1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME1 (DX + XX_TIME1)
78 #define DX_TIME2 (DX + XX_TIME2)
79 #define DY_TIME (DY + YY_TIME)
81 /* values for initial player move delay (initial delay counter value) */
82 #define INITIAL_MOVE_DELAY_OFF -1
83 #define INITIAL_MOVE_DELAY_ON 0
85 /* values for player movement speed (which is in fact a delay value) */
86 #define MOVE_DELAY_NORMAL_SPEED 8
87 #define MOVE_DELAY_HIGH_SPEED 4
89 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
90 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
91 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
92 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
94 /* values for other actions */
95 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
97 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
99 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
100 RND(element_info[e].push_delay_random))
101 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 RND(element_info[e].move_delay_random))
103 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 (element_info[e].move_delay_random))
106 #define ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, condition) \
107 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
108 (CAN_MOVE_INTO_ACID(e) && \
109 Feld[x][y] == EL_ACID) || \
113 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
114 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
116 (DONT_COLLIDE_WITH(e) && \
118 !PLAYER_ENEMY_PROTECTED(x, y))))
120 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
123 (CAN_MOVE_INTO_ACID(e) && \
124 Feld[x][y] == EL_ACID) || \
125 (DONT_COLLIDE_WITH(e) && \
127 !PLAYER_ENEMY_PROTECTED(x, y))))
130 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
131 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
134 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
135 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
137 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
138 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
140 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
141 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
144 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
146 #define ENEMY_CAN_ENTER_FIELD(e, x, y) ELEMENT_CAN_ENTER_FIELD_BASE(e, x, y, 0)
149 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
150 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
151 (CAN_MOVE_INTO_ACID(EL_YAMYAM) && \
152 Feld[x][y] == EL_ACID) || \
153 Feld[x][y] == EL_DIAMOND))
155 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
156 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
157 (CAN_MOVE_INTO_ACID(EL_DARK_YAMYAM) &&\
158 Feld[x][y] == EL_ACID) || \
159 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
161 #define PACMAN_CAN_ENTER_FIELD(x, y) \
162 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
163 (CAN_MOVE_INTO_ACID(EL_PACMAN) && \
164 Feld[x][y] == EL_ACID) || \
165 IS_AMOEBOID(Feld[x][y])))
167 #define PIG_CAN_ENTER_FIELD(x, y) \
168 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
169 (CAN_MOVE_INTO_ACID(EL_PIG) && \
170 Feld[x][y] == EL_ACID) || \
171 IS_FOOD_PIG(Feld[x][y])))
173 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
174 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
175 (CAN_MOVE_INTO_ACID(EL_PENGUIN) && \
176 Feld[x][y] == EL_ACID) || \
177 IS_FOOD_PENGUIN(Feld[x][y]) || \
178 Feld[x][y] == EL_EXIT_OPEN))
180 #define DRAGON_CAN_ENTER_FIELD(x, y) \
181 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
182 (CAN_MOVE_INTO_ACID(EL_DRAGON) && \
183 Feld[x][y] == EL_ACID)))
185 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
186 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
187 (CAN_MOVE_INTO_ACID(EL_MOLE) && \
188 Feld[x][y] == EL_ACID) || \
191 #define SPRING_CAN_ENTER_FIELD(x, y) \
192 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
193 (CAN_MOVE_INTO_ACID(EL_SPRING) && \
194 Feld[x][y] == EL_ACID)))
196 #define GROUP_NR(e) ((e) - EL_GROUP_START)
197 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
198 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
199 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
201 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
202 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
205 #define CE_ENTER_FIELD_COND(e, x, y) \
206 (!IS_PLAYER(x, y) && \
207 (Feld[x][y] == EL_ACID || \
208 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
210 #define CE_ENTER_FIELD_COND(e, x, y) \
211 (!IS_PLAYER(x, y) && \
212 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
215 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
216 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
218 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
219 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
221 /* game button identifiers */
222 #define GAME_CTRL_ID_STOP 0
223 #define GAME_CTRL_ID_PAUSE 1
224 #define GAME_CTRL_ID_PLAY 2
225 #define SOUND_CTRL_ID_MUSIC 3
226 #define SOUND_CTRL_ID_LOOPS 4
227 #define SOUND_CTRL_ID_SIMPLE 5
229 #define NUM_GAME_BUTTONS 6
232 /* forward declaration for internal use */
234 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
235 static boolean MovePlayer(struct PlayerInfo *, int, int);
236 static void ScrollPlayer(struct PlayerInfo *, int);
237 static void ScrollScreen(struct PlayerInfo *, int);
239 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
241 static void InitBeltMovement(void);
242 static void CloseAllOpenTimegates(void);
243 static void CheckGravityMovement(struct PlayerInfo *);
244 static void KillHeroUnlessEnemyProtected(int, int);
245 static void KillHeroUnlessExplosionProtected(int, int);
247 static void TestIfPlayerTouchesCustomElement(int, int);
248 static void TestIfElementTouchesCustomElement(int, int);
249 static void TestIfElementHitsCustomElement(int, int, int);
251 static void ChangeElement(int, int, int);
252 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
253 static boolean CheckTriggeredElementChange(int, int, int, int);
254 static boolean CheckElementSideChange(int, int, int, int, int, int);
255 static boolean CheckElementChange(int, int, int, int);
257 static void PlayLevelSound(int, int, int);
258 static void PlayLevelSoundNearest(int, int, int);
259 static void PlayLevelSoundAction(int, int, int);
260 static void PlayLevelSoundElementAction(int, int, int, int);
261 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
262 static void PlayLevelSoundActionIfLoop(int, int, int);
263 static void StopLevelSoundActionIfLoop(int, int, int);
264 static void PlayLevelMusic();
266 static void MapGameButtons();
267 static void HandleGameButtons(struct GadgetInfo *);
269 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
272 /* ------------------------------------------------------------------------- */
273 /* definition of elements that automatically change to other elements after */
274 /* a specified time, eventually calling a function when changing */
275 /* ------------------------------------------------------------------------- */
277 /* forward declaration for changer functions */
278 static void InitBuggyBase(int x, int y);
279 static void WarnBuggyBase(int x, int y);
281 static void InitTrap(int x, int y);
282 static void ActivateTrap(int x, int y);
283 static void ChangeActiveTrap(int x, int y);
285 static void InitRobotWheel(int x, int y);
286 static void RunRobotWheel(int x, int y);
287 static void StopRobotWheel(int x, int y);
289 static void InitTimegateWheel(int x, int y);
290 static void RunTimegateWheel(int x, int y);
292 struct ChangingElementInfo
297 void (*pre_change_function)(int x, int y);
298 void (*change_function)(int x, int y);
299 void (*post_change_function)(int x, int y);
302 static struct ChangingElementInfo change_delay_list[] =
353 EL_SWITCHGATE_OPENING,
361 EL_SWITCHGATE_CLOSING,
362 EL_SWITCHGATE_CLOSED,
394 EL_ACID_SPLASH_RIGHT,
403 EL_SP_BUGGY_BASE_ACTIVATING,
410 EL_SP_BUGGY_BASE_ACTIVATING,
411 EL_SP_BUGGY_BASE_ACTIVE,
418 EL_SP_BUGGY_BASE_ACTIVE,
442 EL_ROBOT_WHEEL_ACTIVE,
450 EL_TIMEGATE_SWITCH_ACTIVE,
471 int push_delay_fixed, push_delay_random;
476 { EL_BALLOON, 0, 0 },
478 { EL_SOKOBAN_OBJECT, 2, 0 },
479 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
480 { EL_SATELLITE, 2, 0 },
481 { EL_SP_DISK_YELLOW, 2, 0 },
483 { EL_UNDEFINED, 0, 0 },
491 move_stepsize_list[] =
493 { EL_AMOEBA_DROP, 2 },
494 { EL_AMOEBA_DROPPING, 2 },
495 { EL_QUICKSAND_FILLING, 1 },
496 { EL_QUICKSAND_EMPTYING, 1 },
497 { EL_MAGIC_WALL_FILLING, 2 },
498 { EL_BD_MAGIC_WALL_FILLING, 2 },
499 { EL_MAGIC_WALL_EMPTYING, 2 },
500 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
510 collect_count_list[] =
513 { EL_BD_DIAMOND, 1 },
514 { EL_EMERALD_YELLOW, 1 },
515 { EL_EMERALD_RED, 1 },
516 { EL_EMERALD_PURPLE, 1 },
518 { EL_SP_INFOTRON, 1 },
532 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
533 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
534 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
535 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
536 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
537 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
538 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
539 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
540 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
541 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
542 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
547 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
549 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
550 CH_EVENT_BIT(CE_DELAY))
551 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
552 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
553 IS_JUST_CHANGING(x, y))
555 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
558 void GetPlayerConfig()
560 if (!audio.sound_available)
561 setup.sound_simple = FALSE;
563 if (!audio.loops_available)
564 setup.sound_loops = FALSE;
566 if (!audio.music_available)
567 setup.sound_music = FALSE;
569 if (!video.fullscreen_available)
570 setup.fullscreen = FALSE;
572 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
574 SetAudioMode(setup.sound);
578 static int getBeltNrFromBeltElement(int element)
580 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
581 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
582 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
585 static int getBeltNrFromBeltActiveElement(int element)
587 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
588 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
589 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
592 static int getBeltNrFromBeltSwitchElement(int element)
594 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
595 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
596 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
599 static int getBeltDirNrFromBeltSwitchElement(int element)
601 static int belt_base_element[4] =
603 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
604 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
605 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
606 EL_CONVEYOR_BELT_4_SWITCH_LEFT
609 int belt_nr = getBeltNrFromBeltSwitchElement(element);
610 int belt_dir_nr = element - belt_base_element[belt_nr];
612 return (belt_dir_nr % 3);
615 static int getBeltDirFromBeltSwitchElement(int element)
617 static int belt_move_dir[3] =
624 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
626 return belt_move_dir[belt_dir_nr];
629 static void InitPlayerField(int x, int y, int element, boolean init_game)
631 if (element == EL_SP_MURPHY)
635 if (stored_player[0].present)
637 Feld[x][y] = EL_SP_MURPHY_CLONE;
643 stored_player[0].use_murphy_graphic = TRUE;
646 Feld[x][y] = EL_PLAYER_1;
652 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
653 int jx = player->jx, jy = player->jy;
655 player->present = TRUE;
657 player->block_last_field = (element == EL_SP_MURPHY ?
658 level.sp_block_last_field :
659 level.block_last_field);
661 if (!options.network || player->connected)
663 player->active = TRUE;
665 /* remove potentially duplicate players */
666 if (StorePlayer[jx][jy] == Feld[x][y])
667 StorePlayer[jx][jy] = 0;
669 StorePlayer[x][y] = Feld[x][y];
673 printf("Player %d activated.\n", player->element_nr);
674 printf("[Local player is %d and currently %s.]\n",
675 local_player->element_nr,
676 local_player->active ? "active" : "not active");
680 Feld[x][y] = EL_EMPTY;
681 player->jx = player->last_jx = x;
682 player->jy = player->last_jy = y;
686 static void InitField(int x, int y, boolean init_game)
688 int element = Feld[x][y];
697 InitPlayerField(x, y, element, init_game);
700 case EL_SOKOBAN_FIELD_PLAYER:
701 element = Feld[x][y] = EL_PLAYER_1;
702 InitField(x, y, init_game);
704 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
705 InitField(x, y, init_game);
708 case EL_SOKOBAN_FIELD_EMPTY:
709 local_player->sokobanfields_still_needed++;
713 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
714 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
715 else if (x > 0 && Feld[x-1][y] == EL_ACID)
716 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
717 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
718 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
719 else if (y > 0 && Feld[x][y-1] == EL_ACID)
720 Feld[x][y] = EL_ACID_POOL_BOTTOM;
721 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
722 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
730 case EL_SPACESHIP_RIGHT:
731 case EL_SPACESHIP_UP:
732 case EL_SPACESHIP_LEFT:
733 case EL_SPACESHIP_DOWN:
735 case EL_BD_BUTTERFLY_RIGHT:
736 case EL_BD_BUTTERFLY_UP:
737 case EL_BD_BUTTERFLY_LEFT:
738 case EL_BD_BUTTERFLY_DOWN:
739 case EL_BD_BUTTERFLY:
740 case EL_BD_FIREFLY_RIGHT:
741 case EL_BD_FIREFLY_UP:
742 case EL_BD_FIREFLY_LEFT:
743 case EL_BD_FIREFLY_DOWN:
745 case EL_PACMAN_RIGHT:
769 if (y == lev_fieldy - 1)
771 Feld[x][y] = EL_AMOEBA_GROWING;
772 Store[x][y] = EL_AMOEBA_WET;
776 case EL_DYNAMITE_ACTIVE:
777 case EL_SP_DISK_RED_ACTIVE:
778 case EL_DYNABOMB_PLAYER_1_ACTIVE:
779 case EL_DYNABOMB_PLAYER_2_ACTIVE:
780 case EL_DYNABOMB_PLAYER_3_ACTIVE:
781 case EL_DYNABOMB_PLAYER_4_ACTIVE:
786 local_player->lights_still_needed++;
790 local_player->friends_still_needed++;
795 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
800 Feld[x][y] = EL_EMPTY;
805 case EL_EM_KEY_1_FILE:
806 Feld[x][y] = EL_EM_KEY_1;
808 case EL_EM_KEY_2_FILE:
809 Feld[x][y] = EL_EM_KEY_2;
811 case EL_EM_KEY_3_FILE:
812 Feld[x][y] = EL_EM_KEY_3;
814 case EL_EM_KEY_4_FILE:
815 Feld[x][y] = EL_EM_KEY_4;
819 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
820 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
821 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
822 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
823 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
824 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
825 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
826 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
827 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
828 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
829 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
830 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
833 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
834 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
835 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
837 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
839 game.belt_dir[belt_nr] = belt_dir;
840 game.belt_dir_nr[belt_nr] = belt_dir_nr;
842 else /* more than one switch -- set it like the first switch */
844 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
849 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
851 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
854 case EL_LIGHT_SWITCH_ACTIVE:
856 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
860 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
862 else if (IS_GROUP_ELEMENT(element))
864 struct ElementGroupInfo *group = element_info[element].group;
865 int last_anim_random_frame = gfx.anim_random_frame;
868 if (group->choice_mode == ANIM_RANDOM)
869 gfx.anim_random_frame = RND(group->num_elements_resolved);
871 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
872 group->choice_mode, 0,
875 if (group->choice_mode == ANIM_RANDOM)
876 gfx.anim_random_frame = last_anim_random_frame;
880 Feld[x][y] = group->element_resolved[element_pos];
882 InitField(x, y, init_game);
888 static inline void InitField_WithBug1(int x, int y, boolean init_game)
890 InitField(x, y, init_game);
892 /* not needed to call InitMovDir() -- already done by InitField()! */
893 if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
894 CAN_MOVE(Feld[x][y]))
898 static inline void InitField_WithBug2(int x, int y, boolean init_game)
900 int old_element = Feld[x][y];
902 InitField(x, y, init_game);
904 /* not needed to call InitMovDir() -- already done by InitField()! */
905 if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
906 CAN_MOVE(old_element) &&
907 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
910 /* this case is in fact a combination of not less than three bugs:
911 first, it calls InitMovDir() for elements that can move, although this is
912 already done by InitField(); then, it checks the element that was at this
913 field _before_ the call to InitField() (which can change it)
918 inline void DrawGameValue_Emeralds(int value)
920 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
923 inline void DrawGameValue_Dynamite(int value)
925 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
928 inline void DrawGameValue_Keys(struct PlayerInfo *player)
932 for (i = 0; i < MAX_KEYS; i++)
934 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
935 el2edimg(EL_KEY_1 + i));
938 inline void DrawGameValue_Score(int value)
940 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
943 inline void DrawGameValue_Time(int value)
946 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
948 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
951 inline void DrawGameValue_Level(int value)
954 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
957 /* misuse area for displaying emeralds to draw bigger level number */
958 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
959 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
961 /* now copy it to the area for displaying level number */
962 BlitBitmap(drawto, drawto,
963 DX_EMERALDS, DY_EMERALDS + 1,
964 getFontWidth(FONT_LEVEL_NUMBER) * 3,
965 getFontHeight(FONT_LEVEL_NUMBER) - 1,
966 DX_LEVEL - 1, DY_LEVEL + 1);
968 /* restore the area for displaying emeralds */
969 DrawGameValue_Emeralds(local_player->gems_still_needed);
971 /* yes, this is all really ugly :-) */
975 void DrawGameDoorValues()
979 DrawGameValue_Level(level_nr);
981 for (i = 0; i < MAX_PLAYERS; i++)
982 DrawGameValue_Keys(&stored_player[i]);
984 DrawGameValue_Emeralds(local_player->gems_still_needed);
985 DrawGameValue_Dynamite(local_player->inventory_size);
986 DrawGameValue_Score(local_player->score);
987 DrawGameValue_Time(TimeLeft);
990 static void resolve_group_element(int group_element, int recursion_depth)
993 static struct ElementGroupInfo *group;
994 struct ElementGroupInfo *actual_group = element_info[group_element].group;
997 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
999 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1000 group_element - EL_GROUP_START + 1);
1002 /* replace element which caused too deep recursion by question mark */
1003 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1008 if (recursion_depth == 0) /* initialization */
1010 group = element_info[group_element].group;
1011 group_nr = group_element - EL_GROUP_START;
1013 group->num_elements_resolved = 0;
1014 group->choice_pos = 0;
1017 for (i = 0; i < actual_group->num_elements; i++)
1019 int element = actual_group->element[i];
1021 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1024 if (IS_GROUP_ELEMENT(element))
1025 resolve_group_element(element, recursion_depth + 1);
1028 group->element_resolved[group->num_elements_resolved++] = element;
1029 element_info[element].in_group[group_nr] = TRUE;
1034 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1036 printf("::: group %d: %d resolved elements\n",
1037 group_element - EL_GROUP_START, group->num_elements_resolved);
1038 for (i = 0; i < group->num_elements_resolved; i++)
1039 printf("::: - %d ['%s']\n", group->element_resolved[i],
1040 element_info[group->element_resolved[i]].token_name);
1047 =============================================================================
1049 -----------------------------------------------------------------------------
1050 initialize game engine due to level / tape version number
1051 =============================================================================
1054 static void InitGameEngine()
1058 /* set game engine from tape file when re-playing, else from level file */
1059 game.engine_version = (tape.playing ? tape.engine_version :
1060 level.game_version);
1062 /* dynamically adjust element properties according to game engine version */
1063 InitElementPropertiesEngine(game.engine_version);
1066 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1067 printf(" tape version == %06d [%s] [file: %06d]\n",
1068 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1070 printf(" => game.engine_version == %06d\n", game.engine_version);
1073 /* ---------- recursively resolve group elements ------------------------- */
1075 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1076 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1077 element_info[i].in_group[j] = FALSE;
1079 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1080 resolve_group_element(EL_GROUP_START + i, 0);
1082 /* ---------- initialize player's initial move delay --------------------- */
1084 /* dynamically adjust player properties according to game engine version */
1085 game.initial_move_delay =
1086 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1087 INITIAL_MOVE_DELAY_OFF);
1089 /* dynamically adjust player properties according to level information */
1090 game.initial_move_delay_value =
1091 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1093 /* ---------- initialize player's initial push delay --------------------- */
1095 /* dynamically adjust player properties according to game engine version */
1096 game.initial_push_delay_value =
1097 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1099 /* ---------- initialize changing elements ------------------------------- */
1101 /* initialize changing elements information */
1102 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1104 struct ElementInfo *ei = &element_info[i];
1106 /* this pointer might have been changed in the level editor */
1107 ei->change = &ei->change_page[0];
1109 if (!IS_CUSTOM_ELEMENT(i))
1111 ei->change->target_element = EL_EMPTY_SPACE;
1112 ei->change->delay_fixed = 0;
1113 ei->change->delay_random = 0;
1114 ei->change->delay_frames = 1;
1117 ei->change_events = CE_BITMASK_DEFAULT;
1118 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1120 ei->event_page_nr[j] = 0;
1121 ei->event_page[j] = &ei->change_page[0];
1125 /* add changing elements from pre-defined list */
1126 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1128 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1129 struct ElementInfo *ei = &element_info[ch_delay->element];
1131 ei->change->target_element = ch_delay->target_element;
1132 ei->change->delay_fixed = ch_delay->change_delay;
1134 ei->change->pre_change_function = ch_delay->pre_change_function;
1135 ei->change->change_function = ch_delay->change_function;
1136 ei->change->post_change_function = ch_delay->post_change_function;
1138 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1142 /* add change events from custom element configuration */
1143 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1145 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1147 for (j = 0; j < ei->num_change_pages; j++)
1149 if (!ei->change_page[j].can_change)
1152 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1154 /* only add event page for the first page found with this event */
1155 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1156 !(ei->change_events & CH_EVENT_BIT(k)))
1158 ei->change_events |= CH_EVENT_BIT(k);
1159 ei->event_page_nr[k] = j;
1160 ei->event_page[k] = &ei->change_page[j];
1168 /* add change events from custom element configuration */
1169 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1171 int element = EL_CUSTOM_START + i;
1173 /* only add custom elements that change after fixed/random frame delay */
1174 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1175 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1179 /* ---------- initialize trigger events ---------------------------------- */
1181 /* initialize trigger events information */
1182 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1183 trigger_events[i] = EP_BITMASK_DEFAULT;
1186 /* add trigger events from element change event properties */
1187 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1189 struct ElementInfo *ei = &element_info[i];
1191 for (j = 0; j < ei->num_change_pages; j++)
1193 if (!ei->change_page[j].can_change)
1196 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1198 int trigger_element = ei->change_page[j].trigger_element;
1200 if (IS_GROUP_ELEMENT(trigger_element))
1202 struct ElementGroupInfo *group = element_info[trigger_element].group;
1204 for (k = 0; k < group->num_elements_resolved; k++)
1205 trigger_events[group->element_resolved[k]]
1206 |= ei->change_page[j].events;
1209 trigger_events[trigger_element] |= ei->change_page[j].events;
1214 /* add trigger events from element change event properties */
1215 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1216 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1217 trigger_events[element_info[i].change->trigger_element] |=
1218 element_info[i].change->events;
1221 /* ---------- initialize push delay -------------------------------------- */
1223 /* initialize push delay values to default */
1224 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1226 if (!IS_CUSTOM_ELEMENT(i))
1228 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1229 element_info[i].push_delay_random = game.default_push_delay_random;
1233 /* set push delay value for certain elements from pre-defined list */
1234 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1236 int e = push_delay_list[i].element;
1238 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1239 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1242 /* set push delay value for Supaplex elements for newer engine versions */
1243 if (game.engine_version >= VERSION_IDENT(3,0,9,0))
1245 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1247 if (IS_SP_ELEMENT(i))
1249 element_info[i].push_delay_fixed = 6;
1250 element_info[i].push_delay_random = 0;
1255 /* ---------- initialize move stepsize ----------------------------------- */
1257 /* initialize move stepsize values to default */
1258 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1259 if (!IS_CUSTOM_ELEMENT(i))
1260 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1262 /* set move stepsize value for certain elements from pre-defined list */
1263 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1265 int e = move_stepsize_list[i].element;
1267 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1270 /* ---------- initialize move dig/leave ---------------------------------- */
1272 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1274 element_info[i].can_leave_element = FALSE;
1275 element_info[i].can_leave_element_last = FALSE;
1278 /* ---------- initialize gem count --------------------------------------- */
1280 /* initialize gem count values for each element */
1281 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1282 if (!IS_CUSTOM_ELEMENT(i))
1283 element_info[i].collect_count = 0;
1285 /* add gem count values for all elements from pre-defined list */
1286 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1287 element_info[collect_count_list[i].element].collect_count =
1288 collect_count_list[i].count;
1290 /* ---------- initialize access direction -------------------------------- */
1292 /* initialize access direction values to default */
1293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1294 if (!IS_CUSTOM_ELEMENT(i))
1295 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1297 /* set access direction value for certain elements from pre-defined list */
1298 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1299 element_info[tube_access[i].element].access_direction =
