_info[element].token_name);
7031 printf("ChangeElement(): This should never happen!\n");
7036 /* this can happen with classic bombs on walkable, changing elements */
7037 if (!CAN_CHANGE(element))
7040 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7041 ChangeDelay[x][y] = 0;
7047 if (ChangeDelay[x][y] == 0) /* initialize element change */
7049 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7051 ResetGfxAnimation(x, y);
7052 ResetRandomAnimationValue(x, y);
7054 if (change->pre_change_function)
7055 change->pre_change_function(x, y);
7058 ChangeDelay[x][y]--;
7060 if (ChangeDelay[x][y] != 0) /* continue element change */
7062 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7064 if (IS_ANIMATED(graphic))
7065 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7067 if (change->change_function)
7068 change->change_function(x, y);
7070 else /* finish element change */
7072 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7074 page = ChangePage[x][y];
7075 ChangePage[x][y] = -1;
7077 change = &ei->change_page[page];
7080 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7082 ChangeDelay[x][y] = 1; /* try change after next move step */
7083 ChangePage[x][y] = page; /* remember page to use for change */
7088 if (ChangeElementNow(x, y, element, page))
7090 if (change->post_change_function)
7091 change->post_change_function(x, y);
7096 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7097 int trigger_element,
7104 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7106 if (!(trigger_events[trigger_element][trigger_event]))
7109 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7111 int element = EL_CUSTOM_START + i;
7112 boolean change_found = FALSE;
7114 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7115 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7118 for (j = 0; j < element_info[element].num_change_pages; j++)
7120 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7122 if (change->can_change_or_has_action &&
7123 change->has_event[trigger_event] &&
7124 change->trigger_side & trigger_side &&
7125 change->trigger_player & trigger_player &&
7126 change->trigger_page & trigger_page_bits &&
7127 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7129 change->actual_trigger_element = trigger_element;
7130 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7132 if (change->can_change && !change_found)
7134 change_found = TRUE;
7136 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7138 if (Feld[x][y] == element)
7140 ChangeDelay[x][y] = 1;
7141 ChangeEvent[x][y] = trigger_event;
7142 ChangeElement(x, y, j);
7147 if (change->has_action)
7148 ExecuteCustomElementAction(element, j);
7156 static boolean CheckElementChangeExt(int x, int y,
7158 int trigger_element,
7164 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7167 if (Feld[x][y] == EL_BLOCKED)
7169 Blocked2Moving(x, y, &x, &y);
7170 element = Feld[x][y];
7173 if (Feld[x][y] != element) /* check if element has already changed */
7176 if (trigger_page < 0)
7178 boolean change_element = FALSE;
7181 for (i = 0; i < element_info[element].num_change_pages; i++)
7183 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7185 boolean check_trigger_element =
7186 (trigger_event == CE_TOUCHING_X ||
7187 trigger_event == CE_HITTING_X ||
7188 trigger_event == CE_HIT_BY_X);
7190 if (change->can_change &&
7191 change->has_event[trigger_event] &&
7192 change->trigger_side & trigger_side &&
7193 change->trigger_player & trigger_player &&
7194 (!check_trigger_element ||
7195 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7197 change_element = TRUE;
7200 change->actual_trigger_element = trigger_element;
7201 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7207 if (!change_element)
7212 struct ElementInfo *ei = &element_info[element];
7213 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7215 change->actual_trigger_element = trigger_element;
7216 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7219 ChangeDelay[x][y] = 1;
7220 ChangeEvent[x][y] = trigger_event;
7221 ChangeElement(x, y, trigger_page);
7226 static void PlayPlayerSound(struct PlayerInfo *player)
7228 int jx = player->jx, jy = player->jy;
7229 int element = player->element_nr;
7230 int last_action = player->last_action_waiting;
7231 int action = player->action_waiting;
7233 if (player->is_waiting)
7235 if (action != last_action)
7236 PlayLevelSoundElementAction(jx, jy, element, action);
7238 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7242 if (action != last_action)
7243 StopSound(element_info[element].sound[last_action]);
7245 if (last_action == ACTION_SLEEPING)
7246 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7250 static void PlayAllPlayersSound()
7254 for (i = 0; i < MAX_PLAYERS; i++)
7255 if (stored_player[i].active)
7256 PlayPlayerSound(&stored_player[i]);
7259 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7261 boolean last_waiting = player->is_waiting;
7262 int move_dir = player->MovDir;
7264 player->last_action_waiting = player->action_waiting;
7268 if (!last_waiting) /* not waiting -> waiting */
7270 player->is_waiting = TRUE;
7272 player->frame_counter_bored =
7274 game.player_boring_delay_fixed +
7275 SimpleRND(game.player_boring_delay_random);
7276 player->frame_counter_sleeping =
7278 game.player_sleeping_delay_fixed +
7279 SimpleRND(game.player_sleeping_delay_random);
7281 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7284 if (game.player_sleeping_delay_fixed +
7285 game.player_sleeping_delay_random > 0 &&
7286 player->anim_delay_counter == 0 &&
7287 player->post_delay_counter == 0 &&
7288 FrameCounter >= player->frame_counter_sleeping)
7289 player->is_sleeping = TRUE;
7290 else if (game.player_boring_delay_fixed +
7291 game.player_boring_delay_random > 0 &&
7292 FrameCounter >= player->frame_counter_bored)
7293 player->is_bored = TRUE;
7295 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7296 player->is_bored ? ACTION_BORING :
7299 if (player->is_sleeping)
7301 if (player->num_special_action_sleeping > 0)
7303 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7305 int last_special_action = player->special_action_sleeping;
7306 int num_special_action = player->num_special_action_sleeping;
7307 int special_action =
7308 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7309 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7310 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7311 last_special_action + 1 : ACTION_SLEEPING);
7312 int special_graphic =
7313 el_act_dir2img(player->element_nr, special_action, move_dir);
7315 player->anim_delay_counter =
7316 graphic_info[special_graphic].anim_delay_fixed +
7317 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7318 player->post_delay_counter =
7319 graphic_info[special_graphic].post_delay_fixed +
7320 SimpleRND(graphic_info[special_graphic].post_delay_random);
7322 player->special_action_sleeping = special_action;
7325 if (player->anim_delay_counter > 0)
7327 player->action_waiting = player->special_action_sleeping;
7328 player->anim_delay_counter--;
7330 else if (player->post_delay_counter > 0)
7332 player->post_delay_counter--;
7336 else if (player->is_bored)
7338 if (player->num_special_action_bored > 0)
7340 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7342 int special_action =
7343 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7344 int special_graphic =
7345 el_act_dir2img(player->element_nr, special_action, move_dir);
7347 player->anim_delay_counter =
7348 graphic_info[special_graphic].anim_delay_fixed +
7349 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7350 player->post_delay_counter =
7351 graphic_info[special_graphic].post_delay_fixed +
7352 SimpleRND(graphic_info[special_graphic].post_delay_random);
7354 player->special_action_bored = special_action;
7357 if (player->anim_delay_counter > 0)
7359 player->action_waiting = player->special_action_bored;
7360 player->anim_delay_counter--;
7362 else if (player->post_delay_counter > 0)
7364 player->post_delay_counter--;
7369 else if (last_waiting) /* waiting -> not waiting */
7371 player->is_waiting = FALSE;
7372 player->is_bored = FALSE;
7373 player->is_sleeping = FALSE;
7375 player->frame_counter_bored = -1;
7376 player->frame_counter_sleeping = -1;
7378 player->anim_delay_counter = 0;
7379 player->post_delay_counter = 0;
7381 player->action_waiting = ACTION_DEFAULT;
7383 player->special_action_bored = ACTION_DEFAULT;
7384 player->special_action_sleeping = ACTION_DEFAULT;
7388 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7390 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7391 int left = player_action & JOY_LEFT;
7392 int right = player_action & JOY_RIGHT;
7393 int up = player_action & JOY_UP;
7394 int down = player_action & JOY_DOWN;
7395 int button1 = player_action & JOY_BUTTON_1;
7396 int button2 = player_action & JOY_BUTTON_2;
7397 int dx = (left ? -1 : right ? 1 : 0);
7398 int dy = (up ? -1 : down ? 1 : 0);
7400 if (!player->active || tape.pausing)
7406 snapped = SnapField(player, dx, dy);
7410 dropped = DropElement(player);
7412 moved = MovePlayer(player, dx, dy);
7415 if (tape.single_step && tape.recording && !tape.pausing)
7417 if (button1 || (dropped && !moved))
7419 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7420 SnapField(player, 0, 0); /* stop snapping */
7424 SetPlayerWaiting(player, FALSE);
7426 return player_action;
7430 /* no actions for this player (no input at player's configured device) */
7432 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7433 SnapField(player, 0, 0);
7434 CheckGravityMovementWhenNotMoving(player);
7436 if (player->MovPos == 0)
7437 SetPlayerWaiting(player, TRUE);
7439 if (player->MovPos == 0) /* needed for tape.playing */
7440 player->is_moving = FALSE;
7442 player->is_dropping = FALSE;
7448 void AdvanceFrameAndPlayerCounters(int player_nr)
7452 /* advance frame counters (global frame counter and time frame counter) */
7456 /* advance player counters (counters for move delay, move animation etc.) */
7457 for (i = 0; i < MAX_PLAYERS; i++)
7459 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7461 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
7463 if (!advance_player_counters) /* not all players may be affected */
7466 stored_player[i].Frame += move_frames;
7468 if (stored_player[i].MovPos != 0)
7469 stored_player[i].StepFrame += move_frames;
7471 #if USE_NEW_MOVE_DELAY
7472 if (stored_player[i].move_delay > 0)
7473 stored_player[i].move_delay--;
7476 #if USE_NEW_PUSH_DELAY
7477 /* due to bugs in previous versions, counter must count up, not down */
