1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF ( * 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_COLLECT_COUNT (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
42 /* for MovePlayer() */
43 #define MF_NO_ACTION 0
47 /* for ScrollPlayer() */
49 #define SCROLL_GO_ON 1
52 #define EX_PHASE_START 0
53 #define EX_TYPE_NONE 0
54 #define EX_TYPE_NORMAL (1 << 0)
55 #define EX_TYPE_CENTER (1 << 1)
56 #define EX_TYPE_BORDER (1 << 2)
57 #define EX_TYPE_CROSS (1 << 3)
58 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
60 /* special positions in the game control window (relative to control window) */
63 #define XX_EMERALDS 29
64 #define YY_EMERALDS 54
65 #define XX_DYNAMITE 29
66 #define YY_DYNAMITE 89
75 /* special positions in the game control window (relative to main window) */
76 #define DX_LEVEL (DX + XX_LEVEL)
77 #define DY_LEVEL (DY + YY_LEVEL)
78 #define DX_EMERALDS (DX + XX_EMERALDS)
79 #define DY_EMERALDS (DY + YY_EMERALDS)
80 #define DX_DYNAMITE (DX + XX_DYNAMITE)
81 #define DY_DYNAMITE (DY + YY_DYNAMITE)
82 #define DX_KEYS (DX + XX_KEYS)
83 #define DY_KEYS (DY + YY_KEYS)
84 #define DX_SCORE (DX + XX_SCORE)
85 #define DY_SCORE (DY + YY_SCORE)
86 #define DX_TIME1 (DX + XX_TIME1)
87 #define DX_TIME2 (DX + XX_TIME2)
88 #define DY_TIME (DY + YY_TIME)
90 /* values for initial player move delay (initial delay counter value) */
91 #define INITIAL_MOVE_DELAY_OFF -1
92 #define INITIAL_MOVE_DELAY_ON 0
94 /* values for player movement speed (which is in fact a delay value) */
95 #define MOVE_DELAY_MIN_SPEED 32
96 #define MOVE_DELAY_NORMAL_SPEED 8
97 #define MOVE_DELAY_HIGH_SPEED 4
98 #define MOVE_DELAY_MAX_SPEED 1
101 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
102 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
104 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
105 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
107 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
108 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
110 /* values for other actions */
111 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
112 #define MOVE_STEPSIZE_MIN (1)
113 #define MOVE_STEPSIZE_MAX (TILEX)
115 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
116 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
118 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
120 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
121 RND(element_info[e].push_delay_random))
122 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
123 RND(element_info[e].drop_delay_random))
124 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
125 RND(element_info[e].move_delay_random))
126 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
127 (element_info[e].move_delay_random))
128 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
129 RND((c)->delay_random * (c)->delay_frames))
131 #define GET_TARGET_ELEMENT(e, ch) \
132 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
133 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
135 #define GET_VALID_PLAYER_ELEMENT(e) \
136 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
138 #define CAN_GROW_INTO(e) \
139 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
141 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
142 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
145 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
147 (CAN_MOVE_INTO_ACID(e) && \
148 Feld[x][y] == EL_ACID) || \
151 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
152 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
153 (CAN_MOVE_INTO_ACID(e) && \
154 Feld[x][y] == EL_ACID) || \
157 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
158 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
160 (CAN_MOVE_INTO_ACID(e) && \
161 Feld[x][y] == EL_ACID) || \
162 (DONT_COLLIDE_WITH(e) && \
164 !PLAYER_ENEMY_PROTECTED(x, y))))
166 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
169 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
172 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
175 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
178 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
181 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
184 #define PIG_CAN_ENTER_FIELD(e, x, y) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
187 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
189 IS_FOOD_PENGUIN(Feld[x][y])))
190 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
191 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
193 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
194 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
196 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
197 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
199 #define GROUP_NR(e) ((e) - EL_GROUP_START)
200 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
201 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
202 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
204 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
205 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
207 #define CE_ENTER_FIELD_COND(e, x, y) \
208 (!IS_PLAYER(x, y) && \
209 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
211 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
212 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
214 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
215 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
217 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
218 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
219 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
220 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
222 /* game button identifiers */
223 #define GAME_CTRL_ID_STOP 0
224 #define GAME_CTRL_ID_PAUSE 1
225 #define GAME_CTRL_ID_PLAY 2
226 #define SOUND_CTRL_ID_MUSIC 3
227 #define SOUND_CTRL_ID_LOOPS 4
228 #define SOUND_CTRL_ID_SIMPLE 5
230 #define NUM_GAME_BUTTONS 6
233 /* forward declaration for internal use */
235 static void AdvanceFrameAndPlayerCounters(int);
237 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
238 static boolean MovePlayer(struct PlayerInfo *, int, int);
239 static void ScrollPlayer(struct PlayerInfo *, int);
240 static void ScrollScreen(struct PlayerInfo *, int);
242 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
244 static void InitBeltMovement(void);
245 static void CloseAllOpenTimegates(void);
246 static void CheckGravityMovement(struct PlayerInfo *);
247 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
248 static void KillPlayerUnlessEnemyProtected(int, int);
249 static void KillPlayerUnlessExplosionProtected(int, int);
251 static void TestIfPlayerTouchesCustomElement(int, int);
252 static void TestIfElementTouchesCustomElement(int, int);
253 static void TestIfElementHitsCustomElement(int, int, int);
255 static void TestIfElementSmashesCustomElement(int, int, int);
258 static void ChangeElement(int, int, int);
260 static boolean CheckTriggeredElementChangeExt(int, int, int,int,int);
261 #define CheckTriggeredElementChange(e, ev) \
262 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
263 #define CheckTriggeredElementChangeByPlayer(e, ev, p, s) \
264 CheckTriggeredElementChangeExt(e, ev, p, s, -1)
265 #define CheckTriggeredElementChangeBySide(e, ev, s) \
266 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, s, -1)
267 #define CheckTriggeredElementChangeByPage(e, ev, p) \
268 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
270 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
271 #define CheckElementChange(x, y, e, te, ev) \
272 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
273 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
274 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
275 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
276 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
278 static void PlayLevelSound(int, int, int);
279 static void PlayLevelSoundNearest(int, int, int);
280 static void PlayLevelSoundAction(int, int, int);
281 static void PlayLevelSoundElementAction(int, int, int, int);
282 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
283 static void PlayLevelSoundActionIfLoop(int, int, int);
284 static void StopLevelSoundActionIfLoop(int, int, int);
285 static void PlayLevelMusic();
287 static void MapGameButtons();
288 static void HandleGameButtons(struct GadgetInfo *);
290 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
293 /* ------------------------------------------------------------------------- */
294 /* definition of elements that automatically change to other elements after */
295 /* a specified time, eventually calling a function when changing */
296 /* ------------------------------------------------------------------------- */
298 /* forward declaration for changer functions */
299 static void InitBuggyBase(int x, int y);
300 static void WarnBuggyBase(int x, int y);
302 static void InitTrap(int x, int y);
303 static void ActivateTrap(int x, int y);
304 static void ChangeActiveTrap(int x, int y);
306 static void InitRobotWheel(int x, int y);
307 static void RunRobotWheel(int x, int y);
308 static void StopRobotWheel(int x, int y);
310 static void InitTimegateWheel(int x, int y);
311 static void RunTimegateWheel(int x, int y);
313 struct ChangingElementInfo
318 void (*pre_change_function)(int x, int y);
319 void (*change_function)(int x, int y);
320 void (*post_change_function)(int x, int y);
323 static struct ChangingElementInfo change_delay_list[] =
374 EL_SWITCHGATE_OPENING,
382 EL_SWITCHGATE_CLOSING,
383 EL_SWITCHGATE_CLOSED,
415 EL_ACID_SPLASH_RIGHT,
424 EL_SP_BUGGY_BASE_ACTIVATING,
431 EL_SP_BUGGY_BASE_ACTIVATING,
432 EL_SP_BUGGY_BASE_ACTIVE,
439 EL_SP_BUGGY_BASE_ACTIVE,
463 EL_ROBOT_WHEEL_ACTIVE,
471 EL_TIMEGATE_SWITCH_ACTIVE,
492 int push_delay_fixed, push_delay_random;
497 { EL_BALLOON, 0, 0 },
499 { EL_SOKOBAN_OBJECT, 2, 0 },
500 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
501 { EL_SATELLITE, 2, 0 },
502 { EL_SP_DISK_YELLOW, 2, 0 },
504 { EL_UNDEFINED, 0, 0 },
512 move_stepsize_list[] =
514 { EL_AMOEBA_DROP, 2 },
515 { EL_AMOEBA_DROPPING, 2 },
516 { EL_QUICKSAND_FILLING, 1 },
517 { EL_QUICKSAND_EMPTYING, 1 },
518 { EL_MAGIC_WALL_FILLING, 2 },
519 { EL_BD_MAGIC_WALL_FILLING, 2 },
520 { EL_MAGIC_WALL_EMPTYING, 2 },
521 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
531 collect_count_list[] =
534 { EL_BD_DIAMOND, 1 },
535 { EL_EMERALD_YELLOW, 1 },
536 { EL_EMERALD_RED, 1 },
537 { EL_EMERALD_PURPLE, 1 },
539 { EL_SP_INFOTRON, 1 },
551 access_direction_list[] =
553 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
554 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
555 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
556 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
557 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
558 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
559 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
560 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
561 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
562 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
563 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
565 { EL_SP_PORT_LEFT, MV_RIGHT },
566 { EL_SP_PORT_RIGHT, MV_LEFT },
567 { EL_SP_PORT_UP, MV_DOWN },
568 { EL_SP_PORT_DOWN, MV_UP },
569 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
570 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
571 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
572 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
573 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
574 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
575 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
576 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
577 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
578 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
579 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
580 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
581 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
582 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
583 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
585 { EL_UNDEFINED, MV_NO_MOVING }
588 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
590 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
591 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
592 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
593 IS_JUST_CHANGING(x, y))
595 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
598 void GetPlayerConfig()
600 if (!audio.sound_available)
601 setup.sound_simple = FALSE;
603 if (!audio.loops_available)
604 setup.sound_loops = FALSE;
606 if (!audio.music_available)
607 setup.sound_music = FALSE;
609 if (!video.fullscreen_available)
610 setup.fullscreen = FALSE;
612 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
614 SetAudioMode(setup.sound);
618 static int getBeltNrFromBeltElement(int element)
620 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
621 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
622 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
625 static int getBeltNrFromBeltActiveElement(int element)
627 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
628 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
629 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
632 static int getBeltNrFromBeltSwitchElement(int element)
634 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
635 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
636 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
639 static int getBeltDirNrFromBeltSwitchElement(int element)
641 static int belt_base_element[4] =
643 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
644 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
645 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
646 EL_CONVEYOR_BELT_4_SWITCH_LEFT
649 int belt_nr = getBeltNrFromBeltSwitchElement(element);
650 int belt_dir_nr = element - belt_base_element[belt_nr];
652 return (belt_dir_nr % 3);
655 static int getBeltDirFromBeltSwitchElement(int element)
657 static int belt_move_dir[3] =
664 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
666 return belt_move_dir[belt_dir_nr];
669 static void InitPlayerField(int x, int y, int element, boolean init_game)
671 if (element == EL_SP_MURPHY)
675 if (stored_player[0].present)
677 Feld[x][y] = EL_SP_MURPHY_CLONE;
683 stored_player[0].use_murphy_graphic = TRUE;
686 Feld[x][y] = EL_PLAYER_1;
692 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
693 int jx = player->jx, jy = player->jy;
695 player->present = TRUE;
697 player->block_last_field = (element == EL_SP_MURPHY ?
698 level.sp_block_last_field :
699 level.block_last_field);
701 /* ---------- initialize player's last field block delay --------------- */
703 /* always start with reliable default value (no adjustment needed) */
704 player->block_delay_adjustment = 0;
706 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
707 if (player->block_last_field && element == EL_SP_MURPHY)
708 player->block_delay_adjustment = 1;
710 /* special case 2: in game engines before 3.1.1, blocking was different */
711 if (game.use_block_last_field_bug)
712 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
714 if (!options.network || player->connected)
716 player->active = TRUE;
718 /* remove potentially duplicate players */
719 if (StorePlayer[jx][jy] == Feld[x][y])
720 StorePlayer[jx][jy] = 0;
722 StorePlayer[x][y] = Feld[x][y];
726 printf("Player %d activated.\n", player->element_nr);
727 printf("[Local player is %d and currently %s.]\n",
728 local_player->element_nr,
729 local_player->active ? "active" : "not active");
733 Feld[x][y] = EL_EMPTY;
735 player->jx = player->last_jx = x;
736 player->jy = player->last_jy = y;
740 static void InitField(int x, int y, boolean init_game)
742 int element = Feld[x][y];
751 InitPlayerField(x, y, element, init_game);
754 case EL_SOKOBAN_FIELD_PLAYER:
755 element = Feld[x][y] = EL_PLAYER_1;
756 InitField(x, y, init_game);
758 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
759 InitField(x, y, init_game);
762 case EL_SOKOBAN_FIELD_EMPTY:
763 local_player->sokobanfields_still_needed++;
767 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
768 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
769 else if (x > 0 && Feld[x-1][y] == EL_ACID)
770 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
771 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
772 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
773 else if (y > 0 && Feld[x][y-1] == EL_ACID)
774 Feld[x][y] = EL_ACID_POOL_BOTTOM;
775 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
776 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
784 case EL_SPACESHIP_RIGHT:
785 case EL_SPACESHIP_UP:
786 case EL_SPACESHIP_LEFT:
787 case EL_SPACESHIP_DOWN:
789 case EL_BD_BUTTERFLY_RIGHT:
790 case EL_BD_BUTTERFLY_UP:
791 case EL_BD_BUTTERFLY_LEFT:
792 case EL_BD_BUTTERFLY_DOWN:
793 case EL_BD_BUTTERFLY:
794 case EL_BD_FIREFLY_RIGHT:
795 case EL_BD_FIREFLY_UP:
796 case EL_BD_FIREFLY_LEFT:
797 case EL_BD_FIREFLY_DOWN:
799 case EL_PACMAN_RIGHT:
823 if (y == lev_fieldy - 1)
825 Feld[x][y] = EL_AMOEBA_GROWING;
826 Store[x][y] = EL_AMOEBA_WET;
830 case EL_DYNAMITE_ACTIVE:
831 case EL_SP_DISK_RED_ACTIVE:
832 case EL_DYNABOMB_PLAYER_1_ACTIVE:
833 case EL_DYNABOMB_PLAYER_2_ACTIVE:
834 case EL_DYNABOMB_PLAYER_3_ACTIVE:
835 case EL_DYNABOMB_PLAYER_4_ACTIVE:
840 local_player->lights_still_needed++;
844 local_player->friends_still_needed++;
849 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
852 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
853 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
854 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
855 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
856 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
857 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
858 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
859 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
860 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
861 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
862 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
863 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
866 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
867 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
868 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
870 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
872 game.belt_dir[belt_nr] = belt_dir;
873 game.belt_dir_nr[belt_nr] = belt_dir_nr;
875 else /* more than one switch -- set it like the first switch */
877 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
882 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
884 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
887 case EL_LIGHT_SWITCH_ACTIVE:
889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
893 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
895 else if (IS_GROUP_ELEMENT(element))
897 struct ElementGroupInfo *group = element_info[element].group;
898 int last_anim_random_frame = gfx.anim_random_frame;
901 if (group->choice_mode == ANIM_RANDOM)
902 gfx.anim_random_frame = RND(group->num_elements_resolved);
904 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
905 group->choice_mode, 0,
908 if (group->choice_mode == ANIM_RANDOM)
909 gfx.anim_random_frame = last_anim_random_frame;
913 Feld[x][y] = group->element_resolved[element_pos];
915 InitField(x, y, init_game);
920 #if USE_NEW_COLLECT_COUNT
921 Count[x][y] = element_info[Feld[x][y]].collect_count_initial;
925 static inline void InitField_WithBug1(int x, int y, boolean init_game)
927 InitField(x, y, init_game);
929 /* not needed to call InitMovDir() -- already done by InitField()! */
930 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
931 CAN_MOVE(Feld[x][y]))
935 static inline void InitField_WithBug2(int x, int y, boolean init_game)
937 int old_element = Feld[x][y];
939 InitField(x, y, init_game);
941 /* not needed to call InitMovDir() -- already done by InitField()! */
942 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
943 CAN_MOVE(old_element) &&
944 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
947 /* this case is in fact a combination of not less than three bugs:
948 first, it calls InitMovDir() for elements that can move, although this is
949 already done by InitField(); then, it checks the element that was at this
950 field _before_ the call to InitField() (which can change it); lastly, it
951 was not called for "mole with direction" elements, which were treated as
952 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
956 inline void DrawGameValue_Emeralds(int value)
958 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
961 inline void DrawGameValue_Dynamite(int value)
963 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
966 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
970 /* currently only 4 of 8 possible keys are displayed */
971 for (i = 0; i < STD_NUM_KEYS; i++)
974 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
975 el2edimg(EL_KEY_1 + i));
977 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
978 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
979 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
983 inline void DrawGameValue_Score(int value)
985 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
988 inline void DrawGameValue_Time(int value)
991 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
993 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
996 inline void DrawGameValue_Level(int value)
999 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1002 /* misuse area for displaying emeralds to draw bigger level number */
1003 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1004 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1006 /* now copy it to the area for displaying level number */
1007 BlitBitmap(drawto, drawto,
1008 DX_EMERALDS, DY_EMERALDS + 1,
1009 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1010 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1011 DX_LEVEL - 1, DY_LEVEL + 1);
1013 /* restore the area for displaying emeralds */
1014 DrawGameValue_Emeralds(local_player->gems_still_needed);
1016 /* yes, this is all really ugly :-) */
1020 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1023 int key[MAX_NUM_KEYS];
1026 for (i = 0; i < MAX_NUM_KEYS; i++)
1027 key[i] = key_bits & (1 << i);
1029 DrawGameValue_Level(level_nr);
1031 DrawGameValue_Emeralds(emeralds);
1032 DrawGameValue_Dynamite(dynamite);
1033 DrawGameValue_Score(score);
1034 DrawGameValue_Time(time);
1036 DrawGameValue_Keys(key);
1039 void DrawGameDoorValues()
1043 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1045 DrawGameDoorValues_EM();
1050 DrawGameValue_Level(level_nr);
1052 DrawGameValue_Emeralds(local_player->gems_still_needed);
1053 DrawGameValue_Dynamite(local_player->inventory_size);
1054 DrawGameValue_Score(local_player->score);
1055 DrawGameValue_Time(TimeLeft);
1057 for (i = 0; i < MAX_PLAYERS; i++)
1058 DrawGameValue_Keys(stored_player[i].key);
1061 static void resolve_group_element(int group_element, int recursion_depth)
1063 static int group_nr;
1064 static struct ElementGroupInfo *group;
1065 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1068 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1070 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1071 group_element - EL_GROUP_START + 1);
1073 /* replace element which caused too deep recursion by question mark */
1074 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1079 if (recursion_depth == 0) /* initialization */
1081 group = element_info[group_element].group;
1082 group_nr = group_element - EL_GROUP_START;
1084 group->num_elements_resolved = 0;
1085 group->choice_pos = 0;
1088 for (i = 0; i < actual_group->num_elements; i++)
1090 int element = actual_group->element[i];
1092 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1095 if (IS_GROUP_ELEMENT(element))
1096 resolve_group_element(element, recursion_depth + 1);
1099 group->element_resolved[group->num_elements_resolved++] = element;
1100 element_info[element].in_group[group_nr] = TRUE;
1107 =============================================================================
1109 -----------------------------------------------------------------------------
1110 initialize game engine due to level / tape version number
1111 =============================================================================
1114 static void InitGameEngine()
1118 /* set game engine from tape file when re-playing, else from level file */
1119 game.engine_version = (tape.playing ? tape.engine_version :
1120 level.game_version);
1122 /* ---------------------------------------------------------------------- */
1123 /* set flags for bugs and changes according to active game engine version */
1124 /* ---------------------------------------------------------------------- */
1127 Summary of bugfix/change:
1128 Fixed handling for custom elements that change when pushed by the player.
1130 Fixed/changed in version:
1134 Before 3.1.0, custom elements that "change when pushing" changed directly
1135 after the player started pushing them (until then handled in "DigField()").
1136 Since 3.1.0, these custom elements are not changed until the "pushing"
1137 move of the element is finished (now handled in "ContinueMoving()").