1300 tube_access[i].direction;
1305 =============================================================================
1307 -----------------------------------------------------------------------------
1308 initialize and start new game
1309 =============================================================================
1314 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1315 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1316 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1323 #if USE_NEW_AMOEBA_CODE
1324 printf("Using new amoeba code.\n");
1326 printf("Using old amoeba code.\n");
1331 /* don't play tapes over network */
1332 network_playing = (options.network && !tape.playing);
1334 for (i = 0; i < MAX_PLAYERS; i++)
1336 struct PlayerInfo *player = &stored_player[i];
1338 player->index_nr = i;
1339 player->element_nr = EL_PLAYER_1 + i;
1341 player->present = FALSE;
1342 player->active = FALSE;
1345 player->effective_action = 0;
1346 player->programmed_action = 0;
1349 player->gems_still_needed = level.gems_needed;
1350 player->sokobanfields_still_needed = 0;
1351 player->lights_still_needed = 0;
1352 player->friends_still_needed = 0;
1354 for (j = 0; j < MAX_KEYS; j++)
1355 player->key[j] = FALSE;
1357 player->dynabomb_count = 0;
1358 player->dynabomb_size = 1;
1359 player->dynabombs_left = 0;
1360 player->dynabomb_xl = FALSE;
1362 player->MovDir = MV_NO_MOVING;
1365 player->GfxDir = MV_NO_MOVING;
1366 player->GfxAction = ACTION_DEFAULT;
1368 player->StepFrame = 0;
1370 player->use_murphy_graphic = FALSE;
1372 player->block_last_field = FALSE;
1374 player->actual_frame_counter = 0;
1376 player->step_counter = 0;
1378 player->last_move_dir = MV_NO_MOVING;
1380 player->is_waiting = FALSE;
1381 player->is_moving = FALSE;
1382 player->is_digging = FALSE;
1383 player->is_snapping = FALSE;
1384 player->is_collecting = FALSE;
1385 player->is_pushing = FALSE;
1386 player->is_switching = FALSE;
1387 player->is_dropping = FALSE;
1389 player->is_bored = FALSE;
1390 player->is_sleeping = FALSE;
1392 player->frame_counter_bored = -1;
1393 player->frame_counter_sleeping = -1;
1395 player->anim_delay_counter = 0;
1396 player->post_delay_counter = 0;
1398 player->action_waiting = ACTION_DEFAULT;
1399 player->last_action_waiting = ACTION_DEFAULT;
1400 player->special_action_bored = ACTION_DEFAULT;
1401 player->special_action_sleeping = ACTION_DEFAULT;
1403 player->num_special_action_bored = 0;
1404 player->num_special_action_sleeping = 0;
1406 /* determine number of special actions for bored and sleeping animation */
1407 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1409 boolean found = FALSE;
1411 for (k = 0; k < NUM_DIRECTIONS; k++)
1412 if (el_act_dir2img(player->element_nr, j, k) !=
1413 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1417 player->num_special_action_bored++;
1421 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1423 boolean found = FALSE;
1425 for (k = 0; k < NUM_DIRECTIONS; k++)
1426 if (el_act_dir2img(player->element_nr, j, k) !=
1427 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1431 player->num_special_action_sleeping++;
1436 player->switch_x = -1;
1437 player->switch_y = -1;
1439 player->show_envelope = 0;
1441 player->move_delay = game.initial_move_delay;
1442 player->move_delay_value = game.initial_move_delay_value;
1444 player->move_delay_reset_counter = 0;
1446 player->push_delay = 0;
1447 player->push_delay_value = game.initial_push_delay_value;
1449 player->drop_delay = 0;
1451 player->last_jx = player->last_jy = 0;
1452 player->jx = player->jy = 0;
1454 player->shield_normal_time_left = 0;
1455 player->shield_deadly_time_left = 0;
1457 player->inventory_size = 0;
1459 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1460 SnapField(player, 0, 0);
1462 player->LevelSolved = FALSE;
1463 player->GameOver = FALSE;
1466 network_player_action_received = FALSE;
1468 #if defined(PLATFORM_UNIX)
1469 /* initial null action */
1470 if (network_playing)
1471 SendToServer_MovePlayer(MV_NO_MOVING);
1479 TimeLeft = level.time;
1481 ScreenMovDir = MV_NO_MOVING;
1485 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1487 AllPlayersGone = FALSE;
1489 game.yamyam_content_nr = 0;
1490 game.magic_wall_active = FALSE;
1491 game.magic_wall_time_left = 0;
1492 game.light_time_left = 0;
1493 game.timegate_time_left = 0;
1494 game.switchgate_pos = 0;
1495 game.balloon_dir = MV_NO_MOVING;
1496 game.gravity = level.initial_gravity;
1497 game.explosions_delayed = TRUE;
1499 game.envelope_active = FALSE;
1501 for (i = 0; i < NUM_BELTS; i++)
1503 game.belt_dir[i] = MV_NO_MOVING;
1504 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1507 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1508 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1510 for (x = 0; x < lev_fieldx; x++)
1512 for (y = 0; y < lev_fieldy; y++)
1514 Feld[x][y] = level.field[x][y];
1515 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1516 ChangeDelay[x][y] = 0;
1517 ChangePage[x][y] = -1;
1518 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1520 WasJustMoving[x][y] = 0;
1521 WasJustFalling[x][y] = 0;
1523 Pushed[x][y] = FALSE;
1525 Changed[x][y] = CE_BITMASK_DEFAULT;
1526 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1528 ExplodePhase[x][y] = 0;
1529 ExplodeDelay[x][y] = 0;
1530 ExplodeField[x][y] = EX_NO_EXPLOSION;
1532 RunnerVisit[x][y] = 0;
1533 PlayerVisit[x][y] = 0;
1536 GfxRandom[x][y] = INIT_GFX_RANDOM();
1537 GfxElement[x][y] = EL_UNDEFINED;
1538 GfxAction[x][y] = ACTION_DEFAULT;
1539 GfxDir[x][y] = MV_NO_MOVING;
1543 for (y = 0; y < lev_fieldy; y++)
1545 for (x = 0; x < lev_fieldx; x++)
1547 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1549 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1551 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1554 InitField(x, y, TRUE);
1560 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1561 emulate_sb ? EMU_SOKOBAN :
1562 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1564 /* initialize explosion and ignition delay */
1565 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1567 if (!IS_CUSTOM_ELEMENT(i))
1570 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1571 int last_phase = num_phase * delay;
1572 int half_phase = (num_phase / 2) * delay;
1574 element_info[i].explosion_delay = last_phase;
1575 element_info[i].ignition_delay = half_phase;
1577 if (i == EL_BLACK_ORB)
1578 element_info[i].ignition_delay = 1;
1581 if (element_info[i].explosion_delay < 2) /* !!! check again !!! */
1582 element_info[i].explosion_delay = 2;
1584 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1585 element_info[i].ignition_delay = 1;
1588 /* correct non-moving belts to start moving left */
1589 for (i = 0; i < NUM_BELTS; i++)
1590 if (game.belt_dir[i] == MV_NO_MOVING)
1591 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1593 /* check if any connected player was not found in playfield */
1594 for (i = 0; i < MAX_PLAYERS; i++)
1596 struct PlayerInfo *player = &stored_player[i];
1598 if (player->connected && !player->present)
1600 for (j = 0; j < MAX_PLAYERS; j++)
1602 struct PlayerInfo *some_player = &stored_player[j];
1603 int jx = some_player->jx, jy = some_player->jy;
1605 /* assign first free player found that is present in the playfield */
1606 if (some_player->present && !some_player->connected)
1608 player->present = TRUE;
1609 player->active = TRUE;
1611 some_player->present = FALSE;
1612 some_player->active = FALSE;
1614 StorePlayer[jx][jy] = player->element_nr;
1615 player->jx = player->last_jx = jx;
1616 player->jy = player->last_jy = jy;
1626 /* when playing a tape, eliminate all players which do not participate */
1628 for (i = 0; i < MAX_PLAYERS; i++)
1630 if (stored_player[i].active && !tape.player_participates[i])
1632 struct PlayerInfo *player = &stored_player[i];
1633 int jx = player->jx, jy = player->jy;
1635 player->active = FALSE;
1636 StorePlayer[jx][jy] = 0;
1637 Feld[jx][jy] = EL_EMPTY;
1641 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1643 /* when in single player mode, eliminate all but the first active player */
1645 for (i = 0; i < MAX_PLAYERS; i++)
1647 if (stored_player[i].active)
1649 for (j = i + 1; j < MAX_PLAYERS; j++)
1651 if (stored_player[j].active)
1653 struct PlayerInfo *player = &stored_player[j];
1654 int jx = player->jx, jy = player->jy;
1656 player->active = FALSE;
1657 player->present = FALSE;
1659 StorePlayer[jx][jy] = 0;
1660 Feld[jx][jy] = EL_EMPTY;
1667 /* when recording the game, store which players take part in the game */
1670 for (i = 0; i < MAX_PLAYERS; i++)
1671 if (stored_player[i].active)
1672 tape.player_participates[i] = TRUE;
1677 for (i = 0; i < MAX_PLAYERS; i++)
1679 struct PlayerInfo *player = &stored_player[i];
1681 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1686 if (local_player == player)
1687 printf("Player %d is local player.\n", i+1);
1691 if (BorderElement == EL_EMPTY)
1694 SBX_Right = lev_fieldx - SCR_FIELDX;
1696 SBY_Lower = lev_fieldy - SCR_FIELDY;
1701 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1703 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1706 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1707 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1709 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1710 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1712 /* if local player not found, look for custom element that might create
1713 the player (make some assumptions about the right custom element) */
1714 if (!local_player->present)
1716 int start_x = 0, start_y = 0;
1717 int found_rating = 0;
1718 int found_element = EL_UNDEFINED;
1720 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1722 int element = Feld[x][y];
1727 if (!IS_CUSTOM_ELEMENT(element))
1730 if (CAN_CHANGE(element))
1732 for (i = 0; i < element_info[element].num_change_pages; i++)
1734 content = element_info[element].change_page[i].target_element;
1735 is_player = ELEM_IS_PLAYER(content);
1737 if (is_player && (found_rating < 3 || element < found_element))
1743 found_element = element;
1748 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1750 content = element_info[element].content[xx][yy];
1751 is_player = ELEM_IS_PLAYER(content);
1753 if (is_player && (found_rating < 2 || element < found_element))
1755 start_x = x + xx - 1;
1756 start_y = y + yy - 1;
1759 found_element = element;
1762 if (!CAN_CHANGE(element))
1765 for (i = 0; i < element_info[element].num_change_pages; i++)
1767 content = element_info[element].change_page[i].content[xx][yy];
1768 is_player = ELEM_IS_PLAYER(content);
1770 if (is_player && (found_rating < 1 || element < found_element))
1772 start_x = x + xx - 1;
1773 start_y = y + yy - 1;
1776 found_element = element;
1782 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1783 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1786 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1787 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1793 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1794 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1795 local_player->jx - MIDPOSX);
1797 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1798 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1799 local_player->jy - MIDPOSY);
1801 scroll_x = SBX_Left;
1802 scroll_y = SBY_Upper;
1803 if (local_player->jx >= SBX_Left + MIDPOSX)
1804 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1805 local_player->jx - MIDPOSX :
1807 if (local_player->jy >= SBY_Upper + MIDPOSY)
1808 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1809 local_player->jy - MIDPOSY :
1814 CloseDoor(DOOR_CLOSE_1);
1819 /* after drawing the level, correct some elements */
1820 if (game.timegate_time_left == 0)
1821 CloseAllOpenTimegates();
1823 if (setup.soft_scrolling)
1824 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1826 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1829 /* copy default game door content to main double buffer */
1830 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1831 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1833 DrawGameDoorValues();
1837 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1838 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1839 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1843 /* copy actual game door content to door double buffer for OpenDoor() */
1844 BlitBitmap(drawto, bitmap_db_door,
1845 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1847 OpenDoor(DOOR_OPEN_ALL);
1849 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1851 if (setup.sound_music)
1854 KeyboardAutoRepeatOffUnlessAutoplay();
1858 for (i = 0; i < MAX_PLAYERS; i++)
1859 printf("Player %d %sactive.\n",
1860 i + 1, (stored_player[i].active ? "" : "not "));
1864 printf("::: starting game [%d]\n", FrameCounter);
1868 void InitMovDir(int x, int y)
1870 int i, element = Feld[x][y];
1871 static int xy[4][2] =
1878 static int direction[3][4] =
1880 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1881 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1882 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1891 Feld[x][y] = EL_BUG;
1892 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1895 case EL_SPACESHIP_RIGHT:
1896 case EL_SPACESHIP_UP:
1897 case EL_SPACESHIP_LEFT:
1898 case EL_SPACESHIP_DOWN:
1899 Feld[x][y] = EL_SPACESHIP;
1900 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1903 case EL_BD_BUTTERFLY_RIGHT:
1904 case EL_BD_BUTTERFLY_UP:
1905 case EL_BD_BUTTERFLY_LEFT:
1906 case EL_BD_BUTTERFLY_DOWN:
1907 Feld[x][y] = EL_BD_BUTTERFLY;
1908 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1911 case EL_BD_FIREFLY_RIGHT:
1912 case EL_BD_FIREFLY_UP:
1913 case EL_BD_FIREFLY_LEFT:
1914 case EL_BD_FIREFLY_DOWN:
1915 Feld[x][y] = EL_BD_FIREFLY;
1916 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1919 case EL_PACMAN_RIGHT:
1921 case EL_PACMAN_LEFT:
1922 case EL_PACMAN_DOWN:
1923 Feld[x][y] = EL_PACMAN;
1924 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1927 case EL_SP_SNIKSNAK:
1928 MovDir[x][y] = MV_UP;
1931 case EL_SP_ELECTRON:
1932 MovDir[x][y] = MV_LEFT;
1939 Feld[x][y] = EL_MOLE;
1940 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1944 if (IS_CUSTOM_ELEMENT(element))
1946 struct ElementInfo *ei = &element_info[element];
1947 int move_direction_initial = ei->move_direction_initial;
1948 int move_pattern = ei->move_pattern;
1950 if (move_direction_initial == MV_START_PREVIOUS)
1952 if (MovDir[x][y] != MV_NO_MOVING)
1955 move_direction_initial = MV_START_AUTOMATIC;
1958 if (move_direction_initial == MV_START_RANDOM)
1959 MovDir[x][y] = 1 << RND(4);
1960 else if (move_direction_initial & MV_ANY_DIRECTION)
1961 MovDir[x][y] = move_direction_initial;
1962 else if (move_pattern == MV_ALL_DIRECTIONS ||
1963 move_pattern == MV_TURNING_LEFT ||
1964 move_pattern == MV_TURNING_RIGHT ||
1965 move_pattern == MV_TURNING_LEFT_RIGHT ||
1966 move_pattern == MV_TURNING_RIGHT_LEFT ||
1967 move_pattern == MV_TURNING_RANDOM)
1968 MovDir[x][y] = 1 << RND(4);
1969 else if (move_pattern == MV_HORIZONTAL)
1970 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1971 else if (move_pattern == MV_VERTICAL)
1972 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1973 else if (move_pattern & MV_ANY_DIRECTION)
1974 MovDir[x][y] = element_info[element].move_pattern;
1975 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
1976 move_pattern == MV_ALONG_RIGHT_SIDE)
1978 for (i = 0; i < NUM_DIRECTIONS; i++)
1980 int x1 = x + xy[i][0];
1981 int y1 = y + xy[i][1];
1983 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1985 if (move_pattern == MV_ALONG_RIGHT_SIDE)
1986 MovDir[x][y] = direction[0][i];
1988 MovDir[x][y] = direction[1][i];
1997 MovDir[x][y] = 1 << RND(4);
1999 if (element != EL_BUG &&
2000 element != EL_SPACESHIP &&
2001 element != EL_BD_BUTTERFLY &&
2002 element != EL_BD_FIREFLY)
2005 for (i = 0; i < NUM_DIRECTIONS; i++)
2007 int x1 = x + xy[i][0];
2008 int y1 = y + xy[i][1];
2010 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2012 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2014 MovDir[x][y] = direction[0][i];
2017 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2018 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2020 MovDir[x][y] = direction[1][i];
2029 GfxDir[x][y] = MovDir[x][y];
2032 void InitAmoebaNr(int x, int y)
2035 int group_nr = AmoebeNachbarNr(x, y);
2039 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2041 if (AmoebaCnt[i] == 0)
2049 AmoebaNr[x][y] = group_nr;
2050 AmoebaCnt[group_nr]++;
2051 AmoebaCnt2[group_nr]++;
2057 boolean raise_level = FALSE;
2059 if (local_player->MovPos)
2063 if (tape.auto_play) /* tape might already be stopped here */
2064 tape.auto_play_level_solved = TRUE;
2066 if (tape.playing && tape.auto_play)
2067 tape.auto_play_level_solved = TRUE;
2070 local_player->LevelSolved = FALSE;
2072 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2076 if (!tape.playing && setup.sound_loops)
2077 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2078 SND_CTRL_PLAY_LOOP);
2080 while (TimeLeft > 0)
2082 if (!tape.playing && !setup.sound_loops)
2083 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2084 if (TimeLeft > 0 && !(TimeLeft % 10))
2085 RaiseScore(level.score[SC_TIME_BONUS]);
2086 if (TimeLeft > 100 && !(TimeLeft % 10))
2091 DrawGameValue_Time(TimeLeft);
2099 if (!tape.playing && setup.sound_loops)
2100 StopSound(SND_GAME_LEVELTIME_BONUS);
2102 else if (level.time == 0) /* level without time limit */
2104 if (!tape.playing && setup.sound_loops)
2105 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2106 SND_CTRL_PLAY_LOOP);
2108 while (TimePlayed < 999)
2110 if (!tape.playing && !setup.sound_loops)
2111 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2112 if (TimePlayed < 999 && !(TimePlayed % 10))
2113 RaiseScore(level.score[SC_TIME_BONUS]);
2114 if (TimePlayed < 900 && !(TimePlayed % 10))
2119 DrawGameValue_Time(TimePlayed);
2127 if (!tape.playing && setup.sound_loops)
2128 StopSound(SND_GAME_LEVELTIME_BONUS);
2131 /* close exit door after last player */
2132 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2133 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2135 int element = Feld[ExitX][ExitY];
2137 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2138 EL_SP_EXIT_CLOSING);
2140 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2143 /* Hero disappears */
2144 DrawLevelField(ExitX, ExitY);
2150 CloseDoor(DOOR_CLOSE_1);
2155 SaveTape(tape.level_nr); /* Ask to save tape */
2158 if (level_nr == leveldir_current->handicap_level)
2160 leveldir_current->handicap_level++;
2161 SaveLevelSetup_SeriesInfo();
2164 if (level_editor_test_game)
2165 local_player->score = -1; /* no highscore when playing from editor */
2166 else if (level_nr < leveldir_current->last_level)
2167 raise_level = TRUE; /* advance to next level */
2169 if ((hi_pos = NewHiScore()) >= 0)
2171 game_status = GAME_MODE_SCORES;
2172 DrawHallOfFame(hi_pos);
2181 game_status = GAME_MODE_MAIN;
2198 LoadScore(level_nr);
2200 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2201 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2204 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2206 if (local_player->score > highscore[k].Score)
2208 /* player has made it to the hall of fame */
2210 if (k < MAX_SCORE_ENTRIES - 1)
2212 int m = MAX_SCORE_ENTRIES - 1;
2215 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2216 if (!strcmp(setup.player_name, highscore[l].Name))
2218 if (m == k) /* player's new highscore overwrites his old one */
2222 for (l = m; l > k; l--)
2224 strcpy(highscore[l].Name, highscore[l - 1].Name);
2225 highscore[l].Score = highscore[l - 1].Score;
2232 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2233 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2234 highscore[k].Score = local_player->score;
2240 else if (!strncmp(setup.player_name, highscore[k].Name,
2241 MAX_PLAYER_NAME_LEN))
2242 break; /* player already there with a higher score */
2248 SaveScore(level_nr);
2253 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2255 if (player->GfxAction != action || player->GfxDir != dir)
2258 printf("Player frame reset! (%d => %d, %d => %d)\n",
2259 player->GfxAction, action, player->GfxDir, dir);
2262 player->GfxAction = action;
2263 player->GfxDir = dir;
2265 player->StepFrame = 0;
2269 static void ResetRandomAnimationValue(int x, int y)
2271 GfxRandom[x][y] = INIT_GFX_RANDOM();
2274 static void ResetGfxAnimation(int x, int y)
2277 GfxAction[x][y] = ACTION_DEFAULT;
2278 GfxDir[x][y] = MovDir[x][y];
2281 void InitMovingField(int x, int y, int direction)
2283 int element = Feld[x][y];
2284 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2285 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2289 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2290 ResetGfxAnimation(x, y);
2292 MovDir[newx][newy] = MovDir[x][y] = direction;
2293 GfxDir[x][y] = direction;
2295 if (Feld[newx][newy] == EL_EMPTY)
2296 Feld[newx][newy] = EL_BLOCKED;
2298 if (direction == MV_DOWN && CAN_FALL(element))
2299 GfxAction[x][y] = ACTION_FALLING;
2301 GfxAction[x][y] = ACTION_MOVING;
2303 GfxFrame[newx][newy] = GfxFrame[x][y];
2304 GfxRandom[newx][newy] = GfxRandom[x][y];
2305 GfxAction[newx][newy] = GfxAction[x][y];
2306 GfxDir[newx][newy] = GfxDir[x][y];
2309 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2311 int direction = MovDir[x][y];
2312 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2313 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2319 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2321 int oldx = x, oldy = y;
2322 int direction = MovDir[x][y];
2324 if (direction == MV_LEFT)
2326 else if (direction == MV_RIGHT)
2328 else if (direction == MV_UP)
2330 else if (direction == MV_DOWN)
2333 *comes_from_x = oldx;
2334 *comes_from_y = oldy;
2337 int MovingOrBlocked2Element(int x, int y)
2339 int element = Feld[x][y];
2341 if (element == EL_BLOCKED)
2345 Blocked2Moving(x, y, &oldx, &oldy);
2346 return Feld[oldx][oldy];
2352 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2354 /* like MovingOrBlocked2Element(), but if element is moving
2355 and (x,y) is the field the moving element is just leaving,
2356 return EL_BLOCKED instead of the element value */
2357 int element = Feld[x][y];
2359 if (IS_MOVING(x, y))
2361 if (element == EL_BLOCKED)
2365 Blocked2Moving(x, y, &oldx, &oldy);
2366 return Feld[oldx][oldy];
2375 static void RemoveField(int x, int y)
2377 Feld[x][y] = EL_EMPTY;
2384 ChangeDelay[x][y] = 0;
2385 ChangePage[x][y] = -1;
2386 Pushed[x][y] = FALSE;
2388 GfxElement[x][y] = EL_UNDEFINED;
2389 GfxAction[x][y] = ACTION_DEFAULT;
2390 GfxDir[x][y] = MV_NO_MOVING;
2393 void RemoveMovingField(int x, int y)
2395 int oldx = x, oldy = y, newx = x, newy = y;
2396 int element = Feld[x][y];
2397 int next_element = EL_UNDEFINED;
2399 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2402 if (IS_MOVING(x, y))
2404 Moving2Blocked(x, y, &newx, &newy);
2406 if (Feld[newx][newy] != EL_BLOCKED)
2409 if (Feld[newx][newy] != EL_BLOCKED)
2411 /* element is moving, but target field is not free (blocked), but
2412 already occupied by something different (example: acid pool);
2413 in this case, only remove the moving field, but not the target */
2415 RemoveField(oldx, oldy);
2417 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2419 DrawLevelField(oldx, oldy);
2425 else if (element == EL_BLOCKED)
2427 Blocked2Moving(x, y, &oldx, &oldy);
2428 if (!IS_MOVING(oldx, oldy))
2432 if (element == EL_BLOCKED &&
2433 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2434 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2435 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2436 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2437 next_element = get_next_element(Feld[oldx][oldy]);
2439 RemoveField(oldx, oldy);
2440 RemoveField(newx, newy);
2442 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2444 if (next_element != EL_UNDEFINED)
2445 Feld[oldx][oldy] = next_element;
2447 DrawLevelField(oldx, oldy);
2448 DrawLevelField(newx, newy);
2451 void DrawDynamite(int x, int y)
2453 int sx = SCREENX(x), sy = SCREENY(y);
2454 int graphic = el2img(Feld[x][y]);
2457 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2460 if (IS_WALKABLE_INSIDE(Back[x][y]))
2464 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2465 else if (Store[x][y])
2466 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2468 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2471 if (Back[x][y] || Store[x][y])
2472 DrawGraphicThruMask(sx, sy, graphic, frame);
2474 DrawGraphic(sx, sy, graphic, frame);
2476 if (game.emulation == EMU_SUPAPLEX)
2477 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2478 else if (Store[x][y])
2479 DrawGraphicThruMask(sx, sy, graphic, frame);
2481 DrawGraphic(sx, sy, graphic, frame);
2485 void CheckDynamite(int x, int y)
2487 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2491 if (MovDelay[x][y] != 0)
2494 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2501 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2503 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2504 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2505 StopSound(SND_DYNAMITE_ACTIVE);
2507 StopSound(SND_DYNABOMB_ACTIVE);
2513 void RelocatePlayer(int x, int y, int element_raw)
2515 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2516 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2517 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2518 boolean no_delay = (tape.index_search);
2519 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2520 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2522 if (player->GameOver) /* do not reanimate dead player */
2526 RemoveField(x, y); /* temporarily remove newly placed player */
2527 DrawLevelField(x, y);
2530 if (player->present)
2532 while (player->MovPos)
2534 ScrollPlayer(player, SCROLL_GO_ON);
2535 ScrollScreen(NULL, SCROLL_GO_ON);
2541 Delay(wait_delay_value);
2544 DrawPlayer(player); /* needed here only to cleanup last field */
2545 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2547 player->is_moving = FALSE;
2550 Feld[x][y] = element;
2551 InitPlayerField(x, y, element, TRUE);
2553 if (player == local_player)
2555 int scroll_xx = -999, scroll_yy = -999;
2557 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2560 int fx = FX, fy = FY;
2562 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2563 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2564 local_player->jx - MIDPOSX);
2566 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2567 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2568 local_player->jy - MIDPOSY);
2570 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2571 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2576 fx += dx * TILEX / 2;
2577 fy += dy * TILEY / 2;
2579 ScrollLevel(dx, dy);
2582 /* scroll in two steps of half tile size to make things smoother */
2583 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2585 Delay(wait_delay_value);
2587 /* scroll second step to align at full tile size */
2589 Delay(wait_delay_value);
2594 void Explode(int ex, int ey, int phase, int mode)
2601 /* !!! eliminate this variable !!! */
2602 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2607 int last_phase = num_phase * delay;
2608 int half_phase = (num_phase / 2) * delay;
2609 int first_phase_after_start = EX_PHASE_START + 1;
2613 if (game.explosions_delayed)
2615 ExplodeField[ex][ey] = mode;
2619 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2621 int center_element = Feld[ex][ey];
2624 /* --- This is only really needed (and now handled) in "Impact()". --- */
2625 /* do not explode moving elements that left the explode field in time */
2626 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2627 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2631 if (mode == EX_NORMAL || mode == EX_CENTER)
2632 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2634 /* remove things displayed in background while burning dynamite */
2635 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2638 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2640 /* put moving element to center field (and let it explode there) */
2641 center_element = MovingOrBlocked2Element(ex, ey);
2642 RemoveMovingField(ex, ey);
2643 Feld[ex][ey] = center_element;
2647 last_phase = element_info[center_element].explosion_delay;
2650 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2652 int xx = x - ex + 1;
2653 int yy = y - ey + 1;
2656 if (!IN_LEV_FIELD(x, y) ||
2657 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2658 (x != ex || y != ey)))
2661 element = Feld[x][y];
2663 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2665 element = MovingOrBlocked2Element(x, y);