7478 if (stored_player[i].push_delay != -1)
7479 stored_player[i].push_delay++;
7482 if (stored_player[i].drop_delay > 0)
7483 stored_player[i].drop_delay--;
7489 static unsigned long game_frame_delay = 0;
7490 unsigned long game_frame_delay_value;
7491 int magic_wall_x = 0, magic_wall_y = 0;
7492 int i, x, y, element, graphic;
7493 byte *recorded_player_action;
7494 byte summarized_player_action = 0;
7495 byte tape_action[MAX_PLAYERS];
7497 if (game_status != GAME_MODE_PLAYING)
7500 game_frame_delay_value =
7501 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7503 if (tape.playing && tape.warp_forward && !tape.pausing)
7504 game_frame_delay_value = 0;
7506 /* ---------- main game synchronization point ---------- */
7508 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7510 if (network_playing && !network_player_action_received)
7512 /* try to get network player actions in time */
7514 #if defined(NETWORK_AVALIABLE)
7515 /* last chance to get network player actions without main loop delay */
7519 /* game was quit by network peer */
7520 if (game_status != GAME_MODE_PLAYING)
7523 if (!network_player_action_received)
7524 return; /* failed to get network player actions in time */
7530 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7533 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7534 if (recorded_player_action == NULL && tape.pausing)
7538 for (i = 0; i < MAX_PLAYERS; i++)
7540 summarized_player_action |= stored_player[i].action;
7542 if (!network_playing)
7543 stored_player[i].effective_action = stored_player[i].action;
7546 #if defined(NETWORK_AVALIABLE)
7547 if (network_playing)
7548 SendToServer_MovePlayer(summarized_player_action);
7551 if (!options.network && !setup.team_mode)
7552 local_player->effective_action = summarized_player_action;
7554 if (recorded_player_action != NULL)
7555 for (i = 0; i < MAX_PLAYERS; i++)
7556 stored_player[i].effective_action = recorded_player_action[i];
7558 for (i = 0; i < MAX_PLAYERS; i++)
7560 tape_action[i] = stored_player[i].effective_action;
7562 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7563 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7566 /* only save actions from input devices, but not programmed actions */
7568 TapeRecordAction(tape_action);
7570 for (i = 0; i < MAX_PLAYERS; i++)
7572 int actual_player_action = stored_player[i].effective_action;
7575 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7576 - rnd_equinox_tetrachloride 048
7577 - rnd_equinox_tetrachloride_ii 096
7578 - rnd_emanuel_schmieg 002
7579 - doctor_sloan_ww 001, 020
7581 if (stored_player[i].MovPos == 0)
7582 CheckGravityMovement(&stored_player[i]);
7585 /* overwrite programmed action with tape action */
7586 if (stored_player[i].programmed_action)
7587 actual_player_action = stored_player[i].programmed_action;
7590 PlayerActions(&stored_player[i], actual_player_action);
7592 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7594 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7595 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7598 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7601 network_player_action_received = FALSE;
7603 ScrollScreen(NULL, SCROLL_GO_ON);
7605 /* for backwards compatibility, the following code emulates a fixed bug that
7606 occured when pushing elements (causing elements that just made their last
7607 pushing step to already (if possible) make their first falling step in the
7608 same game frame, which is bad); this code is also needed to use the famous
7609 "spring push bug" which is used in older levels and might be wanted to be
7610 used also in newer levels, but in this case the buggy pushing code is only
7611 affecting the "spring" element and no other elements */
7613 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7615 for (i = 0; i < MAX_PLAYERS; i++)
7617 struct PlayerInfo *player = &stored_player[i];
7621 if (player->active && player->is_pushing && player->is_moving &&
7623 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7624 Feld[x][y] == EL_SPRING))
7626 ContinueMoving(x, y);
7628 /* continue moving after pushing (this is actually a bug) */
7629 if (!IS_MOVING(x, y))
7637 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7639 Changed[x][y] = FALSE;
7640 ChangeEvent[x][y] = -1;
7642 #if USE_NEW_BLOCK_STYLE
7643 /* this must be handled before main playfield loop */
7644 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7647 if (MovDelay[x][y] <= 0)
7653 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7655 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7656 printf("GameActions(): This should never happen!\n");
7658 ChangePage[x][y] = -1;
7663 if (WasJustMoving[x][y] > 0)
7664 WasJustMoving[x][y]--;
7665 if (WasJustFalling[x][y] > 0)
7666 WasJustFalling[x][y]--;
7667 if (CheckCollision[x][y] > 0)
7668 CheckCollision[x][y]--;
7672 /* reset finished pushing action (not done in ContinueMoving() to allow
7673 continous pushing animation for elements with zero push delay) */
7674 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7676 ResetGfxAnimation(x, y);
7677 DrawLevelField(x, y);
7681 if (IS_BLOCKED(x, y))
7685 Blocked2Moving(x, y, &oldx, &oldy);
7686 if (!IS_MOVING(oldx, oldy))
7688 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7689 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7690 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7691 printf("GameActions(): This should never happen!\n");
7697 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7699 element = Feld[x][y];
7700 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7702 if (graphic_info[graphic].anim_global_sync)
7703 GfxFrame[x][y] = FrameCounter;
7705 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7706 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7707 ResetRandomAnimationValue(x, y);
7709 SetRandomAnimationValue(x, y);
7711 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7713 if (IS_INACTIVE(element))
7715 if (IS_ANIMATED(graphic))
7716 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7721 /* this may take place after moving, so 'element' may have changed */
7722 if (IS_CHANGING(x, y) &&
7723 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7726 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7727 element_info[element].event_page_nr[CE_DELAY]);
7729 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7732 element = Feld[x][y];
7733 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7736 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7740 element = Feld[x][y];
7741 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7743 if (IS_ANIMATED(graphic) &&
7746 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7748 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7749 EdelsteinFunkeln(x, y);
7751 else if ((element == EL_ACID ||
7752 element == EL_EXIT_OPEN ||
7753 element == EL_SP_EXIT_OPEN ||
7754 element == EL_SP_TERMINAL ||
7755 element == EL_SP_TERMINAL_ACTIVE ||
7756 element == EL_EXTRA_TIME ||
7757 element == EL_SHIELD_NORMAL ||
7758 element == EL_SHIELD_DEADLY) &&
7759 IS_ANIMATED(graphic))
7760 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7761 else if (IS_MOVING(x, y))
7762 ContinueMoving(x, y);
7763 else if (IS_ACTIVE_BOMB(element))
7764 CheckDynamite(x, y);
7765 else if (element == EL_AMOEBA_GROWING)
7766 AmoebeWaechst(x, y);
7767 else if (element == EL_AMOEBA_SHRINKING)
7768 AmoebaDisappearing(x, y);
7770 #if !USE_NEW_AMOEBA_CODE
7771 else if (IS_AMOEBALIVE(element))
7772 AmoebeAbleger(x, y);
7775 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7777 else if (element == EL_EXIT_CLOSED)
7779 else if (element == EL_SP_EXIT_CLOSED)
7781 else if (element == EL_EXPANDABLE_WALL_GROWING)
7783 else if (element == EL_EXPANDABLE_WALL ||
7784 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7785 element == EL_EXPANDABLE_WALL_VERTICAL ||
7786 element == EL_EXPANDABLE_WALL_ANY)
7788 else if (element == EL_FLAMES)
7789 CheckForDragon(x, y);
7790 else if (element == EL_EXPLOSION)
7791 ; /* drawing of correct explosion animation is handled separately */
7792 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7793 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7795 if (IS_BELT_ACTIVE(element))
7796 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7798 if (game.magic_wall_active)
7800 int jx = local_player->jx, jy = local_player->jy;
7802 /* play the element sound at the position nearest to the player */
7803 if ((element == EL_MAGIC_WALL_FULL ||
7804 element == EL_MAGIC_WALL_ACTIVE ||
7805 element == EL_MAGIC_WALL_EMPTYING ||
7806 element == EL_BD_MAGIC_WALL_FULL ||
7807 element == EL_BD_MAGIC_WALL_ACTIVE ||
7808 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7809 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7817 #if USE_NEW_AMOEBA_CODE
7818 /* new experimental amoeba growth stuff */
7819 if (!(FrameCounter % 8))
7821 static unsigned long random = 1684108901;
7823 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7825 x = RND(lev_fieldx);
7826 y = RND(lev_fieldy);
7827 element = Feld[x][y];
7829 if (!IS_PLAYER(x,y) &&
7830 (element == EL_EMPTY ||
7831 CAN_GROW_INTO(element) ||
7832 element == EL_QUICKSAND_EMPTY ||
7833 element == EL_ACID_SPLASH_LEFT ||
7834 element == EL_ACID_SPLASH_RIGHT))
7836 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7837 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7838 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7839 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7840 Feld[x][y] = EL_AMOEBA_DROP;
7843 random = random * 129 + 1;
7849 if (game.explosions_delayed)
7852 game.explosions_delayed = FALSE;
7854 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7856 element = Feld[x][y];
7858 if (ExplodeField[x][y])
7859 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7860 else if (element == EL_EXPLOSION)
7861 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
7863 ExplodeField[x][y] = EX_TYPE_NONE;
7866 game.explosions_delayed = TRUE;
7869 if (game.magic_wall_active)
7871 if (!(game.magic_wall_time_left % 4))
7873 int element = Feld[magic_wall_x][magic_wall_y];
7875 if (element == EL_BD_MAGIC_WALL_FULL ||
7876 element == EL_BD_MAGIC_WALL_ACTIVE ||
7877 element == EL_BD_MAGIC_WALL_EMPTYING)
7878 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7880 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7883 if (game.magic_wall_time_left > 0)
7885 game.magic_wall_time_left--;
7886 if (!game.magic_wall_time_left)
7888 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7890 element = Feld[x][y];