1139 Affected levels/tapes:
1140 The first condition is generally needed for all levels/tapes before version
1141 3.1.0, which might use the old behaviour before it was changed; known tapes
1142 that are affected are some tapes from the level set "Walpurgis Gardens" by
1144 The second condition is an exception from the above case and is needed for
1145 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1146 above (including some development versions of 3.1.0), but before it was
1147 known that this change would break tapes like the above and was fixed in
1148 3.1.1, so that the changed behaviour was active although the engine version
1149 while recording maybe was before 3.1.0. There is at least one tape that is
1150 affected by this exception, which is the tape for the one-level set "Bug
1151 Machine" by Juergen Bonhagen.
1154 game.use_change_when_pushing_bug =
1155 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1157 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1158 tape.game_version < VERSION_IDENT(3,1,1,0)));
1161 Summary of bugfix/change:
1162 Fixed handling for blocking the field the player leaves when moving.
1164 Fixed/changed in version:
1168 Before 3.1.1, when "block last field when moving" was enabled, the field
1169 the player is leaving when moving was blocked for the time of the move,
1170 and was directly unblocked afterwards. This resulted in the last field
1171 being blocked for exactly one less than the number of frames of one player
1172 move. Additionally, even when blocking was disabled, the last field was
1173 blocked for exactly one frame.
1174 Since 3.1.1, due to changes in player movement handling, the last field
1175 is not blocked at all when blocking is disabled. When blocking is enabled,
1176 the last field is blocked for exactly the number of frames of one player
1177 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1178 last field is blocked for exactly one more than the number of frames of
1181 Affected levels/tapes:
1182 (!!! yet to be determined -- probably many !!!)
1185 game.use_block_last_field_bug =
1186 (game.engine_version < VERSION_IDENT(3,1,1,0));
1188 /* ---------------------------------------------------------------------- */
1190 /* dynamically adjust element properties according to game engine version */
1191 InitElementPropertiesEngine(game.engine_version);
1194 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1195 printf(" tape version == %06d [%s] [file: %06d]\n",
1196 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1198 printf(" => game.engine_version == %06d\n", game.engine_version);
1201 /* ---------- recursively resolve group elements ------------------------- */
1203 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1204 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1205 element_info[i].in_group[j] = FALSE;
1207 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1208 resolve_group_element(EL_GROUP_START + i, 0);
1210 /* ---------- initialize player's initial move delay --------------------- */
1212 /* dynamically adjust player properties according to level information */
1213 game.initial_move_delay_value =
1214 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1216 /* dynamically adjust player properties according to game engine version */
1217 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1218 game.initial_move_delay_value : 0);
1220 /* ---------- initialize player's initial push delay --------------------- */
1222 /* dynamically adjust player properties according to game engine version */
1223 game.initial_push_delay_value =
1224 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1226 /* ---------- initialize changing elements ------------------------------- */
1228 /* initialize changing elements information */
1229 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1231 struct ElementInfo *ei = &element_info[i];
1233 /* this pointer might have been changed in the level editor */
1234 ei->change = &ei->change_page[0];
1236 if (!IS_CUSTOM_ELEMENT(i))
1238 ei->change->target_element = EL_EMPTY_SPACE;
1239 ei->change->delay_fixed = 0;
1240 ei->change->delay_random = 0;
1241 ei->change->delay_frames = 1;
1244 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1246 ei->has_change_event[j] = FALSE;
1248 ei->event_page_nr[j] = 0;
1249 ei->event_page[j] = &ei->change_page[0];
1253 /* add changing elements from pre-defined list */
1254 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1256 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1257 struct ElementInfo *ei = &element_info[ch_delay->element];
1259 ei->change->target_element = ch_delay->target_element;
1260 ei->change->delay_fixed = ch_delay->change_delay;
1262 ei->change->pre_change_function = ch_delay->pre_change_function;
1263 ei->change->change_function = ch_delay->change_function;
1264 ei->change->post_change_function = ch_delay->post_change_function;
1266 ei->has_change_event[CE_DELAY] = TRUE;
1268 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1269 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1272 /* ---------- initialize internal run-time variables ------------- */
1274 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1276 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1278 for (j = 0; j < ei->num_change_pages; j++)
1280 ei->change_page[j].can_change_or_has_action =
1281 (ei->change_page[j].can_change |
1282 ei->change_page[j].has_action);
1286 /* add change events from custom element configuration */
1287 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1289 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1291 for (j = 0; j < ei->num_change_pages; j++)
1293 if (!ei->change_page[j].can_change_or_has_action)
1296 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1298 /* only add event page for the first page found with this event */
1299 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1301 ei->has_change_event[k] = TRUE;
1303 ei->event_page_nr[k] = j;
1304 ei->event_page[k] = &ei->change_page[j];
1310 /* ---------- initialize run-time trigger player and element ------------- */
1312 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1314 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1316 for (j = 0; j < ei->num_change_pages; j++)
1318 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1319 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1323 /* ---------- initialize trigger events ---------------------------------- */
1325 /* initialize trigger events information */
1326 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1327 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1328 trigger_events[i][j] = FALSE;
1330 /* add trigger events from element change event properties */
1331 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1333 struct ElementInfo *ei = &element_info[i];
1335 for (j = 0; j < ei->num_change_pages; j++)
1337 if (!ei->change_page[j].can_change_or_has_action)
1340 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1342 int trigger_element = ei->change_page[j].trigger_element;
1344 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1346 if (ei->change_page[j].has_event[k])
1348 if (IS_GROUP_ELEMENT(trigger_element))
1350 struct ElementGroupInfo *group =
1351 element_info[trigger_element].group;
1353 for (l = 0; l < group->num_elements_resolved; l++)
1354 trigger_events[group->element_resolved[l]][k] = TRUE;
1357 trigger_events[trigger_element][k] = TRUE;
1364 /* ---------- initialize push delay -------------------------------------- */
1366 /* initialize push delay values to default */
1367 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1369 if (!IS_CUSTOM_ELEMENT(i))
1371 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1372 element_info[i].push_delay_random = game.default_push_delay_random;
1376 /* set push delay value for certain elements from pre-defined list */
1377 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1379 int e = push_delay_list[i].element;
1381 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1382 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1385 /* set push delay value for Supaplex elements for newer engine versions */
1386 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1388 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1390 if (IS_SP_ELEMENT(i))
1392 /* set SP push delay to just enough to push under a falling zonk */
1393 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1395 element_info[i].push_delay_fixed = delay;
1396 element_info[i].push_delay_random = 0;
1401 /* ---------- initialize move stepsize ----------------------------------- */
1403 /* initialize move stepsize values to default */
1404 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1405 if (!IS_CUSTOM_ELEMENT(i))
1406 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1408 /* set move stepsize value for certain elements from pre-defined list */
1409 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1411 int e = move_stepsize_list[i].element;
1413 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1416 /* ---------- initialize collect score ----------------------------------- */
1418 /* initialize collect score values for custom elements from initial value */
1419 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1420 if (IS_CUSTOM_ELEMENT(i))
1421 element_info[i].collect_score = element_info[i].collect_score_initial;
1423 /* ---------- initialize collect count ----------------------------------- */
1425 /* initialize collect count values for non-custom elements */
1426 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1427 if (!IS_CUSTOM_ELEMENT(i))
1428 element_info[i].collect_count_initial = 0;
1430 /* add collect count values for all elements from pre-defined list */
1431 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1432 element_info[collect_count_list[i].element].collect_count_initial =
1433 collect_count_list[i].count;
1435 /* ---------- initialize access direction -------------------------------- */
1437 /* initialize access direction values to default (access from every side) */
1438 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1439 if (!IS_CUSTOM_ELEMENT(i))
1440 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1442 /* set access direction value for certain elements from pre-defined list */
1443 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1444 element_info[access_direction_list[i].element].access_direction =
1445 access_direction_list[i].direction;
1450 =============================================================================
1452 -----------------------------------------------------------------------------
1453 initialize and start new game
1454 =============================================================================
1459 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1460 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1461 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1466 /* don't play tapes over network */
1467 network_playing = (options.network && !tape.playing);
1469 for (i = 0; i < MAX_PLAYERS; i++)
1471 struct PlayerInfo *player = &stored_player[i];
1473 player->index_nr = i;
1474 player->index_bit = (1 << i);
1475 player->element_nr = EL_PLAYER_1 + i;
1477 player->present = FALSE;
1478 player->active = FALSE;
1481 player->effective_action = 0;
1482 player->programmed_action = 0;
1485 player->gems_still_needed = level.gems_needed;
1486 player->sokobanfields_still_needed = 0;
1487 player->lights_still_needed = 0;
1488 player->friends_still_needed = 0;
1490 for (j = 0; j < MAX_NUM_KEYS; j++)
1491 player->key[j] = FALSE;
1493 player->dynabomb_count = 0;
1494 player->dynabomb_size = 1;
1495 player->dynabombs_left = 0;
1496 player->dynabomb_xl = FALSE;
1498 player->MovDir = MV_NO_MOVING;
1501 player->GfxDir = MV_NO_MOVING;
1502 player->GfxAction = ACTION_DEFAULT;
1504 player->StepFrame = 0;
1506 player->use_murphy_graphic = FALSE;
1508 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1509 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1511 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1513 player->actual_frame_counter = 0;
1515 player->step_counter = 0;
1517 player->last_move_dir = MV_NO_MOVING;
1519 player->is_waiting = FALSE;
1520 player->is_moving = FALSE;
1521 player->is_auto_moving = FALSE;
1522 player->is_digging = FALSE;
1523 player->is_snapping = FALSE;
1524 player->is_collecting = FALSE;
1525 player->is_pushing = FALSE;
1526 player->is_switching = FALSE;
1527 player->is_dropping = FALSE;
1529 player->is_bored = FALSE;
1530 player->is_sleeping = FALSE;
1532 player->frame_counter_bored = -1;
1533 player->frame_counter_sleeping = -1;
1535 player->anim_delay_counter = 0;
1536 player->post_delay_counter = 0;
1538 player->action_waiting = ACTION_DEFAULT;
1539 player->last_action_waiting = ACTION_DEFAULT;
1540 player->special_action_bored = ACTION_DEFAULT;
1541 player->special_action_sleeping = ACTION_DEFAULT;
1543 player->num_special_action_bored = 0;
1544 player->num_special_action_sleeping = 0;
1546 /* determine number of special actions for bored and sleeping animation */
1547 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1549 boolean found = FALSE;
1551 for (k = 0; k < NUM_DIRECTIONS; k++)
1552 if (el_act_dir2img(player->element_nr, j, k) !=
1553 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1557 player->num_special_action_bored++;
1561 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1563 boolean found = FALSE;
1565 for (k = 0; k < NUM_DIRECTIONS; k++)
1566 if (el_act_dir2img(player->element_nr, j, k) !=
1567 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1571 player->num_special_action_sleeping++;
1576 player->switch_x = -1;
1577 player->switch_y = -1;
1579 player->drop_x = -1;
1580 player->drop_y = -1;
1582 player->show_envelope = 0;
1584 player->move_delay = game.initial_move_delay;
1585 player->move_delay_value = game.initial_move_delay_value;
1587 player->move_delay_value_next = -1;
1589 player->move_delay_reset_counter = 0;
1591 player->push_delay = -1; /* initialized when pushing starts */
1592 player->push_delay_value = game.initial_push_delay_value;
1594 player->drop_delay = 0;
1596 player->last_jx = player->last_jy = 0;
1597 player->jx = player->jy = 0;
1599 player->shield_normal_time_left = 0;
1600 player->shield_deadly_time_left = 0;
1602 player->inventory_infinite_element = EL_UNDEFINED;
1603 player->inventory_size = 0;
1605 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1606 SnapField(player, 0, 0);
1608 player->LevelSolved = FALSE;
1609 player->GameOver = FALSE;
1612 network_player_action_received = FALSE;
1614 #if defined(NETWORK_AVALIABLE)
1615 /* initial null action */
1616 if (network_playing)
1617 SendToServer_MovePlayer(MV_NO_MOVING);
1626 TimeLeft = level.time;
1629 ScreenMovDir = MV_NO_MOVING;
1633 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1635 AllPlayersGone = FALSE;
1637 game.yamyam_content_nr = 0;
1638 game.magic_wall_active = FALSE;
1639 game.magic_wall_time_left = 0;
1640 game.light_time_left = 0;
1641 game.timegate_time_left = 0;
1642 game.switchgate_pos = 0;
1643 game.balloon_dir = MV_NO_MOVING;
1644 game.gravity = level.initial_gravity;
1645 game.explosions_delayed = TRUE;
1647 game.envelope_active = FALSE;
1649 for (i = 0; i < NUM_BELTS; i++)
1651 game.belt_dir[i] = MV_NO_MOVING;
1652 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1655 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1656 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1658 for (x = 0; x < lev_fieldx; x++)
1660 for (y = 0; y < lev_fieldy; y++)
1662 Feld[x][y] = level.field[x][y];
1663 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1664 ChangeDelay[x][y] = 0;
1665 ChangePage[x][y] = -1;
1666 #if USE_NEW_COLLECT_COUNT
1667 Count[x][y] = 0; /* initialized in InitField() */
1669 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1671 WasJustMoving[x][y] = 0;
1672 WasJustFalling[x][y] = 0;
1673 CheckCollision[x][y] = 0;
1675 Pushed[x][y] = FALSE;
1677 Changed[x][y] = FALSE;
1678 ChangeEvent[x][y] = -1;
1680 ExplodePhase[x][y] = 0;
1681 ExplodeDelay[x][y] = 0;
1682 ExplodeField[x][y] = EX_TYPE_NONE;
1684 RunnerVisit[x][y] = 0;
1685 PlayerVisit[x][y] = 0;
1688 GfxRandom[x][y] = INIT_GFX_RANDOM();
1689 GfxElement[x][y] = EL_UNDEFINED;
1690 GfxAction[x][y] = ACTION_DEFAULT;
1691 GfxDir[x][y] = MV_NO_MOVING;
1695 for (y = 0; y < lev_fieldy; y++)
1697 for (x = 0; x < lev_fieldx; x++)
1699 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1701 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1703 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1706 InitField(x, y, TRUE);
1712 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1713 emulate_sb ? EMU_SOKOBAN :
1714 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1716 #if USE_NEW_ALL_SLIPPERY
1717 /* initialize type of slippery elements */
1718 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1720 if (!IS_CUSTOM_ELEMENT(i))
1722 /* default: elements slip down either to the left or right randomly */
1723 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
1725 /* SP style elements prefer to slip down on the left side */
1726 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
1727 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1729 /* BD style elements prefer to slip down on the left side */
1730 if (game.emulation == EMU_BOULDERDASH)
1731 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1736 /* initialize explosion and ignition delay */
1737 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1739 if (!IS_CUSTOM_ELEMENT(i))
1742 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1743 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1744 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1745 int last_phase = (num_phase + 1) * delay;
1746 int half_phase = (num_phase / 2) * delay;
1748 element_info[i].explosion_delay = last_phase - 1;
1749 element_info[i].ignition_delay = half_phase;
1751 if (i == EL_BLACK_ORB)
1752 element_info[i].ignition_delay = 1;
1756 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1757 element_info[i].explosion_delay = 1;
1759 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1760 element_info[i].ignition_delay = 1;
1764 /* correct non-moving belts to start moving left */
1765 for (i = 0; i < NUM_BELTS; i++)
1766 if (game.belt_dir[i] == MV_NO_MOVING)
1767 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1769 /* check if any connected player was not found in playfield */
1770 for (i = 0; i < MAX_PLAYERS; i++)
1772 struct PlayerInfo *player = &stored_player[i];
1774 if (player->connected && !player->present)
1776 for (j = 0; j < MAX_PLAYERS; j++)
1778 struct PlayerInfo *some_player = &stored_player[j];
1779 int jx = some_player->jx, jy = some_player->jy;
1781 /* assign first free player found that is present in the playfield */
1782 if (some_player->present && !some_player->connected)
1784 player->present = TRUE;
1785 player->active = TRUE;
1787 some_player->present = FALSE;
1788 some_player->active = FALSE;
1791 player->element_nr = some_player->element_nr;
1794 player->block_last_field = some_player->block_last_field;
1795 player->block_delay_adjustment = some_player->block_delay_adjustment;
1797 StorePlayer[jx][jy] = player->element_nr;
1798 player->jx = player->last_jx = jx;
1799 player->jy = player->last_jy = jy;
1809 /* when playing a tape, eliminate all players which do not participate */
1811 for (i = 0; i < MAX_PLAYERS; i++)
1813 if (stored_player[i].active && !tape.player_participates[i])
1815 struct PlayerInfo *player = &stored_player[i];
1816 int jx = player->jx, jy = player->jy;
1818 player->active = FALSE;
1819 StorePlayer[jx][jy] = 0;
1820 Feld[jx][jy] = EL_EMPTY;
1824 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1826 /* when in single player mode, eliminate all but the first active player */
1828 for (i = 0; i < MAX_PLAYERS; i++)
1830 if (stored_player[i].active)
1832 for (j = i + 1; j < MAX_PLAYERS; j++)
1834 if (stored_player[j].active)
1836 struct PlayerInfo *player = &stored_player[j];
1837 int jx = player->jx, jy = player->jy;
1839 player->active = FALSE;
1840 player->present = FALSE;
1842 StorePlayer[jx][jy] = 0;
1843 Feld[jx][jy] = EL_EMPTY;
1850 /* when recording the game, store which players take part in the game */
1853 for (i = 0; i < MAX_PLAYERS; i++)
1854 if (stored_player[i].active)
1855 tape.player_participates[i] = TRUE;
1860 for (i = 0; i < MAX_PLAYERS; i++)
1862 struct PlayerInfo *player = &stored_player[i];
1864 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1869 if (local_player == player)
1870 printf("Player %d is local player.\n", i+1);
1874 if (BorderElement == EL_EMPTY)
1877 SBX_Right = lev_fieldx - SCR_FIELDX;
1879 SBY_Lower = lev_fieldy - SCR_FIELDY;
1884 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1886 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1889 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1890 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1892 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1893 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1895 /* if local player not found, look for custom element that might create
1896 the player (make some assumptions about the right custom element) */
1897 if (!local_player->present)
1899 int start_x = 0, start_y = 0;
1900 int found_rating = 0;
1901 int found_element = EL_UNDEFINED;
1903 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1905 int element = Feld[x][y];
1910 if (!IS_CUSTOM_ELEMENT(element))
1913 if (CAN_CHANGE(element))
1915 for (i = 0; i < element_info[element].num_change_pages; i++)
1917 content = element_info[element].change_page[i].target_element;
1918 is_player = ELEM_IS_PLAYER(content);
1920 if (is_player && (found_rating < 3 || element < found_element))
1926 found_element = element;
1931 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1933 content = element_info[element].content[xx][yy];
1934 is_player = ELEM_IS_PLAYER(content);
1936 if (is_player && (found_rating < 2 || element < found_element))
1938 start_x = x + xx - 1;
1939 start_y = y + yy - 1;
1942 found_element = element;
1945 if (!CAN_CHANGE(element))
1948 for (i = 0; i < element_info[element].num_change_pages; i++)
1950 content= element_info[element].change_page[i].target_content[xx][yy];
1951 is_player = ELEM_IS_PLAYER(content);
1953 if (is_player && (found_rating < 1 || element < found_element))
1955 start_x = x + xx - 1;
1956 start_y = y + yy - 1;
1959 found_element = element;
1965 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1966 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1969 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1970 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1975 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1976 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1977 local_player->jx - MIDPOSX);
1979 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1980 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1981 local_player->jy - MIDPOSY);
1984 if (!game.restart_level)
1985 CloseDoor(DOOR_CLOSE_1);