2667 if (!IS_EXPLOSION_PROOF(element))
2668 RemoveMovingField(x, y);
2674 if (IS_EXPLOSION_PROOF(element))
2677 /* indestructible elements can only explode in center (but not flames) */
2678 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2679 element == EL_FLAMES)
2684 if ((IS_INDESTRUCTIBLE(element) &&
2685 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2686 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2687 element == EL_FLAMES)
2691 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2693 if (IS_ACTIVE_BOMB(element))
2695 /* re-activate things under the bomb like gate or penguin */
2696 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2703 /* save walkable background elements while explosion on same tile */
2705 if (IS_INDESTRUCTIBLE(element))
2706 Back[x][y] = element;
2708 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2709 Back[x][y] = element;
2712 /* ignite explodable elements reached by other explosion */
2713 if (element == EL_EXPLOSION)
2714 element = Store2[x][y];
2717 if (AmoebaNr[x][y] &&
2718 (element == EL_AMOEBA_FULL ||
2719 element == EL_BD_AMOEBA ||
2720 element == EL_AMOEBA_GROWING))
2722 AmoebaCnt[AmoebaNr[x][y]]--;
2723 AmoebaCnt2[AmoebaNr[x][y]]--;
2729 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2731 switch(StorePlayer[ex][ey])
2734 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2737 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2740 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2744 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2748 if (game.emulation == EMU_SUPAPLEX)
2749 Store[x][y] = EL_EMPTY;
2751 else if (center_element == EL_MOLE)
2752 Store[x][y] = EL_EMERALD_RED;
2753 else if (center_element == EL_PENGUIN)
2754 Store[x][y] = EL_EMERALD_PURPLE;
2755 else if (center_element == EL_BUG)
2756 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2757 else if (center_element == EL_BD_BUTTERFLY)
2758 Store[x][y] = EL_BD_DIAMOND;
2759 else if (center_element == EL_SP_ELECTRON)
2760 Store[x][y] = EL_SP_INFOTRON;
2761 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2762 Store[x][y] = level.amoeba_content;
2763 else if (center_element == EL_YAMYAM)
2764 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2765 else if (IS_CUSTOM_ELEMENT(center_element) &&
2766 element_info[center_element].content[xx][yy] != EL_EMPTY)
2767 Store[x][y] = element_info[center_element].content[xx][yy];
2768 else if (element == EL_WALL_EMERALD)
2769 Store[x][y] = EL_EMERALD;
2770 else if (element == EL_WALL_DIAMOND)
2771 Store[x][y] = EL_DIAMOND;
2772 else if (element == EL_WALL_BD_DIAMOND)
2773 Store[x][y] = EL_BD_DIAMOND;
2774 else if (element == EL_WALL_EMERALD_YELLOW)
2775 Store[x][y] = EL_EMERALD_YELLOW;
2776 else if (element == EL_WALL_EMERALD_RED)
2777 Store[x][y] = EL_EMERALD_RED;
2778 else if (element == EL_WALL_EMERALD_PURPLE)
2779 Store[x][y] = EL_EMERALD_PURPLE;
2780 else if (element == EL_WALL_PEARL)
2781 Store[x][y] = EL_PEARL;
2782 else if (element == EL_WALL_CRYSTAL)
2783 Store[x][y] = EL_CRYSTAL;
2784 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2785 Store[x][y] = element_info[element].content[1][1];
2787 Store[x][y] = EL_EMPTY;
2789 if (x != ex || y != ey ||
2790 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2791 Store2[x][y] = element;
2794 if (AmoebaNr[x][y] &&
2795 (element == EL_AMOEBA_FULL ||
2796 element == EL_BD_AMOEBA ||
2797 element == EL_AMOEBA_GROWING))
2799 AmoebaCnt[AmoebaNr[x][y]]--;
2800 AmoebaCnt2[AmoebaNr[x][y]]--;
2806 MovDir[x][y] = MovPos[x][y] = 0;
2807 GfxDir[x][y] = MovDir[x][y];
2812 Feld[x][y] = EL_EXPLOSION;
2814 GfxElement[x][y] = center_element;
2816 GfxElement[x][y] = EL_UNDEFINED;
2819 ExplodePhase[x][y] = 1;
2821 ExplodeDelay[x][y] = last_phase;
2826 if (center_element == EL_YAMYAM)
2827 game.yamyam_content_nr =
2828 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2840 last_phase = ExplodeDelay[x][y];
2843 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2847 /* activate this even in non-DEBUG version until cause for crash in
2848 getGraphicAnimationFrame() (see below) is found and eliminated */
2852 if (GfxElement[x][y] == EL_UNDEFINED)
2855 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2856 printf("Explode(): This should never happen!\n");
2859 GfxElement[x][y] = EL_EMPTY;
2865 border_element = Store2[x][y];
2866 if (IS_PLAYER(x, y))
2867 border_element = StorePlayer[x][y];
2869 if (phase == element_info[border_element].ignition_delay ||
2870 phase == last_phase)
2872 boolean border_explosion = FALSE;
2875 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
2877 if (IS_PLAYER(x, y))
2880 KillHeroUnlessExplosionProtected(x, y);
2881 border_explosion = TRUE;
2884 if (phase == last_phase)
2885 printf("::: IS_PLAYER\n");
2888 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
2890 Feld[x][y] = Store2[x][y];
2893 border_explosion = TRUE;
2896 if (phase == last_phase)
2897 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
2900 else if (border_element == EL_AMOEBA_TO_DIAMOND)
2902 AmoebeUmwandeln(x, y);
2904 border_explosion = TRUE;
2907 if (phase == last_phase)
2908 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
2909 element_info[border_element].explosion_delay,
2910 element_info[border_element].ignition_delay,
2916 /* if an element just explodes due to another explosion (chain-reaction),
2917 do not immediately end the new explosion when it was the last frame of
2918 the explosion (as it would be done in the following "if"-statement!) */
2919 if (border_explosion && phase == last_phase)
2926 if (phase == first_phase_after_start)
2928 int element = Store2[x][y];
2930 if (element == EL_BLACK_ORB)
2932 Feld[x][y] = Store2[x][y];
2937 else if (phase == half_phase)
2939 int element = Store2[x][y];
2941 if (IS_PLAYER(x, y))
2942 KillHeroUnlessExplosionProtected(x, y);
2943 else if (CAN_EXPLODE_BY_EXPLOSION(element))
2945 Feld[x][y] = Store2[x][y];
2949 else if (element == EL_AMOEBA_TO_DIAMOND)
2950 AmoebeUmwandeln(x, y);
2954 if (phase == last_phase)
2958 element = Feld[x][y] = Store[x][y];
2959 Store[x][y] = Store2[x][y] = 0;
2960 GfxElement[x][y] = EL_UNDEFINED;
2962 /* player can escape from explosions and might therefore be still alive */
2963 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
2964 element <= EL_PLAYER_IS_EXPLODING_4)
2965 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
2967 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
2968 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
2969 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
2972 /* restore probably existing indestructible background element */
2973 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2974 element = Feld[x][y] = Back[x][y];
2977 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
2978 GfxDir[x][y] = MV_NO_MOVING;
2979 ChangeDelay[x][y] = 0;
2980 ChangePage[x][y] = -1;
2983 InitField_WithBug2(x, y, FALSE);
2985 InitField(x, y, FALSE);
2987 /* !!! not needed !!! */
2989 if (game.engine_version < VERSION_IDENT(3,0,9,0) &&
2990 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
2993 if (CAN_MOVE(element))
2998 DrawLevelField(x, y);
3000 TestIfElementTouchesCustomElement(x, y);
3002 if (GFX_CRUMBLED(element))
3003 DrawLevelFieldCrumbledSandNeighbours(x, y);
3005 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3006 StorePlayer[x][y] = 0;
3008 if (ELEM_IS_PLAYER(element))
3009 RelocatePlayer(x, y, element);
3012 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3014 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3018 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3020 int stored = Store[x][y];
3021 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3022 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3025 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3028 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3029 element_info[GfxElement[x][y]].token_name,
3034 DrawLevelFieldCrumbledSand(x, y);
3036 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3038 DrawLevelElement(x, y, Back[x][y]);
3039 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3041 else if (IS_WALKABLE_UNDER(Back[x][y]))
3043 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3044 DrawLevelElementThruMask(x, y, Back[x][y]);
3046 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3047 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3051 void DynaExplode(int ex, int ey)
3054 int dynabomb_element = Feld[ex][ey];
3055 int dynabomb_size = 1;
3056 boolean dynabomb_xl = FALSE;
3057 struct PlayerInfo *player;
3058 static int xy[4][2] =
3066 if (IS_ACTIVE_BOMB(dynabomb_element))
3068 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3069 dynabomb_size = player->dynabomb_size;
3070 dynabomb_xl = player->dynabomb_xl;
3071 player->dynabombs_left++;
3074 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
3076 for (i = 0; i < NUM_DIRECTIONS; i++)
3078 for (j = 1; j <= dynabomb_size; j++)
3080 int x = ex + j * xy[i][0];
3081 int y = ey + j * xy[i][1];
3084 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3087 element = Feld[x][y];
3089 /* do not restart explosions of fields with active bombs */
3090 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3093 Explode(x, y, EX_PHASE_START, EX_BORDER);
3095 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3096 if (element != EL_EMPTY &&
3097 element != EL_SAND &&
3098 element != EL_EXPLOSION &&
3105 void Bang(int x, int y)
3108 int element = MovingOrBlocked2Element(x, y);
3110 int element = Feld[x][y];
3114 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3116 if (IS_PLAYER(x, y))
3119 struct PlayerInfo *player = PLAYERINFO(x, y);
3121 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3122 player->element_nr);
3127 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3129 if (game.emulation == EMU_SUPAPLEX)
3130 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3132 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3137 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3145 case EL_BD_BUTTERFLY:
3148 case EL_DARK_YAMYAM:
3152 RaiseScoreElement(element);
3153 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3155 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3156 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3157 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3158 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3159 case EL_DYNABOMB_INCREASE_NUMBER:
3160 case EL_DYNABOMB_INCREASE_SIZE:
3161 case EL_DYNABOMB_INCREASE_POWER:
3166 case EL_LAMP_ACTIVE:
3169 case EL_AMOEBA_TO_DIAMOND:
3172 if (IS_PLAYER(x, y))
3173 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3175 Explode(x, y, EX_PHASE_START, EX_CENTER);
3178 if (CAN_EXPLODE_DYNA(element))
3180 else if (CAN_EXPLODE_1X1(element))
3181 Explode(x, y, EX_PHASE_START, EX_CENTER);
3183 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3187 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3190 void SplashAcid(int x, int y)
3193 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3194 (!IN_LEV_FIELD(x - 1, y - 2) ||
3195 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3196 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3198 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3199 (!IN_LEV_FIELD(x + 1, y - 2) ||
3200 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3201 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3203 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3205 /* input: position of element entering acid (obsolete) */
3207 int element = Feld[x][y];
3209 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3212 if (element != EL_ACID_SPLASH_LEFT &&
3213 element != EL_ACID_SPLASH_RIGHT)
3215 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3217 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3218 (!IN_LEV_FIELD(x - 1, y - 1) ||
3219 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3220 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3222 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3223 (!IN_LEV_FIELD(x + 1, y - 1) ||
3224 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3225 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3230 static void InitBeltMovement()
3232 static int belt_base_element[4] =
3234 EL_CONVEYOR_BELT_1_LEFT,
3235 EL_CONVEYOR_BELT_2_LEFT,
3236 EL_CONVEYOR_BELT_3_LEFT,
3237 EL_CONVEYOR_BELT_4_LEFT
3239 static int belt_base_active_element[4] =
3241 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3242 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3243 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3244 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3249 /* set frame order for belt animation graphic according to belt direction */
3250 for (i = 0; i < NUM_BELTS; i++)
3254 for (j = 0; j < NUM_BELT_PARTS; j++)
3256 int element = belt_base_active_element[belt_nr] + j;
3257 int graphic = el2img(element);
3259 if (game.belt_dir[i] == MV_LEFT)
3260 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3262 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3266 for (y = 0; y < lev_fieldy; y++)
3268 for (x = 0; x < lev_fieldx; x++)
3270 int element = Feld[x][y];
3272 for (i = 0; i < NUM_BELTS; i++)
3274 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3276 int e_belt_nr = getBeltNrFromBeltElement(element);
3279 if (e_belt_nr == belt_nr)
3281 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3283 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3291 static void ToggleBeltSwitch(int x, int y)
3293 static int belt_base_element[4] =
3295 EL_CONVEYOR_BELT_1_LEFT,
3296 EL_CONVEYOR_BELT_2_LEFT,
3297 EL_CONVEYOR_BELT_3_LEFT,
3298 EL_CONVEYOR_BELT_4_LEFT
3300 static int belt_base_active_element[4] =
3302 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3303 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3304 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3305 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3307 static int belt_base_switch_element[4] =
3309 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3310 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3311 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3312 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3314 static int belt_move_dir[4] =
3322 int element = Feld[x][y];
3323 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3324 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3325 int belt_dir = belt_move_dir[belt_dir_nr];
3328 if (!IS_BELT_SWITCH(element))
3331 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3332 game.belt_dir[belt_nr] = belt_dir;
3334 if (belt_dir_nr == 3)
3337 /* set frame order for belt animation graphic according to belt direction */
3338 for (i = 0; i < NUM_BELT_PARTS; i++)
3340 int element = belt_base_active_element[belt_nr] + i;
3341 int graphic = el2img(element);
3343 if (belt_dir == MV_LEFT)
3344 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3346 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3349 for (yy = 0; yy < lev_fieldy; yy++)
3351 for (xx = 0; xx < lev_fieldx; xx++)
3353 int element = Feld[xx][yy];
3355 if (IS_BELT_SWITCH(element))
3357 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3359 if (e_belt_nr == belt_nr)
3361 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3362 DrawLevelField(xx, yy);
3365 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3367 int e_belt_nr = getBeltNrFromBeltElement(element);
3369 if (e_belt_nr == belt_nr)
3371 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3373 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3374 DrawLevelField(xx, yy);
3377 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3379 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3381 if (e_belt_nr == belt_nr)
3383 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3385 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3386 DrawLevelField(xx, yy);
3393 static void ToggleSwitchgateSwitch(int x, int y)
3397 game.switchgate_pos = !game.switchgate_pos;
3399 for (yy = 0; yy < lev_fieldy; yy++)
3401 for (xx = 0; xx < lev_fieldx; xx++)
3403 int element = Feld[xx][yy];
3405 if (element == EL_SWITCHGATE_SWITCH_UP ||
3406 element == EL_SWITCHGATE_SWITCH_DOWN)
3408 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3409 DrawLevelField(xx, yy);
3411 else if (element == EL_SWITCHGATE_OPEN ||
3412 element == EL_SWITCHGATE_OPENING)
3414 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3416 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3418 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3421 else if (element == EL_SWITCHGATE_CLOSED ||
3422 element == EL_SWITCHGATE_CLOSING)
3424 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3426 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3428 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3435 static int getInvisibleActiveFromInvisibleElement(int element)
3437 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3438 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3439 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3443 static int getInvisibleFromInvisibleActiveElement(int element)
3445 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3446 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3447 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3451 static void RedrawAllLightSwitchesAndInvisibleElements()
3455 for (y = 0; y < lev_fieldy; y++)
3457 for (x = 0; x < lev_fieldx; x++)
3459 int element = Feld[x][y];
3461 if (element == EL_LIGHT_SWITCH &&
3462 game.light_time_left > 0)
3464 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3465 DrawLevelField(x, y);
3467 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3468 game.light_time_left == 0)
3470 Feld[x][y] = EL_LIGHT_SWITCH;
3471 DrawLevelField(x, y);
3473 else if (element == EL_INVISIBLE_STEELWALL ||
3474 element == EL_INVISIBLE_WALL ||
3475 element == EL_INVISIBLE_SAND)
3477 if (game.light_time_left > 0)
3478 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3480 DrawLevelField(x, y);
3482 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3483 element == EL_INVISIBLE_WALL_ACTIVE ||
3484 element == EL_INVISIBLE_SAND_ACTIVE)
3486 if (game.light_time_left == 0)
3487 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3489 DrawLevelField(x, y);
3495 static void ToggleLightSwitch(int x, int y)
3497 int element = Feld[x][y];
3499 game.light_time_left =
3500 (element == EL_LIGHT_SWITCH ?
3501 level.time_light * FRAMES_PER_SECOND : 0);
3503 RedrawAllLightSwitchesAndInvisibleElements();
3506 static void ActivateTimegateSwitch(int x, int y)
3510 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3512 for (yy = 0; yy < lev_fieldy; yy++)
3514 for (xx = 0; xx < lev_fieldx; xx++)
3516 int element = Feld[xx][yy];
3518 if (element == EL_TIMEGATE_CLOSED ||
3519 element == EL_TIMEGATE_CLOSING)
3521 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3522 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3526 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3528 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3529 DrawLevelField(xx, yy);
3536 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3539 inline static int getElementMoveStepsize(int x, int y)
3541 int element = Feld[x][y];
3542 int direction = MovDir[x][y];
3543 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3544 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3545 int horiz_move = (dx != 0);
3546 int sign = (horiz_move ? dx : dy);
3547 int step = sign * element_info[element].move_stepsize;
3549 /* special values for move stepsize for spring and things on conveyor belt */
3553 if (element == EL_SPRING)
3554 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3555 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3556 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3557 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3559 if (CAN_FALL(element) &&
3560 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3561 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3562 else if (element == EL_SPRING)
3563 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3570 void Impact(int x, int y)
3572 boolean lastline = (y == lev_fieldy-1);
3573 boolean object_hit = FALSE;
3574 boolean impact = (lastline || object_hit);
3575 int element = Feld[x][y];
3576 int smashed = EL_UNDEFINED;
3578 if (!lastline) /* check if element below was hit */
3580 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3583 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3584 MovDir[x][y + 1] != MV_DOWN ||
3585 MovPos[x][y + 1] <= TILEY / 2));
3588 object_hit = !IS_FREE(x, y + 1);
3591 /* do not smash moving elements that left the smashed field in time */
3592 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3593 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3597 smashed = MovingOrBlocked2Element(x, y + 1);
3599 impact = (lastline || object_hit);
3602 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3604 SplashAcid(x, y + 1);
3608 /* only reset graphic animation if graphic really changes after impact */
3610 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3612 ResetGfxAnimation(x, y);
3613 DrawLevelField(x, y);
3616 if (impact && CAN_EXPLODE_IMPACT(element))
3621 else if (impact && element == EL_PEARL)
3623 Feld[x][y] = EL_PEARL_BREAKING;
3624 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3627 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3629 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3634 if (impact && element == EL_AMOEBA_DROP)
3636 if (object_hit && IS_PLAYER(x, y + 1))
3637 KillHeroUnlessEnemyProtected(x, y + 1);
3638 else if (object_hit && smashed == EL_PENGUIN)
3642 Feld[x][y] = EL_AMOEBA_GROWING;
3643 Store[x][y] = EL_AMOEBA_WET;
3645 ResetRandomAnimationValue(x, y);
3650 if (object_hit) /* check which object was hit */
3652 if (CAN_PASS_MAGIC_WALL(element) &&
3653 (smashed == EL_MAGIC_WALL ||
3654 smashed == EL_BD_MAGIC_WALL))
3657 int activated_magic_wall =
3658 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3659 EL_BD_MAGIC_WALL_ACTIVE);
3661 /* activate magic wall / mill */
3662 for (yy = 0; yy < lev_fieldy; yy++)
3663 for (xx = 0; xx < lev_fieldx; xx++)
3664 if (Feld[xx][yy] == smashed)
3665 Feld[xx][yy] = activated_magic_wall;
3667 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3668 game.magic_wall_active = TRUE;
3670 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3671 SND_MAGIC_WALL_ACTIVATING :
3672 SND_BD_MAGIC_WALL_ACTIVATING));
3675 if (IS_PLAYER(x, y + 1))
3677 if (CAN_SMASH_PLAYER(element))
3679 KillHeroUnlessEnemyProtected(x, y + 1);
3683 else if (smashed == EL_PENGUIN)
3685 if (CAN_SMASH_PLAYER(element))
3691 else if (element == EL_BD_DIAMOND)
3693 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3699 else if (((element == EL_SP_INFOTRON ||
3700 element == EL_SP_ZONK) &&
3701 (smashed == EL_SP_SNIKSNAK ||
3702 smashed == EL_SP_ELECTRON ||
3703 smashed == EL_SP_DISK_ORANGE)) ||
3704 (element == EL_SP_INFOTRON &&
3705 smashed == EL_SP_DISK_YELLOW))
3711 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3717 else if (CAN_SMASH_EVERYTHING(element))
3719 if (IS_CLASSIC_ENEMY(smashed) ||
3720 CAN_EXPLODE_SMASHED(smashed))
3725 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3727 if (smashed == EL_LAMP ||
3728 smashed == EL_LAMP_ACTIVE)
3733 else if (smashed == EL_NUT)
3735 Feld[x][y + 1] = EL_NUT_BREAKING;
3736 PlayLevelSound(x, y, SND_NUT_BREAKING);
3737 RaiseScoreElement(EL_NUT);
3740 else if (smashed == EL_PEARL)
3742 Feld[x][y + 1] = EL_PEARL_BREAKING;
3743 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3746 else if (smashed == EL_DIAMOND)
3748 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3749 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3752 else if (IS_BELT_SWITCH(smashed))
3754 ToggleBeltSwitch(x, y + 1);
3756 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3757 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3759 ToggleSwitchgateSwitch(x, y + 1);
3761 else if (smashed == EL_LIGHT_SWITCH ||
3762 smashed == EL_LIGHT_SWITCH_ACTIVE)
3764 ToggleLightSwitch(x, y + 1);
3768 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3770 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3771 CE_OTHER_IS_SWITCHING);
3772 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3778 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3783 /* play sound of magic wall / mill */
3785 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3786 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3788 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3789 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3790 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3791 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3796 /* play sound of object that hits the ground */
3797 if (lastline || object_hit)
3798 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3801 inline static void TurnRoundExt(int x, int y)
3813 { 0, 0 }, { 0, 0 }, { 0, 0 },
3818 int left, right, back;
3822 { MV_DOWN, MV_UP, MV_RIGHT },
3823 { MV_UP, MV_DOWN, MV_LEFT },
3825 { MV_LEFT, MV_RIGHT, MV_DOWN },
3829 { MV_RIGHT, MV_LEFT, MV_UP }
3832 int element = Feld[x][y];
3833 int move_pattern = element_info[element].move_pattern;
3835 int old_move_dir = MovDir[x][y];
3836 int left_dir = turn[old_move_dir].left;
3837 int right_dir = turn[old_move_dir].right;
3838 int back_dir = turn[old_move_dir].back;
3840 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3841 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3842 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3843 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3845 int left_x = x + left_dx, left_y = y + left_dy;
3846 int right_x = x + right_dx, right_y = y + right_dy;
3847 int move_x = x + move_dx, move_y = y + move_dy;
3851 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3853 TestIfBadThingTouchesOtherBadThing(x, y);
3855 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3856 MovDir[x][y] = right_dir;
3857 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3858 MovDir[x][y] = left_dir;
3860 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3862 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3865 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3866 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3868 TestIfBadThingTouchesOtherBadThing(x, y);
3870 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3871 MovDir[x][y] = left_dir;
3872 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3873 MovDir[x][y] = right_dir;
3875 if ((element == EL_SPACESHIP ||
3876 element == EL_SP_SNIKSNAK ||
3877 element == EL_SP_ELECTRON)
3878 && MovDir[x][y] != old_move_dir)
3880 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3883 else if (element == EL_YAMYAM)
3885 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3886 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3888 if (can_turn_left && can_turn_right)
3889 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3890 else if (can_turn_left)
3891 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3892 else if (can_turn_right)
3893 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3895 MovDir[x][y] = back_dir;
3897 MovDelay[x][y] = 16 + 16 * RND(3);
3899 else if (element == EL_DARK_YAMYAM)
3901 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3902 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3904 if (can_turn_left && can_turn_right)
3905 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3906 else if (can_turn_left)
3907 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3908 else if (can_turn_right)
3909 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3911 MovDir[x][y] = back_dir;
3913 MovDelay[x][y] = 16 + 16 * RND(3);
3915 else if (element == EL_PACMAN)
3917 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3918 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3920 if (can_turn_left && can_turn_right)
3921 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3922 else if (can_turn_left)
3923 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3924 else if (can_turn_right)
3925 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3927 MovDir[x][y] = back_dir;
3929 MovDelay[x][y] = 6 + RND(40);
3931 else if (element == EL_PIG)
3933 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3934 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3935 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3936 boolean should_turn_left, should_turn_right, should_move_on;
3938 int rnd = RND(rnd_value);
3940 should_turn_left = (can_turn_left &&
3942 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3943 y + back_dy + left_dy)));
3944 should_turn_right = (can_turn_right &&
3946 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3947 y + back_dy + right_dy)));