7892 if (element == EL_MAGIC_WALL_ACTIVE ||
7893 element == EL_MAGIC_WALL_FULL)
7895 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7896 DrawLevelField(x, y);
7898 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7899 element == EL_BD_MAGIC_WALL_FULL)
7901 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7902 DrawLevelField(x, y);
7906 game.magic_wall_active = FALSE;
7911 if (game.light_time_left > 0)
7913 game.light_time_left--;
7915 if (game.light_time_left == 0)
7916 RedrawAllLightSwitchesAndInvisibleElements();
7919 if (game.timegate_time_left > 0)
7921 game.timegate_time_left--;
7923 if (game.timegate_time_left == 0)
7924 CloseAllOpenTimegates();
7927 for (i = 0; i < MAX_PLAYERS; i++)
7929 struct PlayerInfo *player = &stored_player[i];
7931 if (SHIELD_ON(player))
7933 if (player->shield_deadly_time_left)
7934 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7935 else if (player->shield_normal_time_left)
7936 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
7940 if (TimeFrames >= FRAMES_PER_SECOND)
7945 for (i = 0; i < MAX_PLAYERS; i++)
7947 struct PlayerInfo *player = &stored_player[i];
7949 if (SHIELD_ON(player))
7951 player->shield_normal_time_left--;
7953 if (player->shield_deadly_time_left > 0)
7954 player->shield_deadly_time_left--;
7958 if (!level.use_step_counter)
7966 if (TimeLeft <= 10 && setup.time_limit)
7967 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
7969 DrawGameValue_Time(TimeLeft);
7971 if (!TimeLeft && setup.time_limit)
7972 for (i = 0; i < MAX_PLAYERS; i++)
7973 KillHero(&stored_player[i]);
7975 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
7976 DrawGameValue_Time(TimePlayed);
7979 if (tape.recording || tape.playing)
7980 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
7984 PlayAllPlayersSound();
7986 if (options.debug) /* calculate frames per second */
7988 static unsigned long fps_counter = 0;
7989 static int fps_frames = 0;
7990 unsigned long fps_delay_ms = Counter() - fps_counter;
7994 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
7996 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
7999 fps_counter = Counter();
8002 redraw_mask |= REDRAW_FPS;
8005 #if USE_NEW_MOVE_DELAY
8006 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8011 for (i = 0; i < MAX_PLAYERS; i++)
8014 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8016 stored_player[i].Frame += move_frames;
8018 if (stored_player[i].MovPos != 0)
8019 stored_player[i].StepFrame += move_frames;
8021 #if USE_NEW_MOVE_DELAY
8022 if (stored_player[i].move_delay > 0)
8023 stored_player[i].move_delay--;
8026 if (stored_player[i].drop_delay > 0)
8027 stored_player[i].drop_delay--;
8031 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8033 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8035 local_player->show_envelope = 0;
8038 #if USE_NEW_RANDOMIZE
8039 /* use random number generator in every frame to make it less predictable */
8040 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8045 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8047 int min_x = x, min_y = y, max_x = x, max_y = y;
8050 for (i = 0; i < MAX_PLAYERS; i++)
8052 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8054 if (!stored_player[i].active || &stored_player[i] == player)
8057 min_x = MIN(min_x, jx);
8058 min_y = MIN(min_y, jy);
8059 max_x = MAX(max_x, jx);
8060 max_y = MAX(max_y, jy);
8063 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8066 static boolean AllPlayersInVisibleScreen()
8070 for (i = 0; i < MAX_PLAYERS; i++)
8072 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8074 if (!stored_player[i].active)
8077 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8084 void ScrollLevel(int dx, int dy)
8086 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8089 BlitBitmap(drawto_field, drawto_field,
8090 FX + TILEX * (dx == -1) - softscroll_offset,
8091 FY + TILEY * (dy == -1) - softscroll_offset,
8092 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8093 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8094 FX + TILEX * (dx == 1) - softscroll_offset,
8095 FY + TILEY * (dy == 1) - softscroll_offset);
8099 x = (dx == 1 ? BX1 : BX2);
8100 for (y = BY1; y <= BY2; y++)
8101 DrawScreenField(x, y);
8106 y = (dy == 1 ? BY1 : BY2);
8107 for (x = BX1; x <= BX2; x++)
8108 DrawScreenField(x, y);
8111 redraw_mask |= REDRAW_FIELD;
8114 static boolean canFallDown(struct PlayerInfo *player)
8116 int jx = player->jx, jy = player->jy;
8118 return (IN_LEV_FIELD(jx, jy + 1) &&
8119 (IS_FREE(jx, jy + 1) ||
8120 #if USE_NEW_BLOCK_STYLE
8121 #if USE_GRAVITY_BUGFIX_OLD
8122 Feld[jx][jy + 1] == EL_PLAYER_IS_LEAVING ||
8125 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8126 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8127 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8130 static boolean canPassField(int x, int y, int move_dir)
8132 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8133 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8134 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8137 int element = Feld[x][y];
8139 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8140 !CAN_MOVE(element) &&
8141 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8142 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8143 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8146 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8148 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8149 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8150 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8154 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8155 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8156 (IS_DIGGABLE(Feld[newx][newy]) ||
8157 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8158 canPassField(newx, newy, move_dir)));
8161 static void CheckGravityMovement(struct PlayerInfo *player)
8163 if (game.gravity && !player->programmed_action)
8165 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8166 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8167 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8168 int jx = player->jx, jy = player->jy;
8169 boolean player_is_moving_to_valid_field =
8170 (!player_is_snapping &&
8171 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8172 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8173 boolean player_can_fall_down = canFallDown(player);
8175 if (player_can_fall_down &&
8176 !player_is_moving_to_valid_field)
8177 player->programmed_action = MV_DOWN;
8181 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8183 return CheckGravityMovement(player);
8185 if (game.gravity && !player->programmed_action)
8187 int jx = player->jx, jy = player->jy;
8188 boolean field_under_player_is_free =
8189 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8190 boolean player_is_standing_on_valid_field =
8191 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8192 (IS_WALKABLE(Feld[jx][jy]) &&
8193 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8195 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8196 player->programmed_action = MV_DOWN;
8202 -----------------------------------------------------------------------------
8203 dx, dy: direction (non-diagonal) to try to move the player to
8204 real_dx, real_dy: direction as read from input device (can be diagonal)
8207 boolean MovePlayerOneStep(struct PlayerInfo *player,
8208 int dx, int dy, int real_dx, int real_dy)
8210 int jx = player->jx, jy = player->jy;
8211 int new_jx = jx + dx, new_jy = jy + dy;
8215 if (!player->active || (!dx && !dy))
8216 return MF_NO_ACTION;
8218 player->MovDir = (dx < 0 ? MV_LEFT :
8221 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8223 if (!IN_LEV_FIELD(new_jx, new_jy))
8224 return MF_NO_ACTION;
8226 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8227 return MF_NO_ACTION;
8229 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8231 if (DONT_RUN_INTO(element))
8233 if (element == EL_ACID && dx == 0 && dy == 1)
8235 SplashAcid(new_jx, new_jy);
8236 Feld[jx][jy] = EL_PLAYER_1;
8237 InitMovingField(jx, jy, MV_DOWN);
8238 Store[jx][jy] = EL_ACID;
8239 ContinueMoving(jx, jy);
8243 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8248 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8249 if (can_move != MF_MOVING)
8252 /* check if DigField() has caused relocation of the player */
8253 if (player->jx != jx || player->jy != jy)
8254 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8256 StorePlayer[jx][jy] = 0;
8257 player->last_jx = jx;
8258 player->last_jy = jy;
8259 player->jx = new_jx;
8260 player->jy = new_jy;
8261 StorePlayer[new_jx][new_jy] = player->element_nr;
8264 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8266 player->step_counter++;
8268 PlayerVisit[jx][jy] = FrameCounter;
8270 ScrollPlayer(player, SCROLL_INIT);
8275 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8277 int jx = player->jx, jy = player->jy;
8278 int old_jx = jx, old_jy = jy;
8279 int moved = MF_NO_ACTION;
8281 if (!player->active)
8286 if (player->MovPos == 0)
8288 player->is_moving = FALSE;
8289 player->is_digging = FALSE;
8290 player->is_collecting = FALSE;
8291 player->is_snapping = FALSE;
8292 player->is_pushing = FALSE;
8298 #if USE_NEW_MOVE_DELAY
8299 if (player->move_delay > 0)
8301 if (!FrameReached(&player->move_delay, player->move_delay_value))
8307 #if USE_NEW_MOVE_DELAY
8308 player->move_delay = -1; /* set to "uninitialized" value */
8311 /* store if player is automatically moved to next field */
8312 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8314 /* remove the last programmed player action */
8315 player->programmed_action = 0;
8319 /* should only happen if pre-1.2 tape recordings are played */
8320 /* this is only for backward compatibility */
8322 int original_move_delay_value = player->move_delay_value;
8325 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8329 /* scroll remaining steps with finest movement resolution */
8330 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8332 while (player->MovPos)
8334 ScrollPlayer(player, SCROLL_GO_ON);
8335 ScrollScreen(NULL, SCROLL_GO_ON);
8337 #if USE_NEW_MOVE_DELAY
8338 AdvanceFrameAndPlayerCounters(player->index_nr);
8347 player->move_delay_value = original_move_delay_value;
8350 if (player->last_move_dir & MV_HORIZONTAL)
8352 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8353 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8357 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8358 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8364 if (moved & MF_MOVING && !ScreenMovPos &&