1987 /* !!! FIX THIS (START) !!! */
1988 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1990 InitGameEngine_EM();
1997 /* after drawing the level, correct some elements */
1998 if (game.timegate_time_left == 0)
1999 CloseAllOpenTimegates();
2001 if (setup.soft_scrolling)
2002 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2004 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2007 /* !!! FIX THIS (END) !!! */
2009 if (!game.restart_level)
2011 /* copy default game door content to main double buffer */
2012 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2013 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2016 DrawGameDoorValues();
2018 if (!game.restart_level)
2022 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2023 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2024 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2028 /* copy actual game door content to door double buffer for OpenDoor() */
2029 BlitBitmap(drawto, bitmap_db_door,
2030 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2032 OpenDoor(DOOR_OPEN_ALL);
2034 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2036 if (setup.sound_music)
2039 KeyboardAutoRepeatOffUnlessAutoplay();
2043 for (i = 0; i < MAX_PLAYERS; i++)
2044 printf("Player %d %sactive.\n",
2045 i + 1, (stored_player[i].active ? "" : "not "));
2049 game.restart_level = FALSE;
2052 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2054 /* this is used for non-R'n'D game engines to update certain engine values */
2056 /* needed to determine if sounds are played within the visible screen area */
2057 scroll_x = actual_scroll_x;
2058 scroll_y = actual_scroll_y;
2061 void InitMovDir(int x, int y)
2063 int i, element = Feld[x][y];
2064 static int xy[4][2] =
2071 static int direction[3][4] =
2073 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2074 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2075 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2084 Feld[x][y] = EL_BUG;
2085 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2088 case EL_SPACESHIP_RIGHT:
2089 case EL_SPACESHIP_UP:
2090 case EL_SPACESHIP_LEFT:
2091 case EL_SPACESHIP_DOWN:
2092 Feld[x][y] = EL_SPACESHIP;
2093 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2096 case EL_BD_BUTTERFLY_RIGHT:
2097 case EL_BD_BUTTERFLY_UP:
2098 case EL_BD_BUTTERFLY_LEFT:
2099 case EL_BD_BUTTERFLY_DOWN:
2100 Feld[x][y] = EL_BD_BUTTERFLY;
2101 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2104 case EL_BD_FIREFLY_RIGHT:
2105 case EL_BD_FIREFLY_UP:
2106 case EL_BD_FIREFLY_LEFT:
2107 case EL_BD_FIREFLY_DOWN:
2108 Feld[x][y] = EL_BD_FIREFLY;
2109 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2112 case EL_PACMAN_RIGHT:
2114 case EL_PACMAN_LEFT:
2115 case EL_PACMAN_DOWN:
2116 Feld[x][y] = EL_PACMAN;
2117 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2120 case EL_SP_SNIKSNAK:
2121 MovDir[x][y] = MV_UP;
2124 case EL_SP_ELECTRON:
2125 MovDir[x][y] = MV_LEFT;
2132 Feld[x][y] = EL_MOLE;
2133 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2137 if (IS_CUSTOM_ELEMENT(element))
2139 struct ElementInfo *ei = &element_info[element];
2140 int move_direction_initial = ei->move_direction_initial;
2141 int move_pattern = ei->move_pattern;
2143 if (move_direction_initial == MV_START_PREVIOUS)
2145 if (MovDir[x][y] != MV_NO_MOVING)
2148 move_direction_initial = MV_START_AUTOMATIC;
2151 if (move_direction_initial == MV_START_RANDOM)
2152 MovDir[x][y] = 1 << RND(4);
2153 else if (move_direction_initial & MV_ANY_DIRECTION)
2154 MovDir[x][y] = move_direction_initial;
2155 else if (move_pattern == MV_ALL_DIRECTIONS ||
2156 move_pattern == MV_TURNING_LEFT ||
2157 move_pattern == MV_TURNING_RIGHT ||
2158 move_pattern == MV_TURNING_LEFT_RIGHT ||
2159 move_pattern == MV_TURNING_RIGHT_LEFT ||
2160 move_pattern == MV_TURNING_RANDOM)
2161 MovDir[x][y] = 1 << RND(4);
2162 else if (move_pattern == MV_HORIZONTAL)
2163 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2164 else if (move_pattern == MV_VERTICAL)
2165 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2166 else if (move_pattern & MV_ANY_DIRECTION)
2167 MovDir[x][y] = element_info[element].move_pattern;
2168 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2169 move_pattern == MV_ALONG_RIGHT_SIDE)
2171 /* use random direction as default start direction */
2172 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2173 MovDir[x][y] = 1 << RND(4);
2175 for (i = 0; i < NUM_DIRECTIONS; i++)
2177 int x1 = x + xy[i][0];
2178 int y1 = y + xy[i][1];
2180 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2182 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2183 MovDir[x][y] = direction[0][i];
2185 MovDir[x][y] = direction[1][i];
2194 MovDir[x][y] = 1 << RND(4);
2196 if (element != EL_BUG &&
2197 element != EL_SPACESHIP &&
2198 element != EL_BD_BUTTERFLY &&
2199 element != EL_BD_FIREFLY)
2202 for (i = 0; i < NUM_DIRECTIONS; i++)
2204 int x1 = x + xy[i][0];
2205 int y1 = y + xy[i][1];
2207 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2209 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2211 MovDir[x][y] = direction[0][i];
2214 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2215 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2217 MovDir[x][y] = direction[1][i];
2226 GfxDir[x][y] = MovDir[x][y];
2229 void InitAmoebaNr(int x, int y)
2232 int group_nr = AmoebeNachbarNr(x, y);
2236 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2238 if (AmoebaCnt[i] == 0)
2246 AmoebaNr[x][y] = group_nr;
2247 AmoebaCnt[group_nr]++;
2248 AmoebaCnt2[group_nr]++;
2254 boolean raise_level = FALSE;
2256 if (local_player->MovPos)
2259 if (tape.auto_play) /* tape might already be stopped here */
2260 tape.auto_play_level_solved = TRUE;
2262 local_player->LevelSolved = FALSE;
2264 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2268 if (!tape.playing && setup.sound_loops)
2269 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2270 SND_CTRL_PLAY_LOOP);
2272 while (TimeLeft > 0)
2274 if (!tape.playing && !setup.sound_loops)
2275 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2276 if (TimeLeft > 0 && !(TimeLeft % 10))
2277 RaiseScore(level.score[SC_TIME_BONUS]);
2278 if (TimeLeft > 100 && !(TimeLeft % 10))
2283 DrawGameValue_Time(TimeLeft);
2291 if (!tape.playing && setup.sound_loops)
2292 StopSound(SND_GAME_LEVELTIME_BONUS);
2294 else if (level.time == 0) /* level without time limit */
2296 if (!tape.playing && setup.sound_loops)
2297 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2298 SND_CTRL_PLAY_LOOP);
2300 while (TimePlayed < 999)
2302 if (!tape.playing && !setup.sound_loops)
2303 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2304 if (TimePlayed < 999 && !(TimePlayed % 10))
2305 RaiseScore(level.score[SC_TIME_BONUS]);
2306 if (TimePlayed < 900 && !(TimePlayed % 10))
2311 DrawGameValue_Time(TimePlayed);
2319 if (!tape.playing && setup.sound_loops)
2320 StopSound(SND_GAME_LEVELTIME_BONUS);
2323 /* close exit door after last player */
2324 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2325 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2326 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2328 int element = Feld[ExitX][ExitY];
2330 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2331 EL_SP_EXIT_CLOSING);
2333 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2336 /* player disappears */
2337 if (ExitX >= 0 && ExitY >= 0)
2338 DrawLevelField(ExitX, ExitY);
2345 CloseDoor(DOOR_CLOSE_1);
2350 SaveTape(tape.level_nr); /* Ask to save tape */
2353 if (level_nr == leveldir_current->handicap_level)
2355 leveldir_current->handicap_level++;
2356 SaveLevelSetup_SeriesInfo();
2359 if (level_editor_test_game)
2360 local_player->score = -1; /* no highscore when playing from editor */
2361 else if (level_nr < leveldir_current->last_level)
2362 raise_level = TRUE; /* advance to next level */
2364 if ((hi_pos = NewHiScore()) >= 0)
2366 game_status = GAME_MODE_SCORES;
2367 DrawHallOfFame(hi_pos);
2376 game_status = GAME_MODE_MAIN;
2393 LoadScore(level_nr);
2395 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2396 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2399 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2401 if (local_player->score > highscore[k].Score)
2403 /* player has made it to the hall of fame */
2405 if (k < MAX_SCORE_ENTRIES - 1)
2407 int m = MAX_SCORE_ENTRIES - 1;
2410 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2411 if (!strcmp(setup.player_name, highscore[l].Name))
2413 if (m == k) /* player's new highscore overwrites his old one */
2417 for (l = m; l > k; l--)
2419 strcpy(highscore[l].Name, highscore[l - 1].Name);
2420 highscore[l].Score = highscore[l - 1].Score;
2427 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2428 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2429 highscore[k].Score = local_player->score;
2435 else if (!strncmp(setup.player_name, highscore[k].Name,
2436 MAX_PLAYER_NAME_LEN))
2437 break; /* player already there with a higher score */
2443 SaveScore(level_nr);
2448 inline static int getElementMoveStepsize(int x, int y)
2450 int element = Feld[x][y];
2451 int direction = MovDir[x][y];
2452 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2453 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2454 int horiz_move = (dx != 0);
2455 int sign = (horiz_move ? dx : dy);
2456 int step = sign * element_info[element].move_stepsize;
2458 /* special values for move stepsize for spring and things on conveyor belt */
2462 if (element == EL_SPRING)
2463 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2464 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2465 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2466 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2468 if (CAN_FALL(element) &&
2469 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2470 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2471 else if (element == EL_SPRING)
2472 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2479 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2481 if (player->GfxAction != action || player->GfxDir != dir)
2484 printf("Player frame reset! (%d => %d, %d => %d)\n",
2485 player->GfxAction, action, player->GfxDir, dir);
2488 player->GfxAction = action;
2489 player->GfxDir = dir;
2491 player->StepFrame = 0;
2495 static void ResetRandomAnimationValue(int x, int y)
2497 GfxRandom[x][y] = INIT_GFX_RANDOM();
2500 static void ResetGfxAnimation(int x, int y)
2503 GfxAction[x][y] = ACTION_DEFAULT;
2504 GfxDir[x][y] = MovDir[x][y];
2507 void InitMovingField(int x, int y, int direction)
2509 int element = Feld[x][y];
2510 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2511 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2515 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2516 ResetGfxAnimation(x, y);
2518 MovDir[x][y] = direction;
2519 GfxDir[x][y] = direction;
2520 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2521 ACTION_FALLING : ACTION_MOVING);
2523 /* this is needed for CEs with property "can move" / "not moving" */
2525 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2527 if (Feld[newx][newy] == EL_EMPTY)
2528 Feld[newx][newy] = EL_BLOCKED;
2530 MovDir[newx][newy] = MovDir[x][y];
2532 #if USE_NEW_COLLECT_COUNT
2533 Count[newx][newy] = Count[x][y];
2536 GfxFrame[newx][newy] = GfxFrame[x][y];
2537 GfxRandom[newx][newy] = GfxRandom[x][y];
2538 GfxAction[newx][newy] = GfxAction[x][y];
2539 GfxDir[newx][newy] = GfxDir[x][y];
2543 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2545 int direction = MovDir[x][y];
2546 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2547 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2553 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2555 int oldx = x, oldy = y;
2556 int direction = MovDir[x][y];
2558 if (direction == MV_LEFT)
2560 else if (direction == MV_RIGHT)
2562 else if (direction == MV_UP)
2564 else if (direction == MV_DOWN)
2567 *comes_from_x = oldx;
2568 *comes_from_y = oldy;
2571 int MovingOrBlocked2Element(int x, int y)
2573 int element = Feld[x][y];
2575 if (element == EL_BLOCKED)
2579 Blocked2Moving(x, y, &oldx, &oldy);
2580 return Feld[oldx][oldy];
2586 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2588 /* like MovingOrBlocked2Element(), but if element is moving
2589 and (x,y) is the field the moving element is just leaving,
2590 return EL_BLOCKED instead of the element value */
2591 int element = Feld[x][y];
2593 if (IS_MOVING(x, y))
2595 if (element == EL_BLOCKED)
2599 Blocked2Moving(x, y, &oldx, &oldy);
2600 return Feld[oldx][oldy];
2609 static void RemoveField(int x, int y)
2611 Feld[x][y] = EL_EMPTY;
2617 #if USE_NEW_COLLECT_COUNT
2622 ChangeDelay[x][y] = 0;
2623 ChangePage[x][y] = -1;
2624 Pushed[x][y] = FALSE;
2627 ExplodeField[x][y] = EX_TYPE_NONE;
2630 GfxElement[x][y] = EL_UNDEFINED;
2631 GfxAction[x][y] = ACTION_DEFAULT;
2632 GfxDir[x][y] = MV_NO_MOVING;
2635 void RemoveMovingField(int x, int y)
2637 int oldx = x, oldy = y, newx = x, newy = y;
2638 int element = Feld[x][y];
2639 int next_element = EL_UNDEFINED;
2641 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2644 if (IS_MOVING(x, y))
2646 Moving2Blocked(x, y, &newx, &newy);
2648 if (Feld[newx][newy] != EL_BLOCKED)
2650 /* element is moving, but target field is not free (blocked), but
2651 already occupied by something different (example: acid pool);
2652 in this case, only remove the moving field, but not the target */
2654 RemoveField(oldx, oldy);
2656 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2658 DrawLevelField(oldx, oldy);
2663 else if (element == EL_BLOCKED)
2665 Blocked2Moving(x, y, &oldx, &oldy);
2666 if (!IS_MOVING(oldx, oldy))
2670 if (element == EL_BLOCKED &&
2671 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2672 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2673 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2674 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2675 next_element = get_next_element(Feld[oldx][oldy]);
2677 RemoveField(oldx, oldy);
2678 RemoveField(newx, newy);
2680 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2682 if (next_element != EL_UNDEFINED)
2683 Feld[oldx][oldy] = next_element;
2685 DrawLevelField(oldx, oldy);
2686 DrawLevelField(newx, newy);
2689 void DrawDynamite(int x, int y)
2691 int sx = SCREENX(x), sy = SCREENY(y);
2692 int graphic = el2img(Feld[x][y]);
2695 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2698 if (IS_WALKABLE_INSIDE(Back[x][y]))
2702 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2703 else if (Store[x][y])
2704 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2706 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2708 if (Back[x][y] || Store[x][y])
2709 DrawGraphicThruMask(sx, sy, graphic, frame);
2711 DrawGraphic(sx, sy, graphic, frame);
2714 void CheckDynamite(int x, int y)
2716 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2720 if (MovDelay[x][y] != 0)
2723 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2729 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2734 void DrawRelocatePlayer(struct PlayerInfo *player)
2736 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2737 boolean no_delay = (tape.warp_forward);
2738 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2739 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2740 int jx = player->jx;
2741 int jy = player->jy;
2743 if (level.instant_relocation)
2745 int offset = (setup.scroll_delay ? 3 : 0);
2747 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2749 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2750 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2751 local_player->jx - MIDPOSX);
2753 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2754 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2755 local_player->jy - MIDPOSY);
2759 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2760 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2761 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2763 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2764 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2765 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2767 /* don't scroll over playfield boundaries */
2768 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2769 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2771 /* don't scroll over playfield boundaries */
2772 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2773 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2776 RedrawPlayfield(TRUE, 0,0,0,0);
2780 int scroll_xx = -999, scroll_yy = -999;
2782 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2784 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2787 int fx = FX, fy = FY;
2789 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2790 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2791 local_player->jx - MIDPOSX);
2793 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2794 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2795 local_player->jy - MIDPOSY);
2797 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2798 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2800 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2806 fx += dx * TILEX / 2;
2807 fy += dy * TILEY / 2;
2809 ScrollLevel(dx, dy);
2812 /* scroll in two steps of half tile size to make things smoother */
2813 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2815 Delay(wait_delay_value);
2817 /* scroll second step to align at full tile size */
2819 Delay(wait_delay_value);
2824 Delay(wait_delay_value);
2828 void RelocatePlayer(int jx, int jy, int el_player_raw)
2830 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2831 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2832 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2833 boolean no_delay = (tape.warp_forward);
2834 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2835 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2836 int old_jx = player->jx;
2837 int old_jy = player->jy;
2838 int old_element = Feld[old_jx][old_jy];
2839 int element = Feld[jx][jy];
2840 boolean player_relocated = (old_jx != jx || old_jy != jy);
2842 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2843 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2844 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2845 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2846 int leave_side_horiz = move_dir_horiz;
2847 int leave_side_vert = move_dir_vert;
2848 int enter_side = enter_side_horiz | enter_side_vert;
2849 int leave_side = leave_side_horiz | leave_side_vert;
2851 if (player->GameOver) /* do not reanimate dead player */
2854 if (!player_relocated) /* no need to relocate the player */
2857 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2859 RemoveField(jx, jy); /* temporarily remove newly placed player */
2860 DrawLevelField(jx, jy);
2863 if (player->present)
2865 while (player->MovPos)
2867 ScrollPlayer(player, SCROLL_GO_ON);
2868 ScrollScreen(NULL, SCROLL_GO_ON);
2870 AdvanceFrameAndPlayerCounters(player->index_nr);
2875 Delay(wait_delay_value);
2878 DrawPlayer(player); /* needed here only to cleanup last field */
2879 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2881 player->is_moving = FALSE;
2884 if (IS_CUSTOM_ELEMENT(old_element))
2885 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2887 player->index_bit, leave_side);
2889 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2890 player->index_bit, leave_side);
2892 Feld[jx][jy] = el_player;
2893 InitPlayerField(jx, jy, el_player, TRUE);
2895 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2897 Feld[jx][jy] = element;
2898 InitField(jx, jy, FALSE);
2901 if (player == local_player) /* only visually relocate local player */
2902 DrawRelocatePlayer(player);
2904 TestIfPlayerTouchesBadThing(jx, jy);
2905 TestIfPlayerTouchesCustomElement(jx, jy);
2907 if (IS_CUSTOM_ELEMENT(element))
2908 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2909 player->index_bit, enter_side);
2911 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2912 player->index_bit, enter_side);
2915 void Explode(int ex, int ey, int phase, int mode)
2921 /* !!! eliminate this variable !!! */
2922 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2924 if (game.explosions_delayed)
2926 ExplodeField[ex][ey] = mode;
2930 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2932 int center_element = Feld[ex][ey];
2935 /* --- This is only really needed (and now handled) in "Impact()". --- */
2936 /* do not explode moving elements that left the explode field in time */
2937 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2938 center_element == EL_EMPTY &&
2939 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2943 if (mode == EX_TYPE_NORMAL ||
2944 mode == EX_TYPE_CENTER ||
2945 mode == EX_TYPE_CROSS)
2946 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2948 /* remove things displayed in background while burning dynamite */
2949 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2952 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2954 /* put moving element to center field (and let it explode there) */
2955 center_element = MovingOrBlocked2Element(ex, ey);
2956 RemoveMovingField(ex, ey);
2957 Feld[ex][ey] = center_element;
2960 last_phase = element_info[center_element].explosion_delay + 1;
2962 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2964 int xx = x - ex + 1;
2965 int yy = y - ey + 1;
2968 if (!IN_LEV_FIELD(x, y) ||
2969 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2970 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2973 element = Feld[x][y];
2975 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2977 element = MovingOrBlocked2Element(x, y);
2979 if (!IS_EXPLOSION_PROOF(element))
2980 RemoveMovingField(x, y);
2983 /* indestructible elements can only explode in center (but not flames) */
2984 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2985 mode == EX_TYPE_BORDER)) ||
2986 element == EL_FLAMES)
2989 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2990 behaviour, for example when touching a yamyam that explodes to rocks
2991 with active deadly shield, a rock is created under the player !!! */
2992 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2994 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
2995 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
2996 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
2998 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3001 if (IS_ACTIVE_BOMB(element))
3003 /* re-activate things under the bomb like gate or penguin */
3004 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3011 /* save walkable background elements while explosion on same tile */
3012 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3013 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3014 Back[x][y] = element;
3016 /* ignite explodable elements reached by other explosion */
3017 if (element == EL_EXPLOSION)
3018 element = Store2[x][y];
3020 if (AmoebaNr[x][y] &&
3021 (element == EL_AMOEBA_FULL ||
3022 element == EL_BD_AMOEBA ||
3023 element == EL_AMOEBA_GROWING))