3948 should_move_on = (can_move_on &&
3951 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3952 y + move_dy + left_dy) ||
3953 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3954 y + move_dy + right_dy)));
3956 if (should_turn_left || should_turn_right || should_move_on)
3958 if (should_turn_left && should_turn_right && should_move_on)
3959 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3960 rnd < 2 * rnd_value / 3 ? right_dir :
3962 else if (should_turn_left && should_turn_right)
3963 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3964 else if (should_turn_left && should_move_on)
3965 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3966 else if (should_turn_right && should_move_on)
3967 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3968 else if (should_turn_left)
3969 MovDir[x][y] = left_dir;
3970 else if (should_turn_right)
3971 MovDir[x][y] = right_dir;
3972 else if (should_move_on)
3973 MovDir[x][y] = old_move_dir;
3975 else if (can_move_on && rnd > rnd_value / 8)
3976 MovDir[x][y] = old_move_dir;
3977 else if (can_turn_left && can_turn_right)
3978 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3979 else if (can_turn_left && rnd > rnd_value / 8)
3980 MovDir[x][y] = left_dir;
3981 else if (can_turn_right && rnd > rnd_value/8)
3982 MovDir[x][y] = right_dir;
3984 MovDir[x][y] = back_dir;
3986 xx = x + move_xy[MovDir[x][y]].x;
3987 yy = y + move_xy[MovDir[x][y]].y;
3989 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3990 MovDir[x][y] = old_move_dir;
3994 else if (element == EL_DRAGON)
3996 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(left_x, left_y);
3997 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(right_x, right_y);
3998 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(move_x, move_y);
4000 int rnd = RND(rnd_value);
4003 if (FrameCounter < 1 && x == 0 && y == 29)
4004 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4007 if (can_move_on && rnd > rnd_value / 8)
4008 MovDir[x][y] = old_move_dir;
4009 else if (can_turn_left && can_turn_right)
4010 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4011 else if (can_turn_left && rnd > rnd_value / 8)
4012 MovDir[x][y] = left_dir;
4013 else if (can_turn_right && rnd > rnd_value / 8)
4014 MovDir[x][y] = right_dir;
4016 MovDir[x][y] = back_dir;
4018 xx = x + move_xy[MovDir[x][y]].x;
4019 yy = y + move_xy[MovDir[x][y]].y;
4022 if (FrameCounter < 1 && x == 0 && y == 29)
4023 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4024 xx, yy, Feld[xx][yy],
4029 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4030 MovDir[x][y] = old_move_dir;
4032 if (!IS_FREE(xx, yy))
4033 MovDir[x][y] = old_move_dir;
4037 if (FrameCounter < 1 && x == 0 && y == 29)
4038 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4043 else if (element == EL_MOLE)
4045 boolean can_move_on =
4046 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
4047 IS_AMOEBOID(Feld[move_x][move_y]) ||
4048 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4051 boolean can_turn_left =
4052 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
4053 IS_AMOEBOID(Feld[left_x][left_y])));
4055 boolean can_turn_right =
4056 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
4057 IS_AMOEBOID(Feld[right_x][right_y])));
4059 if (can_turn_left && can_turn_right)
4060 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4061 else if (can_turn_left)
4062 MovDir[x][y] = left_dir;
4064 MovDir[x][y] = right_dir;
4067 if (MovDir[x][y] != old_move_dir)
4070 else if (element == EL_BALLOON)
4072 MovDir[x][y] = game.balloon_dir;
4075 else if (element == EL_SPRING)
4078 if (MovDir[x][y] & MV_HORIZONTAL &&
4079 !SPRING_CAN_ENTER_FIELD(move_x, move_y))
4080 MovDir[x][y] = MV_NO_MOVING;
4082 if (MovDir[x][y] & MV_HORIZONTAL &&
4083 (!SPRING_CAN_ENTER_FIELD(move_x, move_y) ||
4084 SPRING_CAN_ENTER_FIELD(x, y + 1)))
4085 MovDir[x][y] = MV_NO_MOVING;
4090 else if (element == EL_ROBOT ||
4091 element == EL_SATELLITE ||
4092 element == EL_PENGUIN)
4094 int attr_x = -1, attr_y = -1;
4105 for (i = 0; i < MAX_PLAYERS; i++)
4107 struct PlayerInfo *player = &stored_player[i];
4108 int jx = player->jx, jy = player->jy;
4110 if (!player->active)
4114 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4122 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4128 if (element == EL_PENGUIN)
4131 static int xy[4][2] =
4139 for (i = 0; i < NUM_DIRECTIONS; i++)
4141 int ex = x + xy[i][0];
4142 int ey = y + xy[i][1];
4144 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4153 MovDir[x][y] = MV_NO_MOVING;
4155 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4156 else if (attr_x > x)
4157 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4159 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4160 else if (attr_y > y)
4161 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4163 if (element == EL_ROBOT)
4167 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4168 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4169 Moving2Blocked(x, y, &newx, &newy);
4171 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4172 MovDelay[x][y] = 8 + 8 * !RND(3);
4174 MovDelay[x][y] = 16;
4176 else if (element == EL_PENGUIN)
4182 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4184 boolean first_horiz = RND(2);
4185 int new_move_dir = MovDir[x][y];
4188 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4189 Moving2Blocked(x, y, &newx, &newy);
4191 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
4195 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4196 Moving2Blocked(x, y, &newx, &newy);
4198 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
4201 MovDir[x][y] = old_move_dir;
4205 else /* (element == EL_SATELLITE) */
4211 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4213 boolean first_horiz = RND(2);
4214 int new_move_dir = MovDir[x][y];
4217 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4218 Moving2Blocked(x, y, &newx, &newy);
4220 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
4224 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4225 Moving2Blocked(x, y, &newx, &newy);
4227 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
4230 MovDir[x][y] = old_move_dir;
4235 else if (move_pattern == MV_TURNING_LEFT ||
4236 move_pattern == MV_TURNING_RIGHT ||
4237 move_pattern == MV_TURNING_LEFT_RIGHT ||
4238 move_pattern == MV_TURNING_RIGHT_LEFT ||
4239 move_pattern == MV_TURNING_RANDOM ||
4240 move_pattern == MV_ALL_DIRECTIONS)
4242 boolean can_turn_left =
4243 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4244 boolean can_turn_right =
4245 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4247 if (move_pattern == MV_TURNING_LEFT)
4248 MovDir[x][y] = left_dir;
4249 else if (move_pattern == MV_TURNING_RIGHT)
4250 MovDir[x][y] = right_dir;
4251 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4252 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4253 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4254 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4255 else if (move_pattern == MV_TURNING_RANDOM)
4256 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4257 can_turn_right && !can_turn_left ? right_dir :
4258 RND(2) ? left_dir : right_dir);
4259 else if (can_turn_left && can_turn_right)
4260 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4261 else if (can_turn_left)
4262 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4263 else if (can_turn_right)
4264 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4266 MovDir[x][y] = back_dir;
4268 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4270 else if (move_pattern == MV_HORIZONTAL ||
4271 move_pattern == MV_VERTICAL)
4273 if (move_pattern & old_move_dir)
4274 MovDir[x][y] = back_dir;
4275 else if (move_pattern == MV_HORIZONTAL)
4276 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4277 else if (move_pattern == MV_VERTICAL)
4278 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4280 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4282 else if (move_pattern & MV_ANY_DIRECTION)
4284 MovDir[x][y] = move_pattern;
4285 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4287 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4289 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4290 MovDir[x][y] = left_dir;
4291 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4292 MovDir[x][y] = right_dir;
4294 if (MovDir[x][y] != old_move_dir)
4295 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4297 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4299 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4300 MovDir[x][y] = right_dir;
4301 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4302 MovDir[x][y] = left_dir;
4304 if (MovDir[x][y] != old_move_dir)
4305 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4307 else if (move_pattern == MV_TOWARDS_PLAYER ||
4308 move_pattern == MV_AWAY_FROM_PLAYER)
4310 int attr_x = -1, attr_y = -1;
4312 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4323 for (i = 0; i < MAX_PLAYERS; i++)
4325 struct PlayerInfo *player = &stored_player[i];
4326 int jx = player->jx, jy = player->jy;
4328 if (!player->active)
4332 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4340 MovDir[x][y] = MV_NO_MOVING;
4342 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4343 else if (attr_x > x)
4344 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4346 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4347 else if (attr_y > y)
4348 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4350 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4352 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4354 boolean first_horiz = RND(2);
4355 int new_move_dir = MovDir[x][y];
4358 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4359 Moving2Blocked(x, y, &newx, &newy);
4361 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4365 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4366 Moving2Blocked(x, y, &newx, &newy);
4368 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4371 MovDir[x][y] = old_move_dir;
4374 else if (move_pattern == MV_WHEN_PUSHED ||
4375 move_pattern == MV_WHEN_DROPPED)
4377 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4378 MovDir[x][y] = MV_NO_MOVING;
4382 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4384 static int test_xy[7][2] =
4394 static int test_dir[7] =
4404 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4405 int move_preference = -1000000; /* start with very low preference */
4406 int new_move_dir = MV_NO_MOVING;
4407 int start_test = RND(4);
4410 for (i = 0; i < NUM_DIRECTIONS; i++)
4412 int move_dir = test_dir[start_test + i];
4413 int move_dir_preference;
4415 xx = x + test_xy[start_test + i][0];
4416 yy = y + test_xy[start_test + i][1];
4418 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4419 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4421 new_move_dir = move_dir;
4426 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4429 move_dir_preference = -1 * RunnerVisit[xx][yy];
4430 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4431 move_dir_preference = PlayerVisit[xx][yy];
4433 if (move_dir_preference > move_preference)
4435 /* prefer field that has not been visited for the longest time */
4436 move_preference = move_dir_preference;
4437 new_move_dir = move_dir;
4439 else if (move_dir_preference == move_preference &&
4440 move_dir == old_move_dir)
4442 /* prefer last direction when all directions are preferred equally */
4443 move_preference = move_dir_preference;
4444 new_move_dir = move_dir;
4448 MovDir[x][y] = new_move_dir;
4449 if (old_move_dir != new_move_dir)
4454 static void TurnRound(int x, int y)
4456 int direction = MovDir[x][y];
4459 GfxDir[x][y] = MovDir[x][y];
4465 GfxDir[x][y] = MovDir[x][y];
4468 if (direction != MovDir[x][y])
4473 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4476 GfxAction[x][y] = ACTION_WAITING;
4480 static boolean JustBeingPushed(int x, int y)
4484 for (i = 0; i < MAX_PLAYERS; i++)
4486 struct PlayerInfo *player = &stored_player[i];
4488 if (player->active && player->is_pushing && player->MovPos)
4490 int next_jx = player->jx + (player->jx - player->last_jx);
4491 int next_jy = player->jy + (player->jy - player->last_jy);
4493 if (x == next_jx && y == next_jy)
4501 void StartMoving(int x, int y)
4504 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4506 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4507 int element = Feld[x][y];
4513 if (MovDelay[x][y] == 0)
4514 GfxAction[x][y] = ACTION_DEFAULT;
4516 /* !!! this should be handled more generic (not only for mole) !!! */
4517 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4518 GfxAction[x][y] = ACTION_DEFAULT;
4521 if (CAN_FALL(element) && y < lev_fieldy - 1)
4523 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4524 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4525 if (JustBeingPushed(x, y))
4528 if (element == EL_QUICKSAND_FULL)
4530 if (IS_FREE(x, y + 1))
4532 InitMovingField(x, y, MV_DOWN);
4533 started_moving = TRUE;
4535 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4536 Store[x][y] = EL_ROCK;
4538 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4540 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4543 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4545 if (!MovDelay[x][y])
4546 MovDelay[x][y] = TILEY + 1;
4555 Feld[x][y] = EL_QUICKSAND_EMPTY;
4556 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4557 Store[x][y + 1] = Store[x][y];
4560 PlayLevelSoundAction(x, y, ACTION_FILLING);
4562 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4566 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4567 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4569 InitMovingField(x, y, MV_DOWN);
4570 started_moving = TRUE;
4572 Feld[x][y] = EL_QUICKSAND_FILLING;
4573 Store[x][y] = element;
4575 PlayLevelSoundAction(x, y, ACTION_FILLING);
4577 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4580 else if (element == EL_MAGIC_WALL_FULL)
4582 if (IS_FREE(x, y + 1))
4584 InitMovingField(x, y, MV_DOWN);
4585 started_moving = TRUE;
4587 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4588 Store[x][y] = EL_CHANGED(Store[x][y]);
4590 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4592 if (!MovDelay[x][y])
4593 MovDelay[x][y] = TILEY/4 + 1;
4602 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4603 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4604 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4608 else if (element == EL_BD_MAGIC_WALL_FULL)
4610 if (IS_FREE(x, y + 1))
4612 InitMovingField(x, y, MV_DOWN);
4613 started_moving = TRUE;
4615 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4616 Store[x][y] = EL_CHANGED2(Store[x][y]);
4618 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4620 if (!MovDelay[x][y])
4621 MovDelay[x][y] = TILEY/4 + 1;
4630 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4631 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4632 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4636 else if (CAN_PASS_MAGIC_WALL(element) &&
4637 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4638 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4640 InitMovingField(x, y, MV_DOWN);
4641 started_moving = TRUE;
4644 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4645 EL_BD_MAGIC_WALL_FILLING);
4646 Store[x][y] = element;
4649 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4651 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4654 SplashAcid(x, y + 1);
4656 InitMovingField(x, y, MV_DOWN);
4657 started_moving = TRUE;
4659 Store[x][y] = EL_ACID;
4661 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4662 GfxAction[x][y + 1] = ACTION_ACTIVE;
4666 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4667 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4668 (Feld[x][y + 1] == EL_BLOCKED)) ||
4669 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4670 CAN_SMASH(element) && WasJustFalling[x][y] &&
4671 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4675 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4676 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4677 WasJustMoving[x][y] && !Pushed[x][y + 1])
4679 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4680 WasJustMoving[x][y])
4685 /* this is needed for a special case not covered by calling "Impact()"
4686 from "ContinueMoving()": if an element moves to a tile directly below
4687 another element which was just falling on that tile (which was empty
4688 in the previous frame), the falling element above would just stop
4689 instead of smashing the element below (in previous version, the above
4690 element was just checked for "moving" instead of "falling", resulting
4691 in incorrect smashes caused by horizontal movement of the above
4692 element; also, the case of the player being the element to smash was
4693 simply not covered here... :-/ ) */
4696 WasJustMoving[x][y] = 0;
4697 WasJustFalling[x][y] = 0;
4702 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4704 if (MovDir[x][y] == MV_NO_MOVING)
4706 InitMovingField(x, y, MV_DOWN);
4707 started_moving = TRUE;
4710 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4712 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4713 MovDir[x][y] = MV_DOWN;
4715 InitMovingField(x, y, MV_DOWN);
4716 started_moving = TRUE;
4718 else if (element == EL_AMOEBA_DROP)
4720 Feld[x][y] = EL_AMOEBA_GROWING;
4721 Store[x][y] = EL_AMOEBA_WET;
4723 /* Store[x][y + 1] must be zero, because:
4724 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
4727 #if OLD_GAME_BEHAVIOUR
4728 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
4730 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
4731 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4732 element != EL_DX_SUPABOMB)
4735 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4736 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4737 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4738 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4741 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4742 (IS_FREE(x - 1, y + 1) ||
4743 Feld[x - 1][y + 1] == EL_ACID));
4744 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4745 (IS_FREE(x + 1, y + 1) ||
4746 Feld[x + 1][y + 1] == EL_ACID));
4747 boolean can_fall_any = (can_fall_left || can_fall_right);
4748 boolean can_fall_both = (can_fall_left && can_fall_right);
4750 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4752 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4754 if (slippery_type == SLIPPERY_ONLY_LEFT)
4755 can_fall_right = FALSE;
4756 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4757 can_fall_left = FALSE;
4758 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4759 can_fall_right = FALSE;
4760 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4761 can_fall_left = FALSE;
4763 can_fall_any = (can_fall_left || can_fall_right);
4764 can_fall_both = (can_fall_left && can_fall_right);
4769 if (can_fall_both &&
4770 (game.emulation != EMU_BOULDERDASH &&
4771 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
4772 can_fall_left = !(can_fall_right = RND(2));
4774 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4775 started_moving = TRUE;
4779 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4781 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4784 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4785 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4786 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4787 int belt_dir = game.belt_dir[belt_nr];
4789 if ((belt_dir == MV_LEFT && left_is_free) ||
4790 (belt_dir == MV_RIGHT && right_is_free))
4793 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4796 InitMovingField(x, y, belt_dir);
4797 started_moving = TRUE;
4800 Pushed[x][y] = TRUE;
4801 Pushed[nextx][y] = TRUE;
4804 GfxAction[x][y] = ACTION_DEFAULT;
4808 MovDir[x][y] = 0; /* if element was moving, stop it */
4813 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4814 if (CAN_MOVE(element) && !started_moving)
4816 int move_pattern = element_info[element].move_pattern;
4819 Moving2Blocked(x, y, &newx, &newy);
4822 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4825 if ((element == EL_SATELLITE ||
4826 element == EL_BALLOON ||
4827 element == EL_SPRING)
4828 && JustBeingPushed(x, y))
4833 if (game.engine_version >= VERSION_IDENT(3,0,9,0) &&
4834 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
4835 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
4838 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
4839 element, element_info[element].token_name,
4840 WasJustMoving[x][y],
4841 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
4842 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
4843 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
4844 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
4848 WasJustMoving[x][y] = 0;
4851 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4854 if (Feld[x][y] != element) /* element has changed */
4856 element = Feld[x][y];
4857 move_pattern = element_info[element].move_pattern;
4859 if (!CAN_MOVE(element))
4863 if (Feld[x][y] != element) /* element has changed */
4871 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4872 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4874 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4876 Moving2Blocked(x, y, &newx, &newy);
4877 if (Feld[newx][newy] == EL_BLOCKED)
4878 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4884 if (FrameCounter < 1 && x == 0 && y == 29)
4885 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4888 if (!MovDelay[x][y]) /* start new movement phase */
4890 /* all objects that can change their move direction after each step
4891 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4893 if (element != EL_YAMYAM &&
4894 element != EL_DARK_YAMYAM &&
4895 element != EL_PACMAN &&
4896 !(move_pattern & MV_ANY_DIRECTION) &&
4897 move_pattern != MV_TURNING_LEFT &&
4898 move_pattern != MV_TURNING_RIGHT &&
4899 move_pattern != MV_TURNING_LEFT_RIGHT &&
4900 move_pattern != MV_TURNING_RIGHT_LEFT &&
4901 move_pattern != MV_TURNING_RANDOM)
4906 if (FrameCounter < 1 && x == 0 && y == 29)
4907 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
4910 if (MovDelay[x][y] && (element == EL_BUG ||
4911 element == EL_SPACESHIP ||
4912 element == EL_SP_SNIKSNAK ||
4913 element == EL_SP_ELECTRON ||
4914 element == EL_MOLE))
4915 DrawLevelField(x, y);
4919 if (MovDelay[x][y]) /* wait some time before next movement */
4924 if (element == EL_YAMYAM)
4927 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4928 DrawLevelElementAnimation(x, y, element);
4932 if (MovDelay[x][y]) /* element still has to wait some time */
4935 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4936 ResetGfxAnimation(x, y);
4940 if (GfxAction[x][y] != ACTION_WAITING)
4941 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
4943 GfxAction[x][y] = ACTION_WAITING;
4947 if (element == EL_ROBOT ||
4949 element == EL_PACMAN ||
4951 element == EL_YAMYAM ||
4952 element == EL_DARK_YAMYAM)
4955 DrawLevelElementAnimation(x, y, element);
4957 DrawLevelElementAnimationIfNeeded(x, y, element);
4959 PlayLevelSoundAction(x, y, ACTION_WAITING);
4961 else if (element == EL_SP_ELECTRON)
4962 DrawLevelElementAnimationIfNeeded(x, y, element);
4963 else if (element == EL_DRAGON)
4966 int dir = MovDir[x][y];
4967 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4968 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4969 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4970 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4971 dir == MV_UP ? IMG_FLAMES_1_UP :
4972 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4973 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4976 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
4979 GfxAction[x][y] = ACTION_ATTACKING;
4981 if (IS_PLAYER(x, y))
4982 DrawPlayerField(x, y);
4984 DrawLevelField(x, y);
4986 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4988 for (i = 1; i <= 3; i++)
4990 int xx = x + i * dx;
4991 int yy = y + i * dy;
4992 int sx = SCREENX(xx);
4993 int sy = SCREENY(yy);
4994 int flame_graphic = graphic + (i - 1);
4996 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5001 int flamed = MovingOrBlocked2Element(xx, yy);
5003 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5006 RemoveMovingField(xx, yy);
5008 Feld[xx][yy] = EL_FLAMES;
5009 if (IN_SCR_FIELD(sx, sy))
5011 DrawLevelFieldCrumbledSand(xx, yy);
5012 DrawGraphic(sx, sy, flame_graphic, frame);
5017 if (Feld[xx][yy] == EL_FLAMES)
5018 Feld[xx][yy] = EL_EMPTY;
5019 DrawLevelField(xx, yy);
5024 if (MovDelay[x][y]) /* element still has to wait some time */
5026 PlayLevelSoundAction(x, y, ACTION_WAITING);
5032 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5033 for all other elements GfxAction will be set by InitMovingField() */
5034 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5035 GfxAction[x][y] = ACTION_MOVING;
5039 /* now make next step */
5041 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5043 if (DONT_COLLIDE_WITH(element) &&
5044 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5045 !PLAYER_ENEMY_PROTECTED(newx, newy))
5048 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5052 /* player killed by element which is deadly when colliding with */
5054 KillHero(PLAYERINFO(newx, newy));
5061 else if (CAN_MOVE_INTO_ACID(element) &&
5062 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5063 (MovDir[x][y] == MV_DOWN ||
5064 game.engine_version > VERSION_IDENT(3,0,8,0)))
5066 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5067 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5071 else if ((element == EL_PENGUIN ||
5072 element == EL_ROBOT ||
5073 element == EL_SATELLITE ||
5074 element == EL_BALLOON ||
5075 IS_CUSTOM_ELEMENT(element)) &&
5076 IN_LEV_FIELD(newx, newy) &&
5077 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5080 SplashAcid(newx, newy);
5081 Store[x][y] = EL_ACID;
5083 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5085 if (Feld[newx][newy] == EL_EXIT_OPEN)
5089 DrawLevelField(x, y);
5091 Feld[x][y] = EL_EMPTY;
5092 DrawLevelField(x, y);
5095 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5096 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5097 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5099 local_player->friends_still_needed--;
5100 if (!local_player->friends_still_needed &&
5101 !local_player->GameOver && AllPlayersGone)
5102 local_player->LevelSolved = local_player->GameOver = TRUE;
5106 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5108 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5109 DrawLevelField(newx, newy);
5111 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5113 else if (!IS_FREE(newx, newy))
5115 GfxAction[x][y] = ACTION_WAITING;
5117 if (IS_PLAYER(x, y))
5118 DrawPlayerField(x, y);
5120 DrawLevelField(x, y);
5125 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5127 if (IS_FOOD_PIG(Feld[newx][newy]))
5129 if (IS_MOVING(newx, newy))
5130 RemoveMovingField(newx, newy);
5133 Feld[newx][newy] = EL_EMPTY;
5134 DrawLevelField(newx, newy);
5137 PlayLevelSound(x, y, SND_PIG_DIGGING);
5139 else if (!IS_FREE(newx, newy))
5141 if (IS_PLAYER(x, y))
5142 DrawPlayerField(x, y);
5144 DrawLevelField(x, y);
5153 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5156 else if (IS_CUSTOM_ELEMENT(element) &&
5157 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5161 !IS_FREE(newx, newy)
5166 int new_element = Feld[newx][newy];
5169 printf("::: '%s' digs '%s' [%d]\n",
5170 element_info[element].token_name,
5171 element_info[Feld[newx][newy]].token_name,
5172 StorePlayer[newx][newy]);
5175 if (!IS_FREE(newx, newy))
5177 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5178 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5181 /* no element can dig solid indestructible elements */
5182 if (IS_INDESTRUCTIBLE(new_element) &&
5183 !IS_DIGGABLE(new_element) &&
5184 !IS_COLLECTIBLE(new_element))
5187 if (AmoebaNr[newx][newy] &&
5188 (new_element == EL_AMOEBA_FULL ||
5189 new_element == EL_BD_AMOEBA ||
5190 new_element == EL_AMOEBA_GROWING))
5192 AmoebaCnt[AmoebaNr[newx][newy]]--;
5193 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5196 if (IS_MOVING(newx, newy))
5197 RemoveMovingField(newx, newy);
5200 RemoveField(newx, newy);
5201 DrawLevelField(newx, newy);
5204 PlayLevelSoundAction(x, y, action);
5207 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5208 element_info[element].can_leave_element = TRUE;
5210 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5212 RunnerVisit[x][y] = FrameCounter;
5213 PlayerVisit[x][y] /= 8; /* expire player visit path */
5219 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5221 if (!IS_FREE(newx, newy))