8365 (player == local_player || !options.network))
8367 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8368 int offset = (setup.scroll_delay ? 3 : 0);
8370 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8372 /* actual player has left the screen -- scroll in that direction */
8373 if (jx != old_jx) /* player has moved horizontally */
8374 scroll_x += (jx - old_jx);
8375 else /* player has moved vertically */
8376 scroll_y += (jy - old_jy);
8380 if (jx != old_jx) /* player has moved horizontally */
8382 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8383 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8384 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8386 /* don't scroll over playfield boundaries */
8387 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8388 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8390 /* don't scroll more than one field at a time */
8391 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8393 /* don't scroll against the player's moving direction */
8394 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8395 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8396 scroll_x = old_scroll_x;
8398 else /* player has moved vertically */
8400 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8401 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8402 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8404 /* don't scroll over playfield boundaries */
8405 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8406 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8408 /* don't scroll more than one field at a time */
8409 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8411 /* don't scroll against the player's moving direction */
8412 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8413 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8414 scroll_y = old_scroll_y;
8418 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8420 if (!options.network && !AllPlayersInVisibleScreen())
8422 scroll_x = old_scroll_x;
8423 scroll_y = old_scroll_y;
8427 ScrollScreen(player, SCROLL_INIT);
8428 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8433 player->StepFrame = 0;
8435 if (moved & MF_MOVING)
8437 if (old_jx != jx && old_jy == jy)
8438 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8439 else if (old_jx == jx && old_jy != jy)
8440 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8442 DrawLevelField(jx, jy); /* for "crumbled sand" */
8444 player->last_move_dir = player->MovDir;
8445 player->is_moving = TRUE;
8446 player->is_snapping = FALSE;
8447 player->is_switching = FALSE;
8448 player->is_dropping = FALSE;
8452 CheckGravityMovementWhenNotMoving(player);
8455 player->last_move_dir = MV_NO_MOVING;
8457 player->is_moving = FALSE;
8459 #if USE_NEW_MOVE_STYLE
8460 /* player is ALLOWED to move, but CANNOT move (something blocks his way) */
8461 /* ensure that the player is also allowed to move in the next frame */
8462 /* (currently, the player is forced to wait eight frames before he can try
8465 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8466 player->move_delay = 0; /* allow direct movement in the next frame */
8470 #if USE_NEW_MOVE_DELAY
8471 if (player->move_delay == -1) /* not yet initialized by DigField() */
8472 player->move_delay = player->move_delay_value;
8475 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8477 TestIfHeroTouchesBadThing(jx, jy);
8478 TestIfPlayerTouchesCustomElement(jx, jy);
8481 if (!player->active)
8487 void ScrollPlayer(struct PlayerInfo *player, int mode)
8489 int jx = player->jx, jy = player->jy;
8490 int last_jx = player->last_jx, last_jy = player->last_jy;
8491 int move_stepsize = TILEX / player->move_delay_value;
8493 if (!player->active || !player->MovPos)
8496 if (mode == SCROLL_INIT)
8498 player->actual_frame_counter = FrameCounter;
8499 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8501 #if USE_NEW_BLOCK_STYLE
8503 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8504 Feld[last_jx][last_jy] == EL_EMPTY)
8506 int last_field_block_delay = 0; /* start with no blocking at all */
8507 int block_delay_adjustment = player->block_delay_adjustment;
8509 /* if player blocks last field, add delay for exactly one move */
8510 if (player->block_last_field)
8512 last_field_block_delay += player->move_delay_value;
8514 #if USE_GRAVITY_BUGFIX_NEW
8515 /* when blocking enabled, prevent moving up despite gravity */
8516 if (game.gravity && player->MovDir == MV_UP)
8517 block_delay_adjustment = -1;
8521 /* add block delay adjustment (also possible when not blocking) */
8522 last_field_block_delay += block_delay_adjustment;
8524 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8525 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8528 #if USE_NEW_MOVE_STYLE
8529 if ((game.engine_version < VERSION_IDENT(3,1,1,0) ||
8530 player->block_last_field) &&
8531 Feld[last_jx][last_jy] == EL_EMPTY)
8532 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8534 if (Feld[last_jx][last_jy] == EL_EMPTY)
8535 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8541 else if (!FrameReached(&player->actual_frame_counter, 1))
8544 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8545 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8547 #if USE_NEW_BLOCK_STYLE
8549 if (!player->block_last_field &&
8550 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8552 RemoveField(last_jx, last_jy);
8555 /* before DrawPlayer() to draw correct player graphic for this case */
8556 if (player->MovPos == 0)
8557 CheckGravityMovement(player);
8559 if (player->MovPos == 0) /* player reached destination field */
8561 if (player->move_delay_reset_counter > 0)
8563 player->move_delay_reset_counter--;
8565 if (player->move_delay_reset_counter == 0)
8567 /* continue with normal speed after quickly moving through gate */
8568 HALVE_PLAYER_SPEED(player);
8570 /* be able to make the next move without delay */
8571 player->move_delay = 0;
8575 #if USE_NEW_BLOCK_STYLE
8577 if (player->block_last_field &&
8578 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8580 RemoveField(last_jx, last_jy);
8583 player->last_jx = jx;
8584 player->last_jy = jy;
8586 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8587 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8588 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8590 DrawPlayer(player); /* needed here only to cleanup last field */
8593 if (local_player->friends_still_needed == 0 ||
8594 IS_SP_ELEMENT(Feld[jx][jy]))
8595 player->LevelSolved = player->GameOver = TRUE;
8598 /* this breaks one level: "machine", level 000 */
8600 int move_direction = player->MovDir;
8601 int enter_side = MV_DIR_OPPOSITE(move_direction);
8602 int leave_side = move_direction;
8603 int old_jx = last_jx;
8604 int old_jy = last_jy;
8605 int old_element = Feld[old_jx][old_jy];
8606 int new_element = Feld[jx][jy];
8608 if (IS_CUSTOM_ELEMENT(old_element))
8609 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8611 player->index_bit, leave_side);
8613 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
8615 player->index_bit, leave_side);
8617 if (IS_CUSTOM_ELEMENT(new_element))
8618 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8619 player->index_bit, enter_side);
8621 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
8623 player->index_bit, enter_side);
8626 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8628 TestIfHeroTouchesBadThing(jx, jy);
8629 TestIfPlayerTouchesCustomElement(jx, jy);
8631 /* needed because pushed element has not yet reached its destination,
8632 so it would trigger a change event at its previous field location */
8633 if (!player->is_pushing)
8634 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8636 if (!player->active)
8640 if (level.use_step_counter)
8650 if (TimeLeft <= 10 && setup.time_limit)
8651 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8653 DrawGameValue_Time(TimeLeft);
8655 if (!TimeLeft && setup.time_limit)
8656 for (i = 0; i < MAX_PLAYERS; i++)
8657 KillHero(&stored_player[i]);
8659 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8660 DrawGameValue_Time(TimePlayed);
8663 if (tape.single_step && tape.recording && !tape.pausing &&
8664 !player->programmed_action)
8665 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8669 void ScrollScreen(struct PlayerInfo *player, int mode)
8671 static unsigned long screen_frame_counter = 0;
8673 if (mode == SCROLL_INIT)
8675 /* set scrolling step size according to actual player's moving speed */
8676 ScrollStepSize = TILEX / player->move_delay_value;
8678 screen_frame_counter = FrameCounter;
8679 ScreenMovDir = player->MovDir;
8680 ScreenMovPos = player->MovPos;
8681 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8684 else if (!FrameReached(&screen_frame_counter, 1))
8689 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8690 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8691 redraw_mask |= REDRAW_FIELD;
8694 ScreenMovDir = MV_NO_MOVING;
8697 void TestIfPlayerTouchesCustomElement(int x, int y)
8699 static int xy[4][2] =
8706 static int trigger_sides[4][2] =
8708 /* center side border side */
8709 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8710 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8711 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8712 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8714 static int touch_dir[4] =
8721 int center_element = Feld[x][y]; /* should always be non-moving! */
8724 for (i = 0; i < NUM_DIRECTIONS; i++)
8726 int xx = x + xy[i][0];
8727 int yy = y + xy[i][1];
8728 int center_side = trigger_sides[i][0];
8729 int border_side = trigger_sides[i][1];
8732 if (!IN_LEV_FIELD(xx, yy))
8735 if (IS_PLAYER(x, y))
8737 struct PlayerInfo *player = PLAYERINFO(x, y);
8739 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8740 border_element = Feld[xx][yy]; /* may be moving! */
8741 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8742 border_element = Feld[xx][yy];
8743 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8744 border_element = MovingOrBlocked2Element(xx, yy);
8746 continue; /* center and border element do not touch */
8748 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8749 player->index_bit, border_side);
8750 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
8751 CE_PLAYER_TOUCHES_X,
8752 player->index_bit, border_side);
8754 else if (IS_PLAYER(xx, yy))