3025 AmoebaCnt[AmoebaNr[x][y]]--;
3026 AmoebaCnt2[AmoebaNr[x][y]]--;
3031 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3033 switch(StorePlayer[ex][ey])
3036 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3039 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3042 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3046 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3050 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3051 Store[x][y] = EL_EMPTY;
3053 else if (center_element == EL_MOLE)
3054 Store[x][y] = EL_EMERALD_RED;
3055 else if (center_element == EL_PENGUIN)
3056 Store[x][y] = EL_EMERALD_PURPLE;
3057 else if (center_element == EL_BUG)
3058 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3059 else if (center_element == EL_BD_BUTTERFLY)
3060 Store[x][y] = EL_BD_DIAMOND;
3061 else if (center_element == EL_SP_ELECTRON)
3062 Store[x][y] = EL_SP_INFOTRON;
3063 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3064 Store[x][y] = level.amoeba_content;
3065 else if (center_element == EL_YAMYAM)
3066 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3067 else if (IS_CUSTOM_ELEMENT(center_element) &&
3068 element_info[center_element].content[xx][yy] != EL_EMPTY)
3069 Store[x][y] = element_info[center_element].content[xx][yy];
3070 else if (element == EL_WALL_EMERALD)
3071 Store[x][y] = EL_EMERALD;
3072 else if (element == EL_WALL_DIAMOND)
3073 Store[x][y] = EL_DIAMOND;
3074 else if (element == EL_WALL_BD_DIAMOND)
3075 Store[x][y] = EL_BD_DIAMOND;
3076 else if (element == EL_WALL_EMERALD_YELLOW)
3077 Store[x][y] = EL_EMERALD_YELLOW;
3078 else if (element == EL_WALL_EMERALD_RED)
3079 Store[x][y] = EL_EMERALD_RED;
3080 else if (element == EL_WALL_EMERALD_PURPLE)
3081 Store[x][y] = EL_EMERALD_PURPLE;
3082 else if (element == EL_WALL_PEARL)
3083 Store[x][y] = EL_PEARL;
3084 else if (element == EL_WALL_CRYSTAL)
3085 Store[x][y] = EL_CRYSTAL;
3086 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3087 Store[x][y] = element_info[element].content[1][1];
3089 Store[x][y] = EL_EMPTY;
3091 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3092 center_element == EL_AMOEBA_TO_DIAMOND)
3093 Store2[x][y] = element;
3095 Feld[x][y] = EL_EXPLOSION;
3096 GfxElement[x][y] = center_element;
3098 ExplodePhase[x][y] = 1;
3099 ExplodeDelay[x][y] = last_phase;
3104 if (center_element == EL_YAMYAM)
3105 game.yamyam_content_nr =
3106 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3118 GfxFrame[x][y] = 0; /* restart explosion animation */
3120 last_phase = ExplodeDelay[x][y];
3122 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3126 /* activate this even in non-DEBUG version until cause for crash in
3127 getGraphicAnimationFrame() (see below) is found and eliminated */
3132 if (GfxElement[x][y] == EL_UNDEFINED)
3135 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3136 printf("Explode(): This should never happen!\n");
3139 GfxElement[x][y] = EL_EMPTY;
3143 border_element = Store2[x][y];
3144 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3145 border_element = StorePlayer[x][y];
3147 if (phase == element_info[border_element].ignition_delay ||
3148 phase == last_phase)
3150 boolean border_explosion = FALSE;
3152 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3153 !PLAYER_EXPLOSION_PROTECTED(x, y))
3155 KillPlayerUnlessExplosionProtected(x, y);
3156 border_explosion = TRUE;
3158 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3160 Feld[x][y] = Store2[x][y];
3163 border_explosion = TRUE;
3165 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3167 AmoebeUmwandeln(x, y);
3169 border_explosion = TRUE;
3172 /* if an element just explodes due to another explosion (chain-reaction),
3173 do not immediately end the new explosion when it was the last frame of
3174 the explosion (as it would be done in the following "if"-statement!) */
3175 if (border_explosion && phase == last_phase)
3179 if (phase == last_phase)
3183 element = Feld[x][y] = Store[x][y];
3184 Store[x][y] = Store2[x][y] = 0;
3185 GfxElement[x][y] = EL_UNDEFINED;
3187 /* player can escape from explosions and might therefore be still alive */
3188 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3189 element <= EL_PLAYER_IS_EXPLODING_4)
3190 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3192 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3193 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3194 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3197 /* restore probably existing indestructible background element */
3198 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3199 element = Feld[x][y] = Back[x][y];
3202 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3203 GfxDir[x][y] = MV_NO_MOVING;
3204 ChangeDelay[x][y] = 0;
3205 ChangePage[x][y] = -1;
3207 #if USE_NEW_COLLECT_COUNT
3211 InitField_WithBug2(x, y, FALSE);
3213 DrawLevelField(x, y);
3215 TestIfElementTouchesCustomElement(x, y);
3217 if (GFX_CRUMBLED(element))
3218 DrawLevelFieldCrumbledSandNeighbours(x, y);
3220 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3221 StorePlayer[x][y] = 0;
3223 if (ELEM_IS_PLAYER(element))
3224 RelocatePlayer(x, y, element);
3226 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3228 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3229 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3232 DrawLevelFieldCrumbledSand(x, y);
3234 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3236 DrawLevelElement(x, y, Back[x][y]);
3237 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3239 else if (IS_WALKABLE_UNDER(Back[x][y]))
3241 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3242 DrawLevelElementThruMask(x, y, Back[x][y]);
3244 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3245 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3249 void DynaExplode(int ex, int ey)
3252 int dynabomb_element = Feld[ex][ey];
3253 int dynabomb_size = 1;
3254 boolean dynabomb_xl = FALSE;
3255 struct PlayerInfo *player;
3256 static int xy[4][2] =
3264 if (IS_ACTIVE_BOMB(dynabomb_element))
3266 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3267 dynabomb_size = player->dynabomb_size;
3268 dynabomb_xl = player->dynabomb_xl;
3269 player->dynabombs_left++;
3272 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3274 for (i = 0; i < NUM_DIRECTIONS; i++)
3276 for (j = 1; j <= dynabomb_size; j++)
3278 int x = ex + j * xy[i][0];
3279 int y = ey + j * xy[i][1];
3282 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3285 element = Feld[x][y];
3287 /* do not restart explosions of fields with active bombs */
3288 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3291 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3293 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3294 !IS_DIGGABLE(element) && !dynabomb_xl)
3300 void Bang(int x, int y)
3302 int element = MovingOrBlocked2Element(x, y);
3304 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3306 struct PlayerInfo *player = PLAYERINFO(x, y);
3308 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3309 player->element_nr);
3316 case EL_BD_BUTTERFLY:
3319 case EL_DARK_YAMYAM:
3323 RaiseScoreElement(element);
3324 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3326 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3327 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3328 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3329 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3330 case EL_DYNABOMB_INCREASE_NUMBER:
3331 case EL_DYNABOMB_INCREASE_SIZE:
3332 case EL_DYNABOMB_INCREASE_POWER:
3337 case EL_LAMP_ACTIVE:
3338 case EL_AMOEBA_TO_DIAMOND:
3339 if (IS_PLAYER(x, y))
3340 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3342 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3345 if (element_info[element].explosion_type == EXPLODES_CROSS)
3346 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3347 else if (element_info[element].explosion_type == EXPLODES_1X1)
3348 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3350 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3354 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3357 void SplashAcid(int x, int y)
3359 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3360 (!IN_LEV_FIELD(x - 1, y - 2) ||
3361 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3362 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3364 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3365 (!IN_LEV_FIELD(x + 1, y - 2) ||
3366 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3367 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3369 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3372 static void InitBeltMovement()
3374 static int belt_base_element[4] =
3376 EL_CONVEYOR_BELT_1_LEFT,
3377 EL_CONVEYOR_BELT_2_LEFT,
3378 EL_CONVEYOR_BELT_3_LEFT,
3379 EL_CONVEYOR_BELT_4_LEFT
3381 static int belt_base_active_element[4] =
3383 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3384 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3385 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3386 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3391 /* set frame order for belt animation graphic according to belt direction */
3392 for (i = 0; i < NUM_BELTS; i++)
3396 for (j = 0; j < NUM_BELT_PARTS; j++)
3398 int element = belt_base_active_element[belt_nr] + j;
3399 int graphic = el2img(element);
3401 if (game.belt_dir[i] == MV_LEFT)
3402 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3404 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3408 for (y = 0; y < lev_fieldy; y++)
3410 for (x = 0; x < lev_fieldx; x++)
3412 int element = Feld[x][y];
3414 for (i = 0; i < NUM_BELTS; i++)
3416 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3418 int e_belt_nr = getBeltNrFromBeltElement(element);
3421 if (e_belt_nr == belt_nr)
3423 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3425 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3433 static void ToggleBeltSwitch(int x, int y)
3435 static int belt_base_element[4] =
3437 EL_CONVEYOR_BELT_1_LEFT,
3438 EL_CONVEYOR_BELT_2_LEFT,
3439 EL_CONVEYOR_BELT_3_LEFT,
3440 EL_CONVEYOR_BELT_4_LEFT
3442 static int belt_base_active_element[4] =
3444 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3445 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3446 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3447 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3449 static int belt_base_switch_element[4] =
3451 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3452 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3453 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3454 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3456 static int belt_move_dir[4] =
3464 int element = Feld[x][y];
3465 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3466 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3467 int belt_dir = belt_move_dir[belt_dir_nr];
3470 if (!IS_BELT_SWITCH(element))
3473 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3474 game.belt_dir[belt_nr] = belt_dir;
3476 if (belt_dir_nr == 3)
3479 /* set frame order for belt animation graphic according to belt direction */
3480 for (i = 0; i < NUM_BELT_PARTS; i++)
3482 int element = belt_base_active_element[belt_nr] + i;
3483 int graphic = el2img(element);
3485 if (belt_dir == MV_LEFT)
3486 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3488 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3491 for (yy = 0; yy < lev_fieldy; yy++)
3493 for (xx = 0; xx < lev_fieldx; xx++)
3495 int element = Feld[xx][yy];
3497 if (IS_BELT_SWITCH(element))
3499 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3501 if (e_belt_nr == belt_nr)
3503 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3504 DrawLevelField(xx, yy);
3507 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3509 int e_belt_nr = getBeltNrFromBeltElement(element);
3511 if (e_belt_nr == belt_nr)
3513 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3515 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3516 DrawLevelField(xx, yy);
3519 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3521 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3523 if (e_belt_nr == belt_nr)
3525 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3527 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3528 DrawLevelField(xx, yy);
3535 static void ToggleSwitchgateSwitch(int x, int y)
3539 game.switchgate_pos = !game.switchgate_pos;
3541 for (yy = 0; yy < lev_fieldy; yy++)
3543 for (xx = 0; xx < lev_fieldx; xx++)
3545 int element = Feld[xx][yy];
3547 if (element == EL_SWITCHGATE_SWITCH_UP ||
3548 element == EL_SWITCHGATE_SWITCH_DOWN)
3550 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3551 DrawLevelField(xx, yy);
3553 else if (element == EL_SWITCHGATE_OPEN ||
3554 element == EL_SWITCHGATE_OPENING)
3556 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3558 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3560 else if (element == EL_SWITCHGATE_CLOSED ||
3561 element == EL_SWITCHGATE_CLOSING)
3563 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3565 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3571 static int getInvisibleActiveFromInvisibleElement(int element)
3573 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3574 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3575 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3579 static int getInvisibleFromInvisibleActiveElement(int element)
3581 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3582 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3583 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3587 static void RedrawAllLightSwitchesAndInvisibleElements()
3591 for (y = 0; y < lev_fieldy; y++)
3593 for (x = 0; x < lev_fieldx; x++)
3595 int element = Feld[x][y];
3597 if (element == EL_LIGHT_SWITCH &&
3598 game.light_time_left > 0)
3600 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3601 DrawLevelField(x, y);
3603 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3604 game.light_time_left == 0)
3606 Feld[x][y] = EL_LIGHT_SWITCH;
3607 DrawLevelField(x, y);
3609 else if (element == EL_INVISIBLE_STEELWALL ||
3610 element == EL_INVISIBLE_WALL ||
3611 element == EL_INVISIBLE_SAND)
3613 if (game.light_time_left > 0)
3614 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3616 DrawLevelField(x, y);
3618 /* uncrumble neighbour fields, if needed */
3619 if (element == EL_INVISIBLE_SAND)
3620 DrawLevelFieldCrumbledSandNeighbours(x, y);
3622 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3623 element == EL_INVISIBLE_WALL_ACTIVE ||
3624 element == EL_INVISIBLE_SAND_ACTIVE)
3626 if (game.light_time_left == 0)
3627 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3629 DrawLevelField(x, y);
3631 /* re-crumble neighbour fields, if needed */
3632 if (element == EL_INVISIBLE_SAND)
3633 DrawLevelFieldCrumbledSandNeighbours(x, y);
3639 static void ToggleLightSwitch(int x, int y)
3641 int element = Feld[x][y];
3643 game.light_time_left =
3644 (element == EL_LIGHT_SWITCH ?
3645 level.time_light * FRAMES_PER_SECOND : 0);
3647 RedrawAllLightSwitchesAndInvisibleElements();
3650 static void ActivateTimegateSwitch(int x, int y)
3654 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3656 for (yy = 0; yy < lev_fieldy; yy++)
3658 for (xx = 0; xx < lev_fieldx; xx++)
3660 int element = Feld[xx][yy];
3662 if (element == EL_TIMEGATE_CLOSED ||
3663 element == EL_TIMEGATE_CLOSING)
3665 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3666 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3670 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3672 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3673 DrawLevelField(xx, yy);
3680 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3683 void Impact(int x, int y)
3685 boolean last_line = (y == lev_fieldy - 1);
3686 boolean object_hit = FALSE;
3687 boolean impact = (last_line || object_hit);
3688 int element = Feld[x][y];
3689 int smashed = EL_STEELWALL;
3691 if (!last_line) /* check if element below was hit */
3693 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3696 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3697 MovDir[x][y + 1] != MV_DOWN ||
3698 MovPos[x][y + 1] <= TILEY / 2));
3700 /* do not smash moving elements that left the smashed field in time */
3701 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3702 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3706 smashed = MovingOrBlocked2Element(x, y + 1);
3708 impact = (last_line || object_hit);
3711 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3713 SplashAcid(x, y + 1);
3717 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3718 /* only reset graphic animation if graphic really changes after impact */
3720 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3722 ResetGfxAnimation(x, y);
3723 DrawLevelField(x, y);
3726 if (impact && CAN_EXPLODE_IMPACT(element))
3731 else if (impact && element == EL_PEARL)
3733 ResetGfxAnimation(x, y);
3735 Feld[x][y] = EL_PEARL_BREAKING;
3736 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3739 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3741 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3746 if (impact && element == EL_AMOEBA_DROP)
3748 if (object_hit && IS_PLAYER(x, y + 1))
3749 KillPlayerUnlessEnemyProtected(x, y + 1);
3750 else if (object_hit && smashed == EL_PENGUIN)
3754 Feld[x][y] = EL_AMOEBA_GROWING;
3755 Store[x][y] = EL_AMOEBA_WET;
3757 ResetRandomAnimationValue(x, y);
3762 if (object_hit) /* check which object was hit */
3764 if (CAN_PASS_MAGIC_WALL(element) &&
3765 (smashed == EL_MAGIC_WALL ||
3766 smashed == EL_BD_MAGIC_WALL))
3769 int activated_magic_wall =
3770 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3771 EL_BD_MAGIC_WALL_ACTIVE);
3773 /* activate magic wall / mill */
3774 for (yy = 0; yy < lev_fieldy; yy++)
3775 for (xx = 0; xx < lev_fieldx; xx++)
3776 if (Feld[xx][yy] == smashed)
3777 Feld[xx][yy] = activated_magic_wall;
3779 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3780 game.magic_wall_active = TRUE;
3782 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3783 SND_MAGIC_WALL_ACTIVATING :
3784 SND_BD_MAGIC_WALL_ACTIVATING));
3787 if (IS_PLAYER(x, y + 1))
3789 if (CAN_SMASH_PLAYER(element))
3791 KillPlayerUnlessEnemyProtected(x, y + 1);
3795 else if (smashed == EL_PENGUIN)
3797 if (CAN_SMASH_PLAYER(element))
3803 else if (element == EL_BD_DIAMOND)
3805 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3811 else if (((element == EL_SP_INFOTRON ||
3812 element == EL_SP_ZONK) &&
3813 (smashed == EL_SP_SNIKSNAK ||
3814 smashed == EL_SP_ELECTRON ||
3815 smashed == EL_SP_DISK_ORANGE)) ||
3816 (element == EL_SP_INFOTRON &&
3817 smashed == EL_SP_DISK_YELLOW))
3822 else if (CAN_SMASH_EVERYTHING(element))
3824 if (IS_CLASSIC_ENEMY(smashed) ||
3825 CAN_EXPLODE_SMASHED(smashed))
3830 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3832 if (smashed == EL_LAMP ||
3833 smashed == EL_LAMP_ACTIVE)
3838 else if (smashed == EL_NUT)
3840 Feld[x][y + 1] = EL_NUT_BREAKING;
3841 PlayLevelSound(x, y, SND_NUT_BREAKING);
3842 RaiseScoreElement(EL_NUT);
3845 else if (smashed == EL_PEARL)
3847 ResetGfxAnimation(x, y);
3849 Feld[x][y + 1] = EL_PEARL_BREAKING;
3850 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3853 else if (smashed == EL_DIAMOND)
3855 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3856 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3859 else if (IS_BELT_SWITCH(smashed))
3861 ToggleBeltSwitch(x, y + 1);
3863 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3864 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3866 ToggleSwitchgateSwitch(x, y + 1);
3868 else if (smashed == EL_LIGHT_SWITCH ||
3869 smashed == EL_LIGHT_SWITCH_ACTIVE)
3871 ToggleLightSwitch(x, y + 1);
3876 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3879 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3881 CheckElementChangeBySide(x, y + 1, smashed, element,
3882 CE_SWITCHED, CH_SIDE_TOP);
3883 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3889 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3894 /* play sound of magic wall / mill */
3896 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3897 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3899 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3900 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3901 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3902 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3907 /* play sound of object that hits the ground */
3908 if (last_line || object_hit)
3909 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3912 inline static void TurnRoundExt(int x, int y)
3924 { 0, 0 }, { 0, 0 }, { 0, 0 },
3929 int left, right, back;
3933 { MV_DOWN, MV_UP, MV_RIGHT },
3934 { MV_UP, MV_DOWN, MV_LEFT },
3936 { MV_LEFT, MV_RIGHT, MV_DOWN },
3940 { MV_RIGHT, MV_LEFT, MV_UP }
3943 int element = Feld[x][y];
3944 int move_pattern = element_info[element].move_pattern;
3946 int old_move_dir = MovDir[x][y];
3947 int left_dir = turn[old_move_dir].left;
3948 int right_dir = turn[old_move_dir].right;
3949 int back_dir = turn[old_move_dir].back;
3951 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3952 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3953 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3954 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3956 int left_x = x + left_dx, left_y = y + left_dy;
3957 int right_x = x + right_dx, right_y = y + right_dy;
3958 int move_x = x + move_dx, move_y = y + move_dy;
3962 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3964 TestIfBadThingTouchesOtherBadThing(x, y);
3966 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3967 MovDir[x][y] = right_dir;
3968 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3969 MovDir[x][y] = left_dir;
3971 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3973 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3976 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3978 TestIfBadThingTouchesOtherBadThing(x, y);
3980 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3981 MovDir[x][y] = left_dir;
3982 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3983 MovDir[x][y] = right_dir;
3985 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3987 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3990 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3992 TestIfBadThingTouchesOtherBadThing(x, y);
3994 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
3995 MovDir[x][y] = left_dir;
3996 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
3997 MovDir[x][y] = right_dir;
3999 if (MovDir[x][y] != old_move_dir)
4002 else if (element == EL_YAMYAM)
4004 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4005 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4007 if (can_turn_left && can_turn_right)
4008 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4009 else if (can_turn_left)
4010 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4011 else if (can_turn_right)
4012 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4014 MovDir[x][y] = back_dir;
4016 MovDelay[x][y] = 16 + 16 * RND(3);