5223 if (IS_PLAYER(x, y))
5224 DrawPlayerField(x, y);
5226 DrawLevelField(x, y);
5232 boolean wanna_flame = !RND(10);
5233 int dx = newx - x, dy = newy - y;
5234 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5235 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5236 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5237 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5238 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5239 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5242 IS_CLASSIC_ENEMY(element1) ||
5243 IS_CLASSIC_ENEMY(element2)) &&
5244 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5245 element1 != EL_FLAMES && element2 != EL_FLAMES)
5248 ResetGfxAnimation(x, y);
5249 GfxAction[x][y] = ACTION_ATTACKING;
5252 if (IS_PLAYER(x, y))
5253 DrawPlayerField(x, y);
5255 DrawLevelField(x, y);
5257 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5259 MovDelay[x][y] = 50;
5261 Feld[newx][newy] = EL_FLAMES;
5262 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5263 Feld[newx1][newy1] = EL_FLAMES;
5264 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5265 Feld[newx2][newy2] = EL_FLAMES;
5271 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5272 Feld[newx][newy] == EL_DIAMOND)
5274 if (IS_MOVING(newx, newy))
5275 RemoveMovingField(newx, newy);
5278 Feld[newx][newy] = EL_EMPTY;
5279 DrawLevelField(newx, newy);
5282 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5284 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5285 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5287 if (AmoebaNr[newx][newy])
5289 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5290 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5291 Feld[newx][newy] == EL_BD_AMOEBA)
5292 AmoebaCnt[AmoebaNr[newx][newy]]--;
5297 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5299 if (IS_MOVING(newx, newy))
5302 RemoveMovingField(newx, newy);
5306 Feld[newx][newy] = EL_EMPTY;
5307 DrawLevelField(newx, newy);
5310 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5312 else if ((element == EL_PACMAN || element == EL_MOLE)
5313 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5315 if (AmoebaNr[newx][newy])
5317 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5318 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5319 Feld[newx][newy] == EL_BD_AMOEBA)
5320 AmoebaCnt[AmoebaNr[newx][newy]]--;
5323 if (element == EL_MOLE)
5325 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5326 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5328 ResetGfxAnimation(x, y);
5329 GfxAction[x][y] = ACTION_DIGGING;
5330 DrawLevelField(x, y);
5332 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5334 return; /* wait for shrinking amoeba */
5336 else /* element == EL_PACMAN */
5338 Feld[newx][newy] = EL_EMPTY;
5339 DrawLevelField(newx, newy);
5340 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5343 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5344 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5345 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5347 /* wait for shrinking amoeba to completely disappear */
5350 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5352 /* object was running against a wall */
5357 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5358 DrawLevelElementAnimation(x, y, element);
5360 if (element == EL_BUG ||
5361 element == EL_SPACESHIP ||
5362 element == EL_SP_SNIKSNAK)
5363 DrawLevelField(x, y);
5364 else if (element == EL_MOLE)
5365 DrawLevelField(x, y);
5366 else if (element == EL_BD_BUTTERFLY ||
5367 element == EL_BD_FIREFLY)
5368 DrawLevelElementAnimationIfNeeded(x, y, element);
5369 else if (element == EL_SATELLITE)
5370 DrawLevelElementAnimationIfNeeded(x, y, element);
5371 else if (element == EL_SP_ELECTRON)
5372 DrawLevelElementAnimationIfNeeded(x, y, element);
5375 if (DONT_TOUCH(element))
5376 TestIfBadThingTouchesHero(x, y);
5379 PlayLevelSoundAction(x, y, ACTION_WAITING);
5385 InitMovingField(x, y, MovDir[x][y]);
5387 PlayLevelSoundAction(x, y, ACTION_MOVING);
5391 ContinueMoving(x, y);
5394 void ContinueMoving(int x, int y)
5396 int element = Feld[x][y];
5397 struct ElementInfo *ei = &element_info[element];
5398 int direction = MovDir[x][y];
5399 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5400 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5401 int newx = x + dx, newy = y + dy;
5403 int nextx = newx + dx, nexty = newy + dy;
5406 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5407 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5409 boolean pushed_by_player = Pushed[x][y];
5412 MovPos[x][y] += getElementMoveStepsize(x, y);
5415 if (pushed_by_player && IS_PLAYER(x, y))
5417 /* special case: moving object pushed by player */
5418 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5421 if (pushed_by_player) /* special case: moving object pushed by player */
5422 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5425 if (ABS(MovPos[x][y]) < TILEX)
5427 DrawLevelField(x, y);
5429 return; /* element is still moving */
5432 /* element reached destination field */
5434 Feld[x][y] = EL_EMPTY;
5435 Feld[newx][newy] = element;
5436 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5438 if (element == EL_MOLE)
5440 Feld[x][y] = EL_SAND;
5442 DrawLevelFieldCrumbledSandNeighbours(x, y);
5444 else if (element == EL_QUICKSAND_FILLING)
5446 element = Feld[newx][newy] = get_next_element(element);
5447 Store[newx][newy] = Store[x][y];
5449 else if (element == EL_QUICKSAND_EMPTYING)
5451 Feld[x][y] = get_next_element(element);
5452 element = Feld[newx][newy] = Store[x][y];
5454 else if (element == EL_MAGIC_WALL_FILLING)
5456 element = Feld[newx][newy] = get_next_element(element);
5457 if (!game.magic_wall_active)
5458 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5459 Store[newx][newy] = Store[x][y];
5461 else if (element == EL_MAGIC_WALL_EMPTYING)
5463 Feld[x][y] = get_next_element(element);
5464 if (!game.magic_wall_active)
5465 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5466 element = Feld[newx][newy] = Store[x][y];
5468 else if (element == EL_BD_MAGIC_WALL_FILLING)
5470 element = Feld[newx][newy] = get_next_element(element);
5471 if (!game.magic_wall_active)
5472 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5473 Store[newx][newy] = Store[x][y];
5475 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5477 Feld[x][y] = get_next_element(element);
5478 if (!game.magic_wall_active)
5479 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5480 element = Feld[newx][newy] = Store[x][y];
5482 else if (element == EL_AMOEBA_DROPPING)
5484 Feld[x][y] = get_next_element(element);
5485 element = Feld[newx][newy] = Store[x][y];
5487 else if (element == EL_SOKOBAN_OBJECT)
5490 Feld[x][y] = Back[x][y];
5492 if (Back[newx][newy])
5493 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5495 Back[x][y] = Back[newx][newy] = 0;
5497 else if (Store[x][y] == EL_ACID)
5499 element = Feld[newx][newy] = EL_ACID;
5503 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5504 MovDelay[newx][newy] = 0;
5506 /* copy element change control values to new field */
5507 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5508 ChangePage[newx][newy] = ChangePage[x][y];
5509 Changed[newx][newy] = Changed[x][y];
5510 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5512 ChangeDelay[x][y] = 0;
5513 ChangePage[x][y] = -1;
5514 Changed[x][y] = CE_BITMASK_DEFAULT;
5515 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5517 /* copy animation control values to new field */
5518 GfxFrame[newx][newy] = GfxFrame[x][y];
5519 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5520 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5521 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5523 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5525 ResetGfxAnimation(x, y); /* reset animation values for old field */
5528 /* some elements can leave other elements behind after moving */
5529 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5530 ei->move_leave_element != EL_EMPTY &&
5531 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5532 ei->can_leave_element_last))
5534 Feld[x][y] = ei->move_leave_element;
5535 InitField(x, y, FALSE);
5537 if (GFX_CRUMBLED(Feld[x][y]))
5538 DrawLevelFieldCrumbledSandNeighbours(x, y);
5541 ei->can_leave_element_last = ei->can_leave_element;
5542 ei->can_leave_element = FALSE;
5546 /* 2.1.1 (does not work correctly for spring) */
5547 if (!CAN_MOVE(element))
5548 MovDir[newx][newy] = 0;
5552 /* (does not work for falling objects that slide horizontally) */
5553 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5554 MovDir[newx][newy] = 0;
5557 if (!CAN_MOVE(element) ||
5558 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5559 MovDir[newx][newy] = 0;
5562 if (!CAN_MOVE(element) ||
5563 (CAN_FALL(element) && direction == MV_DOWN))
5564 GfxDir[x][y] = MovDir[newx][newy] = 0;
5569 DrawLevelField(x, y);
5570 DrawLevelField(newx, newy);
5572 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5574 /* prevent pushed element from moving on in pushed direction */
5575 if (pushed_by_player && CAN_MOVE(element) &&
5576 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5577 !(element_info[element].move_pattern & direction))
5578 TurnRound(newx, newy);
5581 /* prevent elements on conveyor belt from moving on in last direction */
5582 if (pushed_by_conveyor && CAN_FALL(element) &&
5583 direction & MV_HORIZONTAL)
5584 MovDir[newx][newy] = 0;
5587 if (!pushed_by_player)
5589 WasJustMoving[newx][newy] = 3;
5591 if (CAN_FALL(element) && direction == MV_DOWN)
5592 WasJustFalling[newx][newy] = 3;
5595 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5597 TestIfBadThingTouchesHero(newx, newy);
5598 TestIfBadThingTouchesFriend(newx, newy);
5600 if (!IS_CUSTOM_ELEMENT(element))
5601 TestIfBadThingTouchesOtherBadThing(newx, newy);
5603 else if (element == EL_PENGUIN)
5604 TestIfFriendTouchesBadThing(newx, newy);
5606 if (CAN_FALL(element) && direction == MV_DOWN &&
5607 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5611 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5615 if (ChangePage[newx][newy] != -1) /* delayed change */
5616 ChangeElement(newx, newy, ChangePage[newx][newy]);
5621 TestIfElementHitsCustomElement(newx, newy, direction);
5625 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5627 int hitting_element = Feld[newx][newy];
5629 /* !!! fix side (direction) orientation here and elsewhere !!! */
5630 CheckElementSideChange(newx, newy, hitting_element,
5631 direction, CE_HITTING_SOMETHING, -1);
5634 if (IN_LEV_FIELD(nextx, nexty))
5636 int opposite_direction = MV_DIR_OPPOSITE(direction);
5637 int hitting_side = direction;
5638 int touched_side = opposite_direction;
5639 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5640 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5641 MovDir[nextx][nexty] != direction ||
5642 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5648 CheckElementSideChange(nextx, nexty, touched_element,
5649 opposite_direction, CE_HIT_BY_SOMETHING, -1);
5651 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5652 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5654 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5656 struct ElementChangeInfo *change =
5657 &element_info[hitting_element].change_page[i];
5659 if (change->can_change &&
5660 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5661 change->sides & touched_side &&
5662 change->trigger_element == touched_element)
5664 CheckElementSideChange(newx, newy, hitting_element,
5665 CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
5671 if (IS_CUSTOM_ELEMENT(touched_element) &&
5672 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
5674 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
5676 struct ElementChangeInfo *change =
5677 &element_info[touched_element].change_page[i];
5679 if (change->can_change &&
5680 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
5681 change->sides & hitting_side &&
5682 change->trigger_element == hitting_element)
5684 CheckElementSideChange(nextx, nexty, touched_element,
5685 CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
5696 TestIfPlayerTouchesCustomElement(newx, newy);
5697 TestIfElementTouchesCustomElement(newx, newy);
5700 int AmoebeNachbarNr(int ax, int ay)
5703 int element = Feld[ax][ay];
5705 static int xy[4][2] =
5713 for (i = 0; i < NUM_DIRECTIONS; i++)
5715 int x = ax + xy[i][0];
5716 int y = ay + xy[i][1];
5718 if (!IN_LEV_FIELD(x, y))
5721 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5722 group_nr = AmoebaNr[x][y];
5728 void AmoebenVereinigen(int ax, int ay)
5730 int i, x, y, xx, yy;
5731 int new_group_nr = AmoebaNr[ax][ay];
5732 static int xy[4][2] =
5740 if (new_group_nr == 0)
5743 for (i = 0; i < NUM_DIRECTIONS; i++)
5748 if (!IN_LEV_FIELD(x, y))
5751 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5752 Feld[x][y] == EL_BD_AMOEBA ||
5753 Feld[x][y] == EL_AMOEBA_DEAD) &&
5754 AmoebaNr[x][y] != new_group_nr)
5756 int old_group_nr = AmoebaNr[x][y];
5758 if (old_group_nr == 0)
5761 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5762 AmoebaCnt[old_group_nr] = 0;
5763 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5764 AmoebaCnt2[old_group_nr] = 0;
5766 for (yy = 0; yy < lev_fieldy; yy++)
5768 for (xx = 0; xx < lev_fieldx; xx++)
5770 if (AmoebaNr[xx][yy] == old_group_nr)
5771 AmoebaNr[xx][yy] = new_group_nr;
5778 void AmoebeUmwandeln(int ax, int ay)
5782 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5784 int group_nr = AmoebaNr[ax][ay];
5789 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5790 printf("AmoebeUmwandeln(): This should never happen!\n");
5795 for (y = 0; y < lev_fieldy; y++)
5797 for (x = 0; x < lev_fieldx; x++)
5799 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5802 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5806 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5807 SND_AMOEBA_TURNING_TO_GEM :
5808 SND_AMOEBA_TURNING_TO_ROCK));
5813 static int xy[4][2] =
5821 for (i = 0; i < NUM_DIRECTIONS; i++)
5826 if (!IN_LEV_FIELD(x, y))
5829 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5831 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5832 SND_AMOEBA_TURNING_TO_GEM :
5833 SND_AMOEBA_TURNING_TO_ROCK));
5840 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5843 int group_nr = AmoebaNr[ax][ay];
5844 boolean done = FALSE;
5849 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5850 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5855 for (y = 0; y < lev_fieldy; y++)
5857 for (x = 0; x < lev_fieldx; x++)
5859 if (AmoebaNr[x][y] == group_nr &&
5860 (Feld[x][y] == EL_AMOEBA_DEAD ||
5861 Feld[x][y] == EL_BD_AMOEBA ||
5862 Feld[x][y] == EL_AMOEBA_GROWING))
5865 Feld[x][y] = new_element;
5866 InitField(x, y, FALSE);
5867 DrawLevelField(x, y);
5874 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5875 SND_BD_AMOEBA_TURNING_TO_ROCK :
5876 SND_BD_AMOEBA_TURNING_TO_GEM));
5879 void AmoebeWaechst(int x, int y)
5881 static unsigned long sound_delay = 0;
5882 static unsigned long sound_delay_value = 0;
5884 if (!MovDelay[x][y]) /* start new growing cycle */
5888 if (DelayReached(&sound_delay, sound_delay_value))
5891 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5893 if (Store[x][y] == EL_BD_AMOEBA)
5894 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
5896 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
5898 sound_delay_value = 30;
5902 if (MovDelay[x][y]) /* wait some time before growing bigger */
5905 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5907 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5908 6 - MovDelay[x][y]);
5910 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5913 if (!MovDelay[x][y])
5915 Feld[x][y] = Store[x][y];
5917 DrawLevelField(x, y);
5922 void AmoebaDisappearing(int x, int y)
5924 static unsigned long sound_delay = 0;
5925 static unsigned long sound_delay_value = 0;
5927 if (!MovDelay[x][y]) /* start new shrinking cycle */
5931 if (DelayReached(&sound_delay, sound_delay_value))
5932 sound_delay_value = 30;
5935 if (MovDelay[x][y]) /* wait some time before shrinking */
5938 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5940 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5941 6 - MovDelay[x][y]);
5943 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5946 if (!MovDelay[x][y])
5948 Feld[x][y] = EL_EMPTY;
5949 DrawLevelField(x, y);
5951 /* don't let mole enter this field in this cycle;
5952 (give priority to objects falling to this field from above) */
5958 void AmoebeAbleger(int ax, int ay)
5961 int element = Feld[ax][ay];
5962 int graphic = el2img(element);
5963 int newax = ax, neway = ay;
5964 static int xy[4][2] =
5972 if (!level.amoeba_speed)
5974 Feld[ax][ay] = EL_AMOEBA_DEAD;
5975 DrawLevelField(ax, ay);
5979 if (IS_ANIMATED(graphic))
5980 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5982 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5983 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5985 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5988 if (MovDelay[ax][ay])
5992 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5995 int x = ax + xy[start][0];
5996 int y = ay + xy[start][1];
5998 if (!IN_LEV_FIELD(x, y))
6001 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6002 if (IS_FREE(x, y) ||
6003 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6009 if (newax == ax && neway == ay)
6012 else /* normal or "filled" (BD style) amoeba */
6015 boolean waiting_for_player = FALSE;
6017 for (i = 0; i < NUM_DIRECTIONS; i++)
6019 int j = (start + i) % 4;
6020 int x = ax + xy[j][0];
6021 int y = ay + xy[j][1];
6023 if (!IN_LEV_FIELD(x, y))
6026 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6027 if (IS_FREE(x, y) ||
6028 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6034 else if (IS_PLAYER(x, y))
6035 waiting_for_player = TRUE;
6038 if (newax == ax && neway == ay) /* amoeba cannot grow */
6040 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6042 Feld[ax][ay] = EL_AMOEBA_DEAD;
6043 DrawLevelField(ax, ay);
6044 AmoebaCnt[AmoebaNr[ax][ay]]--;
6046 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6048 if (element == EL_AMOEBA_FULL)
6049 AmoebeUmwandeln(ax, ay);
6050 else if (element == EL_BD_AMOEBA)
6051 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6056 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6058 /* amoeba gets larger by growing in some direction */
6060 int new_group_nr = AmoebaNr[ax][ay];
6063 if (new_group_nr == 0)
6065 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6066 printf("AmoebeAbleger(): This should never happen!\n");
6071 AmoebaNr[newax][neway] = new_group_nr;
6072 AmoebaCnt[new_group_nr]++;
6073 AmoebaCnt2[new_group_nr]++;
6075 /* if amoeba touches other amoeba(s) after growing, unify them */
6076 AmoebenVereinigen(newax, neway);
6078 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6080 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6086 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6087 (neway == lev_fieldy - 1 && newax != ax))
6089 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6090 Store[newax][neway] = element;
6092 else if (neway == ay)
6094 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6096 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6098 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6103 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6104 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6105 Store[ax][ay] = EL_AMOEBA_DROP;
6106 ContinueMoving(ax, ay);
6110 DrawLevelField(newax, neway);
6113 void Life(int ax, int ay)
6116 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6118 int element = Feld[ax][ay];
6119 int graphic = el2img(element);
6120 boolean changed = FALSE;
6122 if (IS_ANIMATED(graphic))
6123 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6128 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6129 MovDelay[ax][ay] = life_time;
6131 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6134 if (MovDelay[ax][ay])
6138 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6140 int xx = ax+x1, yy = ay+y1;
6143 if (!IN_LEV_FIELD(xx, yy))
6146 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6148 int x = xx+x2, y = yy+y2;
6150 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6153 if (((Feld[x][y] == element ||
6154 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6156 (IS_FREE(x, y) && Stop[x][y]))
6160 if (xx == ax && yy == ay) /* field in the middle */
6162 if (nachbarn < life[0] || nachbarn > life[1])
6164 Feld[xx][yy] = EL_EMPTY;
6166 DrawLevelField(xx, yy);
6167 Stop[xx][yy] = TRUE;
6171 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6172 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6173 { /* free border field */
6174 if (nachbarn >= life[2] && nachbarn <= life[3])
6176 Feld[xx][yy] = element;
6177 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6179 DrawLevelField(xx, yy);
6180 Stop[xx][yy] = TRUE;
6187 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6188 SND_GAME_OF_LIFE_GROWING);
6191 static void InitRobotWheel(int x, int y)
6193 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6196 static void RunRobotWheel(int x, int y)
6198 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6201 static void StopRobotWheel(int x, int y)
6203 if (ZX == x && ZY == y)
6207 static void InitTimegateWheel(int x, int y)
6209 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6212 static void RunTimegateWheel(int x, int y)
6214 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6217 void CheckExit(int x, int y)
6219 if (local_player->gems_still_needed > 0 ||
6220 local_player->sokobanfields_still_needed > 0 ||
6221 local_player->lights_still_needed > 0)
6223 int element = Feld[x][y];
6224 int graphic = el2img(element);
6226 if (IS_ANIMATED(graphic))
6227 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6232 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6235 Feld[x][y] = EL_EXIT_OPENING;
6237 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6240 void CheckExitSP(int x, int y)
6242 if (local_player->gems_still_needed > 0)
6244 int element = Feld[x][y];
6245 int graphic = el2img(element);
6247 if (IS_ANIMATED(graphic))
6248 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6253 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6256 Feld[x][y] = EL_SP_EXIT_OPENING;
6258 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6261 static void CloseAllOpenTimegates()
6265 for (y = 0; y < lev_fieldy; y++)
6267 for (x = 0; x < lev_fieldx; x++)
6269 int element = Feld[x][y];
6271 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6273 Feld[x][y] = EL_TIMEGATE_CLOSING;
6275 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6277 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6284 void EdelsteinFunkeln(int x, int y)
6286 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6289 if (Feld[x][y] == EL_BD_DIAMOND)
6292 if (MovDelay[x][y] == 0) /* next animation frame */
6293 MovDelay[x][y] = 11 * !SimpleRND(500);
6295 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6299 if (setup.direct_draw && MovDelay[x][y])
6300 SetDrawtoField(DRAW_BUFFERED);
6302 DrawLevelElementAnimation(x, y, Feld[x][y]);
6304 if (MovDelay[x][y] != 0)
6306 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6307 10 - MovDelay[x][y]);
6309 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6311 if (setup.direct_draw)
6315 dest_x = FX + SCREENX(x) * TILEX;
6316 dest_y = FY + SCREENY(y) * TILEY;
6318 BlitBitmap(drawto_field, window,
6319 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6320 SetDrawtoField(DRAW_DIRECT);
6326 void MauerWaechst(int x, int y)
6330 if (!MovDelay[x][y]) /* next animation frame */
6331 MovDelay[x][y] = 3 * delay;
6333 if (MovDelay[x][y]) /* wait some time before next frame */
6337 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6339 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6340 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6342 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6345 if (!MovDelay[x][y])
6347 if (MovDir[x][y] == MV_LEFT)
6349 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6350 DrawLevelField(x - 1, y);
6352 else if (MovDir[x][y] == MV_RIGHT)
6354 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6355 DrawLevelField(x + 1, y);
6357 else if (MovDir[x][y] == MV_UP)
6359 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6360 DrawLevelField(x, y - 1);
6364 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6365 DrawLevelField(x, y + 1);
6368 Feld[x][y] = Store[x][y];
6370 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6371 DrawLevelField(x, y);
6376 void MauerAbleger(int ax, int ay)
6378 int element = Feld[ax][ay];
6379 int graphic = el2img(element);
6380 boolean oben_frei = FALSE, unten_frei = FALSE;
6381 boolean links_frei = FALSE, rechts_frei = FALSE;
6382 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6383 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6384 boolean new_wall = FALSE;
6386 if (IS_ANIMATED(graphic))
6387 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6389 if (!MovDelay[ax][ay]) /* start building new wall */
6390 MovDelay[ax][ay] = 6;
6392 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6395 if (MovDelay[ax][ay])
6399 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6401 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6403 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6405 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6408 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6409 element == EL_EXPANDABLE_WALL_ANY)
6413 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6414 Store[ax][ay-1] = element;
6415 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6416 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6417 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6418 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6423 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6424 Store[ax][ay+1] = element;
6425 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6426 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6427 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6428 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6433 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6434 element == EL_EXPANDABLE_WALL_ANY ||
6435 element == EL_EXPANDABLE_WALL)
6439 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6440 Store[ax-1][ay] = element;
6441 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6442 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6443 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6444 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6450 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6451 Store[ax+1][ay] = element;
6452 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6453 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6454 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6455 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6460 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6461 DrawLevelField(ax, ay);
6463 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6465 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6466 unten_massiv = TRUE;
6467 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6468 links_massiv = TRUE;
6469 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6470 rechts_massiv = TRUE;
6472 if (((oben_massiv && unten_massiv) ||
6473 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6474 element == EL_EXPANDABLE_WALL) &&
6475 ((links_massiv && rechts_massiv) ||
6476 element == EL_EXPANDABLE_WALL_VERTICAL))
6477 Feld[ax][ay] = EL_WALL;
6481 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6483 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6487 void CheckForDragon(int x, int y)
6490 boolean dragon_found = FALSE;
6491 static int xy[4][2] =
6499 for (i = 0; i < NUM_DIRECTIONS; i++)
6501 for (j = 0; j < 4; j++)
6503 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6505 if (IN_LEV_FIELD(xx, yy) &&
6506 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6508 if (Feld[xx][yy] == EL_DRAGON)
6509 dragon_found = TRUE;
6518 for (i = 0; i < NUM_DIRECTIONS; i++)
6520 for (j = 0; j < 3; j++)
6522 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6524 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6526 Feld[xx][yy] = EL_EMPTY;
6527 DrawLevelField(xx, yy);
6536 static void InitBuggyBase(int x, int y)
6538 int element = Feld[x][y];
6539 int activating_delay = FRAMES_PER_SECOND / 4;
6542 (element == EL_SP_BUGGY_BASE ?
6543 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6544 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6546 element == EL_SP_BUGGY_BASE_ACTIVE ?