8756 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8758 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8760 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8761 continue; /* center and border element do not touch */
8764 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8765 player->index_bit, center_side);
8766 CheckTriggeredElementChangeByPlayer(x, y, center_element,
8767 CE_PLAYER_TOUCHES_X,
8768 player->index_bit, center_side);
8774 void TestIfElementTouchesCustomElement(int x, int y)
8776 static int xy[4][2] =
8783 static int trigger_sides[4][2] =
8785 /* center side border side */
8786 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8787 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8788 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8789 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8791 static int touch_dir[4] =
8798 boolean change_center_element = FALSE;
8799 int center_element = Feld[x][y]; /* should always be non-moving! */
8802 for (i = 0; i < NUM_DIRECTIONS; i++)
8804 int xx = x + xy[i][0];
8805 int yy = y + xy[i][1];
8806 int center_side = trigger_sides[i][0];
8807 int border_side = trigger_sides[i][1];
8810 if (!IN_LEV_FIELD(xx, yy))
8813 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8814 border_element = Feld[xx][yy]; /* may be moving! */
8815 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8816 border_element = Feld[xx][yy];
8817 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8818 border_element = MovingOrBlocked2Element(xx, yy);
8820 continue; /* center and border element do not touch */
8822 /* check for change of center element (but change it only once) */
8823 if (!change_center_element)
8824 change_center_element =
8825 CheckElementChangeBySide(x, y, center_element, border_element,
8826 CE_TOUCHING_X, border_side);
8828 /* check for change of border element */
8829 CheckElementChangeBySide(xx, yy, border_element, center_element,
8830 CE_TOUCHING_X, center_side);
8834 void TestIfElementHitsCustomElement(int x, int y, int direction)
8836 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8837 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8838 int hitx = x + dx, hity = y + dy;
8839 int hitting_element = Feld[x][y];
8840 int touched_element;
8842 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8845 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8846 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8848 #if !USE_HITTING_SOMETHING_BUGFIX
8849 /* "hitting something" is also true when hitting the playfield border */
8850 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8851 CE_HITTING_SOMETHING, direction);
8854 if (IN_LEV_FIELD(hitx, hity))
8856 int opposite_direction = MV_DIR_OPPOSITE(direction);
8857 int hitting_side = direction;
8858 int touched_side = opposite_direction;
8859 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8860 MovDir[hitx][hity] != direction ||
8861 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8867 #if !USE_HIT_BY_SOMETHING_BUGFIX
8868 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8869 CE_HIT_BY_SOMETHING, opposite_direction);
8872 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8873 CE_HITTING_X, touched_side);
8875 CheckElementChangeBySide(hitx, hity, touched_element,
8876 hitting_element, CE_HIT_BY_X, hitting_side);
8878 #if USE_HIT_BY_SOMETHING_BUGFIX
8879 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8880 CE_HIT_BY_SOMETHING, opposite_direction);
8885 #if USE_HITTING_SOMETHING_BUGFIX
8886 /* "hitting something" is also true when hitting the playfield border */
8887 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8888 CE_HITTING_SOMETHING, direction);
8893 void TestIfElementSmashesCustomElement(int x, int y, int direction)
8895 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8896 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8897 int hitx = x + dx, hity = y + dy;
8898 int hitting_element = Feld[x][y];
8899 int touched_element;
8901 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8902 !IS_FREE(hitx, hity) &&
8903 (!IS_MOVING(hitx, hity) ||
8904 MovDir[hitx][hity] != direction ||
8905 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8908 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8912 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8916 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8917 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8919 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8920 EP_CAN_SMASH_EVERYTHING, direction);
8922 if (IN_LEV_FIELD(hitx, hity))
8924 int opposite_direction = MV_DIR_OPPOSITE(direction);
8925 int hitting_side = direction;
8926 int touched_side = opposite_direction;
8928 int touched_element = MovingOrBlocked2Element(hitx, hity);
8931 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8932 MovDir[hitx][hity] != direction ||
8933 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8942 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8943 CE_SMASHED_BY_SOMETHING, opposite_direction);
8945 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8946 CE_OTHER_IS_SMASHING, touched_side);
8948 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8949 CE_OTHER_GETS_SMASHED, hitting_side);
8955 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8957 int i, kill_x = -1, kill_y = -1;
8958 int bad_element = -1;
8959 static int test_xy[4][2] =
8966 static int test_dir[4] =
8974 for (i = 0; i < NUM_DIRECTIONS; i++)
8976 int test_x, test_y, test_move_dir, test_element;
8978 test_x = good_x + test_xy[i][0];
8979 test_y = good_y + test_xy[i][1];
8981 if (!IN_LEV_FIELD(test_x, test_y))
8985 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8987 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8989 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8990 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8992 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8993 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8997 bad_element = test_element;
9003 if (kill_x != -1 || kill_y != -1)
9005 if (IS_PLAYER(good_x, good_y))
9007 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9009 if (player->shield_deadly_time_left > 0 &&
9010 !IS_INDESTRUCTIBLE(bad_element))
9011 Bang(kill_x, kill_y);
9012 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9016 Bang(good_x, good_y);
9020 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9022 int i, kill_x = -1, kill_y = -1;
9023 int bad_element = Feld[bad_x][bad_y];
9024 static int test_xy[4][2] =
9031 static int touch_dir[4] =
9038 static int test_dir[4] =
9046 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9049 for (i = 0; i < NUM_DIRECTIONS; i++)
9051 int test_x, test_y, test_move_dir, test_element;
9053 test_x = bad_x + test_xy[i][0];
9054 test_y = bad_y + test_xy[i][1];
9055 if (!IN_LEV_FIELD(test_x, test_y))
9059 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9061 test_element = Feld[test_x][test_y];
9063 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9064 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9066 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9067 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9069 /* good thing is player or penguin that does not move away */
9070 if (IS_PLAYER(test_x, test_y))
9072 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9074 if (bad_element == EL_ROBOT && player->is_moving)
9075 continue; /* robot does not kill player if he is moving */
9077 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9079 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9080 continue; /* center and border element do not touch */
9087 else if (test_element == EL_PENGUIN)
9096 if (kill_x != -1 || kill_y != -1)
9098 if (IS_PLAYER(kill_x, kill_y))
9100 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9102 if (player->shield_deadly_time_left > 0 &&
9103 !IS_INDESTRUCTIBLE(bad_element))
9105 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9109 Bang(kill_x, kill_y);
9113 void TestIfHeroTouchesBadThing(int x, int y)
9115 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9118 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9120 TestIfGoodThingHitsBadThing(x, y, move_dir);
9123 void TestIfBadThingTouchesHero(int x, int y)
9125 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9128 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9130 TestIfBadThingHitsGoodThing(x, y, move_dir);
9133 void TestIfFriendTouchesBadThing(int x, int y)
9135 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9138 void TestIfBadThingTouchesFriend(int x, int y)
9140 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9143 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9145 int i, kill_x = bad_x, kill_y = bad_y;
9146 static int xy[4][2] =
9154 for (i = 0; i < NUM_DIRECTIONS; i++)
9158 x = bad_x + xy[i][0];
9159 y = bad_y + xy[i][1];
9160 if (!IN_LEV_FIELD(x, y))
9163 element = Feld[x][y];
9164 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9165 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9173 if (kill_x != bad_x || kill_y != bad_y)
9177 void KillHero(struct PlayerInfo *player)
9179 int jx = player->jx, jy = player->jy;
9181 if (!player->active)
9184 /* remove accessible field at the player's position */
9185 Feld[jx][jy] = EL_EMPTY;
9187 /* deactivate shield (else Bang()/Explode() would not work right) */
9188 player->shield_normal_time_left = 0;
9189 player->shield_deadly_time_left = 0;
9195 static void KillHeroUnlessEnemyProtected(int x, int y)
9197 if (!PLAYER_ENEMY_PROTECTED(x, y))
9198 KillHero(PLAYERINFO(x, y));
9201 static void KillHeroUnlessExplosionProtected(int x, int y)
9203 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9204 KillHero(PLAYERINFO(x, y));
9207 void BuryHero(struct PlayerInfo *player)
9209 int jx = player->jx, jy = player->jy;
9211 if (!player->active)
9214 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9215 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9217 player->GameOver = TRUE;
9221 void RemoveHero(struct PlayerInfo *player)
9223 int jx = player->jx, jy = player->jy;
9224 int i, found = FALSE;
9226 player->present = FALSE;
9227 player->active = FALSE;
9229 if (!ExplodeField[jx][jy])
9230 StorePlayer[jx][jy] = 0;
9232 for (i = 0; i < MAX_PLAYERS; i++)
9233 if (stored_player[i].active)
9237 AllPlayersGone = TRUE;
9244 =============================================================================
9245 checkDiagonalPushing()
9246 -----------------------------------------------------------------------------
9247 check if diagonal input device direction results in pushing of object
9248 (by checking if the alternative direction is walkable, diggable, ...)