4018 else if (element == EL_DARK_YAMYAM)
4020 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4022 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4025 if (can_turn_left && can_turn_right)
4026 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4027 else if (can_turn_left)
4028 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4029 else if (can_turn_right)
4030 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4032 MovDir[x][y] = back_dir;
4034 MovDelay[x][y] = 16 + 16 * RND(3);
4036 else if (element == EL_PACMAN)
4038 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4039 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4041 if (can_turn_left && can_turn_right)
4042 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4043 else if (can_turn_left)
4044 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4045 else if (can_turn_right)
4046 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4048 MovDir[x][y] = back_dir;
4050 MovDelay[x][y] = 6 + RND(40);
4052 else if (element == EL_PIG)
4054 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4055 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4056 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4057 boolean should_turn_left, should_turn_right, should_move_on;
4059 int rnd = RND(rnd_value);
4061 should_turn_left = (can_turn_left &&
4063 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4064 y + back_dy + left_dy)));
4065 should_turn_right = (can_turn_right &&
4067 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4068 y + back_dy + right_dy)));
4069 should_move_on = (can_move_on &&
4072 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4073 y + move_dy + left_dy) ||
4074 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4075 y + move_dy + right_dy)));
4077 if (should_turn_left || should_turn_right || should_move_on)
4079 if (should_turn_left && should_turn_right && should_move_on)
4080 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4081 rnd < 2 * rnd_value / 3 ? right_dir :
4083 else if (should_turn_left && should_turn_right)
4084 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4085 else if (should_turn_left && should_move_on)
4086 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4087 else if (should_turn_right && should_move_on)
4088 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4089 else if (should_turn_left)
4090 MovDir[x][y] = left_dir;
4091 else if (should_turn_right)
4092 MovDir[x][y] = right_dir;
4093 else if (should_move_on)
4094 MovDir[x][y] = old_move_dir;
4096 else if (can_move_on && rnd > rnd_value / 8)
4097 MovDir[x][y] = old_move_dir;
4098 else if (can_turn_left && can_turn_right)
4099 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4100 else if (can_turn_left && rnd > rnd_value / 8)
4101 MovDir[x][y] = left_dir;
4102 else if (can_turn_right && rnd > rnd_value/8)
4103 MovDir[x][y] = right_dir;
4105 MovDir[x][y] = back_dir;
4107 xx = x + move_xy[MovDir[x][y]].x;
4108 yy = y + move_xy[MovDir[x][y]].y;
4110 if (!IN_LEV_FIELD(xx, yy) ||
4111 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4112 MovDir[x][y] = old_move_dir;
4116 else if (element == EL_DRAGON)
4118 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4119 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4120 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4122 int rnd = RND(rnd_value);
4124 if (can_move_on && rnd > rnd_value / 8)
4125 MovDir[x][y] = old_move_dir;
4126 else if (can_turn_left && can_turn_right)
4127 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4128 else if (can_turn_left && rnd > rnd_value / 8)
4129 MovDir[x][y] = left_dir;
4130 else if (can_turn_right && rnd > rnd_value / 8)
4131 MovDir[x][y] = right_dir;
4133 MovDir[x][y] = back_dir;
4135 xx = x + move_xy[MovDir[x][y]].x;
4136 yy = y + move_xy[MovDir[x][y]].y;
4138 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4139 MovDir[x][y] = old_move_dir;
4143 else if (element == EL_MOLE)
4145 boolean can_move_on =
4146 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4147 IS_AMOEBOID(Feld[move_x][move_y]) ||
4148 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4151 boolean can_turn_left =
4152 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4153 IS_AMOEBOID(Feld[left_x][left_y])));
4155 boolean can_turn_right =
4156 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4157 IS_AMOEBOID(Feld[right_x][right_y])));
4159 if (can_turn_left && can_turn_right)
4160 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4161 else if (can_turn_left)
4162 MovDir[x][y] = left_dir;
4164 MovDir[x][y] = right_dir;
4167 if (MovDir[x][y] != old_move_dir)
4170 else if (element == EL_BALLOON)
4172 MovDir[x][y] = game.balloon_dir;
4175 else if (element == EL_SPRING)
4177 if (MovDir[x][y] & MV_HORIZONTAL &&
4178 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4179 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4180 MovDir[x][y] = MV_NO_MOVING;
4184 else if (element == EL_ROBOT ||
4185 element == EL_SATELLITE ||
4186 element == EL_PENGUIN)
4188 int attr_x = -1, attr_y = -1;
4199 for (i = 0; i < MAX_PLAYERS; i++)
4201 struct PlayerInfo *player = &stored_player[i];
4202 int jx = player->jx, jy = player->jy;
4204 if (!player->active)
4208 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4216 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4217 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4218 game.engine_version < VERSION_IDENT(3,1,0,0)))
4224 if (element == EL_PENGUIN)
4227 static int xy[4][2] =
4235 for (i = 0; i < NUM_DIRECTIONS; i++)
4237 int ex = x + xy[i][0];
4238 int ey = y + xy[i][1];
4240 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4249 MovDir[x][y] = MV_NO_MOVING;
4251 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4252 else if (attr_x > x)
4253 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4255 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4256 else if (attr_y > y)
4257 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4259 if (element == EL_ROBOT)
4263 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4264 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4265 Moving2Blocked(x, y, &newx, &newy);
4267 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4268 MovDelay[x][y] = 8 + 8 * !RND(3);
4270 MovDelay[x][y] = 16;
4272 else if (element == EL_PENGUIN)
4278 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4280 boolean first_horiz = RND(2);
4281 int new_move_dir = MovDir[x][y];
4284 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4285 Moving2Blocked(x, y, &newx, &newy);
4287 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4291 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4292 Moving2Blocked(x, y, &newx, &newy);
4294 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4297 MovDir[x][y] = old_move_dir;
4301 else /* (element == EL_SATELLITE) */
4307 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4309 boolean first_horiz = RND(2);
4310 int new_move_dir = MovDir[x][y];
4313 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4314 Moving2Blocked(x, y, &newx, &newy);
4316 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4320 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4321 Moving2Blocked(x, y, &newx, &newy);
4323 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4326 MovDir[x][y] = old_move_dir;
4331 else if (move_pattern == MV_TURNING_LEFT ||
4332 move_pattern == MV_TURNING_RIGHT ||
4333 move_pattern == MV_TURNING_LEFT_RIGHT ||
4334 move_pattern == MV_TURNING_RIGHT_LEFT ||
4335 move_pattern == MV_TURNING_RANDOM ||
4336 move_pattern == MV_ALL_DIRECTIONS)
4338 boolean can_turn_left =
4339 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4340 boolean can_turn_right =
4341 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4343 if (element_info[element].move_stepsize == 0) /* "not moving" */
4346 if (move_pattern == MV_TURNING_LEFT)
4347 MovDir[x][y] = left_dir;
4348 else if (move_pattern == MV_TURNING_RIGHT)
4349 MovDir[x][y] = right_dir;
4350 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4351 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4352 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4353 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4354 else if (move_pattern == MV_TURNING_RANDOM)
4355 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4356 can_turn_right && !can_turn_left ? right_dir :
4357 RND(2) ? left_dir : right_dir);
4358 else if (can_turn_left && can_turn_right)
4359 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4360 else if (can_turn_left)
4361 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4362 else if (can_turn_right)
4363 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4365 MovDir[x][y] = back_dir;
4367 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4369 else if (move_pattern == MV_HORIZONTAL ||
4370 move_pattern == MV_VERTICAL)
4372 if (move_pattern & old_move_dir)
4373 MovDir[x][y] = back_dir;
4374 else if (move_pattern == MV_HORIZONTAL)
4375 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4376 else if (move_pattern == MV_VERTICAL)
4377 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4379 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4381 else if (move_pattern & MV_ANY_DIRECTION)
4383 MovDir[x][y] = move_pattern;
4384 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4386 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4388 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4389 MovDir[x][y] = left_dir;
4390 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4391 MovDir[x][y] = right_dir;
4393 if (MovDir[x][y] != old_move_dir)
4394 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4396 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4398 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4399 MovDir[x][y] = right_dir;
4400 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4401 MovDir[x][y] = left_dir;
4403 if (MovDir[x][y] != old_move_dir)
4404 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4406 else if (move_pattern == MV_TOWARDS_PLAYER ||
4407 move_pattern == MV_AWAY_FROM_PLAYER)
4409 int attr_x = -1, attr_y = -1;
4411 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4422 for (i = 0; i < MAX_PLAYERS; i++)
4424 struct PlayerInfo *player = &stored_player[i];
4425 int jx = player->jx, jy = player->jy;
4427 if (!player->active)
4431 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4439 MovDir[x][y] = MV_NO_MOVING;
4441 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4442 else if (attr_x > x)
4443 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4445 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4446 else if (attr_y > y)
4447 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4449 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4451 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4453 boolean first_horiz = RND(2);
4454 int new_move_dir = MovDir[x][y];
4456 if (element_info[element].move_stepsize == 0) /* "not moving" */
4458 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4459 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4465 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4466 Moving2Blocked(x, y, &newx, &newy);
4468 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4472 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4473 Moving2Blocked(x, y, &newx, &newy);
4475 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4478 MovDir[x][y] = old_move_dir;
4481 else if (move_pattern == MV_WHEN_PUSHED ||
4482 move_pattern == MV_WHEN_DROPPED)
4484 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4485 MovDir[x][y] = MV_NO_MOVING;
4489 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4491 static int test_xy[7][2] =
4501 static int test_dir[7] =
4511 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4512 int move_preference = -1000000; /* start with very low preference */
4513 int new_move_dir = MV_NO_MOVING;
4514 int start_test = RND(4);
4517 for (i = 0; i < NUM_DIRECTIONS; i++)
4519 int move_dir = test_dir[start_test + i];
4520 int move_dir_preference;
4522 xx = x + test_xy[start_test + i][0];
4523 yy = y + test_xy[start_test + i][1];
4525 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4526 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4528 new_move_dir = move_dir;
4533 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4536 move_dir_preference = -1 * RunnerVisit[xx][yy];
4537 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4538 move_dir_preference = PlayerVisit[xx][yy];
4540 if (move_dir_preference > move_preference)
4542 /* prefer field that has not been visited for the longest time */
4543 move_preference = move_dir_preference;
4544 new_move_dir = move_dir;
4546 else if (move_dir_preference == move_preference &&
4547 move_dir == old_move_dir)
4549 /* prefer last direction when all directions are preferred equally */
4550 move_preference = move_dir_preference;
4551 new_move_dir = move_dir;
4555 MovDir[x][y] = new_move_dir;
4556 if (old_move_dir != new_move_dir)
4557 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4561 static void TurnRound(int x, int y)
4563 int direction = MovDir[x][y];
4567 GfxDir[x][y] = MovDir[x][y];
4569 if (direction != MovDir[x][y])
4573 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4576 static boolean JustBeingPushed(int x, int y)
4580 for (i = 0; i < MAX_PLAYERS; i++)
4582 struct PlayerInfo *player = &stored_player[i];
4584 if (player->active && player->is_pushing && player->MovPos)
4586 int next_jx = player->jx + (player->jx - player->last_jx);
4587 int next_jy = player->jy + (player->jy - player->last_jy);
4589 if (x == next_jx && y == next_jy)
4597 void StartMoving(int x, int y)
4599 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4600 int element = Feld[x][y];
4605 if (MovDelay[x][y] == 0)
4606 GfxAction[x][y] = ACTION_DEFAULT;
4608 if (CAN_FALL(element) && y < lev_fieldy - 1)
4610 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4611 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4612 if (JustBeingPushed(x, y))
4615 if (element == EL_QUICKSAND_FULL)
4617 if (IS_FREE(x, y + 1))
4619 InitMovingField(x, y, MV_DOWN);
4620 started_moving = TRUE;
4622 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4623 Store[x][y] = EL_ROCK;
4625 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4627 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4629 if (!MovDelay[x][y])
4630 MovDelay[x][y] = TILEY + 1;
4639 Feld[x][y] = EL_QUICKSAND_EMPTY;
4640 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4641 Store[x][y + 1] = Store[x][y];
4644 PlayLevelSoundAction(x, y, ACTION_FILLING);
4647 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4648 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4650 InitMovingField(x, y, MV_DOWN);
4651 started_moving = TRUE;
4653 Feld[x][y] = EL_QUICKSAND_FILLING;
4654 Store[x][y] = element;
4656 PlayLevelSoundAction(x, y, ACTION_FILLING);
4658 else if (element == EL_MAGIC_WALL_FULL)
4660 if (IS_FREE(x, y + 1))
4662 InitMovingField(x, y, MV_DOWN);
4663 started_moving = TRUE;
4665 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4666 Store[x][y] = EL_CHANGED(Store[x][y]);
4668 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4670 if (!MovDelay[x][y])
4671 MovDelay[x][y] = TILEY/4 + 1;
4680 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4681 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4682 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4686 else if (element == EL_BD_MAGIC_WALL_FULL)
4688 if (IS_FREE(x, y + 1))
4690 InitMovingField(x, y, MV_DOWN);
4691 started_moving = TRUE;
4693 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4694 Store[x][y] = EL_CHANGED2(Store[x][y]);
4696 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4698 if (!MovDelay[x][y])
4699 MovDelay[x][y] = TILEY/4 + 1;
4708 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4709 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4710 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4714 else if (CAN_PASS_MAGIC_WALL(element) &&
4715 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4716 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4718 InitMovingField(x, y, MV_DOWN);
4719 started_moving = TRUE;
4722 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4723 EL_BD_MAGIC_WALL_FILLING);
4724 Store[x][y] = element;
4726 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4728 SplashAcid(x, y + 1);
4730 InitMovingField(x, y, MV_DOWN);
4731 started_moving = TRUE;
4733 Store[x][y] = EL_ACID;
4735 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4736 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4738 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4739 CAN_FALL(element) && WasJustFalling[x][y] &&
4740 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4742 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4743 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4744 (Feld[x][y + 1] == EL_BLOCKED)))
4746 /* this is needed for a special case not covered by calling "Impact()"
4747 from "ContinueMoving()": if an element moves to a tile directly below
4748 another element which was just falling on that tile (which was empty
4749 in the previous frame), the falling element above would just stop
4750 instead of smashing the element below (in previous version, the above
4751 element was just checked for "moving" instead of "falling", resulting
4752 in incorrect smashes caused by horizontal movement of the above
4753 element; also, the case of the player being the element to smash was
4754 simply not covered here... :-/ ) */
4756 CheckCollision[x][y] = 0;
4760 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4762 if (MovDir[x][y] == MV_NO_MOVING)
4764 InitMovingField(x, y, MV_DOWN);
4765 started_moving = TRUE;
4768 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4770 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4771 MovDir[x][y] = MV_DOWN;
4773 InitMovingField(x, y, MV_DOWN);
4774 started_moving = TRUE;
4776 else if (element == EL_AMOEBA_DROP)
4778 Feld[x][y] = EL_AMOEBA_GROWING;
4779 Store[x][y] = EL_AMOEBA_WET;
4781 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4782 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4783 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4784 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4786 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4787 (IS_FREE(x - 1, y + 1) ||
4788 Feld[x - 1][y + 1] == EL_ACID));
4789 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4790 (IS_FREE(x + 1, y + 1) ||
4791 Feld[x + 1][y + 1] == EL_ACID));
4792 boolean can_fall_any = (can_fall_left || can_fall_right);
4793 boolean can_fall_both = (can_fall_left && can_fall_right);
4794 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4796 #if USE_NEW_ALL_SLIPPERY
4797 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
4799 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4800 can_fall_right = FALSE;
4801 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4802 can_fall_left = FALSE;
4803 else if (slippery_type == SLIPPERY_ONLY_LEFT)
4804 can_fall_right = FALSE;
4805 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4806 can_fall_left = FALSE;
4808 can_fall_any = (can_fall_left || can_fall_right);
4809 can_fall_both = FALSE;
4812 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4814 if (slippery_type == SLIPPERY_ONLY_LEFT)
4815 can_fall_right = FALSE;
4816 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4817 can_fall_left = FALSE;
4818 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4819 can_fall_right = FALSE;
4820 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4821 can_fall_left = FALSE;
4823 can_fall_any = (can_fall_left || can_fall_right);
4824 can_fall_both = (can_fall_left && can_fall_right);
4828 #if USE_NEW_ALL_SLIPPERY
4830 #if USE_NEW_SP_SLIPPERY
4831 /* !!! better use the same properties as for custom elements here !!! */
4832 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4833 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4835 can_fall_right = FALSE; /* slip down on left side */
4836 can_fall_both = FALSE;
4841 #if USE_NEW_ALL_SLIPPERY
4844 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4845 can_fall_right = FALSE; /* slip down on left side */
4847 can_fall_left = !(can_fall_right = RND(2));
4849 can_fall_both = FALSE;
4854 if (game.emulation == EMU_BOULDERDASH ||
4855 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4856 can_fall_right = FALSE; /* slip down on left side */
4858 can_fall_left = !(can_fall_right = RND(2));
4860 can_fall_both = FALSE;
4866 /* if not determined otherwise, prefer left side for slipping down */
4867 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4868 started_moving = TRUE;
4872 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4874 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4877 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4878 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4879 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4880 int belt_dir = game.belt_dir[belt_nr];
4882 if ((belt_dir == MV_LEFT && left_is_free) ||
4883 (belt_dir == MV_RIGHT && right_is_free))
4885 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4887 InitMovingField(x, y, belt_dir);
4888 started_moving = TRUE;
4890 Pushed[x][y] = TRUE;
4891 Pushed[nextx][y] = TRUE;
4893 GfxAction[x][y] = ACTION_DEFAULT;
4897 MovDir[x][y] = 0; /* if element was moving, stop it */
4902 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4904 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4906 if (CAN_MOVE(element) && !started_moving)
4909 int move_pattern = element_info[element].move_pattern;
4914 if (MovDir[x][y] == MV_NO_MOVING)
4916 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4917 x, y, element, element_info[element].token_name);
4918 printf("StartMoving(): This should never happen!\n");
4923 Moving2Blocked(x, y, &newx, &newy);
4925 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4928 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4929 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4931 WasJustMoving[x][y] = 0;
4932 CheckCollision[x][y] = 0;
4934 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4936 if (Feld[x][y] != element) /* element has changed */
4940 if (!MovDelay[x][y]) /* start new movement phase */
4942 /* all objects that can change their move direction after each step
4943 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4945 if (element != EL_YAMYAM &&
4946 element != EL_DARK_YAMYAM &&
4947 element != EL_PACMAN &&
4948 !(move_pattern & MV_ANY_DIRECTION) &&
4949 move_pattern != MV_TURNING_LEFT &&
4950 move_pattern != MV_TURNING_RIGHT &&
4951 move_pattern != MV_TURNING_LEFT_RIGHT &&
4952 move_pattern != MV_TURNING_RIGHT_LEFT &&
4953 move_pattern != MV_TURNING_RANDOM)
4957 if (MovDelay[x][y] && (element == EL_BUG ||
4958 element == EL_SPACESHIP ||
4959 element == EL_SP_SNIKSNAK ||
4960 element == EL_SP_ELECTRON ||
4961 element == EL_MOLE))
4962 DrawLevelField(x, y);
4966 if (MovDelay[x][y]) /* wait some time before next movement */
4970 if (element == EL_ROBOT ||