6547 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6550 static void WarnBuggyBase(int x, int y)
6553 static int xy[4][2] =
6561 for (i = 0; i < NUM_DIRECTIONS; i++)
6563 int xx = x + xy[i][0], yy = y + xy[i][1];
6565 if (IS_PLAYER(xx, yy))
6567 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6574 static void InitTrap(int x, int y)
6576 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6579 static void ActivateTrap(int x, int y)
6581 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6584 static void ChangeActiveTrap(int x, int y)
6586 int graphic = IMG_TRAP_ACTIVE;
6588 /* if new animation frame was drawn, correct crumbled sand border */
6589 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6590 DrawLevelFieldCrumbledSand(x, y);
6593 static void ChangeElementNowExt(int x, int y, int target_element)
6595 int previous_move_direction = MovDir[x][y];
6597 /* check if element under player changes from accessible to unaccessible
6598 (needed for special case of dropping element which then changes) */
6599 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6600 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6607 Feld[x][y] = target_element;
6609 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6611 ResetGfxAnimation(x, y);
6612 ResetRandomAnimationValue(x, y);
6614 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6615 MovDir[x][y] = previous_move_direction;
6618 InitField_WithBug1(x, y, FALSE);
6620 InitField(x, y, FALSE);
6621 if (CAN_MOVE(Feld[x][y]))
6625 DrawLevelField(x, y);
6627 if (GFX_CRUMBLED(Feld[x][y]))
6628 DrawLevelFieldCrumbledSandNeighbours(x, y);
6630 TestIfBadThingTouchesHero(x, y);
6631 TestIfPlayerTouchesCustomElement(x, y);
6632 TestIfElementTouchesCustomElement(x, y);
6634 if (ELEM_IS_PLAYER(target_element))
6635 RelocatePlayer(x, y, target_element);
6638 static boolean ChangeElementNow(int x, int y, int element, int page)
6640 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6642 /* always use default change event to prevent running into a loop */
6643 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6644 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6646 /* do not change already changed elements with same change event */
6648 if (Changed[x][y] & ChangeEvent[x][y])
6655 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6657 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
6659 if (change->explode)
6666 if (change->use_content)
6668 boolean complete_change = TRUE;
6669 boolean can_change[3][3];
6672 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6674 boolean half_destructible;
6675 int ex = x + xx - 1;
6676 int ey = y + yy - 1;
6679 can_change[xx][yy] = TRUE;
6681 if (ex == x && ey == y) /* do not check changing element itself */
6684 if (change->content[xx][yy] == EL_EMPTY_SPACE)
6686 can_change[xx][yy] = FALSE; /* do not change empty borders */
6691 if (!IN_LEV_FIELD(ex, ey))
6693 can_change[xx][yy] = FALSE;
6694 complete_change = FALSE;
6701 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6702 e = MovingOrBlocked2Element(ex, ey);
6704 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
6706 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
6707 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
6708 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
6710 can_change[xx][yy] = FALSE;
6711 complete_change = FALSE;
6715 if (!change->only_complete || complete_change)
6717 boolean something_has_changed = FALSE;
6719 if (change->only_complete && change->use_random_change &&
6720 RND(100) < change->random)
6723 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6725 int ex = x + xx - 1;
6726 int ey = y + yy - 1;
6728 if (can_change[xx][yy] && (!change->use_random_change ||
6729 RND(100) < change->random))
6731 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6732 RemoveMovingField(ex, ey);
6734 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6736 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
6738 something_has_changed = TRUE;
6740 /* for symmetry reasons, freeze newly created border elements */
6741 if (ex != x || ey != y)
6742 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6746 if (something_has_changed)
6747 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6752 ChangeElementNowExt(x, y, change->target_element);
6754 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6760 static void ChangeElement(int x, int y, int page)
6762 int element = MovingOrBlocked2Element(x, y);
6763 struct ElementInfo *ei = &element_info[element];
6764 struct ElementChangeInfo *change = &ei->change_page[page];
6768 if (!CAN_CHANGE(element))
6771 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
6772 x, y, element, element_info[element].token_name);
6773 printf("ChangeElement(): This should never happen!\n");
6779 if (ChangeDelay[x][y] == 0) /* initialize element change */
6781 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
6782 RND(change->delay_random * change->delay_frames)) + 1;
6784 ResetGfxAnimation(x, y);
6785 ResetRandomAnimationValue(x, y);
6787 if (change->pre_change_function)
6788 change->pre_change_function(x, y);
6791 ChangeDelay[x][y]--;
6793 if (ChangeDelay[x][y] != 0) /* continue element change */
6795 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6797 if (IS_ANIMATED(graphic))
6798 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6800 if (change->change_function)
6801 change->change_function(x, y);
6803 else /* finish element change */
6805 if (ChangePage[x][y] != -1) /* remember page from delayed change */
6807 page = ChangePage[x][y];
6808 ChangePage[x][y] = -1;
6812 if (IS_MOVING(x, y) && !change->explode)
6814 if (IS_MOVING(x, y)) /* never change a running system ;-) */
6817 ChangeDelay[x][y] = 1; /* try change after next move step */
6818 ChangePage[x][y] = page; /* remember page to use for change */
6823 if (ChangeElementNow(x, y, element, page))
6825 if (change->post_change_function)
6826 change->post_change_function(x, y);
6831 static boolean CheckTriggeredElementSideChange(int lx, int ly,
6832 int trigger_element,
6838 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
6841 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
6843 int element = EL_CUSTOM_START + i;
6845 boolean change_element = FALSE;
6848 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
6851 for (j = 0; j < element_info[element].num_change_pages; j++)
6853 struct ElementChangeInfo *change = &element_info[element].change_page[j];
6855 if (change->can_change &&
6857 change->events & CH_EVENT_BIT(trigger_event) &&
6859 change->sides & trigger_side &&
6861 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)
6863 change->trigger_element == trigger_element
6868 if (!(change->events & CH_EVENT_BIT(trigger_event)))
6869 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
6870 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
6873 change_element = TRUE;
6880 if (!change_element)
6883 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
6886 if (x == lx && y == ly) /* do not change trigger element itself */
6890 if (Feld[x][y] == element)
6892 ChangeDelay[x][y] = 1;
6893 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
6894 ChangeElement(x, y, page);
6902 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
6905 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
6909 static boolean CheckElementSideChange(int x, int y, int element, int side,
6910 int trigger_event, int page)
6912 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
6915 if (Feld[x][y] == EL_BLOCKED)
6917 Blocked2Moving(x, y, &x, &y);
6918 element = Feld[x][y];
6924 boolean change_element = FALSE;
6927 for (i = 0; i < element_info[element].num_change_pages; i++)
6929 struct ElementChangeInfo *change = &element_info[element].change_page[i];
6931 if (change->can_change &&
6932 change->events & CH_EVENT_BIT(trigger_event) &&
6933 change->sides & side)
6935 change_element = TRUE;
6942 if (!change_element)
6948 /* !!! this check misses pages with same event, but different side !!! */
6951 page = element_info[element].event_page_nr[trigger_event];
6953 if (!(element_info[element].change_page[page].sides & side))
6957 ChangeDelay[x][y] = 1;
6958 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
6959 ChangeElement(x, y, page);
6964 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
6966 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
6969 static void PlayPlayerSound(struct PlayerInfo *player)
6971 int jx = player->jx, jy = player->jy;
6972 int element = player->element_nr;
6973 int last_action = player->last_action_waiting;
6974 int action = player->action_waiting;
6976 if (player->is_waiting)
6978 if (action != last_action)
6979 PlayLevelSoundElementAction(jx, jy, element, action);
6981 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
6985 if (action != last_action)
6986 StopSound(element_info[element].sound[last_action]);
6988 if (last_action == ACTION_SLEEPING)
6989 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
6993 static void PlayAllPlayersSound()
6997 for (i = 0; i < MAX_PLAYERS; i++)
6998 if (stored_player[i].active)
6999 PlayPlayerSound(&stored_player[i]);
7002 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7004 boolean last_waiting = player->is_waiting;
7005 int move_dir = player->MovDir;
7007 player->last_action_waiting = player->action_waiting;
7011 if (!last_waiting) /* not waiting -> waiting */
7013 player->is_waiting = TRUE;
7015 player->frame_counter_bored =
7017 game.player_boring_delay_fixed +
7018 SimpleRND(game.player_boring_delay_random);
7019 player->frame_counter_sleeping =
7021 game.player_sleeping_delay_fixed +
7022 SimpleRND(game.player_sleeping_delay_random);
7024 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7027 if (game.player_sleeping_delay_fixed +
7028 game.player_sleeping_delay_random > 0 &&
7029 player->anim_delay_counter == 0 &&
7030 player->post_delay_counter == 0 &&
7031 FrameCounter >= player->frame_counter_sleeping)
7032 player->is_sleeping = TRUE;
7033 else if (game.player_boring_delay_fixed +
7034 game.player_boring_delay_random > 0 &&
7035 FrameCounter >= player->frame_counter_bored)
7036 player->is_bored = TRUE;
7038 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7039 player->is_bored ? ACTION_BORING :
7042 if (player->is_sleeping)
7044 if (player->num_special_action_sleeping > 0)
7046 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7048 int last_special_action = player->special_action_sleeping;
7049 int num_special_action = player->num_special_action_sleeping;
7050 int special_action =
7051 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7052 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7053 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7054 last_special_action + 1 : ACTION_SLEEPING);
7055 int special_graphic =
7056 el_act_dir2img(player->element_nr, special_action, move_dir);
7058 player->anim_delay_counter =
7059 graphic_info[special_graphic].anim_delay_fixed +
7060 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7061 player->post_delay_counter =
7062 graphic_info[special_graphic].post_delay_fixed +
7063 SimpleRND(graphic_info[special_graphic].post_delay_random);
7065 player->special_action_sleeping = special_action;
7068 if (player->anim_delay_counter > 0)
7070 player->action_waiting = player->special_action_sleeping;
7071 player->anim_delay_counter--;
7073 else if (player->post_delay_counter > 0)
7075 player->post_delay_counter--;
7079 else if (player->is_bored)
7081 if (player->num_special_action_bored > 0)
7083 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7085 int special_action =
7086 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7087 int special_graphic =
7088 el_act_dir2img(player->element_nr, special_action, move_dir);
7090 player->anim_delay_counter =
7091 graphic_info[special_graphic].anim_delay_fixed +
7092 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7093 player->post_delay_counter =
7094 graphic_info[special_graphic].post_delay_fixed +
7095 SimpleRND(graphic_info[special_graphic].post_delay_random);
7097 player->special_action_bored = special_action;
7100 if (player->anim_delay_counter > 0)
7102 player->action_waiting = player->special_action_bored;
7103 player->anim_delay_counter--;
7105 else if (player->post_delay_counter > 0)
7107 player->post_delay_counter--;
7112 else if (last_waiting) /* waiting -> not waiting */
7114 player->is_waiting = FALSE;
7115 player->is_bored = FALSE;
7116 player->is_sleeping = FALSE;
7118 player->frame_counter_bored = -1;
7119 player->frame_counter_sleeping = -1;
7121 player->anim_delay_counter = 0;
7122 player->post_delay_counter = 0;
7124 player->action_waiting = ACTION_DEFAULT;
7126 player->special_action_bored = ACTION_DEFAULT;
7127 player->special_action_sleeping = ACTION_DEFAULT;
7132 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7135 static byte stored_player_action[MAX_PLAYERS];
7136 static int num_stored_actions = 0;
7138 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7139 int left = player_action & JOY_LEFT;
7140 int right = player_action & JOY_RIGHT;
7141 int up = player_action & JOY_UP;
7142 int down = player_action & JOY_DOWN;
7143 int button1 = player_action & JOY_BUTTON_1;
7144 int button2 = player_action & JOY_BUTTON_2;
7145 int dx = (left ? -1 : right ? 1 : 0);
7146 int dy = (up ? -1 : down ? 1 : 0);
7149 stored_player_action[player->index_nr] = 0;
7150 num_stored_actions++;
7154 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7157 if (!player->active || tape.pausing)
7161 printf("::: [%d %d %d %d] [%d %d]\n",
7162 left, right, up, down, button1, button2);
7168 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7172 snapped = SnapField(player, dx, dy);
7176 dropped = DropElement(player);
7178 moved = MovePlayer(player, dx, dy);
7181 if (tape.single_step && tape.recording && !tape.pausing)
7183 if (button1 || (dropped && !moved))
7185 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7186 SnapField(player, 0, 0); /* stop snapping */
7190 SetPlayerWaiting(player, FALSE);
7193 return player_action;
7195 stored_player_action[player->index_nr] = player_action;
7201 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7204 /* no actions for this player (no input at player's configured device) */
7206 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7207 SnapField(player, 0, 0);
7208 CheckGravityMovement(player);
7210 if (player->MovPos == 0)
7211 SetPlayerWaiting(player, TRUE);
7213 if (player->MovPos == 0) /* needed for tape.playing */
7214 player->is_moving = FALSE;
7216 player->is_dropping = FALSE;
7222 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7224 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7226 TapeRecordAction(stored_player_action);
7227 num_stored_actions = 0;
7234 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7236 static byte stored_player_action[MAX_PLAYERS];
7237 static int num_stored_actions = 0;
7238 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7239 int left = player_action & JOY_LEFT;
7240 int right = player_action & JOY_RIGHT;
7241 int up = player_action & JOY_UP;
7242 int down = player_action & JOY_DOWN;
7243 int button1 = player_action & JOY_BUTTON_1;
7244 int button2 = player_action & JOY_BUTTON_2;
7245 int dx = (left ? -1 : right ? 1 : 0);
7246 int dy = (up ? -1 : down ? 1 : 0);
7248 stored_player_action[player->index_nr] = 0;
7249 num_stored_actions++;
7251 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7253 if (!player->active || tape.pausing)
7258 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7261 snapped = SnapField(player, dx, dy);
7265 dropped = DropElement(player);
7267 moved = MovePlayer(player, dx, dy);
7270 if (tape.single_step && tape.recording && !tape.pausing)
7272 if (button1 || (dropped && !moved))
7274 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7275 SnapField(player, 0, 0); /* stop snapping */
7279 stored_player_action[player->index_nr] = player_action;
7283 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7285 /* no actions for this player (no input at player's configured device) */
7287 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7288 SnapField(player, 0, 0);
7289 CheckGravityMovement(player);
7291 if (player->MovPos == 0)
7292 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7294 if (player->MovPos == 0) /* needed for tape.playing */
7295 player->is_moving = FALSE;
7298 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7300 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7302 TapeRecordAction(stored_player_action);
7303 num_stored_actions = 0;
7310 static unsigned long action_delay = 0;
7311 unsigned long action_delay_value;
7312 int magic_wall_x = 0, magic_wall_y = 0;
7313 int i, x, y, element, graphic;
7314 byte *recorded_player_action;
7315 byte summarized_player_action = 0;
7317 byte tape_action[MAX_PLAYERS];
7320 if (game_status != GAME_MODE_PLAYING)
7323 action_delay_value =
7324 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7326 if (tape.playing && tape.index_search && !tape.pausing)
7327 action_delay_value = 0;
7329 /* ---------- main game synchronization point ---------- */
7331 WaitUntilDelayReached(&action_delay, action_delay_value);
7333 if (network_playing && !network_player_action_received)
7337 printf("DEBUG: try to get network player actions in time\n");
7341 #if defined(PLATFORM_UNIX)
7342 /* last chance to get network player actions without main loop delay */
7346 if (game_status != GAME_MODE_PLAYING)
7349 if (!network_player_action_received)
7353 printf("DEBUG: failed to get network player actions in time\n");
7364 printf("::: getting new tape action [%d]\n", FrameCounter);
7367 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7369 for (i = 0; i < MAX_PLAYERS; i++)
7371 summarized_player_action |= stored_player[i].action;
7373 if (!network_playing)
7374 stored_player[i].effective_action = stored_player[i].action;
7377 #if defined(PLATFORM_UNIX)
7378 if (network_playing)
7379 SendToServer_MovePlayer(summarized_player_action);
7382 if (!options.network && !setup.team_mode)
7383 local_player->effective_action = summarized_player_action;
7385 for (i = 0; i < MAX_PLAYERS; i++)
7387 int actual_player_action = stored_player[i].effective_action;
7389 if (stored_player[i].programmed_action)
7390 actual_player_action = stored_player[i].programmed_action;
7392 if (recorded_player_action)
7393 actual_player_action = recorded_player_action[i];
7395 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7397 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7398 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7400 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7405 TapeRecordAction(tape_action);
7408 network_player_action_received = FALSE;
7410 ScrollScreen(NULL, SCROLL_GO_ON);
7416 for (i = 0; i < MAX_PLAYERS; i++)
7417 stored_player[i].Frame++;
7421 /* for downwards compatibility, the following code emulates a fixed bug that
7422 occured when pushing elements (causing elements that just made their last
7423 pushing step to already (if possible) make their first falling step in the
7424 same game frame, which is bad); this code is also needed to use the famous
7425 "spring push bug" which is used in older levels and might be wanted to be
7426 used also in newer levels, but in this case the buggy pushing code is only
7427 affecting the "spring" element and no other elements */
7430 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7432 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7435 for (i = 0; i < MAX_PLAYERS; i++)
7437 struct PlayerInfo *player = &stored_player[i];
7442 if (player->active && player->is_pushing && player->is_moving &&
7444 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7445 Feld[x][y] == EL_SPRING))
7447 if (player->active && player->is_pushing && player->is_moving &&
7451 ContinueMoving(x, y);
7453 /* continue moving after pushing (this is actually a bug) */
7454 if (!IS_MOVING(x, y))
7463 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7465 Changed[x][y] = CE_BITMASK_DEFAULT;
7466 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7469 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7471 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7472 printf("GameActions(): This should never happen!\n");
7474 ChangePage[x][y] = -1;
7479 if (WasJustMoving[x][y] > 0)
7480 WasJustMoving[x][y]--;
7481 if (WasJustFalling[x][y] > 0)
7482 WasJustFalling[x][y]--;
7487 /* reset finished pushing action (not done in ContinueMoving() to allow
7488 continous pushing animation for elements with zero push delay) */
7489 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7491 ResetGfxAnimation(x, y);
7492 DrawLevelField(x, y);
7497 if (IS_BLOCKED(x, y))
7501 Blocked2Moving(x, y, &oldx, &oldy);
7502 if (!IS_MOVING(oldx, oldy))
7504 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7505 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7506 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7507 printf("GameActions(): This should never happen!\n");
7513 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7515 element = Feld[x][y];
7517 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7519 graphic = el2img(element);
7525 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
7527 element = graphic = 0;
7531 if (graphic_info[graphic].anim_global_sync)
7532 GfxFrame[x][y] = FrameCounter;
7534 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7535 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7536 ResetRandomAnimationValue(x, y);
7538 SetRandomAnimationValue(x, y);
7541 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7544 if (IS_INACTIVE(element))
7546 if (IS_ANIMATED(graphic))
7547 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7553 /* this may take place after moving, so 'element' may have changed */
7555 if (IS_CHANGING(x, y))
7557 if (IS_CHANGING(x, y) &&
7558 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7562 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7563 element_info[element].event_page_nr[CE_DELAY]);
7565 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7568 element = Feld[x][y];
7569 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7573 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7578 element = Feld[x][y];
7579 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7581 if (element == EL_MOLE)
7582 printf("::: %d, %d, %d [%d]\n",
7583 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
7587 if (element == EL_YAMYAM)
7588 printf("::: %d, %d, %d\n",
7589 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
7593 if (IS_ANIMATED(graphic) &&
7597 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7600 if (element == EL_BUG)
7601 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7605 if (element == EL_MOLE)
7606 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7610 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7611 EdelsteinFunkeln(x, y);
7613 else if ((element == EL_ACID ||
7614 element == EL_EXIT_OPEN ||
7615 element == EL_SP_EXIT_OPEN ||
7616 element == EL_SP_TERMINAL ||
7617 element == EL_SP_TERMINAL_ACTIVE ||
7618 element == EL_EXTRA_TIME ||
7619 element == EL_SHIELD_NORMAL ||
7620 element == EL_SHIELD_DEADLY) &&
7621 IS_ANIMATED(graphic))
7622 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7623 else if (IS_MOVING(x, y))
7624 ContinueMoving(x, y);
7625 else if (IS_ACTIVE_BOMB(element))
7626 CheckDynamite(x, y);
7628 else if (element == EL_EXPLOSION && !game.explosions_delayed)
7629 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7631 else if (element == EL_AMOEBA_GROWING)
7632 AmoebeWaechst(x, y);
7633 else if (element == EL_AMOEBA_SHRINKING)
7634 AmoebaDisappearing(x, y);
7636 #if !USE_NEW_AMOEBA_CODE
7637 else if (IS_AMOEBALIVE(element))
7638 AmoebeAbleger(x, y);
7641 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7643 else if (element == EL_EXIT_CLOSED)
7645 else if (element == EL_SP_EXIT_CLOSED)
7647 else if (element == EL_EXPANDABLE_WALL_GROWING)
7649 else if (element == EL_EXPANDABLE_WALL ||
7650 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7651 element == EL_EXPANDABLE_WALL_VERTICAL ||
7652 element == EL_EXPANDABLE_WALL_ANY)
7654 else if (element == EL_FLAMES)
7655 CheckForDragon(x, y);
7657 else if (IS_AUTO_CHANGING(element))
7658 ChangeElement(x, y);
7660 else if (element == EL_EXPLOSION)
7661 ; /* drawing of correct explosion animation is handled separately */
7662 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7663 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7666 /* this may take place after moving, so 'element' may have changed */
7667 if (IS_AUTO_CHANGING(Feld[x][y]))
7668 ChangeElement(x, y);
7671 if (IS_BELT_ACTIVE(element))
7672 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7674 if (game.magic_wall_active)
7676 int jx = local_player->jx, jy = local_player->jy;
7678 /* play the element sound at the position nearest to the player */
7679 if ((element == EL_MAGIC_WALL_FULL ||
7680 element == EL_MAGIC_WALL_ACTIVE ||
7681 element == EL_MAGIC_WALL_EMPTYING ||
7682 element == EL_BD_MAGIC_WALL_FULL ||
7683 element == EL_BD_MAGIC_WALL_ACTIVE ||
7684 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7685 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7693 #if USE_NEW_AMOEBA_CODE
7694 /* new experimental amoeba growth stuff */
7696 if (!(FrameCounter % 8))
7699 static unsigned long random = 1684108901;
7701 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7704 x = (random >> 10) % lev_fieldx;
7705 y = (random >> 20) % lev_fieldy;
7707 x = RND(lev_fieldx);
7708 y = RND(lev_fieldy);
7710 element = Feld[x][y];
7712 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7713 if (!IS_PLAYER(x,y) &&
7714 (element == EL_EMPTY ||
7715 element == EL_SAND ||
7716 element == EL_QUICKSAND_EMPTY ||
7717 element == EL_ACID_SPLASH_LEFT ||
7718 element == EL_ACID_SPLASH_RIGHT))
7720 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7721 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7722 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7723 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7724 Feld[x][y] = EL_AMOEBA_DROP;
7727 random = random * 129 + 1;
7733 if (game.explosions_delayed)
7736 game.explosions_delayed = FALSE;
7738 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7740 element = Feld[x][y];
7742 if (ExplodeField[x][y])
7743 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7744 else if (element == EL_EXPLOSION)
7745 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7747 ExplodeField[x][y] = EX_NO_EXPLOSION;
7750 game.explosions_delayed = TRUE;
7753 if (game.magic_wall_active)
7755 if (!(game.magic_wall_time_left % 4))
7757 int element = Feld[magic_wall_x][magic_wall_y];
7759 if (element == EL_BD_MAGIC_WALL_FULL ||
7760 element == EL_BD_MAGIC_WALL_ACTIVE ||
7761 element == EL_BD_MAGIC_WALL_EMPTYING)
7762 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7764 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7767 if (game.magic_wall_time_left > 0)
7769 game.magic_wall_time_left--;
7770 if (!game.magic_wall_time_left)
7772 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7774 element = Feld[x][y];
7776 if (element == EL_MAGIC_WALL_ACTIVE ||
7777 element == EL_MAGIC_WALL_FULL)
7779 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7780 DrawLevelField(x, y);
7782 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7783 element == EL_BD_MAGIC_WALL_FULL)
7785 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7786 DrawLevelField(x, y);
7790 game.magic_wall_active = FALSE;
7795 if (game.light_time_left > 0)
7797 game.light_time_left--;
7799 if (game.light_time_left == 0)
7800 RedrawAllLightSwitchesAndInvisibleElements();
7803 if (game.timegate_time_left > 0)
7805 game.timegate_time_left--;
7807 if (game.timegate_time_left == 0)
7808 CloseAllOpenTimegates();
7811 for (i = 0; i < MAX_PLAYERS; i++)
7813 struct PlayerInfo *player = &stored_player[i];
7815 if (SHIELD_ON(player))
7817 if (player->shield_deadly_time_left)
7818 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7819 else if (player->shield_normal_time_left)
7820 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
7824 if (TimeFrames >= FRAMES_PER_SECOND)
7829 for (i = 0; i < MAX_PLAYERS; i++)
7831 struct PlayerInfo *player = &stored_player[i];
7833 if (SHIELD_ON(player))
7835 player->shield_normal_time_left--;
7837 if (player->shield_deadly_time_left > 0)
7838 player->shield_deadly_time_left--;
7842 if (tape.recording || tape.playing)
7843 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
7849 if (TimeLeft <= 10 && setup.time_limit)
7850 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
7852 DrawGameValue_Time(TimeLeft);
7854 if (!TimeLeft && setup.time_limit)
7855 for (i = 0; i < MAX_PLAYERS; i++)