9249 =============================================================================
9252 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9253 int x, int y, int real_dx, int real_dy)
9255 int jx, jy, dx, dy, xx, yy;
9257 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9260 /* diagonal direction: check alternative direction */
9265 xx = jx + (dx == 0 ? real_dx : 0);
9266 yy = jy + (dy == 0 ? real_dy : 0);
9268 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9272 =============================================================================
9274 -----------------------------------------------------------------------------
9275 x, y: field next to player (non-diagonal) to try to dig to
9276 real_dx, real_dy: direction as read from input device (can be diagonal)
9277 =============================================================================
9280 int DigField(struct PlayerInfo *player,
9281 int oldx, int oldy, int x, int y,
9282 int real_dx, int real_dy, int mode)
9284 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9285 boolean player_was_pushing = player->is_pushing;
9286 int jx = oldx, jy = oldy;
9287 int dx = x - jx, dy = y - jy;
9288 int nextx = x + dx, nexty = y + dy;
9289 int move_direction = (dx == -1 ? MV_LEFT :
9290 dx == +1 ? MV_RIGHT :
9292 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9293 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9294 int dig_side = MV_DIR_OPPOSITE(move_direction);
9295 int old_element = Feld[jx][jy];
9298 if (is_player) /* function can also be called by EL_PENGUIN */
9300 if (player->MovPos == 0)
9302 player->is_digging = FALSE;
9303 player->is_collecting = FALSE;
9306 if (player->MovPos == 0) /* last pushing move finished */
9307 player->is_pushing = FALSE;
9309 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9311 player->is_switching = FALSE;
9312 #if USE_NEW_PUSH_DELAY
9313 player->push_delay = -1;
9315 player->push_delay = 0;
9318 return MF_NO_ACTION;
9322 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9323 return MF_NO_ACTION;
9325 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9326 old_element = Back[jx][jy];
9328 #if USE_BACK_WALKABLE_BUGFIX
9329 /* in case of element dropped at player position, check background */
9330 else if (Back[jx][jy] != EL_EMPTY &&
9331 game.engine_version >= VERSION_IDENT(2,2,0,0))
9332 old_element = Back[jx][jy];
9335 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9336 return MF_NO_ACTION; /* field has no opening in this direction */
9338 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9339 return MF_NO_ACTION; /* field has no opening in this direction */
9341 element = Feld[x][y];
9343 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9344 return MF_NO_ACTION;
9346 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9347 game.engine_version >= VERSION_IDENT(2,2,0,0))
9348 return MF_NO_ACTION;
9350 if (game.gravity && is_player && !player->is_auto_moving &&
9351 canFallDown(player) && move_direction != MV_DOWN &&
9352 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9353 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9355 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9357 int sound_element = SND_ELEMENT(element);
9358 int sound_action = ACTION_WALKING;
9360 if (IS_RND_GATE(element))
9362 if (!player->key[RND_GATE_NR(element)])
9363 return MF_NO_ACTION;
9365 else if (IS_RND_GATE_GRAY(element))
9367 if (!player->key[RND_GATE_GRAY_NR(element)])
9368 return MF_NO_ACTION;
9370 else if (element == EL_EXIT_OPEN ||
9371 element == EL_SP_EXIT_OPEN ||
9372 element == EL_SP_EXIT_OPENING)
9374 sound_action = ACTION_PASSING; /* player is passing exit */
9376 else if (element == EL_EMPTY)
9378 sound_action = ACTION_MOVING; /* nothing to walk on */
9381 /* play sound from background or player, whatever is available */
9382 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9383 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9385 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9387 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9389 if (!ACCESS_FROM(element, opposite_direction))
9390 return MF_NO_ACTION; /* field not accessible from this direction */
9392 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9393 return MF_NO_ACTION;
9395 if (IS_EM_GATE(element))
9397 if (!player->key[EM_GATE_NR(element)])
9398 return MF_NO_ACTION;
9400 else if (IS_EM_GATE_GRAY(element))
9402 if (!player->key[EM_GATE_GRAY_NR(element)])
9403 return MF_NO_ACTION;
9405 else if (IS_SP_PORT(element))
9407 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9408 element == EL_SP_GRAVITY_PORT_RIGHT ||
9409 element == EL_SP_GRAVITY_PORT_UP ||
9410 element == EL_SP_GRAVITY_PORT_DOWN)
9411 game.gravity = !game.gravity;
9412 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9413 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9414 element == EL_SP_GRAVITY_ON_PORT_UP ||
9415 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9416 game.gravity = TRUE;
9417 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9418 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9419 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9420 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9421 game.gravity = FALSE;
9424 /* automatically move to the next field with double speed */
9425 player->programmed_action = move_direction;
9427 if (player->move_delay_reset_counter == 0)
9429 player->move_delay_reset_counter = 2; /* two double speed steps */
9431 DOUBLE_PLAYER_SPEED(player);
9434 PlayLevelSoundAction(x, y, ACTION_PASSING);
9436 else if (IS_DIGGABLE(element))
9440 if (mode != DF_SNAP)
9442 GfxElement[x][y] = GFX_ELEMENT(element);
9443 player->is_digging = TRUE;
9446 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9448 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_DIGS_X,
9449 player->index_bit, dig_side);
9451 if (mode == DF_SNAP)
9452 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9454 else if (IS_COLLECTIBLE(element))
9458 if (is_player && mode != DF_SNAP)
9460 GfxElement[x][y] = element;
9461 player->is_collecting = TRUE;
9464 if (element == EL_SPEED_PILL)
9466 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9468 else if (element == EL_EXTRA_TIME && level.time > 0)
9471 DrawGameValue_Time(TimeLeft);
9473 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9475 player->shield_normal_time_left += 10;
9476 if (element == EL_SHIELD_DEADLY)
9477 player->shield_deadly_time_left += 10;
9479 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9481 if (player->inventory_size < MAX_INVENTORY_SIZE)
9482 player->inventory_element[player->inventory_size++] = element;
9484 DrawGameValue_Dynamite(local_player->inventory_size);
9486 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9488 player->dynabomb_count++;
9489 player->dynabombs_left++;
9491 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9493 player->dynabomb_size++;
9495 else if (element == EL_DYNABOMB_INCREASE_POWER)
9497 player->dynabomb_xl = TRUE;
9499 else if (IS_KEY(element))
9501 player->key[KEY_NR(element)] = TRUE;
9503 DrawGameValue_Keys(player->key);
9505 redraw_mask |= REDRAW_DOOR_1;
9507 else if (IS_ENVELOPE(element))
9509 player->show_envelope = element;
9511 else if (IS_DROPPABLE(element) ||
9512 IS_THROWABLE(element)) /* can be collected and dropped */
9516 if (element_info[element].collect_count == 0)
9517 player->inventory_infinite_element = element;
9519 for (i = 0; i < element_info[element].collect_count; i++)
9520 if (player->inventory_size < MAX_INVENTORY_SIZE)
9521 player->inventory_element[player->inventory_size++] = element;
9523 DrawGameValue_Dynamite(local_player->inventory_size);
9525 else if (element_info[element].collect_count > 0)
9527 local_player->gems_still_needed -=
9528 element_info[element].collect_count;
9529 if (local_player->gems_still_needed < 0)
9530 local_player->gems_still_needed = 0;
9532 DrawGameValue_Emeralds(local_player->gems_still_needed);
9535 RaiseScoreElement(element);
9536 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9539 CheckTriggeredElementChangeByPlayer(x, y, element,
9540 CE_PLAYER_COLLECTS_X,
9541 player->index_bit, dig_side);
9543 if (mode == DF_SNAP)
9544 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9546 else if (IS_PUSHABLE(element))
9548 if (mode == DF_SNAP && element != EL_BD_ROCK)
9549 return MF_NO_ACTION;
9551 if (CAN_FALL(element) && dy)
9552 return MF_NO_ACTION;
9554 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9555 !(element == EL_SPRING && level.use_spring_bug))
9556 return MF_NO_ACTION;
9558 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9559 ((move_direction & MV_VERTICAL &&
9560 ((element_info[element].move_pattern & MV_LEFT &&
9561 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9562 (element_info[element].move_pattern & MV_RIGHT &&
9563 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9564 (move_direction & MV_HORIZONTAL &&
9565 ((element_info[element].move_pattern & MV_UP &&
9566 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9567 (element_info[element].move_pattern & MV_DOWN &&
9568 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9569 return MF_NO_ACTION;
9571 /* do not push elements already moving away faster than player */
9572 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9573 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9574 return MF_NO_ACTION;
9576 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9578 if (player->push_delay_value == -1 || !player_was_pushing)
9579 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9581 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9583 if (player->push_delay_value == -1)
9584 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9586 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9588 if (!player->is_pushing)
9589 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9592 player->is_pushing = TRUE;
9594 if (!(IN_LEV_FIELD(nextx, nexty) &&
9595 (IS_FREE(nextx, nexty) ||
9596 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9597 IS_SB_ELEMENT(element)))))
9598 return MF_NO_ACTION;
9600 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9601 return MF_NO_ACTION;
9603 #if USE_NEW_PUSH_DELAY
9604 if (player->push_delay == -1) /* new pushing; restart delay */
9605 player->push_delay = 0;
9607 if (player->push_delay == 0) /* new pushing; restart delay */
9608 player->push_delay = FrameCounter;
9611 #if USE_NEW_PUSH_DELAY
9612 if (player->push_delay < player->push_delay_value &&
9613 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9614 element != EL_SPRING && element != EL_BALLOON)
9616 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
9617 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9618 element != EL_SPRING && element != EL_BALLOON)
9621 /* make sure that there is no move delay before next try to push */
9622 #if USE_NEW_MOVE_DELAY
9623 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9624 player->move_delay = 0;
9626 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9627 player->move_delay = INITIAL_MOVE_DELAY_OFF;
9630 return MF_NO_ACTION;
9633 if (IS_SB_ELEMENT(element))
9635 if (element == EL_SOKOBAN_FIELD_FULL)
9637 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9638 local_player->sokobanfields_still_needed++;