4971 element == EL_YAMYAM ||
4972 element == EL_DARK_YAMYAM)
4974 DrawLevelElementAnimationIfNeeded(x, y, element);
4975 PlayLevelSoundAction(x, y, ACTION_WAITING);
4977 else if (element == EL_SP_ELECTRON)
4978 DrawLevelElementAnimationIfNeeded(x, y, element);
4979 else if (element == EL_DRAGON)
4982 int dir = MovDir[x][y];
4983 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4984 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4985 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4986 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4987 dir == MV_UP ? IMG_FLAMES_1_UP :
4988 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4989 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4991 GfxAction[x][y] = ACTION_ATTACKING;
4993 if (IS_PLAYER(x, y))
4994 DrawPlayerField(x, y);
4996 DrawLevelField(x, y);
4998 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5000 for (i = 1; i <= 3; i++)
5002 int xx = x + i * dx;
5003 int yy = y + i * dy;
5004 int sx = SCREENX(xx);
5005 int sy = SCREENY(yy);
5006 int flame_graphic = graphic + (i - 1);
5008 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5013 int flamed = MovingOrBlocked2Element(xx, yy);
5017 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5019 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5020 RemoveMovingField(xx, yy);
5022 RemoveField(xx, yy);
5024 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5027 RemoveMovingField(xx, yy);
5030 ChangeDelay[xx][yy] = 0;
5032 Feld[xx][yy] = EL_FLAMES;
5034 if (IN_SCR_FIELD(sx, sy))
5036 DrawLevelFieldCrumbledSand(xx, yy);
5037 DrawGraphic(sx, sy, flame_graphic, frame);
5042 if (Feld[xx][yy] == EL_FLAMES)
5043 Feld[xx][yy] = EL_EMPTY;
5044 DrawLevelField(xx, yy);
5049 if (MovDelay[x][y]) /* element still has to wait some time */
5051 PlayLevelSoundAction(x, y, ACTION_WAITING);
5057 /* now make next step */
5059 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5061 if (DONT_COLLIDE_WITH(element) &&
5062 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5063 !PLAYER_ENEMY_PROTECTED(newx, newy))
5065 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
5070 else if (CAN_MOVE_INTO_ACID(element) &&
5071 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5072 (MovDir[x][y] == MV_DOWN ||
5073 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5075 SplashAcid(newx, newy);
5076 Store[x][y] = EL_ACID;
5078 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5080 if (Feld[newx][newy] == EL_EXIT_OPEN)
5083 DrawLevelField(x, y);
5085 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5086 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5087 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5089 local_player->friends_still_needed--;
5090 if (!local_player->friends_still_needed &&
5091 !local_player->GameOver && AllPlayersGone)
5092 local_player->LevelSolved = local_player->GameOver = TRUE;
5096 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5098 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5099 DrawLevelField(newx, newy);
5101 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5103 else if (!IS_FREE(newx, newy))
5105 GfxAction[x][y] = ACTION_WAITING;
5107 if (IS_PLAYER(x, y))
5108 DrawPlayerField(x, y);
5110 DrawLevelField(x, y);
5115 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5117 if (IS_FOOD_PIG(Feld[newx][newy]))
5119 if (IS_MOVING(newx, newy))
5120 RemoveMovingField(newx, newy);
5123 Feld[newx][newy] = EL_EMPTY;
5124 DrawLevelField(newx, newy);
5127 PlayLevelSound(x, y, SND_PIG_DIGGING);
5129 else if (!IS_FREE(newx, newy))
5131 if (IS_PLAYER(x, y))
5132 DrawPlayerField(x, y);
5134 DrawLevelField(x, y);
5139 else if (IS_CUSTOM_ELEMENT(element) &&
5140 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5142 int new_element = Feld[newx][newy];
5144 if (!IS_FREE(newx, newy))
5146 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5147 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5150 /* no element can dig solid indestructible elements */
5151 if (IS_INDESTRUCTIBLE(new_element) &&
5152 !IS_DIGGABLE(new_element) &&
5153 !IS_COLLECTIBLE(new_element))
5156 if (AmoebaNr[newx][newy] &&
5157 (new_element == EL_AMOEBA_FULL ||
5158 new_element == EL_BD_AMOEBA ||
5159 new_element == EL_AMOEBA_GROWING))
5161 AmoebaCnt[AmoebaNr[newx][newy]]--;
5162 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5165 if (IS_MOVING(newx, newy))
5166 RemoveMovingField(newx, newy);
5169 RemoveField(newx, newy);
5170 DrawLevelField(newx, newy);
5173 /* if digged element was about to explode, prevent the explosion */
5174 ExplodeField[newx][newy] = EX_TYPE_NONE;
5176 PlayLevelSoundAction(x, y, action);
5179 Store[newx][newy] = EL_EMPTY;
5180 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5182 int move_leave_element = element_info[element].move_leave_element;
5184 /* this makes it possible to leave the removed element again */
5185 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5186 new_element : move_leave_element);
5189 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5191 RunnerVisit[x][y] = FrameCounter;
5192 PlayerVisit[x][y] /= 8; /* expire player visit path */
5195 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5197 if (!IS_FREE(newx, newy))
5199 if (IS_PLAYER(x, y))
5200 DrawPlayerField(x, y);
5202 DrawLevelField(x, y);
5208 boolean wanna_flame = !RND(10);
5209 int dx = newx - x, dy = newy - y;
5210 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5211 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5212 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5213 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5214 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5215 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5218 IS_CLASSIC_ENEMY(element1) ||
5219 IS_CLASSIC_ENEMY(element2)) &&
5220 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5221 element1 != EL_FLAMES && element2 != EL_FLAMES)
5223 ResetGfxAnimation(x, y);
5224 GfxAction[x][y] = ACTION_ATTACKING;
5226 if (IS_PLAYER(x, y))
5227 DrawPlayerField(x, y);
5229 DrawLevelField(x, y);
5231 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5233 MovDelay[x][y] = 50;
5237 RemoveField(newx, newy);
5239 Feld[newx][newy] = EL_FLAMES;
5240 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5243 RemoveField(newx1, newy1);
5245 Feld[newx1][newy1] = EL_FLAMES;
5247 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5250 RemoveField(newx2, newy2);
5252 Feld[newx2][newy2] = EL_FLAMES;
5259 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5260 Feld[newx][newy] == EL_DIAMOND)
5262 if (IS_MOVING(newx, newy))
5263 RemoveMovingField(newx, newy);
5266 Feld[newx][newy] = EL_EMPTY;
5267 DrawLevelField(newx, newy);
5270 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5272 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5273 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5275 if (AmoebaNr[newx][newy])
5277 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5278 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5279 Feld[newx][newy] == EL_BD_AMOEBA)
5280 AmoebaCnt[AmoebaNr[newx][newy]]--;
5285 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5287 RemoveMovingField(newx, newy);
5290 if (IS_MOVING(newx, newy))
5292 RemoveMovingField(newx, newy);
5297 Feld[newx][newy] = EL_EMPTY;
5298 DrawLevelField(newx, newy);
5301 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5303 else if ((element == EL_PACMAN || element == EL_MOLE)
5304 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5306 if (AmoebaNr[newx][newy])
5308 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5309 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5310 Feld[newx][newy] == EL_BD_AMOEBA)
5311 AmoebaCnt[AmoebaNr[newx][newy]]--;
5314 if (element == EL_MOLE)
5316 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5317 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5319 ResetGfxAnimation(x, y);
5320 GfxAction[x][y] = ACTION_DIGGING;
5321 DrawLevelField(x, y);
5323 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5325 return; /* wait for shrinking amoeba */
5327 else /* element == EL_PACMAN */
5329 Feld[newx][newy] = EL_EMPTY;
5330 DrawLevelField(newx, newy);
5331 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5334 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5335 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5336 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5338 /* wait for shrinking amoeba to completely disappear */
5341 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5343 /* object was running against a wall */
5348 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5349 if (move_pattern & MV_ANY_DIRECTION &&
5350 move_pattern == MovDir[x][y])
5352 int blocking_element =
5353 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5355 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5358 element = Feld[x][y]; /* element might have changed */
5362 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5363 DrawLevelElementAnimation(x, y, element);
5365 if (DONT_TOUCH(element))
5366 TestIfBadThingTouchesPlayer(x, y);
5371 InitMovingField(x, y, MovDir[x][y]);
5373 PlayLevelSoundAction(x, y, ACTION_MOVING);
5377 ContinueMoving(x, y);
5380 void ContinueMoving(int x, int y)
5382 int element = Feld[x][y];
5383 int stored = Store[x][y];
5384 struct ElementInfo *ei = &element_info[element];
5385 int direction = MovDir[x][y];
5386 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5387 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5388 int newx = x + dx, newy = y + dy;
5389 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5390 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5391 boolean last_line = (newy == lev_fieldy - 1);
5393 MovPos[x][y] += getElementMoveStepsize(x, y);
5395 if (pushed_by_player) /* special case: moving object pushed by player */
5396 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5398 if (ABS(MovPos[x][y]) < TILEX)
5400 DrawLevelField(x, y);
5402 return; /* element is still moving */
5405 /* element reached destination field */
5407 Feld[x][y] = EL_EMPTY;
5408 Feld[newx][newy] = element;
5409 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5411 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5413 element = Feld[newx][newy] = EL_ACID;
5415 else if (element == EL_MOLE)
5417 Feld[x][y] = EL_SAND;
5419 DrawLevelFieldCrumbledSandNeighbours(x, y);
5421 else if (element == EL_QUICKSAND_FILLING)
5423 element = Feld[newx][newy] = get_next_element(element);
5424 Store[newx][newy] = Store[x][y];
5426 else if (element == EL_QUICKSAND_EMPTYING)
5428 Feld[x][y] = get_next_element(element);
5429 element = Feld[newx][newy] = Store[x][y];
5431 else if (element == EL_MAGIC_WALL_FILLING)
5433 element = Feld[newx][newy] = get_next_element(element);
5434 if (!game.magic_wall_active)
5435 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5436 Store[newx][newy] = Store[x][y];
5438 else if (element == EL_MAGIC_WALL_EMPTYING)
5440 Feld[x][y] = get_next_element(element);
5441 if (!game.magic_wall_active)
5442 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5443 element = Feld[newx][newy] = Store[x][y];
5445 #if USE_NEW_COLLECT_COUNT
5446 InitField(newx, newy, FALSE);
5449 else if (element == EL_BD_MAGIC_WALL_FILLING)
5451 element = Feld[newx][newy] = get_next_element(element);
5452 if (!game.magic_wall_active)
5453 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5454 Store[newx][newy] = Store[x][y];
5456 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5458 Feld[x][y] = get_next_element(element);
5459 if (!game.magic_wall_active)
5460 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5461 element = Feld[newx][newy] = Store[x][y];
5463 #if USE_NEW_COLLECT_COUNT
5464 InitField(newx, newy, FALSE);
5467 else if (element == EL_AMOEBA_DROPPING)
5469 Feld[x][y] = get_next_element(element);
5470 element = Feld[newx][newy] = Store[x][y];
5472 else if (element == EL_SOKOBAN_OBJECT)
5475 Feld[x][y] = Back[x][y];
5477 if (Back[newx][newy])
5478 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5480 Back[x][y] = Back[newx][newy] = 0;
5483 Store[x][y] = EL_EMPTY;
5488 MovDelay[newx][newy] = 0;
5490 if (CAN_CHANGE(element))
5492 /* copy element change control values to new field */
5493 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5494 ChangePage[newx][newy] = ChangePage[x][y];
5495 Changed[newx][newy] = Changed[x][y];
5496 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5498 #if USE_NEW_COLLECT_COUNT
5499 Count[newx][newy] = Count[x][y];
5503 ChangeDelay[x][y] = 0;
5504 ChangePage[x][y] = -1;
5505 Changed[x][y] = FALSE;
5506 ChangeEvent[x][y] = -1;
5508 #if USE_NEW_COLLECT_COUNT
5512 /* copy animation control values to new field */
5513 GfxFrame[newx][newy] = GfxFrame[x][y];
5514 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5515 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5516 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5518 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5520 /* some elements can leave other elements behind after moving */
5521 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5522 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5523 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5525 int move_leave_element = ei->move_leave_element;
5527 /* this makes it possible to leave the removed element again */
5528 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5529 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5530 move_leave_element = stored;
5532 Feld[x][y] = move_leave_element;
5534 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5535 MovDir[x][y] = direction;
5537 InitField(x, y, FALSE);
5539 if (GFX_CRUMBLED(Feld[x][y]))
5540 DrawLevelFieldCrumbledSandNeighbours(x, y);
5542 if (ELEM_IS_PLAYER(move_leave_element))
5543 RelocatePlayer(x, y, move_leave_element);
5546 /* do this after checking for left-behind element */
5547 ResetGfxAnimation(x, y); /* reset animation values for old field */
5549 if (!CAN_MOVE(element) ||
5550 (CAN_FALL(element) && direction == MV_DOWN &&
5551 (element == EL_SPRING ||
5552 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5553 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5554 GfxDir[x][y] = MovDir[newx][newy] = 0;
5556 DrawLevelField(x, y);
5557 DrawLevelField(newx, newy);
5559 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5561 /* prevent pushed element from moving on in pushed direction */
5562 if (pushed_by_player && CAN_MOVE(element) &&
5563 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5564 !(element_info[element].move_pattern & direction))
5565 TurnRound(newx, newy);
5567 /* prevent elements on conveyor belt from moving on in last direction */
5568 if (pushed_by_conveyor && CAN_FALL(element) &&
5569 direction & MV_HORIZONTAL)
5570 MovDir[newx][newy] = 0;
5572 if (!pushed_by_player)
5574 int nextx = newx + dx, nexty = newy + dy;
5575 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5577 WasJustMoving[newx][newy] = 3;
5579 if (CAN_FALL(element) && direction == MV_DOWN)
5580 WasJustFalling[newx][newy] = 3;
5582 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5583 CheckCollision[newx][newy] = 2;
5586 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5588 TestIfBadThingTouchesPlayer(newx, newy);
5589 TestIfBadThingTouchesFriend(newx, newy);
5591 if (!IS_CUSTOM_ELEMENT(element))
5592 TestIfBadThingTouchesOtherBadThing(newx, newy);
5594 else if (element == EL_PENGUIN)
5595 TestIfFriendTouchesBadThing(newx, newy);
5597 /* give the player one last chance (one more frame) to move away */
5598 if (CAN_FALL(element) && direction == MV_DOWN &&
5599 (last_line || (!IS_FREE(x, newy + 1) &&
5600 (!IS_PLAYER(x, newy + 1) ||
5601 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5604 if (pushed_by_player && !game.use_change_when_pushing_bug)
5606 int dig_side = MV_DIR_OPPOSITE(direction);
5607 struct PlayerInfo *player = PLAYERINFO(x, y);
5609 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5610 player->index_bit, dig_side);
5611 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5612 player->index_bit, dig_side);
5615 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5617 TestIfElementHitsCustomElement(newx, newy, direction);
5618 TestIfPlayerTouchesCustomElement(newx, newy);
5619 TestIfElementTouchesCustomElement(newx, newy);
5622 int AmoebeNachbarNr(int ax, int ay)
5625 int element = Feld[ax][ay];
5627 static int xy[4][2] =
5635 for (i = 0; i < NUM_DIRECTIONS; i++)
5637 int x = ax + xy[i][0];
5638 int y = ay + xy[i][1];
5640 if (!IN_LEV_FIELD(x, y))
5643 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5644 group_nr = AmoebaNr[x][y];
5650 void AmoebenVereinigen(int ax, int ay)
5652 int i, x, y, xx, yy;
5653 int new_group_nr = AmoebaNr[ax][ay];
5654 static int xy[4][2] =
5662 if (new_group_nr == 0)
5665 for (i = 0; i < NUM_DIRECTIONS; i++)
5670 if (!IN_LEV_FIELD(x, y))
5673 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5674 Feld[x][y] == EL_BD_AMOEBA ||
5675 Feld[x][y] == EL_AMOEBA_DEAD) &&
5676 AmoebaNr[x][y] != new_group_nr)
5678 int old_group_nr = AmoebaNr[x][y];
5680 if (old_group_nr == 0)
5683 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5684 AmoebaCnt[old_group_nr] = 0;
5685 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5686 AmoebaCnt2[old_group_nr] = 0;
5688 for (yy = 0; yy < lev_fieldy; yy++)
5690 for (xx = 0; xx < lev_fieldx; xx++)
5692 if (AmoebaNr[xx][yy] == old_group_nr)
5693 AmoebaNr[xx][yy] = new_group_nr;
5700 void AmoebeUmwandeln(int ax, int ay)
5704 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5706 int group_nr = AmoebaNr[ax][ay];
5711 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5712 printf("AmoebeUmwandeln(): This should never happen!\n");
5717 for (y = 0; y < lev_fieldy; y++)
5719 for (x = 0; x < lev_fieldx; x++)
5721 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5724 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5728 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5729 SND_AMOEBA_TURNING_TO_GEM :
5730 SND_AMOEBA_TURNING_TO_ROCK));
5735 static int xy[4][2] =
5743 for (i = 0; i < NUM_DIRECTIONS; i++)
5748 if (!IN_LEV_FIELD(x, y))
5751 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5753 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5754 SND_AMOEBA_TURNING_TO_GEM :
5755 SND_AMOEBA_TURNING_TO_ROCK));
5762 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5765 int group_nr = AmoebaNr[ax][ay];
5766 boolean done = FALSE;
5771 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5772 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5777 for (y = 0; y < lev_fieldy; y++)
5779 for (x = 0; x < lev_fieldx; x++)
5781 if (AmoebaNr[x][y] == group_nr &&
5782 (Feld[x][y] == EL_AMOEBA_DEAD ||
5783 Feld[x][y] == EL_BD_AMOEBA ||
5784 Feld[x][y] == EL_AMOEBA_GROWING))
5787 Feld[x][y] = new_element;
5788 InitField(x, y, FALSE);
5789 DrawLevelField(x, y);
5796 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5797 SND_BD_AMOEBA_TURNING_TO_ROCK :
5798 SND_BD_AMOEBA_TURNING_TO_GEM));
5801 void AmoebeWaechst(int x, int y)
5803 static unsigned long sound_delay = 0;
5804 static unsigned long sound_delay_value = 0;
5806 if (!MovDelay[x][y]) /* start new growing cycle */
5810 if (DelayReached(&sound_delay, sound_delay_value))
5812 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5813 sound_delay_value = 30;
5817 if (MovDelay[x][y]) /* wait some time before growing bigger */
5820 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5822 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5823 6 - MovDelay[x][y]);
5825 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5828 if (!MovDelay[x][y])
5830 Feld[x][y] = Store[x][y];
5832 DrawLevelField(x, y);
5837 void AmoebaDisappearing(int x, int y)
5839 static unsigned long sound_delay = 0;
5840 static unsigned long sound_delay_value = 0;
5842 if (!MovDelay[x][y]) /* start new shrinking cycle */
5846 if (DelayReached(&sound_delay, sound_delay_value))
5847 sound_delay_value = 30;
5850 if (MovDelay[x][y]) /* wait some time before shrinking */
5853 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5855 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5856 6 - MovDelay[x][y]);
5858 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5861 if (!MovDelay[x][y])
5863 Feld[x][y] = EL_EMPTY;
5864 DrawLevelField(x, y);
5866 /* don't let mole enter this field in this cycle;
5867 (give priority to objects falling to this field from above) */
5873 void AmoebeAbleger(int ax, int ay)
5876 int element = Feld[ax][ay];
5877 int graphic = el2img(element);
5878 int newax = ax, neway = ay;
5879 static int xy[4][2] =
5887 if (!level.amoeba_speed)
5889 Feld[ax][ay] = EL_AMOEBA_DEAD;
5890 DrawLevelField(ax, ay);
5894 if (IS_ANIMATED(graphic))
5895 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5897 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5898 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5900 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5903 if (MovDelay[ax][ay])
5907 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5910 int x = ax + xy[start][0];
5911 int y = ay + xy[start][1];
5913 if (!IN_LEV_FIELD(x, y))
5916 if (IS_FREE(x, y) ||
5917 CAN_GROW_INTO(Feld[x][y]) ||
5918 Feld[x][y] == EL_QUICKSAND_EMPTY)
5924 if (newax == ax && neway == ay)
5927 else /* normal or "filled" (BD style) amoeba */
5930 boolean waiting_for_player = FALSE;
5932 for (i = 0; i < NUM_DIRECTIONS; i++)
5934 int j = (start + i) % 4;
5935 int x = ax + xy[j][0];
5936 int y = ay + xy[j][1];
5938 if (!IN_LEV_FIELD(x, y))
5941 if (IS_FREE(x, y) ||
5942 CAN_GROW_INTO(Feld[x][y]) ||
5943 Feld[x][y] == EL_QUICKSAND_EMPTY)
5949 else if (IS_PLAYER(x, y))
5950 waiting_for_player = TRUE;
5953 if (newax == ax && neway == ay) /* amoeba cannot grow */
5955 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5957 Feld[ax][ay] = EL_AMOEBA_DEAD;
5958 DrawLevelField(ax, ay);
5959 AmoebaCnt[AmoebaNr[ax][ay]]--;
5961 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5963 if (element == EL_AMOEBA_FULL)
5964 AmoebeUmwandeln(ax, ay);
5965 else if (element == EL_BD_AMOEBA)
5966 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5971 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5973 /* amoeba gets larger by growing in some direction */
5975 int new_group_nr = AmoebaNr[ax][ay];
5978 if (new_group_nr == 0)
5980 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5981 printf("AmoebeAbleger(): This should never happen!\n");
5986 AmoebaNr[newax][neway] = new_group_nr;
5987 AmoebaCnt[new_group_nr]++;
5988 AmoebaCnt2[new_group_nr]++;
5990 /* if amoeba touches other amoeba(s) after growing, unify them */
5991 AmoebenVereinigen(newax, neway);
5993 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
5995 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6001 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6002 (neway == lev_fieldy - 1 && newax != ax))
6004 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6005 Store[newax][neway] = element;
6007 else if (neway == ay)