7856 KillHero(&stored_player[i]);
7858 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
7859 DrawGameValue_Time(TimePlayed);
7863 PlayAllPlayersSound();
7865 if (options.debug) /* calculate frames per second */
7867 static unsigned long fps_counter = 0;
7868 static int fps_frames = 0;
7869 unsigned long fps_delay_ms = Counter() - fps_counter;
7873 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
7875 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
7878 fps_counter = Counter();
7881 redraw_mask |= REDRAW_FPS;
7885 if (stored_player[0].jx != stored_player[0].last_jx ||
7886 stored_player[0].jy != stored_player[0].last_jy)
7887 printf("::: %d, %d, %d, %d, %d\n",
7888 stored_player[0].MovDir,
7889 stored_player[0].MovPos,
7890 stored_player[0].GfxPos,
7891 stored_player[0].Frame,
7892 stored_player[0].StepFrame);
7899 for (i = 0; i < MAX_PLAYERS; i++)
7902 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
7904 stored_player[i].Frame += move_frames;
7906 if (stored_player[i].MovPos != 0)
7907 stored_player[i].StepFrame += move_frames;
7909 if (stored_player[i].drop_delay > 0)
7910 stored_player[i].drop_delay--;
7915 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
7917 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
7919 local_player->show_envelope = 0;
7924 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
7926 int min_x = x, min_y = y, max_x = x, max_y = y;
7929 for (i = 0; i < MAX_PLAYERS; i++)
7931 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7933 if (!stored_player[i].active || &stored_player[i] == player)
7936 min_x = MIN(min_x, jx);
7937 min_y = MIN(min_y, jy);
7938 max_x = MAX(max_x, jx);
7939 max_y = MAX(max_y, jy);
7942 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
7945 static boolean AllPlayersInVisibleScreen()
7949 for (i = 0; i < MAX_PLAYERS; i++)
7951 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7953 if (!stored_player[i].active)
7956 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
7963 void ScrollLevel(int dx, int dy)
7965 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
7968 BlitBitmap(drawto_field, drawto_field,
7969 FX + TILEX * (dx == -1) - softscroll_offset,
7970 FY + TILEY * (dy == -1) - softscroll_offset,
7971 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
7972 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
7973 FX + TILEX * (dx == 1) - softscroll_offset,
7974 FY + TILEY * (dy == 1) - softscroll_offset);
7978 x = (dx == 1 ? BX1 : BX2);
7979 for (y = BY1; y <= BY2; y++)
7980 DrawScreenField(x, y);
7985 y = (dy == 1 ? BY1 : BY2);
7986 for (x = BX1; x <= BX2; x++)
7987 DrawScreenField(x, y);
7990 redraw_mask |= REDRAW_FIELD;
7993 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
7995 int nextx = x + dx, nexty = y + dy;
7996 int element = Feld[x][y];
7999 element != EL_SP_PORT_LEFT &&
8000 element != EL_SP_GRAVITY_PORT_LEFT &&
8001 element != EL_SP_PORT_HORIZONTAL &&
8002 element != EL_SP_PORT_ANY) ||
8004 element != EL_SP_PORT_RIGHT &&
8005 element != EL_SP_GRAVITY_PORT_RIGHT &&
8006 element != EL_SP_PORT_HORIZONTAL &&
8007 element != EL_SP_PORT_ANY) ||
8009 element != EL_SP_PORT_UP &&
8010 element != EL_SP_GRAVITY_PORT_UP &&
8011 element != EL_SP_PORT_VERTICAL &&
8012 element != EL_SP_PORT_ANY) ||
8014 element != EL_SP_PORT_DOWN &&
8015 element != EL_SP_GRAVITY_PORT_DOWN &&
8016 element != EL_SP_PORT_VERTICAL &&
8017 element != EL_SP_PORT_ANY) ||
8018 !IN_LEV_FIELD(nextx, nexty) ||
8019 !IS_FREE(nextx, nexty))
8025 static void CheckGravityMovement(struct PlayerInfo *player)
8027 if (game.gravity && !player->programmed_action)
8029 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
8030 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
8032 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
8033 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8034 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8035 int jx = player->jx, jy = player->jy;
8036 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8037 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8038 int new_jx = jx + dx, new_jy = jy + dy;
8039 boolean field_under_player_is_free =
8040 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8041 boolean player_is_moving_to_valid_field =
8042 (IN_LEV_FIELD(new_jx, new_jy) &&
8043 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8044 Feld[new_jx][new_jy] == EL_SAND ||
8045 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8046 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8047 /* !!! extend EL_SAND to anything diggable !!! */
8049 boolean player_is_standing_on_valid_field =
8050 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8051 (IS_WALKABLE(Feld[jx][jy]) &&
8052 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8054 if (field_under_player_is_free &&
8055 !player_is_standing_on_valid_field &&
8056 !player_is_moving_to_valid_field)
8057 player->programmed_action = MV_DOWN;
8063 -----------------------------------------------------------------------------
8064 dx, dy: direction (non-diagonal) to try to move the player to
8065 real_dx, real_dy: direction as read from input device (can be diagonal)
8068 boolean MovePlayerOneStep(struct PlayerInfo *player,
8069 int dx, int dy, int real_dx, int real_dy)
8072 static int change_sides[4][2] =
8074 /* enter side leave side */
8075 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8076 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8077 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8078 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8080 int move_direction = (dx == -1 ? MV_LEFT :
8081 dx == +1 ? MV_RIGHT :
8083 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8084 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
8085 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
8087 int jx = player->jx, jy = player->jy;
8088 int new_jx = jx + dx, new_jy = jy + dy;
8092 if (!player->active || (!dx && !dy))
8093 return MF_NO_ACTION;
8095 player->MovDir = (dx < 0 ? MV_LEFT :
8098 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8100 if (!IN_LEV_FIELD(new_jx, new_jy))
8101 return MF_NO_ACTION;
8103 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8104 return MF_NO_ACTION;
8107 element = MovingOrBlocked2Element(new_jx, new_jy);
8109 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8112 if (DONT_RUN_INTO(element))
8114 if (element == EL_ACID && dx == 0 && dy == 1)
8116 SplashAcid(new_jx, new_jy);
8117 Feld[jx][jy] = EL_PLAYER_1;
8118 InitMovingField(jx, jy, MV_DOWN);
8119 Store[jx][jy] = EL_ACID;
8120 ContinueMoving(jx, jy);
8124 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8129 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8130 if (can_move != MF_MOVING)
8133 /* check if DigField() has caused relocation of the player */
8134 if (player->jx != jx || player->jy != jy)
8135 return MF_NO_ACTION;
8137 StorePlayer[jx][jy] = 0;
8138 player->last_jx = jx;
8139 player->last_jy = jy;
8140 player->jx = new_jx;
8141 player->jy = new_jy;
8142 StorePlayer[new_jx][new_jy] = player->element_nr;
8145 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8147 player->step_counter++;
8149 player->drop_delay = 0;
8151 PlayerVisit[jx][jy] = FrameCounter;
8153 ScrollPlayer(player, SCROLL_INIT);
8156 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8158 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
8159 CE_OTHER_GETS_LEFT);
8160 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
8161 CE_LEFT_BY_PLAYER, -1);
8164 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8166 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
8167 enter_side, CE_OTHER_GETS_ENTERED);
8168 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
8169 CE_ENTERED_BY_PLAYER, -1);
8176 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8178 int jx = player->jx, jy = player->jy;
8179 int old_jx = jx, old_jy = jy;
8180 int moved = MF_NO_ACTION;
8183 if (!player->active)
8188 if (player->MovPos == 0)
8190 player->is_moving = FALSE;
8191 player->is_digging = FALSE;
8192 player->is_collecting = FALSE;
8193 player->is_snapping = FALSE;
8194 player->is_pushing = FALSE;
8200 if (!player->active || (!dx && !dy))
8205 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8209 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8210 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8214 /* remove the last programmed player action */
8215 player->programmed_action = 0;
8219 /* should only happen if pre-1.2 tape recordings are played */
8220 /* this is only for backward compatibility */
8222 int original_move_delay_value = player->move_delay_value;
8225 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8229 /* scroll remaining steps with finest movement resolution */
8230 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8232 while (player->MovPos)
8234 ScrollPlayer(player, SCROLL_GO_ON);
8235 ScrollScreen(NULL, SCROLL_GO_ON);
8241 player->move_delay_value = original_move_delay_value;
8244 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
8246 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8247 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8251 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8252 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8258 if (moved & MF_MOVING && !ScreenMovPos &&
8259 (player == local_player || !options.network))
8261 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8262 int offset = (setup.scroll_delay ? 3 : 0);
8264 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8266 /* actual player has left the screen -- scroll in that direction */
8267 if (jx != old_jx) /* player has moved horizontally */
8268 scroll_x += (jx - old_jx);
8269 else /* player has moved vertically */
8270 scroll_y += (jy - old_jy);
8274 if (jx != old_jx) /* player has moved horizontally */
8276 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8277 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8278 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8280 /* don't scroll over playfield boundaries */
8281 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8282 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8284 /* don't scroll more than one field at a time */
8285 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8287 /* don't scroll against the player's moving direction */
8288 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8289 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8290 scroll_x = old_scroll_x;
8292 else /* player has moved vertically */
8294 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8295 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8296 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8298 /* don't scroll over playfield boundaries */
8299 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8300 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8302 /* don't scroll more than one field at a time */
8303 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8305 /* don't scroll against the player's moving direction */
8306 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8307 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8308 scroll_y = old_scroll_y;
8312 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8314 if (!options.network && !AllPlayersInVisibleScreen())
8316 scroll_x = old_scroll_x;
8317 scroll_y = old_scroll_y;
8321 ScrollScreen(player, SCROLL_INIT);
8322 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8329 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8331 if (!(moved & MF_MOVING) && !player->is_pushing)
8336 player->StepFrame = 0;
8338 if (moved & MF_MOVING)
8340 if (old_jx != jx && old_jy == jy)
8341 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8342 else if (old_jx == jx && old_jy != jy)
8343 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8345 DrawLevelField(jx, jy); /* for "crumbled sand" */
8347 player->last_move_dir = player->MovDir;
8348 player->is_moving = TRUE;
8350 player->is_snapping = FALSE;
8354 player->is_switching = FALSE;
8357 player->is_dropping = FALSE;
8362 static int change_sides[4][2] =
8364 /* enter side leave side */
8365 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8366 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8367 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8368 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8370 int move_direction = player->MovDir;
8371 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
8372 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
8375 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8377 CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
8378 leave_side, CE_OTHER_GETS_LEFT);
8379 CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
8380 leave_side, CE_LEFT_BY_PLAYER, -1);
8383 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8385 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
8386 enter_side, CE_OTHER_GETS_ENTERED);
8387 CheckElementSideChange(jx, jy, Feld[jx][jy],
8388 enter_side, CE_ENTERED_BY_PLAYER, -1);
8399 CheckGravityMovement(player);
8402 player->last_move_dir = MV_NO_MOVING;
8404 player->is_moving = FALSE;
8407 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8409 TestIfHeroTouchesBadThing(jx, jy);
8410 TestIfPlayerTouchesCustomElement(jx, jy);
8413 if (!player->active)
8419 void ScrollPlayer(struct PlayerInfo *player, int mode)
8421 int jx = player->jx, jy = player->jy;
8422 int last_jx = player->last_jx, last_jy = player->last_jy;
8423 int move_stepsize = TILEX / player->move_delay_value;
8425 if (!player->active || !player->MovPos)
8428 if (mode == SCROLL_INIT)
8430 player->actual_frame_counter = FrameCounter;
8431 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8433 if (Feld[last_jx][last_jy] == EL_EMPTY)
8434 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8442 else if (!FrameReached(&player->actual_frame_counter, 1))
8445 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8446 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8448 if (!player->block_last_field &&
8449 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8450 Feld[last_jx][last_jy] = EL_EMPTY;
8452 /* before DrawPlayer() to draw correct player graphic for this case */
8453 if (player->MovPos == 0)
8454 CheckGravityMovement(player);
8457 DrawPlayer(player); /* needed here only to cleanup last field */
8460 if (player->MovPos == 0) /* player reached destination field */
8463 if (player->move_delay_reset_counter > 0)
8465 player->move_delay_reset_counter--;
8467 if (player->move_delay_reset_counter == 0)
8469 /* continue with normal speed after quickly moving through gate */
8470 HALVE_PLAYER_SPEED(player);
8472 /* be able to make the next move without delay */
8473 player->move_delay = 0;
8477 if (IS_PASSABLE(Feld[last_jx][last_jy]))
8479 /* continue with normal speed after quickly moving through gate */
8480 HALVE_PLAYER_SPEED(player);
8482 /* be able to make the next move without delay */
8483 player->move_delay = 0;
8487 if (player->block_last_field &&
8488 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8489 Feld[last_jx][last_jy] = EL_EMPTY;
8491 player->last_jx = jx;
8492 player->last_jy = jy;
8494 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8495 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8496 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8498 DrawPlayer(player); /* needed here only to cleanup last field */
8501 if (local_player->friends_still_needed == 0 ||
8502 IS_SP_ELEMENT(Feld[jx][jy]))
8503 player->LevelSolved = player->GameOver = TRUE;
8506 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8508 TestIfHeroTouchesBadThing(jx, jy);
8509 TestIfPlayerTouchesCustomElement(jx, jy);
8511 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8514 if (!player->active)
8518 if (tape.single_step && tape.recording && !tape.pausing &&
8519 !player->programmed_action)
8520 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8524 void ScrollScreen(struct PlayerInfo *player, int mode)
8526 static unsigned long screen_frame_counter = 0;
8528 if (mode == SCROLL_INIT)
8530 /* set scrolling step size according to actual player's moving speed */
8531 ScrollStepSize = TILEX / player->move_delay_value;
8533 screen_frame_counter = FrameCounter;
8534 ScreenMovDir = player->MovDir;
8535 ScreenMovPos = player->MovPos;
8536 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8539 else if (!FrameReached(&screen_frame_counter, 1))
8544 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8545 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8546 redraw_mask |= REDRAW_FIELD;
8549 ScreenMovDir = MV_NO_MOVING;
8552 void TestIfPlayerTouchesCustomElement(int x, int y)
8554 static int xy[4][2] =
8561 static int change_sides[4][2] =
8563 /* center side border side */
8564 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8565 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8566 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8567 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8569 static int touch_dir[4] =
8576 int center_element = Feld[x][y]; /* should always be non-moving! */
8579 for (i = 0; i < NUM_DIRECTIONS; i++)
8581 int xx = x + xy[i][0];
8582 int yy = y + xy[i][1];
8583 int center_side = change_sides[i][0];
8584 int border_side = change_sides[i][1];
8587 if (!IN_LEV_FIELD(xx, yy))
8590 if (IS_PLAYER(x, y))
8592 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8593 border_element = Feld[xx][yy]; /* may be moving! */
8594 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8595 border_element = Feld[xx][yy];
8596 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8597 border_element = MovingOrBlocked2Element(xx, yy);
8599 continue; /* center and border element do not touch */
8601 CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
8602 CE_OTHER_GETS_TOUCHED);
8603 CheckElementSideChange(xx, yy, border_element, border_side,
8604 CE_TOUCHED_BY_PLAYER, -1);
8606 else if (IS_PLAYER(xx, yy))
8608 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8610 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8612 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8613 continue; /* center and border element do not touch */
8616 CheckTriggeredElementSideChange(x, y, center_element, center_side,
8617 CE_OTHER_GETS_TOUCHED);
8618 CheckElementSideChange(x, y, center_element, center_side,
8619 CE_TOUCHED_BY_PLAYER, -1);
8626 void TestIfElementTouchesCustomElement(int x, int y)
8628 static int xy[4][2] =
8635 static int change_sides[4][2] =
8637 /* center side border side */
8638 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8639 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8640 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8641 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8643 static int touch_dir[4] =
8650 boolean change_center_element = FALSE;
8651 int center_element_change_page = 0;
8652 int center_element = Feld[x][y]; /* should always be non-moving! */
8655 for (i = 0; i < NUM_DIRECTIONS; i++)
8657 int xx = x + xy[i][0];
8658 int yy = y + xy[i][1];
8659 int center_side = change_sides[i][0];
8660 int border_side = change_sides[i][1];
8663 if (!IN_LEV_FIELD(xx, yy))
8666 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8667 border_element = Feld[xx][yy]; /* may be moving! */
8668 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8669 border_element = Feld[xx][yy];
8670 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8671 border_element = MovingOrBlocked2Element(xx, yy);
8673 continue; /* center and border element do not touch */
8675 /* check for change of center element (but change it only once) */
8676 if (IS_CUSTOM_ELEMENT(center_element) &&
8677 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
8678 !change_center_element)
8680 for (j = 0; j < element_info[center_element].num_change_pages; j++)
8682 struct ElementChangeInfo *change =
8683 &element_info[center_element].change_page[j];
8685 if (change->can_change &&
8686 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
8687 change->sides & border_side &&
8689 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
8691 change->trigger_element == border_element
8695 change_center_element = TRUE;
8696 center_element_change_page = j;
8703 /* check for change of border element */
8704 if (IS_CUSTOM_ELEMENT(border_element) &&
8705 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
8707 for (j = 0; j < element_info[border_element].num_change_pages; j++)
8709 struct ElementChangeInfo *change =
8710 &element_info[border_element].change_page[j];
8712 if (change->can_change &&
8713 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
8714 change->sides & center_side &&
8716 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
8718 change->trigger_element == center_element
8722 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
8723 CE_OTHER_IS_TOUCHING, j);
8730 if (change_center_element)
8731 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
8732 CE_OTHER_IS_TOUCHING, center_element_change_page);
8735 void TestIfElementHitsCustomElement(int x, int y, int direction)
8737 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8738 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8739 int hitx = x + dx, hity = y + dy;
8740 int hitting_element = Feld[x][y];
8742 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8743 !IS_FREE(hitx, hity) &&
8744 (!IS_MOVING(hitx, hity) ||
8745 MovDir[hitx][hity] != direction ||
8746 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8749 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8753 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8757 CheckElementSideChange(x, y, hitting_element,
8758 direction, CE_HITTING_SOMETHING, -1);
8760 if (IN_LEV_FIELD(hitx, hity))
8762 int opposite_direction = MV_DIR_OPPOSITE(direction);
8763 int hitting_side = direction;
8764 int touched_side = opposite_direction;
8765 int touched_element = MovingOrBlocked2Element(hitx, hity);
8767 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8768 MovDir[hitx][hity] != direction ||
8769 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8778 CheckElementSideChange(hitx, hity, touched_element,
8779 opposite_direction, CE_HIT_BY_SOMETHING, -1);
8781 if (IS_CUSTOM_ELEMENT(hitting_element) &&
8782 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
8784 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
8786 struct ElementChangeInfo *change =
8787 &element_info[hitting_element].change_page[i];
8789 if (change->can_change &&
8790 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
8791 change->sides & touched_side &&
8794 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
8796 change->trigger_element == touched_element
8800 CheckElementSideChange(x, y, hitting_element,
8801 CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
8807 if (IS_CUSTOM_ELEMENT(touched_element) &&
8808 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
8810 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
8812 struct ElementChangeInfo *change =
8813 &element_info[touched_element].change_page[i];
8815 if (change->can_change &&
8816 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
8817 change->sides & hitting_side &&
8819 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
8821 change->trigger_element == hitting_element
8825 CheckElementSideChange(hitx, hity, touched_element,
8826 CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
8835 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8837 int i, kill_x = -1, kill_y = -1;
8838 static int test_xy[4][2] =
8845 static int test_dir[4] =
8853 for (i = 0; i < NUM_DIRECTIONS; i++)
8855 int test_x, test_y, test_move_dir, test_element;
8857 test_x = good_x + test_xy[i][0];
8858 test_y = good_y + test_xy[i][1];
8859 if (!IN_LEV_FIELD(test_x, test_y))
8863 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8866 test_element = Feld[test_x][test_y];
8868 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8871 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8872 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8874 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8875 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8883 if (kill_x != -1 || kill_y != -1)
8885 if (IS_PLAYER(good_x, good_y))
8887 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
8889 if (player->shield_deadly_time_left > 0)
8890 Bang(kill_x, kill_y);
8891 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
8895 Bang(good_x, good_y);
8899 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
8901 int i, kill_x = -1, kill_y = -1;
8902 int bad_element = Feld[bad_x][bad_y];
8903 static int test_xy[4][2] =
8910 static int touch_dir[4] =
8917 static int test_dir[4] =
8925 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
8928 for (i = 0; i < NUM_DIRECTIONS; i++)
8930 int test_x, test_y, test_move_dir, test_element;
8932 test_x = bad_x + test_xy[i][0];
8933 test_y = bad_y + test_xy[i][1];
8934 if (!IN_LEV_FIELD(test_x, test_y))
8938 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8940 test_element = Feld[test_x][test_y];
8942 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8943 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8945 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
8946 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
8948 /* good thing is player or penguin that does not move away */
8949 if (IS_PLAYER(test_x, test_y))
8951 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
8953 if (bad_element == EL_ROBOT && player->is_moving)
8954 continue; /* robot does not kill player if he is moving */
8956 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8958 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8959 continue; /* center and border element do not touch */
8966 else if (test_element == EL_PENGUIN)
8975 if (kill_x != -1 || kill_y != -1)
8977 if (IS_PLAYER(kill_x, kill_y))
8979 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
8981 if (player->shield_deadly_time_left > 0)
8983 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
8987 Bang(kill_x, kill_y);
8991 void TestIfHeroTouchesBadThing(int x, int y)
8993 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
8996 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
8998 TestIfGoodThingHitsBadThing(x, y, move_dir);
9001 void TestIfBadThingTouchesHero(int x, int y)
9003 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9006 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9008 TestIfBadThingHitsGoodThing(x, y, move_dir);
9011 void TestIfFriendTouchesBadThing(int x, int y)
9013 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9016 void TestIfBadThingTouchesFriend(int x, int y)
9018 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9021 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9023 int i, kill_x = bad_x, kill_y = bad_y;
9024 static int xy[4][2] =
9032 for (i = 0; i < NUM_DIRECTIONS; i++)
9036 x = bad_x + xy[i][0];
9037 y = bad_y + xy[i][1];
9038 if (!IN_LEV_FIELD(x, y))
9041 element = Feld[x][y];
9042 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9043 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9051 if (kill_x != bad_x || kill_y != bad_y)
9055 void KillHero(struct PlayerInfo *player)
9057 int jx = player->jx, jy = player->jy;
9059 if (!player->active)
9062 /* remove accessible field at the player's position */
9063 Feld[jx][jy] = EL_EMPTY;
9065 /* deactivate shield (else Bang()/Explode() would not work right) */
9066 player->shield_normal_time_left = 0;
9067 player->shield_deadly_time_left = 0;
9073 static void KillHeroUnlessEnemyProtected(int x, int y)
9075 if (!PLAYER_ENEMY_PROTECTED(x, y))
9076 KillHero(PLAYERINFO(x, y));
9079 static void KillHeroUnlessExplosionProtected(int x, int y)
9081 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9082 KillHero(PLAYERINFO(x, y));
9085 void BuryHero(struct PlayerInfo *player)
9087 int jx = player->jx, jy = player->jy;
9089 if (!player->active)
9093 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9095 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9097 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9099 player->GameOver = TRUE;
9103 void RemoveHero(struct PlayerInfo *player)
9105 int jx = player->jx, jy = player->jy;
9106 int i, found = FALSE;
9108 player->present = FALSE;
9109 player->active = FALSE;
9111 if (!ExplodeField[jx][jy])
9112 StorePlayer[jx][jy] = 0;
9114 for (i = 0; i < MAX_PLAYERS; i++)
9115 if (stored_player[i].active)
9119 AllPlayersGone = TRUE;
9126 =============================================================================
9127 checkDiagonalPushing()
9128 -----------------------------------------------------------------------------
9129 check if diagonal input device direction results in pushing of object
9130 (by checking if the alternative direction is walkable, diggable, ...)