9641 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9643 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9644 local_player->sokobanfields_still_needed--;
9647 Feld[x][y] = EL_SOKOBAN_OBJECT;
9649 if (Back[x][y] == Back[nextx][nexty])
9650 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9651 else if (Back[x][y] != 0)
9652 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9655 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9658 if (local_player->sokobanfields_still_needed == 0 &&
9659 game.emulation == EMU_SOKOBAN)
9661 player->LevelSolved = player->GameOver = TRUE;
9662 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9666 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9668 InitMovingField(x, y, move_direction);
9669 GfxAction[x][y] = ACTION_PUSHING;
9671 if (mode == DF_SNAP)
9672 ContinueMoving(x, y);
9674 MovPos[x][y] = (dx != 0 ? dx : dy);
9676 Pushed[x][y] = TRUE;
9677 Pushed[nextx][nexty] = TRUE;
9679 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9680 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9682 player->push_delay_value = -1; /* get new value later */
9685 /* now: check for element change _after_ element has been pushed! */
9686 if (game.use_change_when_pushing_bug)
9688 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9689 player->index_bit, dig_side);
9690 CheckTriggeredElementChangeByPlayer(x,y, element, CE_PLAYER_PUSHES_X,
9691 player->index_bit, dig_side);
9695 /* check for element change _after_ element has been pushed! */
9698 else if (IS_SWITCHABLE(element))
9700 if (PLAYER_SWITCHING(player, x, y))
9702 CheckTriggeredElementChangeByPlayer(x,y, element,
9703 CE_PLAYER_PRESSES_X,
9704 player->index_bit, dig_side);
9709 player->is_switching = TRUE;
9710 player->switch_x = x;
9711 player->switch_y = y;
9713 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9715 if (element == EL_ROBOT_WHEEL)
9717 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9721 DrawLevelField(x, y);
9723 else if (element == EL_SP_TERMINAL)
9727 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9729 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9731 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9732 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9735 else if (IS_BELT_SWITCH(element))
9737 ToggleBeltSwitch(x, y);
9739 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9740 element == EL_SWITCHGATE_SWITCH_DOWN)
9742 ToggleSwitchgateSwitch(x, y);
9744 else if (element == EL_LIGHT_SWITCH ||
9745 element == EL_LIGHT_SWITCH_ACTIVE)
9747 ToggleLightSwitch(x, y);
9749 else if (element == EL_TIMEGATE_SWITCH)
9751 ActivateTimegateSwitch(x, y);
9753 else if (element == EL_BALLOON_SWITCH_LEFT ||
9754 element == EL_BALLOON_SWITCH_RIGHT ||
9755 element == EL_BALLOON_SWITCH_UP ||
9756 element == EL_BALLOON_SWITCH_DOWN ||
9757 element == EL_BALLOON_SWITCH_ANY)
9759 if (element == EL_BALLOON_SWITCH_ANY)
9760 game.balloon_dir = move_direction;
9762 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9763 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9764 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9765 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9768 else if (element == EL_LAMP)
9770 Feld[x][y] = EL_LAMP_ACTIVE;
9771 local_player->lights_still_needed--;
9773 ResetGfxAnimation(x, y);
9774 DrawLevelField(x, y);
9776 else if (element == EL_TIME_ORB_FULL)
9778 Feld[x][y] = EL_TIME_ORB_EMPTY;
9780 DrawGameValue_Time(TimeLeft);
9782 ResetGfxAnimation(x, y);
9783 DrawLevelField(x, y);
9786 CheckTriggeredElementChangeByPlayer(x, y, element,
9788 player->index_bit, dig_side);
9790 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
9791 player->index_bit, dig_side);
9797 if (!PLAYER_SWITCHING(player, x, y))
9799 player->is_switching = TRUE;
9800 player->switch_x = x;
9801 player->switch_y = y;
9803 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9804 player->index_bit, dig_side);
9805 CheckTriggeredElementChangeByPlayer(x, y, element,
9807 player->index_bit, dig_side);
9810 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9811 player->index_bit, dig_side);
9812 CheckTriggeredElementChangeByPlayer(x, y, element, CE_PLAYER_PRESSES_X,
9813 player->index_bit, dig_side);
9815 return MF_NO_ACTION;
9818 #if USE_NEW_PUSH_DELAY
9819 player->push_delay = -1;
9821 player->push_delay = 0;
9824 #if USE_PENGUIN_COLLECT_BUGFIX
9825 if (is_player) /* function can also be called by EL_PENGUIN */
9828 if (Feld[x][y] != element) /* really digged/collected something */
9829 player->is_collecting = !player->is_digging;
9835 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9837 int jx = player->jx, jy = player->jy;
9838 int x = jx + dx, y = jy + dy;
9839 int snap_direction = (dx == -1 ? MV_LEFT :
9840 dx == +1 ? MV_RIGHT :
9842 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9844 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9847 if (!player->active || !IN_LEV_FIELD(x, y))
9855 if (player->MovPos == 0)
9856 player->is_pushing = FALSE;
9858 player->is_snapping = FALSE;
9860 if (player->MovPos == 0)
9862 player->is_moving = FALSE;
9863 player->is_digging = FALSE;
9864 player->is_collecting = FALSE;
9870 if (player->is_snapping)
9873 player->MovDir = snap_direction;
9875 if (player->MovPos == 0)
9877 player->is_moving = FALSE;
9878 player->is_digging = FALSE;
9879 player->is_collecting = FALSE;
9882 player->is_dropping = FALSE;
9884 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9887 player->is_snapping = TRUE;
9889 if (player->MovPos == 0)
9891 player->is_moving = FALSE;
9892 player->is_digging = FALSE;
9893 player->is_collecting = FALSE;
9896 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
9897 DrawLevelField(player->last_jx, player->last_jy);
9899 DrawLevelField(x, y);
9904 boolean DropElement(struct PlayerInfo *player)
9906 int old_element, new_element;
9907 int dropx = player->jx, dropy = player->jy;
9908 int drop_direction = player->MovDir;
9909 int drop_side = drop_direction;
9910 int drop_element = (player->inventory_size > 0 ?
9911 player->inventory_element[player->inventory_size - 1] :
9912 player->inventory_infinite_element != EL_UNDEFINED ?
9913 player->inventory_infinite_element :
9914 player->dynabombs_left > 0 ?
9915 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
9919 /* do not drop an element on top of another element; when holding drop key
9920 pressed without moving, dropped element must move away before the next
9921 element can be dropped (this is especially important if the next element
9922 is dynamite, which can be placed on background for historical reasons) */
9923 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
9927 if (IS_THROWABLE(drop_element))
9929 dropx += GET_DX_FROM_DIR(drop_direction);
9930 dropy += GET_DY_FROM_DIR(drop_direction);
9932 if (!IN_LEV_FIELD(dropx, dropy))
9936 old_element = Feld[dropx][dropy]; /* old element at dropping position */
9937 new_element = drop_element; /* default: no change when dropping */
9939 /* check if player is active, not moving and ready to drop */
9940 if (!player->active || player->MovPos || player->drop_delay > 0)
9943 /* check if player has anything that can be dropped */
9944 if (new_element == EL_UNDEFINED)
9947 /* check if anything can be dropped at the current position */
9948 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9951 /* collected custom elements can only be dropped on empty fields */
9952 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
9955 if (old_element != EL_EMPTY)
9956 Back[dropx][dropy] = old_element; /* store old element on this field */
9958 ResetGfxAnimation(dropx, dropy);
9959 ResetRandomAnimationValue(dropx, dropy);
9961 if (player->inventory_size > 0 ||
9962 player->inventory_infinite_element != EL_UNDEFINED)
9964 if (player->inventory_size > 0)
9966 player->inventory_size--;
9968 DrawGameValue_Dynamite(local_player->inventory_size);
9970 if (new_element == EL_DYNAMITE)
9971 new_element = EL_DYNAMITE_ACTIVE;
9972 else if (new_element == EL_SP_DISK_RED)
9973 new_element = EL_SP_DISK_RED_ACTIVE;
9976 Feld[dropx][dropy] = new_element;
9978 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9979 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9980 el2img(Feld[dropx][dropy]), 0);
9982 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9984 /* needed if previous element just changed to "empty" in the last frame */
9985 Changed[dropx][dropy] = FALSE; /* allow another change */
9987 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
9988 player->index_bit, drop_side);
9989 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
9991 player->index_bit, drop_side);
9993 TestIfElementTouchesCustomElement(dropx, dropy);
9995 else /* player is dropping a dyna bomb */
9997 player->dynabombs_left--;
9999 Feld[dropx][dropy] = new_element;
10001 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10002 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10003 el2img(Feld[dropx][dropy]), 0);
10005 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10008 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
10009 InitField_WithBug1(dropx, dropy, FALSE);
10011 new_element = Feld[dropx][dropy]; /* element might have changed */
10013 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10014 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10016 int move_direction, nextx, nexty;
10018 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10019 MovDir[dropx][dropy] = drop_direction;
10021 move_direction = MovDir[dropx][dropy];
10022 nextx = dropx + GET_DX_FROM_DIR(move_direction);
10023 nexty = dropy + GET_DY_FROM_DIR(move_direction);
10025 Changed[dropx][dropy] = FALSE; /* allow another change */
10026 CheckCollision[dropx][dropy] = 2;
10029 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
10030 player->is_dropping = TRUE;
10032 #if USE_DROP_BUGFIX
10033 player->drop_x = dropx;
10034 player->drop_y = dropy;
10040 /* ------------------------------------------------------------------------- */
10041 /* game sound playing functions */
10042 /* ------------------------------------------------------------------------- */
10044 static int *loop_sound_frame = NULL;
10045 static int *loop_sound_volume = NULL;
10047 void InitPlayLevelSound()
10049 int num_sounds = getSoundListSize();
10051 checked_free(loop_sound_frame);
10052 checked_free(loop_sound_volume);
10054 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10055 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10058 static void PlayLevelSound(int x, int y, int nr)
10060 int sx = SCREENX(x), sy = SCREENY(y);
10061 int volume, stereo_position;
10062 int max_distance = 8;
10063 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10065 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10066 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10069 if (!IN_LEV_FIELD(x, y) ||
10070 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10071 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10074 volume = SOUND_MAX_VOLUME;
10076 if (!IN_SCR_FIELD(sx, sy))
10078 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10079 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10081 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10084 stereo_position = (SOUND_MAX_LEFT +
10085 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10086 (SCR_FIELDX + 2 * max_distance));