6009 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6011 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6015 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6016 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6017 Store[ax][ay] = EL_AMOEBA_DROP;
6018 ContinueMoving(ax, ay);
6022 DrawLevelField(newax, neway);
6025 void Life(int ax, int ay)
6028 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6030 int element = Feld[ax][ay];
6031 int graphic = el2img(element);
6032 boolean changed = FALSE;
6034 if (IS_ANIMATED(graphic))
6035 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6040 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6041 MovDelay[ax][ay] = life_time;
6043 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6046 if (MovDelay[ax][ay])
6050 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6052 int xx = ax+x1, yy = ay+y1;
6055 if (!IN_LEV_FIELD(xx, yy))
6058 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6060 int x = xx+x2, y = yy+y2;
6062 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6065 if (((Feld[x][y] == element ||
6066 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6068 (IS_FREE(x, y) && Stop[x][y]))
6072 if (xx == ax && yy == ay) /* field in the middle */
6074 if (nachbarn < life[0] || nachbarn > life[1])
6076 Feld[xx][yy] = EL_EMPTY;
6078 DrawLevelField(xx, yy);
6079 Stop[xx][yy] = TRUE;
6083 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6084 { /* free border field */
6085 if (nachbarn >= life[2] && nachbarn <= life[3])
6087 Feld[xx][yy] = element;
6088 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6090 DrawLevelField(xx, yy);
6091 Stop[xx][yy] = TRUE;
6098 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6099 SND_GAME_OF_LIFE_GROWING);
6102 static void InitRobotWheel(int x, int y)
6104 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6107 static void RunRobotWheel(int x, int y)
6109 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6112 static void StopRobotWheel(int x, int y)
6114 if (ZX == x && ZY == y)
6118 static void InitTimegateWheel(int x, int y)
6120 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6123 static void RunTimegateWheel(int x, int y)
6125 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6128 void CheckExit(int x, int y)
6130 if (local_player->gems_still_needed > 0 ||
6131 local_player->sokobanfields_still_needed > 0 ||
6132 local_player->lights_still_needed > 0)
6134 int element = Feld[x][y];
6135 int graphic = el2img(element);
6137 if (IS_ANIMATED(graphic))
6138 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6143 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6146 Feld[x][y] = EL_EXIT_OPENING;
6148 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6151 void CheckExitSP(int x, int y)
6153 if (local_player->gems_still_needed > 0)
6155 int element = Feld[x][y];
6156 int graphic = el2img(element);
6158 if (IS_ANIMATED(graphic))
6159 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6164 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6167 Feld[x][y] = EL_SP_EXIT_OPENING;
6169 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6172 static void CloseAllOpenTimegates()
6176 for (y = 0; y < lev_fieldy; y++)
6178 for (x = 0; x < lev_fieldx; x++)
6180 int element = Feld[x][y];
6182 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6184 Feld[x][y] = EL_TIMEGATE_CLOSING;
6186 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6192 void EdelsteinFunkeln(int x, int y)
6194 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6197 if (Feld[x][y] == EL_BD_DIAMOND)
6200 if (MovDelay[x][y] == 0) /* next animation frame */
6201 MovDelay[x][y] = 11 * !SimpleRND(500);
6203 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6207 if (setup.direct_draw && MovDelay[x][y])
6208 SetDrawtoField(DRAW_BUFFERED);
6210 DrawLevelElementAnimation(x, y, Feld[x][y]);
6212 if (MovDelay[x][y] != 0)
6214 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6215 10 - MovDelay[x][y]);
6217 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6219 if (setup.direct_draw)
6223 dest_x = FX + SCREENX(x) * TILEX;
6224 dest_y = FY + SCREENY(y) * TILEY;
6226 BlitBitmap(drawto_field, window,
6227 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6228 SetDrawtoField(DRAW_DIRECT);
6234 void MauerWaechst(int x, int y)
6238 if (!MovDelay[x][y]) /* next animation frame */
6239 MovDelay[x][y] = 3 * delay;
6241 if (MovDelay[x][y]) /* wait some time before next frame */
6245 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6247 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6248 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6250 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6253 if (!MovDelay[x][y])
6255 if (MovDir[x][y] == MV_LEFT)
6257 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6258 DrawLevelField(x - 1, y);
6260 else if (MovDir[x][y] == MV_RIGHT)
6262 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6263 DrawLevelField(x + 1, y);
6265 else if (MovDir[x][y] == MV_UP)
6267 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6268 DrawLevelField(x, y - 1);
6272 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6273 DrawLevelField(x, y + 1);
6276 Feld[x][y] = Store[x][y];
6278 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6279 DrawLevelField(x, y);
6284 void MauerAbleger(int ax, int ay)
6286 int element = Feld[ax][ay];
6287 int graphic = el2img(element);
6288 boolean oben_frei = FALSE, unten_frei = FALSE;
6289 boolean links_frei = FALSE, rechts_frei = FALSE;
6290 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6291 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6292 boolean new_wall = FALSE;
6294 if (IS_ANIMATED(graphic))
6295 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6297 if (!MovDelay[ax][ay]) /* start building new wall */
6298 MovDelay[ax][ay] = 6;
6300 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6303 if (MovDelay[ax][ay])
6307 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6309 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6311 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6313 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6316 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6317 element == EL_EXPANDABLE_WALL_ANY)
6321 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6322 Store[ax][ay-1] = element;
6323 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6324 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6325 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6326 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6331 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6332 Store[ax][ay+1] = element;
6333 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6334 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6335 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6336 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6341 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6342 element == EL_EXPANDABLE_WALL_ANY ||
6343 element == EL_EXPANDABLE_WALL)
6347 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6348 Store[ax-1][ay] = element;
6349 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6350 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6351 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6352 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6358 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6359 Store[ax+1][ay] = element;
6360 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6361 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6362 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6363 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6368 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6369 DrawLevelField(ax, ay);
6371 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6373 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6374 unten_massiv = TRUE;
6375 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6376 links_massiv = TRUE;
6377 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6378 rechts_massiv = TRUE;
6380 if (((oben_massiv && unten_massiv) ||
6381 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6382 element == EL_EXPANDABLE_WALL) &&
6383 ((links_massiv && rechts_massiv) ||
6384 element == EL_EXPANDABLE_WALL_VERTICAL))
6385 Feld[ax][ay] = EL_WALL;
6388 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6391 void CheckForDragon(int x, int y)
6394 boolean dragon_found = FALSE;
6395 static int xy[4][2] =
6403 for (i = 0; i < NUM_DIRECTIONS; i++)
6405 for (j = 0; j < 4; j++)
6407 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6409 if (IN_LEV_FIELD(xx, yy) &&
6410 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6412 if (Feld[xx][yy] == EL_DRAGON)
6413 dragon_found = TRUE;
6422 for (i = 0; i < NUM_DIRECTIONS; i++)
6424 for (j = 0; j < 3; j++)
6426 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6428 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6430 Feld[xx][yy] = EL_EMPTY;
6431 DrawLevelField(xx, yy);
6440 static void InitBuggyBase(int x, int y)
6442 int element = Feld[x][y];
6443 int activating_delay = FRAMES_PER_SECOND / 4;
6446 (element == EL_SP_BUGGY_BASE ?
6447 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6448 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6450 element == EL_SP_BUGGY_BASE_ACTIVE ?
6451 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6454 static void WarnBuggyBase(int x, int y)
6457 static int xy[4][2] =
6465 for (i = 0; i < NUM_DIRECTIONS; i++)
6467 int xx = x + xy[i][0], yy = y + xy[i][1];
6469 if (IS_PLAYER(xx, yy))
6471 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6478 static void InitTrap(int x, int y)
6480 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6483 static void ActivateTrap(int x, int y)
6485 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6488 static void ChangeActiveTrap(int x, int y)
6490 int graphic = IMG_TRAP_ACTIVE;
6492 /* if new animation frame was drawn, correct crumbled sand border */
6493 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6494 DrawLevelFieldCrumbledSand(x, y);
6497 static int getSpecialActionElement(int element, int number, int base_element)
6499 return (element != EL_EMPTY ? element :
6500 number != -1 ? base_element + number - 1 :
6504 static int getModifiedActionNumber(int value_old, int operator, int operand,
6505 int value_min, int value_max)
6507 int value_new = (operator == CA_MODE_SET ? operand :
6508 operator == CA_MODE_ADD ? value_old + operand :
6509 operator == CA_MODE_SUBTRACT ? value_old - operand :
6510 operator == CA_MODE_MULTIPLY ? value_old * operand :
6511 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6512 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
6515 return (value_new < value_min ? value_min :
6516 value_new > value_max ? value_max :
6520 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6522 struct ElementInfo *ei = &element_info[element];
6523 struct ElementChangeInfo *change = &ei->change_page[page];
6524 int action_type = change->action_type;
6525 int action_mode = change->action_mode;
6526 int action_arg = change->action_arg;
6529 if (!change->has_action)
6532 /* ---------- determine action paramater values ---------- */
6534 int action_arg_element =
6535 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6536 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6537 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6540 int action_arg_number_min =
6541 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6544 int action_arg_number_max =
6545 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6546 action_type == CA_SET_GEMS ? 999 :
6547 action_type == CA_SET_TIME ? 9999 :
6548 action_type == CA_SET_SCORE ? 99999 :
6549 action_type == CA_SET_CE_SCORE ? 9999 :
6550 action_type == CA_SET_CE_COUNT ? 9999 :
6553 int action_arg_number_reset =
6554 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6555 action_type == CA_SET_GEMS ? level.gems_needed :
6556 action_type == CA_SET_TIME ? level.time :
6557 action_type == CA_SET_SCORE ? 0 :
6558 action_type == CA_SET_CE_SCORE ? 0 :
6559 action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
6562 int action_arg_number_normal =
6563 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
6564 action_arg_number_reset);
6566 int action_arg_number =
6567 (action_arg <= CA_ARG_MAX ? action_arg :
6568 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6569 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6570 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6571 action_arg == CA_ARG_NUMBER_NORMAL ? action_arg_number_normal :
6572 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6573 #if USE_NEW_COLLECT_COUNT
6574 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6576 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
6578 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6581 int action_arg_number_old =
6582 (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
6583 action_type == CA_SET_TIME ? TimeLeft :
6584 action_type == CA_SET_SCORE ? local_player->score :
6585 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6586 action_type == CA_SET_CE_COUNT ? Count[x][y] :
6589 int action_arg_number_new =
6590 getModifiedActionNumber(action_arg_number_old,
6591 action_mode, action_arg_number,
6592 action_arg_number_min, action_arg_number_max);
6594 /* (for explicit player choice, set invalid value to "no player") */
6595 int action_arg_player_bits =
6596 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
6597 action_arg >= CA_ARG_PLAYER_1 &&
6598 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6599 action_arg >= CA_ARG_1 &&
6600 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
6601 action_arg_element >= EL_PLAYER_1 &&
6602 action_arg_element <= EL_PLAYER_4 ?
6603 (1 << (action_arg_element - EL_PLAYER_1)) :
6606 /* (for implicit player choice, set invalid value to "all players") */
6607 int trigger_player_bits =
6608 (change->actual_trigger_player >= EL_PLAYER_1 &&
6609 change->actual_trigger_player <= EL_PLAYER_4 ?
6610 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6613 /* ---------- execute action ---------- */
6622 case CA_EXIT_PLAYER:
6624 for (i = 0; i < MAX_PLAYERS; i++)
6625 if (action_arg_player_bits & (1 << i))
6626 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6631 case CA_KILL_PLAYER:
6633 for (i = 0; i < MAX_PLAYERS; i++)
6634 if (action_arg_player_bits & (1 << i))
6635 KillPlayer(&stored_player[i]);
6640 case CA_RESTART_LEVEL:
6642 game.restart_level = TRUE;
6647 case CA_SHOW_ENVELOPE:
6649 int element = getSpecialActionElement(action_arg_element,
6650 action_arg_number, EL_ENVELOPE_1);
6652 if (IS_ENVELOPE(element))
6653 local_player->show_envelope = element;
6660 int element = getSpecialActionElement(action_arg_element,
6661 action_arg_number, EL_KEY_1);
6663 if (IS_KEY(element))
6665 for (i = 0; i < MAX_PLAYERS; i++)
6667 if (trigger_player_bits & (1 << i))
6669 stored_player[i].key[KEY_NR(element)] = TRUE;
6671 DrawGameValue_Keys(stored_player[i].key);
6673 redraw_mask |= REDRAW_DOOR_1;
6683 int element = getSpecialActionElement(action_arg_element,
6684 action_arg_number, EL_KEY_1);
6686 if (IS_KEY(element))
6688 for (i = 0; i < MAX_PLAYERS; i++)
6690 if (trigger_player_bits & (1 << i))
6692 stored_player[i].key[KEY_NR(element)] = FALSE;
6694 DrawGameValue_Keys(stored_player[i].key);
6696 redraw_mask |= REDRAW_DOOR_1;
6704 case CA_SET_PLAYER_SPEED:
6706 for (i = 0; i < MAX_PLAYERS; i++)
6708 if (trigger_player_bits & (1 << i))
6710 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6712 if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
6714 /* translate "+" and "-" to "*" and "/" with powers of two */
6715 action_arg_number = 1 << action_arg_number;
6716 action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
6721 getModifiedActionNumber(move_stepsize,
6724 action_arg_number_min,
6725 action_arg_number_max);
6727 /* make sure that value is power of 2 */
6728 move_stepsize = (1 << log_2(move_stepsize));
6730 /* do no immediately change -- the player might just be moving */
6731 stored_player[i].move_delay_value_next = TILEX / move_stepsize;
6734 printf("::: move_delay_value == %d [%d]\n",
6735 stored_player[i].move_delay_value_next, action_arg_number);
6745 local_player->gems_still_needed = action_arg_number_new;
6747 DrawGameValue_Emeralds(local_player->gems_still_needed);
6754 if (level.time > 0) /* only modify limited time value */
6756 TimeLeft = action_arg_number_new;
6758 DrawGameValue_Time(TimeLeft);
6760 if (!TimeLeft && setup.time_limit)
6761 for (i = 0; i < MAX_PLAYERS; i++)
6762 KillPlayer(&stored_player[i]);
6770 local_player->score = action_arg_number_new;
6772 DrawGameValue_Score(local_player->score);
6777 case CA_SET_CE_SCORE:
6779 ei->collect_score = action_arg_number_new;
6784 case CA_SET_CE_COUNT:
6786 #if USE_NEW_COLLECT_COUNT
6787 int count_last = Count[x][y];
6789 Count[x][y] = action_arg_number_new;
6792 printf("::: Count == %d\n", Count[x][y]);
6795 if (Count[x][y] == 0 && count_last > 0)
6798 printf("::: CE_COUNT_AT_ZERO\n");
6801 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6802 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6809 case CA_SET_DYNABOMB_NUMBER:
6811 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6816 case CA_SET_DYNABOMB_SIZE:
6818 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6823 case CA_SET_DYNABOMB_POWER:
6825 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6830 case CA_TOGGLE_PLAYER_GRAVITY:
6832 game.gravity = !game.gravity;
6837 case CA_ENABLE_PLAYER_GRAVITY:
6839 game.gravity = TRUE;
6844 case CA_DISABLE_PLAYER_GRAVITY:
6846 game.gravity = FALSE;
6856 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6857 int x, int y, int target_element)
6859 int previous_move_direction = MovDir[x][y];
6860 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6861 IS_WALKABLE(Feld[x][y]));
6863 /* check if element under player changes from accessible to unaccessible
6864 (needed for special case of dropping element which then changes) */
6865 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6866 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6874 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6875 RemoveMovingField(x, y);
6879 Feld[x][y] = target_element;
6881 ResetGfxAnimation(x, y);
6882 ResetRandomAnimationValue(x, y);
6884 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6885 MovDir[x][y] = previous_move_direction;
6887 InitField_WithBug1(x, y, FALSE);
6889 DrawLevelField(x, y);
6891 if (GFX_CRUMBLED(Feld[x][y]))
6892 DrawLevelFieldCrumbledSandNeighbours(x, y);
6895 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6896 if (ELEM_IS_PLAYER(target_element))
6897 RelocatePlayer(x, y, target_element);
6900 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6902 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6905 TestIfBadThingTouchesPlayer(x, y);
6906 TestIfPlayerTouchesCustomElement(x, y);
6907 TestIfElementTouchesCustomElement(x, y);
6910 static boolean ChangeElementNow(int x, int y, int element, int page)
6912 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6914 int old_element = Feld[x][y];
6916 /* always use default change event to prevent running into a loop */
6917 if (ChangeEvent[x][y] == -1)
6918 ChangeEvent[x][y] = CE_DELAY;
6920 if (ChangeEvent[x][y] == CE_DELAY)
6922 /* reset actual trigger element, trigger player and action element */
6923 change->actual_trigger_element = EL_EMPTY;
6924 change->actual_trigger_player = EL_PLAYER_1;
6928 /* do not change any elements that have already changed in this frame */
6932 /* do not change already changed elements with same change event */
6933 if (Changed[x][y] & ChangeEvent[x][y])
6938 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6940 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6943 if (change->explode)
6950 if (change->use_target_content)
6952 boolean complete_replace = TRUE;
6953 boolean can_replace[3][3];
6956 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6959 boolean is_walkable;
6960 boolean is_diggable;
6961 boolean is_collectible;
6962 boolean is_removable;
6963 boolean is_destructible;
6964 int ex = x + xx - 1;
6965 int ey = y + yy - 1;
6966 int content_element = change->target_content[xx][yy];
6969 can_replace[xx][yy] = TRUE;
6971 if (ex == x && ey == y) /* do not check changing element itself */
6974 if (content_element == EL_EMPTY_SPACE)
6976 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6981 if (!IN_LEV_FIELD(ex, ey))
6983 can_replace[xx][yy] = FALSE;
6984 complete_replace = FALSE;
6991 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6992 e = MovingOrBlocked2Element(ex, ey);
6994 is_empty = (IS_FREE(ex, ey) ||
6995 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
6997 is_walkable = (is_empty || IS_WALKABLE(e));
6998 is_diggable = (is_empty || IS_DIGGABLE(e));
6999 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7000 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7001 is_removable = (is_diggable || is_collectible);
7003 can_replace[xx][yy] =
7004 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7005 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7006 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7007 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7008 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7009 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7010 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7012 if (!can_replace[xx][yy])
7013 complete_replace = FALSE;
7016 if (!change->only_if_complete || complete_replace)
7018 boolean something_has_changed = FALSE;
7020 if (change->only_if_complete && change->use_random_replace &&
7021 RND(100) < change->random_percentage)
7024 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7026 int ex = x + xx - 1;
7027 int ey = y + yy - 1;
7028 int content_element;
7030 if (can_replace[xx][yy] && (!change->use_random_replace ||
7031 RND(100) < change->random_percentage))
7033 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7034 RemoveMovingField(ex, ey);
7036 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7038 content_element = change->target_content[xx][yy];
7039 target_element = GET_TARGET_ELEMENT(content_element, change);
7041 ChangeElementNowExt(change, ex, ey, target_element);
7043 something_has_changed = TRUE;
7045 /* for symmetry reasons, freeze newly created border elements */
7046 if (ex != x || ey != y)
7047 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7051 if (something_has_changed)
7052 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7057 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7059 ChangeElementNowExt(change, x, y, target_element);
7061 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7064 /* this uses direct change before indirect change */
7065 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
7070 static void ChangeElement(int x, int y, int page)
7072 int element = MovingOrBlocked2Element(x, y);
7073 struct ElementInfo *ei = &element_info[element];
7074 struct ElementChangeInfo *change = &ei->change_page[page];
7077 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
7078 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