9131 =============================================================================
9134 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9135 int x, int y, int real_dx, int real_dy)
9137 int jx, jy, dx, dy, xx, yy;
9139 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9142 /* diagonal direction: check alternative direction */
9147 xx = jx + (dx == 0 ? real_dx : 0);
9148 yy = jy + (dy == 0 ? real_dy : 0);
9150 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9154 =============================================================================
9156 -----------------------------------------------------------------------------
9157 x, y: field next to player (non-diagonal) to try to dig to
9158 real_dx, real_dy: direction as read from input device (can be diagonal)
9159 =============================================================================
9162 int DigField(struct PlayerInfo *player,
9163 int oldx, int oldy, int x, int y,
9164 int real_dx, int real_dy, int mode)
9166 static int change_sides[4] =
9168 CH_SIDE_RIGHT, /* moving left */
9169 CH_SIDE_LEFT, /* moving right */
9170 CH_SIDE_BOTTOM, /* moving up */
9171 CH_SIDE_TOP, /* moving down */
9174 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9176 int jx = oldx, jy = oldy;
9177 int dx = x - jx, dy = y - jy;
9178 int nextx = x + dx, nexty = y + dy;
9179 int move_direction = (dx == -1 ? MV_LEFT :
9180 dx == +1 ? MV_RIGHT :
9182 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9183 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9184 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
9185 int old_element = Feld[jx][jy];
9188 if (player->MovPos == 0)
9190 player->is_digging = FALSE;
9191 player->is_collecting = FALSE;
9194 if (player->MovPos == 0) /* last pushing move finished */
9195 player->is_pushing = FALSE;
9197 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9199 player->is_switching = FALSE;
9200 player->push_delay = 0;
9202 return MF_NO_ACTION;
9205 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9206 return MF_NO_ACTION;
9211 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
9213 if (IS_TUBE(Feld[jx][jy]) ||
9214 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
9218 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
9219 int tube_leave_directions[][2] =
9221 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9222 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9223 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9224 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
9225 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
9226 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
9227 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
9228 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
9229 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
9230 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
9231 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
9232 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
9235 while (tube_leave_directions[i][0] != tube_element)
9238 if (tube_leave_directions[i][0] == -1) /* should not happen */
9242 if (!(tube_leave_directions[i][1] & move_direction))
9243 return MF_NO_ACTION; /* tube has no opening in this direction */
9248 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9249 old_element = Back[jx][jy];
9253 if (IS_WALKABLE(old_element) &&
9254 !(element_info[old_element].access_direction & move_direction))
9255 return MF_NO_ACTION; /* field has no opening in this direction */
9257 element = Feld[x][y];
9259 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9260 game.engine_version >= VERSION_IDENT(2,2,0,0))
9261 return MF_NO_ACTION;
9265 case EL_SP_PORT_LEFT:
9266 case EL_SP_PORT_RIGHT:
9268 case EL_SP_PORT_DOWN:
9269 case EL_SP_PORT_HORIZONTAL:
9270 case EL_SP_PORT_VERTICAL:
9271 case EL_SP_PORT_ANY:
9272 case EL_SP_GRAVITY_PORT_LEFT:
9273 case EL_SP_GRAVITY_PORT_RIGHT:
9274 case EL_SP_GRAVITY_PORT_UP:
9275 case EL_SP_GRAVITY_PORT_DOWN:
9277 if (!canEnterSupaplexPort(x, y, dx, dy))
9278 return MF_NO_ACTION;
9281 element != EL_SP_PORT_LEFT &&
9282 element != EL_SP_GRAVITY_PORT_LEFT &&
9283 element != EL_SP_PORT_HORIZONTAL &&
9284 element != EL_SP_PORT_ANY) ||
9286 element != EL_SP_PORT_RIGHT &&
9287 element != EL_SP_GRAVITY_PORT_RIGHT &&
9288 element != EL_SP_PORT_HORIZONTAL &&
9289 element != EL_SP_PORT_ANY) ||
9291 element != EL_SP_PORT_UP &&
9292 element != EL_SP_GRAVITY_PORT_UP &&
9293 element != EL_SP_PORT_VERTICAL &&
9294 element != EL_SP_PORT_ANY) ||
9296 element != EL_SP_PORT_DOWN &&
9297 element != EL_SP_GRAVITY_PORT_DOWN &&
9298 element != EL_SP_PORT_VERTICAL &&
9299 element != EL_SP_PORT_ANY) ||
9300 !IN_LEV_FIELD(nextx, nexty) ||
9301 !IS_FREE(nextx, nexty))
9302 return MF_NO_ACTION;
9305 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9306 element == EL_SP_GRAVITY_PORT_RIGHT ||
9307 element == EL_SP_GRAVITY_PORT_UP ||
9308 element == EL_SP_GRAVITY_PORT_DOWN)
9309 game.gravity = !game.gravity;
9311 /* automatically move to the next field with double speed */
9312 player->programmed_action = move_direction;
9314 if (player->move_delay_reset_counter == 0)
9316 player->move_delay_reset_counter = 2; /* two double speed steps */
9318 DOUBLE_PLAYER_SPEED(player);
9321 player->move_delay_reset_counter = 2;
9323 DOUBLE_PLAYER_SPEED(player);
9326 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
9331 case EL_TUBE_VERTICAL:
9332 case EL_TUBE_HORIZONTAL:
9333 case EL_TUBE_VERTICAL_LEFT:
9334 case EL_TUBE_VERTICAL_RIGHT:
9335 case EL_TUBE_HORIZONTAL_UP:
9336 case EL_TUBE_HORIZONTAL_DOWN:
9337 case EL_TUBE_LEFT_UP:
9338 case EL_TUBE_LEFT_DOWN:
9339 case EL_TUBE_RIGHT_UP:
9340 case EL_TUBE_RIGHT_DOWN:
9343 int tube_enter_directions[][2] =
9345 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9346 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9347 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9348 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
9349 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
9350 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
9351 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
9352 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
9353 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
9354 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
9355 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
9356 { -1, MV_NO_MOVING }
9359 while (tube_enter_directions[i][0] != element)
9362 if (tube_enter_directions[i][0] == -1) /* should not happen */
9366 if (!(tube_enter_directions[i][1] & move_direction))
9367 return MF_NO_ACTION; /* tube has no opening in this direction */
9369 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
9376 if (IS_WALKABLE(element))
9378 int sound_action = ACTION_WALKING;
9380 if (!(element_info[element].access_direction & opposite_direction))
9381 return MF_NO_ACTION; /* field not accessible from this direction */
9383 if (element >= EL_GATE_1 && element <= EL_GATE_4)
9385 if (!player->key[element - EL_GATE_1])
9386 return MF_NO_ACTION;
9388 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
9390 if (!player->key[element - EL_GATE_1_GRAY])
9391 return MF_NO_ACTION;
9393 else if (element == EL_EXIT_OPEN ||
9394 element == EL_SP_EXIT_OPEN ||
9395 element == EL_SP_EXIT_OPENING)
9397 sound_action = ACTION_PASSING; /* player is passing exit */
9399 else if (element == EL_EMPTY)
9401 sound_action = ACTION_MOVING; /* nothing to walk on */
9404 /* play sound from background or player, whatever is available */
9405 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
9406 PlayLevelSoundElementAction(x, y, element, sound_action);
9408 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9412 else if (IS_PASSABLE(element))
9414 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
9415 return MF_NO_ACTION;
9417 if (IS_CUSTOM_ELEMENT(element) &&
9418 !(element_info[element].access_direction & opposite_direction))
9419 return MF_NO_ACTION; /* field not accessible from this direction */
9422 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9423 return MF_NO_ACTION;
9426 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
9428 if (!player->key[element - EL_EM_GATE_1])
9429 return MF_NO_ACTION;
9431 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
9433 if (!player->key[element - EL_EM_GATE_1_GRAY])
9434 return MF_NO_ACTION;
9437 /* automatically move to the next field with double speed */
9438 player->programmed_action = move_direction;
9440 if (player->move_delay_reset_counter == 0)
9442 player->move_delay_reset_counter = 2; /* two double speed steps */
9444 DOUBLE_PLAYER_SPEED(player);
9447 player->move_delay_reset_counter = 2;
9449 DOUBLE_PLAYER_SPEED(player);
9452 PlayLevelSoundAction(x, y, ACTION_PASSING);
9456 else if (IS_DIGGABLE(element))
9460 if (mode != DF_SNAP)
9463 GfxElement[x][y] = GFX_ELEMENT(element);
9466 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
9468 player->is_digging = TRUE;
9471 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9473 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
9476 if (mode == DF_SNAP)
9477 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9482 else if (IS_COLLECTIBLE(element))
9486 if (mode != DF_SNAP)
9488 GfxElement[x][y] = element;
9489 player->is_collecting = TRUE;
9492 if (element == EL_SPEED_PILL)
9493 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9494 else if (element == EL_EXTRA_TIME && level.time > 0)
9497 DrawGameValue_Time(TimeLeft);
9499 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9501 player->shield_normal_time_left += 10;
9502 if (element == EL_SHIELD_DEADLY)
9503 player->shield_deadly_time_left += 10;
9505 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9507 if (player->inventory_size < MAX_INVENTORY_SIZE)
9508 player->inventory_element[player->inventory_size++] = element;
9510 DrawGameValue_Dynamite(local_player->inventory_size);
9512 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9514 player->dynabomb_count++;
9515 player->dynabombs_left++;
9517 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9519 player->dynabomb_size++;
9521 else if (element == EL_DYNABOMB_INCREASE_POWER)
9523 player->dynabomb_xl = TRUE;
9525 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
9526 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
9528 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
9529 element - EL_KEY_1 : element - EL_EM_KEY_1);
9531 player->key[key_nr] = TRUE;
9533 DrawGameValue_Keys(player);
9535 redraw_mask |= REDRAW_DOOR_1;
9537 else if (IS_ENVELOPE(element))
9540 player->show_envelope = element;
9542 ShowEnvelope(element - EL_ENVELOPE_1);
9545 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
9549 for (i = 0; i < element_info[element].collect_count; i++)
9550 if (player->inventory_size < MAX_INVENTORY_SIZE)
9551 player->inventory_element[player->inventory_size++] = element;
9553 DrawGameValue_Dynamite(local_player->inventory_size);
9555 else if (element_info[element].collect_count > 0)
9557 local_player->gems_still_needed -=
9558 element_info[element].collect_count;
9559 if (local_player->gems_still_needed < 0)
9560 local_player->gems_still_needed = 0;
9562 DrawGameValue_Emeralds(local_player->gems_still_needed);
9565 RaiseScoreElement(element);
9566 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9568 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
9571 if (mode == DF_SNAP)
9572 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9577 else if (IS_PUSHABLE(element))
9579 if (mode == DF_SNAP && element != EL_BD_ROCK)
9580 return MF_NO_ACTION;
9582 if (CAN_FALL(element) && dy)
9583 return MF_NO_ACTION;
9585 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9586 !(element == EL_SPRING && level.use_spring_bug))
9587 return MF_NO_ACTION;
9590 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9591 ((move_direction & MV_VERTICAL &&
9592 ((element_info[element].move_pattern & MV_LEFT &&
9593 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9594 (element_info[element].move_pattern & MV_RIGHT &&
9595 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9596 (move_direction & MV_HORIZONTAL &&
9597 ((element_info[element].move_pattern & MV_UP &&
9598 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9599 (element_info[element].move_pattern & MV_DOWN &&
9600 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9601 return MF_NO_ACTION;
9605 /* do not push elements already moving away faster than player */
9606 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9607 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9608 return MF_NO_ACTION;
9610 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
9611 return MF_NO_ACTION;
9615 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9617 if (player->push_delay_value == -1)
9618 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9620 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9622 if (!player->is_pushing)
9623 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9627 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
9628 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
9629 !player_is_pushing))
9630 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9633 if (!player->is_pushing &&
9634 game.engine_version >= VERSION_IDENT(2,2,0,7))
9635 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9639 printf("::: push delay: %ld [%d, %d] [%d]\n",
9640 player->push_delay_value, FrameCounter, game.engine_version,
9641 player->is_pushing);
9644 player->is_pushing = TRUE;
9646 if (!(IN_LEV_FIELD(nextx, nexty) &&
9647 (IS_FREE(nextx, nexty) ||
9648 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9649 IS_SB_ELEMENT(element)))))
9650 return MF_NO_ACTION;
9652 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9653 return MF_NO_ACTION;
9655 if (player->push_delay == 0) /* new pushing; restart delay */
9656 player->push_delay = FrameCounter;
9658 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
9659 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9660 element != EL_SPRING && element != EL_BALLOON)
9662 /* make sure that there is no move delay before next try to push */
9663 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9664 player->move_delay = INITIAL_MOVE_DELAY_OFF;
9666 return MF_NO_ACTION;
9670 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
9673 if (IS_SB_ELEMENT(element))
9675 if (element == EL_SOKOBAN_FIELD_FULL)
9677 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9678 local_player->sokobanfields_still_needed++;
9681 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9683 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9684 local_player->sokobanfields_still_needed--;
9687 Feld[x][y] = EL_SOKOBAN_OBJECT;
9689 if (Back[x][y] == Back[nextx][nexty])
9690 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9691 else if (Back[x][y] != 0)
9692 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9695 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9698 if (local_player->sokobanfields_still_needed == 0 &&
9699 game.emulation == EMU_SOKOBAN)
9701 player->LevelSolved = player->GameOver = TRUE;
9702 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9706 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9708 InitMovingField(x, y, move_direction);
9709 GfxAction[x][y] = ACTION_PUSHING;
9711 if (mode == DF_SNAP)
9712 ContinueMoving(x, y);
9714 MovPos[x][y] = (dx != 0 ? dx : dy);
9716 Pushed[x][y] = TRUE;
9717 Pushed[nextx][nexty] = TRUE;
9719 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9720 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9722 player->push_delay_value = -1; /* get new value later */
9724 CheckTriggeredElementSideChange(x, y, element, dig_side,
9725 CE_OTHER_GETS_PUSHED);
9726 CheckElementSideChange(x, y, element, dig_side,
9727 CE_PUSHED_BY_PLAYER, -1);
9731 else if (IS_SWITCHABLE(element))
9733 if (PLAYER_SWITCHING(player, x, y))
9736 player->is_switching = TRUE;
9737 player->switch_x = x;
9738 player->switch_y = y;
9740 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9742 if (element == EL_ROBOT_WHEEL)
9744 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9748 DrawLevelField(x, y);
9750 else if (element == EL_SP_TERMINAL)
9754 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9756 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9758 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9759 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9762 else if (IS_BELT_SWITCH(element))
9764 ToggleBeltSwitch(x, y);
9766 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9767 element == EL_SWITCHGATE_SWITCH_DOWN)
9769 ToggleSwitchgateSwitch(x, y);
9771 else if (element == EL_LIGHT_SWITCH ||
9772 element == EL_LIGHT_SWITCH_ACTIVE)
9774 ToggleLightSwitch(x, y);
9777 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
9778 SND_LIGHT_SWITCH_ACTIVATING :
9779 SND_LIGHT_SWITCH_DEACTIVATING);
9782 else if (element == EL_TIMEGATE_SWITCH)
9784 ActivateTimegateSwitch(x, y);
9786 else if (element == EL_BALLOON_SWITCH_LEFT ||
9787 element == EL_BALLOON_SWITCH_RIGHT ||
9788 element == EL_BALLOON_SWITCH_UP ||
9789 element == EL_BALLOON_SWITCH_DOWN ||
9790 element == EL_BALLOON_SWITCH_ANY)
9792 if (element == EL_BALLOON_SWITCH_ANY)
9793 game.balloon_dir = move_direction;
9795 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9796 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9797 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9798 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9801 else if (element == EL_LAMP)
9803 Feld[x][y] = EL_LAMP_ACTIVE;
9804 local_player->lights_still_needed--;
9806 DrawLevelField(x, y);
9808 else if (element == EL_TIME_ORB_FULL)
9810 Feld[x][y] = EL_TIME_ORB_EMPTY;
9812 DrawGameValue_Time(TimeLeft);
9814 DrawLevelField(x, y);
9817 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
9825 if (!PLAYER_SWITCHING(player, x, y))
9827 player->is_switching = TRUE;
9828 player->switch_x = x;
9829 player->switch_y = y;
9831 CheckTriggeredElementSideChange(x, y, element, dig_side,
9832 CE_OTHER_IS_SWITCHING);
9833 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
9836 CheckTriggeredElementSideChange(x, y, element, dig_side,
9837 CE_OTHER_GETS_PRESSED);
9838 CheckElementSideChange(x, y, element, dig_side,
9839 CE_PRESSED_BY_PLAYER, -1);
9842 return MF_NO_ACTION;
9845 player->push_delay = 0;
9847 if (Feld[x][y] != element) /* really digged/collected something */
9848 player->is_collecting = !player->is_digging;
9853 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9855 int jx = player->jx, jy = player->jy;
9856 int x = jx + dx, y = jy + dy;
9857 int snap_direction = (dx == -1 ? MV_LEFT :
9858 dx == +1 ? MV_RIGHT :
9860 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9862 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
9865 if (!player->active || !IN_LEV_FIELD(x, y))
9873 if (player->MovPos == 0)
9874 player->is_pushing = FALSE;
9876 player->is_snapping = FALSE;
9878 if (player->MovPos == 0)
9880 player->is_moving = FALSE;
9881 player->is_digging = FALSE;
9882 player->is_collecting = FALSE;
9888 if (player->is_snapping)
9891 player->MovDir = snap_direction;
9894 if (player->MovPos == 0)
9897 player->is_moving = FALSE;
9898 player->is_digging = FALSE;
9899 player->is_collecting = FALSE;
9902 player->is_dropping = FALSE;
9904 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9907 player->is_snapping = TRUE;
9910 if (player->MovPos == 0)
9913 player->is_moving = FALSE;
9914 player->is_digging = FALSE;
9915 player->is_collecting = FALSE;
9918 DrawLevelField(x, y);
9924 boolean DropElement(struct PlayerInfo *player)
9926 int jx = player->jx, jy = player->jy;
9927 int old_element = Feld[jx][jy];
9930 /* check if player is active, not moving and ready to drop */
9931 if (!player->active || player->MovPos || player->drop_delay > 0)
9934 /* check if player has anything that can be dropped */
9935 if (player->inventory_size == 0 && player->dynabombs_left == 0)
9938 /* check if anything can be dropped at the current position */
9939 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9942 /* collected custom elements can only be dropped on empty fields */
9943 if (player->inventory_size > 0 &&
9944 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
9945 && old_element != EL_EMPTY)
9948 if (old_element != EL_EMPTY)
9949 Back[jx][jy] = old_element; /* store old element on this field */
9951 ResetGfxAnimation(jx, jy);
9952 ResetRandomAnimationValue(jx, jy);
9954 if (player->inventory_size > 0)
9956 player->inventory_size--;
9957 new_element = player->inventory_element[player->inventory_size];
9959 if (new_element == EL_DYNAMITE)
9960 new_element = EL_DYNAMITE_ACTIVE;
9961 else if (new_element == EL_SP_DISK_RED)
9962 new_element = EL_SP_DISK_RED_ACTIVE;
9964 Feld[jx][jy] = new_element;
9966 DrawGameValue_Dynamite(local_player->inventory_size);
9968 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
9969 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
9971 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
9974 /* needed if previous element just changed to "empty" in the last frame */
9975 Changed[jx][jy] = 0; /* allow another change */
9978 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
9979 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
9981 TestIfElementTouchesCustomElement(jx, jy);
9983 else /* player is dropping a dyna bomb */
9985 player->dynabombs_left--;
9986 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
9988 Feld[jx][jy] = new_element;
9990 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
9991 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
9993 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10000 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10003 InitField_WithBug1(jx, jy, FALSE);
10005 InitField(jx, jy, FALSE);
10006 if (CAN_MOVE(Feld[jx][jy]))
10007 InitMovDir(jx, jy);
10011 new_element = Feld[jx][jy];
10013 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10014 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10016 int move_stepsize = element_info[new_element].move_stepsize;
10017 int direction, dx, dy, nextx, nexty;
10019 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10020 MovDir[jx][jy] = player->MovDir;
10022 direction = MovDir[jx][jy];
10023 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10024 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10028 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10031 WasJustMoving[jx][jy] = 3;
10033 InitMovingField(jx, jy, direction);
10034 ContinueMoving(jx, jy);
10039 Changed[jx][jy] = 0; /* allow another change */
10042 TestIfElementHitsCustomElement(jx, jy, direction);
10044 CheckElementSideChange(jx, jy, new_element,
10045 direction, CE_HITTING_SOMETHING, -1);
10049 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10053 player->drop_delay = 8 + 8 + 8;
10058 player->is_dropping = TRUE;
10064 /* ------------------------------------------------------------------------- */
10065 /* game sound playing functions */
10066 /* ------------------------------------------------------------------------- */
10068 static int *loop_sound_frame = NULL;
10069 static int *loop_sound_volume = NULL;
10071 void InitPlayLevelSound()
10073 int num_sounds = getSoundListSize();
10075 checked_free(loop_sound_frame);
10076 checked_free(loop_sound_volume);
10078 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10079 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10082 static void PlayLevelSound(int x, int y, int nr)
10084 int sx = SCREENX(x), sy = SCREENY(y);
10085 int volume, stereo_position;
10086 int max_distance = 8;
10087 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10089 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10090 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10093 if (!IN_LEV_FIELD(x, y) ||
10094 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10095 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10098 volume = SOUND_MAX_VOLUME;
10100 if (!IN_SCR_FIELD(sx, sy))
10102 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10103 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10105 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10108 stereo_position = (SOUND_MAX_LEFT +
10109 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10110 (SCR_FIELDX + 2 * max_distance));
10112 if (IS_LOOP_SOUND(nr))
10114 /* This assures that quieter loop sounds do not overwrite louder ones,
10115 while restarting sound volume comparison with each new game frame. */
10117 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10120 loop_sound_volume[nr] = volume;
10121 loop_sound_frame[nr] = FrameCounter;
10124 PlaySoundExt(nr, volume, stereo_position, type);
10127 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10129 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10130 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10131 y < LEVELY(BY1) ? LEVELY(BY1) :
10132 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10136 static void PlayLevelSoundAction(int x, int y, int action)
10138 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10141 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10143 int sound_effect = element_info[element].sound[action];
10145 if (sound_effect != SND_UNDEFINED)
10146 PlayLevelSound(x, y, sound_effect);
10149 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10152 int sound_effect = element_info[element].sound[action];
10154 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10155 PlayLevelSound(x, y, sound_effect);
10158 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10160 int sound_effect = element_info[Feld[x][y]].sound[action];
10162 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10163 PlayLevelSound(x, y, sound_effect);
10166 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10168 int sound_effect = element_info[Feld[x][y]].sound[action];
10170 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10171 StopSound(sound_effect);
10174 static void PlayLevelMusic()
10176 if (levelset.music[level_nr] != MUS_UNDEFINED)
10177 PlayMusic(levelset.music[level_nr]); /* from config file */
10179 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10182 void RaiseScore(int value)
10184 local_player->score += value;
10186 DrawGameValue_Score(local_player->score);
10189 void RaiseScoreElement(int element)
10194 case EL_BD_DIAMOND:
10195 case EL_EMERALD_YELLOW:
10196 case EL_EMERALD_RED:
10197 case EL_EMERALD_PURPLE:
10198 case EL_SP_INFOTRON:
10199 RaiseScore(level.score[SC_EMERALD]);
10202 RaiseScore(level.score[SC_DIAMOND]);
10205 RaiseScore(level.score[SC_CRYSTAL]);
10208 RaiseScore(level.score[SC_PEARL]);
10211 case EL_BD_BUTTERFLY:
10212 case EL_SP_ELECTRON:
10213 RaiseScore(level.score[SC_BUG]);
10216 case EL_BD_FIREFLY:
10217 case EL_SP_SNIKSNAK:
10218 RaiseScore(level.score[SC_SPACESHIP]);
10221 case EL_DARK_YAMYAM:
10222 RaiseScore(level.score[SC_YAMYAM]);
10225 RaiseScore(level.score[SC_ROBOT]);
10228 RaiseScore(level.score[SC_PACMAN]);
10231 RaiseScore(level.score[SC_NUT]);
10234 case EL_SP_DISK_RED:
10235 case EL_DYNABOMB_INCREASE_NUMBER:
10236 case EL_DYNABOMB_INCREASE_SIZE:
10237 case EL_DYNABOMB_INCREASE_POWER:
10238 RaiseScore(level.score[SC_DYNAMITE]);
10240 case EL_SHIELD_NORMAL:
10241 case EL_SHIELD_DEADLY:
10242 RaiseScore(level.score[SC_SHIELD]);
10244 case EL_EXTRA_TIME:
10245 RaiseScore(level.score[SC_TIME_BONUS]);
10251 RaiseScore(level.score[SC_KEY]);
10254 RaiseScore(element_info[element].collect_score);
10259 void RequestQuitGame(boolean ask_if_really_quit)
10261 if (AllPlayersGone ||
10262 !ask_if_really_quit ||
10263 level_editor_test_game ||
10264 Request("Do you really want to quit the game ?",
10265 REQ_ASK | REQ_STAY_CLOSED))
10267 #if defined(PLATFORM_UNIX)
10268 if (options.network)
10269 SendToServer_StopPlaying();
10273 game_status = GAME_MODE_MAIN;
10279 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10284 /* ---------- new game button stuff ---------------------------------------- */
10286 /* graphic position values for game buttons */
10287 #define GAME_BUTTON_XSIZE 30
10288 #define GAME_BUTTON_YSIZE 30
10289 #define GAME_BUTTON_XPOS 5
10290 #define GAME_BUTTON_YPOS 215
10291 #define SOUND_BUTTON_XPOS 5
10292 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10294 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10295 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10296 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10297 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10298 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10299 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10306 } gamebutton_info[NUM_GAME_BUTTONS] =
10309 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10314 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10315 GAME_CTRL_ID_PAUSE,
10319 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10324 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10325 SOUND_CTRL_ID_MUSIC,
10326 "background music on/off"
10329 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10330 SOUND_CTRL_ID_LOOPS,
10331 "sound loops on/off"
10334 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10335 SOUND_CTRL_ID_SIMPLE,
10336 "normal sounds on/off"
10340 void CreateGameButtons()
10344 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10346 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10347 struct GadgetInfo *gi;
10350 unsigned long event_mask;
10351 int gd_xoffset, gd_yoffset;
10352 int gd_x1, gd_x2, gd_y1, gd_y2;
10355 gd_xoffset = gamebutton_info[i].x;
10356 gd_yoffset = gamebutton_info[i].y;
10357 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10358 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10360 if (id == GAME_CTRL_ID_STOP ||
10361 id == GAME_CTRL_ID_PAUSE ||
10362 id == GAME_CTRL_ID_PLAY)
10364 button_type = GD_TYPE_NORMAL_BUTTON;
10366 event_mask = GD_EVENT_RELEASED;
10367 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10368 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10372 button_type = GD_TYPE_CHECK_BUTTON;
10374 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10375 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10376 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10377 event_mask = GD_EVENT_PRESSED;
10378 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10379 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10382 gi = CreateGadget(GDI_CUSTOM_ID, id,
10383 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10384 GDI_X, DX + gd_xoffset,
10385 GDI_Y, DY + gd_yoffset,
10386 GDI_WIDTH, GAME_BUTTON_XSIZE,
10387 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10388 GDI_TYPE, button_type,
10389 GDI_STATE, GD_BUTTON_UNPRESSED,
10390 GDI_CHECKED, checked,
10391 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10392 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10393 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10394 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10395 GDI_EVENT_MASK, event_mask,
10396 GDI_CALLBACK_ACTION, HandleGameButtons,
10400 Error(ERR_EXIT, "cannot create gadget");
10402 game_gadget[id] = gi;
10406 void FreeGameButtons()
10410 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10411 FreeGadget(game_gadget[i]);
10414 static void MapGameButtons()
10418 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10419 MapGadget(game_gadget[i]);
10422 void UnmapGameButtons()
10426 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10427 UnmapGadget(game_gadget[i]);
10430 static void HandleGameButtons(struct GadgetInfo *gi)
10432 int id = gi->custom_id;
10434 if (game_status != GAME_MODE_PLAYING)
10439 case GAME_CTRL_ID_STOP:
10440 RequestQuitGame(TRUE);
10443 case GAME_CTRL_ID_PAUSE:
10444 if (options.network)
10446 #if defined(PLATFORM_UNIX)
10448 SendToServer_ContinuePlaying();
10450 SendToServer_PausePlaying();
10454 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10457 case GAME_CTRL_ID_PLAY:
10460 #if defined(PLATFORM_UNIX)
10461 if (options.network)
10462 SendToServer_ContinuePlaying();
10466 tape.pausing = FALSE;
10467 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10472 case SOUND_CTRL_ID_MUSIC:
10473 if (setup.sound_music)
10475 setup.sound_music = FALSE;
10478 else if (audio.music_available)
10480 setup.sound = setup.sound_music = TRUE;
10482 SetAudioMode(setup.sound);
10488 case SOUND_CTRL_ID_LOOPS:
10489 if (setup.sound_loops)
10490 setup.sound_loops = FALSE;
10491 else if (audio.loops_available)
10493 setup.sound = setup.sound_loops = TRUE;
10494 SetAudioMode(setup.sound);
10498 case SOUND_CTRL_ID_SIMPLE:
10499 if (setup.sound_simple)
10500 setup.sound_simple = FALSE;
10501 else if (audio.sound_available)
10503 setup.sound = setup.sound_simple = TRUE;
10504 SetAudioMode(setup.sound);