10088 if (IS_LOOP_SOUND(nr))
10090 /* This assures that quieter loop sounds do not overwrite louder ones,
10091 while restarting sound volume comparison with each new game frame. */
10093 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10096 loop_sound_volume[nr] = volume;
10097 loop_sound_frame[nr] = FrameCounter;
10100 PlaySoundExt(nr, volume, stereo_position, type);
10103 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10105 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10106 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10107 y < LEVELY(BY1) ? LEVELY(BY1) :
10108 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10112 static void PlayLevelSoundAction(int x, int y, int action)
10114 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10117 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10119 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10121 if (sound_effect != SND_UNDEFINED)
10122 PlayLevelSound(x, y, sound_effect);
10125 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10128 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10130 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10131 PlayLevelSound(x, y, sound_effect);
10134 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10136 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10138 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10139 PlayLevelSound(x, y, sound_effect);
10142 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10144 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10146 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10147 StopSound(sound_effect);
10150 static void PlayLevelMusic()
10152 if (levelset.music[level_nr] != MUS_UNDEFINED)
10153 PlayMusic(levelset.music[level_nr]); /* from config file */
10155 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10158 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10160 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10165 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10169 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10173 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10177 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10181 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10185 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10189 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10192 case SAMPLE_android_clone:
10193 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10196 case SAMPLE_android_move:
10197 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10200 case SAMPLE_spring:
10201 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10205 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10209 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10212 case SAMPLE_eater_eat:
10213 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10217 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10220 case SAMPLE_collect:
10221 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10224 case SAMPLE_diamond:
10225 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10228 case SAMPLE_squash:
10229 /* !!! CHECK THIS !!! */
10231 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10233 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10237 case SAMPLE_wonderfall:
10238 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10242 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10246 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10250 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10254 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10258 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10262 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10265 case SAMPLE_wonder:
10266 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10270 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10273 case SAMPLE_exit_open:
10274 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10277 case SAMPLE_exit_leave:
10278 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10281 case SAMPLE_dynamite:
10282 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10286 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10290 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10294 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10298 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10302 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10306 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10310 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10315 void RaiseScore(int value)
10317 local_player->score += value;
10319 DrawGameValue_Score(local_player->score);
10322 void RaiseScoreElement(int element)
10327 case EL_BD_DIAMOND:
10328 case EL_EMERALD_YELLOW:
10329 case EL_EMERALD_RED:
10330 case EL_EMERALD_PURPLE:
10331 case EL_SP_INFOTRON:
10332 RaiseScore(level.score[SC_EMERALD]);
10335 RaiseScore(level.score[SC_DIAMOND]);
10338 RaiseScore(level.score[SC_CRYSTAL]);
10341 RaiseScore(level.score[SC_PEARL]);
10344 case EL_BD_BUTTERFLY:
10345 case EL_SP_ELECTRON:
10346 RaiseScore(level.score[SC_BUG]);
10349 case EL_BD_FIREFLY:
10350 case EL_SP_SNIKSNAK:
10351 RaiseScore(level.score[SC_SPACESHIP]);
10354 case EL_DARK_YAMYAM:
10355 RaiseScore(level.score[SC_YAMYAM]);
10358 RaiseScore(level.score[SC_ROBOT]);
10361 RaiseScore(level.score[SC_PACMAN]);
10364 RaiseScore(level.score[SC_NUT]);
10367 case EL_SP_DISK_RED:
10368 case EL_DYNABOMB_INCREASE_NUMBER:
10369 case EL_DYNABOMB_INCREASE_SIZE:
10370 case EL_DYNABOMB_INCREASE_POWER:
10371 RaiseScore(level.score[SC_DYNAMITE]);
10373 case EL_SHIELD_NORMAL:
10374 case EL_SHIELD_DEADLY:
10375 RaiseScore(level.score[SC_SHIELD]);
10377 case EL_EXTRA_TIME:
10378 RaiseScore(level.score[SC_TIME_BONUS]);
10392 RaiseScore(level.score[SC_KEY]);
10395 RaiseScore(element_info[element].collect_score);
10400 void RequestQuitGame(boolean ask_if_really_quit)
10402 if (AllPlayersGone ||
10403 !ask_if_really_quit ||
10404 level_editor_test_game ||
10405 Request("Do you really want to quit the game ?",
10406 REQ_ASK | REQ_STAY_CLOSED))
10408 #if defined(NETWORK_AVALIABLE)
10409 if (options.network)
10410 SendToServer_StopPlaying();
10414 game_status = GAME_MODE_MAIN;
10420 if (tape.playing && tape.deactivate_display)
10421 TapeDeactivateDisplayOff(TRUE);
10423 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10425 if (tape.playing && tape.deactivate_display)
10426 TapeDeactivateDisplayOn();
10431 /* ---------- new game button stuff ---------------------------------------- */
10433 /* graphic position values for game buttons */
10434 #define GAME_BUTTON_XSIZE 30
10435 #define GAME_BUTTON_YSIZE 30
10436 #define GAME_BUTTON_XPOS 5
10437 #define GAME_BUTTON_YPOS 215
10438 #define SOUND_BUTTON_XPOS 5
10439 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10441 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10442 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10443 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10444 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10445 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10446 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10453 } gamebutton_info[NUM_GAME_BUTTONS] =
10456 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10461 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10462 GAME_CTRL_ID_PAUSE,
10466 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10471 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10472 SOUND_CTRL_ID_MUSIC,
10473 "background music on/off"
10476 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10477 SOUND_CTRL_ID_LOOPS,
10478 "sound loops on/off"
10481 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10482 SOUND_CTRL_ID_SIMPLE,
10483 "normal sounds on/off"
10487 void CreateGameButtons()
10491 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10493 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10494 struct GadgetInfo *gi;
10497 unsigned long event_mask;
10498 int gd_xoffset, gd_yoffset;
10499 int gd_x1, gd_x2, gd_y1, gd_y2;
10502 gd_xoffset = gamebutton_info[i].x;
10503 gd_yoffset = gamebutton_info[i].y;
10504 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10505 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10507 if (id == GAME_CTRL_ID_STOP ||
10508 id == GAME_CTRL_ID_PAUSE ||
10509 id == GAME_CTRL_ID_PLAY)
10511 button_type = GD_TYPE_NORMAL_BUTTON;
10513 event_mask = GD_EVENT_RELEASED;
10514 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10515 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10519 button_type = GD_TYPE_CHECK_BUTTON;
10521 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10522 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10523 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10524 event_mask = GD_EVENT_PRESSED;
10525 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10526 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10529 gi = CreateGadget(GDI_CUSTOM_ID, id,
10530 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10531 GDI_X, DX + gd_xoffset,
10532 GDI_Y, DY + gd_yoffset,
10533 GDI_WIDTH, GAME_BUTTON_XSIZE,
10534 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10535 GDI_TYPE, button_type,
10536 GDI_STATE, GD_BUTTON_UNPRESSED,
10537 GDI_CHECKED, checked,
10538 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10539 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10540 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10541 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10542 GDI_EVENT_MASK, event_mask,
10543 GDI_CALLBACK_ACTION, HandleGameButtons,
10547 Error(ERR_EXIT, "cannot create gadget");
10549 game_gadget[id] = gi;
10553 void FreeGameButtons()
10557 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10558 FreeGadget(game_gadget[i]);
10561 static void MapGameButtons()
10565 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10566 MapGadget(game_gadget[i]);
10569 void UnmapGameButtons()
10573 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10574 UnmapGadget(game_gadget[i]);
10577 static void HandleGameButtons(struct GadgetInfo *gi)
10579 int id = gi->custom_id;
10581 if (game_status != GAME_MODE_PLAYING)
10586 case GAME_CTRL_ID_STOP:
10587 RequestQuitGame(TRUE);
10590 case GAME_CTRL_ID_PAUSE:
10591 if (options.network)
10593 #if defined(NETWORK_AVALIABLE)
10595 SendToServer_ContinuePlaying();
10597 SendToServer_PausePlaying();
10601 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10604 case GAME_CTRL_ID_PLAY:
10607 #if defined(NETWORK_AVALIABLE)
10608 if (options.network)
10609 SendToServer_ContinuePlaying();
10613 tape.pausing = FALSE;
10614 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10619 case SOUND_CTRL_ID_MUSIC:
10620 if (setup.sound_music)
10622 setup.sound_music = FALSE;
10625 else if (audio.music_available)
10627 setup.sound = setup.sound_music = TRUE;
10629 SetAudioMode(setup.sound);
10635 case SOUND_CTRL_ID_LOOPS:
10636 if (setup.sound_loops)
10637 setup.sound_loops = FALSE;
10638 else if (audio.loops_available)
10640 setup.sound = setup.sound_loops = TRUE;
10641 SetAudioMode(setup.sound);
10645 case SOUND_CTRL_ID_SIMPLE:
10646 if (setup.sound_simple)
10647 setup.sound_simple = FALSE;
10648 else if (audio.sound_available)
10650 setup.sound = setup.sound_simple = TRUE;
10651 SetAudioMode(setup.sound);