7081 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7082 x, y, element, element_info[element].token_name);
7083 printf("ChangeElement(): This should never happen!\n");
7088 /* this can happen with classic bombs on walkable, changing elements */
7089 if (!CAN_CHANGE_OR_HAS_ACTION(element))
7092 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7093 ChangeDelay[x][y] = 0;
7099 if (ChangeDelay[x][y] == 0) /* initialize element change */
7101 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7103 if (change->can_change)
7105 ResetGfxAnimation(x, y);
7106 ResetRandomAnimationValue(x, y);
7108 if (change->pre_change_function)
7109 change->pre_change_function(x, y);
7113 ChangeDelay[x][y]--;
7115 if (ChangeDelay[x][y] != 0) /* continue element change */
7117 if (change->can_change)
7119 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7121 if (IS_ANIMATED(graphic))
7122 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7124 if (change->change_function)
7125 change->change_function(x, y);
7128 else /* finish element change */
7130 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7132 page = ChangePage[x][y];
7133 ChangePage[x][y] = -1;
7135 change = &ei->change_page[page];
7138 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7140 ChangeDelay[x][y] = 1; /* try change after next move step */
7141 ChangePage[x][y] = page; /* remember page to use for change */
7146 if (change->can_change)
7148 if (ChangeElementNow(x, y, element, page))
7150 if (change->post_change_function)
7151 change->post_change_function(x, y);
7155 if (change->has_action)
7156 ExecuteCustomElementAction(x, y, element, page);
7160 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7166 boolean change_done_any = FALSE;
7167 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7170 if (!(trigger_events[trigger_element][trigger_event]))
7173 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7175 int element = EL_CUSTOM_START + i;
7176 boolean change_done = FALSE;
7179 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7180 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7183 for (p = 0; p < element_info[element].num_change_pages; p++)
7185 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7187 if (change->can_change_or_has_action &&
7188 change->has_event[trigger_event] &&
7189 change->trigger_side & trigger_side &&
7190 change->trigger_player & trigger_player &&
7191 change->trigger_page & trigger_page_bits &&
7192 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7194 change->actual_trigger_element = trigger_element;
7195 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7197 if ((change->can_change && !change_done) || change->has_action)
7201 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7203 if (Feld[x][y] == element)
7205 if (change->can_change && !change_done)
7207 ChangeDelay[x][y] = 1;
7208 ChangeEvent[x][y] = trigger_event;
7209 ChangeElement(x, y, p);
7212 else if (change->has_action)
7213 ExecuteCustomElementAction(x, y, element, p);
7215 if (change->has_action)
7216 ExecuteCustomElementAction(x, y, element, p);
7221 if (change->can_change)
7224 change_done_any = TRUE;
7231 return change_done_any;
7234 static boolean CheckElementChangeExt(int x, int y,
7236 int trigger_element,
7241 boolean change_done = FALSE;
7244 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7245 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7248 if (Feld[x][y] == EL_BLOCKED)
7250 Blocked2Moving(x, y, &x, &y);
7251 element = Feld[x][y];
7254 if (Feld[x][y] != element) /* check if element has already changed */
7257 for (p = 0; p < element_info[element].num_change_pages; p++)
7259 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7261 boolean check_trigger_element =
7262 (trigger_event == CE_TOUCHING_X ||
7263 trigger_event == CE_HITTING_X ||
7264 trigger_event == CE_HIT_BY_X);
7266 if (change->can_change_or_has_action &&
7267 change->has_event[trigger_event] &&
7268 change->trigger_side & trigger_side &&
7269 change->trigger_player & trigger_player &&
7270 (!check_trigger_element ||
7271 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7273 change->actual_trigger_element = trigger_element;
7274 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7276 if (change->can_change && !change_done)
7278 ChangeDelay[x][y] = 1;
7279 ChangeEvent[x][y] = trigger_event;
7280 ChangeElement(x, y, p);
7285 else if (change->has_action)
7286 ExecuteCustomElementAction(x, y, element, p);
7288 if (change->has_action)
7289 ExecuteCustomElementAction(x, y, element, p);
7297 static void PlayPlayerSound(struct PlayerInfo *player)
7299 int jx = player->jx, jy = player->jy;
7300 int element = player->element_nr;
7301 int last_action = player->last_action_waiting;
7302 int action = player->action_waiting;
7304 if (player->is_waiting)
7306 if (action != last_action)
7307 PlayLevelSoundElementAction(jx, jy, element, action);
7309 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7313 if (action != last_action)
7314 StopSound(element_info[element].sound[last_action]);
7316 if (last_action == ACTION_SLEEPING)
7317 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7321 static void PlayAllPlayersSound()
7325 for (i = 0; i < MAX_PLAYERS; i++)
7326 if (stored_player[i].active)
7327 PlayPlayerSound(&stored_player[i]);
7330 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7332 boolean last_waiting = player->is_waiting;
7333 int move_dir = player->MovDir;
7335 player->last_action_waiting = player->action_waiting;
7339 if (!last_waiting) /* not waiting -> waiting */
7341 player->is_waiting = TRUE;
7343 player->frame_counter_bored =
7345 game.player_boring_delay_fixed +
7346 SimpleRND(game.player_boring_delay_random);
7347 player->frame_counter_sleeping =
7349 game.player_sleeping_delay_fixed +
7350 SimpleRND(game.player_sleeping_delay_random);
7352 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7355 if (game.player_sleeping_delay_fixed +
7356 game.player_sleeping_delay_random > 0 &&
7357 player->anim_delay_counter == 0 &&
7358 player->post_delay_counter == 0 &&
7359 FrameCounter >= player->frame_counter_sleeping)
7360 player->is_sleeping = TRUE;
7361 else if (game.player_boring_delay_fixed +
7362 game.player_boring_delay_random > 0 &&
7363 FrameCounter >= player->frame_counter_bored)
7364 player->is_bored = TRUE;
7366 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7367 player->is_bored ? ACTION_BORING :
7370 if (player->is_sleeping)
7372 if (player->num_special_action_sleeping > 0)
7374 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7376 int last_special_action = player->special_action_sleeping;
7377 int num_special_action = player->num_special_action_sleeping;
7378 int special_action =
7379 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7380 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7381 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7382 last_special_action + 1 : ACTION_SLEEPING);
7383 int special_graphic =
7384 el_act_dir2img(player->element_nr, special_action, move_dir);
7386 player->anim_delay_counter =
7387 graphic_info[special_graphic].anim_delay_fixed +
7388 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7389 player->post_delay_counter =
7390 graphic_info[special_graphic].post_delay_fixed +
7391 SimpleRND(graphic_info[special_graphic].post_delay_random);
7393 player->special_action_sleeping = special_action;
7396 if (player->anim_delay_counter > 0)
7398 player->action_waiting = player->special_action_sleeping;
7399 player->anim_delay_counter--;
7401 else if (player->post_delay_counter > 0)
7403 player->post_delay_counter--;
7407 else if (player->is_bored)
7409 if (player->num_special_action_bored > 0)
7411 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7413 int special_action =
7414 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7415 int special_graphic =
7416 el_act_dir2img(player->element_nr, special_action, move_dir);
7418 player->anim_delay_counter =
7419 graphic_info[special_graphic].anim_delay_fixed +
7420 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7421 player->post_delay_counter =
7422 graphic_info[special_graphic].post_delay_fixed +
7423 SimpleRND(graphic_info[special_graphic].post_delay_random);
7425 player->special_action_bored = special_action;
7428 if (player->anim_delay_counter > 0)
7430 player->action_waiting = player->special_action_bored;
7431 player->anim_delay_counter--;
7433 else if (player->post_delay_counter > 0)
7435 player->post_delay_counter--;
7440 else if (last_waiting) /* waiting -> not waiting */
7442 player->is_waiting = FALSE;
7443 player->is_bored = FALSE;
7444 player->is_sleeping = FALSE;
7446 player->frame_counter_bored = -1;
7447 player->frame_counter_sleeping = -1;
7449 player->anim_delay_counter = 0;
7450 player->post_delay_counter = 0;
7452 player->action_waiting = ACTION_DEFAULT;
7454 player->special_action_bored = ACTION_DEFAULT;
7455 player->special_action_sleeping = ACTION_DEFAULT;
7459 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7461 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7462 int left = player_action & JOY_LEFT;
7463 int right = player_action & JOY_RIGHT;
7464 int up = player_action & JOY_UP;
7465 int down = player_action & JOY_DOWN;
7466 int button1 = player_action & JOY_BUTTON_1;
7467 int button2 = player_action & JOY_BUTTON_2;
7468 int dx = (left ? -1 : right ? 1 : 0);
7469 int dy = (up ? -1 : down ? 1 : 0);
7471 if (!player->active || tape.pausing)
7477 snapped = SnapField(player, dx, dy);
7481 dropped = DropElement(player);
7483 moved = MovePlayer(player, dx, dy);
7486 if (tape.single_step && tape.recording && !tape.pausing)
7488 if (button1 || (dropped && !moved))
7490 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7491 SnapField(player, 0, 0); /* stop snapping */
7495 SetPlayerWaiting(player, FALSE);
7497 return player_action;
7501 /* no actions for this player (no input at player's configured device) */
7503 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7504 SnapField(player, 0, 0);
7505 CheckGravityMovementWhenNotMoving(player);
7507 if (player->MovPos == 0)
7508 SetPlayerWaiting(player, TRUE);
7510 if (player->MovPos == 0) /* needed for tape.playing */
7511 player->is_moving = FALSE;
7513 player->is_dropping = FALSE;
7519 void AdvanceFrameAndPlayerCounters(int player_nr)
7523 /* advance frame counters (global frame counter and time frame counter) */
7527 /* advance player counters (counters for move delay, move animation etc.) */
7528 for (i = 0; i < MAX_PLAYERS; i++)
7530 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7531 int move_delay_value = stored_player[i].move_delay_value;
7532 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7534 if (!advance_player_counters) /* not all players may be affected */
7537 #if USE_NEW_PLAYER_ANIM
7538 if (move_frames == 0) /* less than one move per game frame */
7540 int stepsize = TILEX / move_delay_value;
7541 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7542 int count = (stored_player[i].is_moving ?
7543 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7545 if (count % delay == 0)
7550 stored_player[i].Frame += move_frames;
7552 if (stored_player[i].MovPos != 0)
7553 stored_player[i].StepFrame += move_frames;
7555 if (stored_player[i].move_delay > 0)
7556 stored_player[i].move_delay--;
7558 /* due to bugs in previous versions, counter must count up, not down */
7559 if (stored_player[i].push_delay != -1)
7560 stored_player[i].push_delay++;
7562 if (stored_player[i].drop_delay > 0)
7563 stored_player[i].drop_delay--;
7569 static unsigned long game_frame_delay = 0;
7570 unsigned long game_frame_delay_value;
7571 int magic_wall_x = 0, magic_wall_y = 0;
7572 int i, x, y, element, graphic;
7573 byte *recorded_player_action;
7574 byte summarized_player_action = 0;
7575 byte tape_action[MAX_PLAYERS];
7577 if (game_status != GAME_MODE_PLAYING)
7580 game_frame_delay_value =
7581 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7583 if (tape.playing && tape.warp_forward && !tape.pausing)
7584 game_frame_delay_value = 0;
7586 /* ---------- main game synchronization point ---------- */
7588 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7590 if (network_playing && !network_player_action_received)
7592 /* try to get network player actions in time */
7594 #if defined(NETWORK_AVALIABLE)
7595 /* last chance to get network player actions without main loop delay */
7599 /* game was quit by network peer */
7600 if (game_status != GAME_MODE_PLAYING)
7603 if (!network_player_action_received)
7604 return; /* failed to get network player actions in time */
7610 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7613 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7614 if (recorded_player_action == NULL && tape.pausing)
7618 for (i = 0; i < MAX_PLAYERS; i++)
7620 summarized_player_action |= stored_player[i].action;
7622 if (!network_playing)
7623 stored_player[i].effective_action = stored_player[i].action;
7626 #if defined(NETWORK_AVALIABLE)
7627 if (network_playing)
7628 SendToServer_MovePlayer(summarized_player_action);
7631 if (!options.network && !setup.team_mode)
7632 local_player->effective_action = summarized_player_action;
7634 if (recorded_player_action != NULL)
7635 for (i = 0; i < MAX_PLAYERS; i++)
7636 stored_player[i].effective_action = recorded_player_action[i];
7638 for (i = 0; i < MAX_PLAYERS; i++)
7640 tape_action[i] = stored_player[i].effective_action;
7642 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7643 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7646 /* only save actions from input devices, but not programmed actions */
7648 TapeRecordAction(tape_action);
7650 for (i = 0; i < MAX_PLAYERS; i++)
7652 int actual_player_action = stored_player[i].effective_action;
7655 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7656 - rnd_equinox_tetrachloride 048
7657 - rnd_equinox_tetrachloride_ii 096
7658 - rnd_emanuel_schmieg 002
7659 - doctor_sloan_ww 001, 020
7661 if (stored_player[i].MovPos == 0)
7662 CheckGravityMovement(&stored_player[i]);
7665 /* overwrite programmed action with tape action */
7666 if (stored_player[i].programmed_action)
7667 actual_player_action = stored_player[i].programmed_action;
7670 PlayerActions(&stored_player[i], actual_player_action);
7672 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7674 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7675 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7678 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7681 network_player_action_received = FALSE;
7683 ScrollScreen(NULL, SCROLL_GO_ON);
7685 /* for backwards compatibility, the following code emulates a fixed bug that
7686 occured when pushing elements (causing elements that just made their last
7687 pushing step to already (if possible) make their first falling step in the
7688 same game frame, which is bad); this code is also needed to use the famous
7689 "spring push bug" which is used in older levels and might be wanted to be
7690 used also in newer levels, but in this case the buggy pushing code is only
7691 affecting the "spring" element and no other elements */
7693 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7695 for (i = 0; i < MAX_PLAYERS; i++)
7697 struct PlayerInfo *player = &stored_player[i];
7701 if (player->active && player->is_pushing && player->is_moving &&
7703 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7704 Feld[x][y] == EL_SPRING))
7706 ContinueMoving(x, y);
7708 /* continue moving after pushing (this is actually a bug) */
7709 if (!IS_MOVING(x, y))
7717 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7719 Changed[x][y] = FALSE;
7720 ChangeEvent[x][y] = -1;
7722 /* this must be handled before main playfield loop */
7723 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7726 if (MovDelay[x][y] <= 0)
7731 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7733 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7734 printf("GameActions(): This should never happen!\n");
7736 ChangePage[x][y] = -1;
7741 if (WasJustMoving[x][y] > 0)
7742 WasJustMoving[x][y]--;
7743 if (WasJustFalling[x][y] > 0)
7744 WasJustFalling[x][y]--;
7745 if (CheckCollision[x][y] > 0)
7746 CheckCollision[x][y]--;
7750 /* reset finished pushing action (not done in ContinueMoving() to allow
7751 continous pushing animation for elements with zero push delay) */
7752 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7754 ResetGfxAnimation(x, y);
7755 DrawLevelField(x, y);
7759 if (IS_BLOCKED(x, y))
7763 Blocked2Moving(x, y, &oldx, &oldy);
7764 if (!IS_MOVING(oldx, oldy))
7766 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7767 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7768 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7769 printf("GameActions(): This should never happen!\n");
7775 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7777 element = Feld[x][y];
7778 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7780 if (graphic_info[graphic].anim_global_sync)
7781 GfxFrame[x][y] = FrameCounter;
7783 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7784 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7785 ResetRandomAnimationValue(x, y);
7787 SetRandomAnimationValue(x, y);
7789 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7791 if (IS_INACTIVE(element))
7793 if (IS_ANIMATED(graphic))
7794 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7799 /* this may take place after moving, so 'element' may have changed */
7800 if (IS_CHANGING(x, y) &&
7801 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7803 int page = element_info[element].event_page_nr[CE_DELAY];
7805 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
7809 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
7813 ChangeElement(x, y, page);
7815 if (CAN_CHANGE(element))
7816 ChangeElement(x, y, page);
7818 if (HAS_ACTION(element))
7819 ExecuteCustomElementAction(x, y, element, page);
7824 element = Feld[x][y];
7825 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7828 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7832 element = Feld[x][y];
7833 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7835 if (IS_ANIMATED(graphic) &&
7838 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7840 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7841 EdelsteinFunkeln(x, y);
7843 else if ((element == EL_ACID ||
7844 element == EL_EXIT_OPEN ||
7845 element == EL_SP_EXIT_OPEN ||
7846 element == EL_SP_TERMINAL ||
7847 element == EL_SP_TERMINAL_ACTIVE ||
7848 element == EL_EXTRA_TIME ||
7849 element == EL_SHIELD_NORMAL ||
7850 element == EL_SHIELD_DEADLY) &&
7851 IS_ANIMATED(graphic))
7852 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7853 else if (IS_MOVING(x, y))
7854 ContinueMoving(x, y);
7855 else if (IS_ACTIVE_BOMB(element))
7856 CheckDynamite(x, y);
7857 else if (element == EL_AMOEBA_GROWING)
7858 AmoebeWaechst(x, y);
7859 else if (element == EL_AMOEBA_SHRINKING)
7860 AmoebaDisappearing(x, y);
7862 #if !USE_NEW_AMOEBA_CODE
7863 else if (IS_AMOEBALIVE(element))
7864 AmoebeAbleger(x, y);
7867 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7869 else if (element == EL_EXIT_CLOSED)
7871 else if (element == EL_SP_EXIT_CLOSED)
7873 else if (element == EL_EXPANDABLE_WALL_GROWING)
7875 else if (element == EL_EXPANDABLE_WALL ||
7876 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7877 element == EL_EXPANDABLE_WALL_VERTICAL ||
7878 element == EL_EXPANDABLE_WALL_ANY)
7880 else if (element == EL_FLAMES)
7881 CheckForDragon(x, y);
7882 else if (element == EL_EXPLOSION)
7883 ; /* drawing of correct explosion animation is handled separately */
7884 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7885 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7887 if (IS_BELT_ACTIVE(element))
7888 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7890 if (game.magic_wall_active)
7892 int jx = local_player->jx, jy = local_player->jy;
7894 /* play the element sound at the position nearest to the player */
7895 if ((element == EL_MAGIC_WALL_FULL ||
7896 element == EL_MAGIC_WALL_ACTIVE ||
7897 element == EL_MAGIC_WALL_EMPTYING ||
7898 element == EL_BD_MAGIC_WALL_FULL ||
7899 element == EL_BD_MAGIC_WALL_ACTIVE ||
7900 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7901 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7909 #if USE_NEW_AMOEBA_CODE
7910 /* new experimental amoeba growth stuff */
7911 if (!(FrameCounter % 8))
7913 static unsigned long random = 1684108901;
7915 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7917 x = RND(lev_fieldx);
7918 y = RND(lev_fieldy);
7919 element = Feld[x][y];
7921 if (!IS_PLAYER(x,y) &&
7922 (element == EL_EMPTY ||
7923 CAN_GROW_INTO(element) ||
7924 element == EL_QUICKSAND_EMPTY ||
7925 element == EL_ACID_SPLASH_LEFT ||
7926 element == EL_ACID_SPLASH_RIGHT))
7928 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7929 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7930 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7931 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7932 Feld[x][y] = EL_AMOEBA_DROP;
7935 random = random * 129 + 1;
7941 if (game.explosions_delayed)
7944 game.explosions_delayed = FALSE;
7946 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7948 element = Feld[x][y];
7950 if (ExplodeField[x][y])
7951 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7952 else if (element == EL_EXPLOSION)
7953 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
7955 ExplodeField[x][y] = EX_TYPE_NONE;
7958 game.explosions_delayed = TRUE;
7961 if (game.magic_wall_active)
7963 if (!(game.magic_wall_time_left % 4))
7965 int element = Feld[magic_wall_x][magic_wall_y];
7967 if (element == EL_BD_MAGIC_WALL_FULL ||
7968 element == EL_BD_MAGIC_WALL_ACTIVE ||
7969 element == EL_BD_MAGIC_WALL_EMPTYING)
7970 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7972 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7975 if (game.magic_wall_time_left > 0)
7977 game.magic_wall_time_left--;
7978 if (!game.magic_wall_time_left)
7980 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7982 element = Feld[x][y];
7984 if (element == EL_MAGIC_WALL_ACTIVE ||
7985 element == EL_MAGIC_WALL_FULL)
7987 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7988 DrawLevelField(x, y);
7990 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7991 element == EL_BD_MAGIC_WALL_FULL)
7993 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7994 DrawLevelField(x, y);
7998 game.magic_wall_active = FALSE;
8003 if (game.light_time_left > 0)
8005 game.light_time_left--;
8007 if (game.light_time_left == 0)
8008 RedrawAllLightSwitchesAndInvisibleElements();
8011 if (game.timegate_time_left > 0)
8013 game.timegate_time_left--;
8015 if (game.timegate_time_left == 0)
8016 CloseAllOpenTimegates();
8019 for (i = 0; i < MAX_PLAYERS; i++)
8021 struct PlayerInfo *player = &stored_player[i];
8023 if (SHIELD_ON(player))
8025 if (player->shield_deadly_time_left)
8026 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8027 else if (player->shield_normal_time_left)
8028 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8032 if (TimeFrames >= FRAMES_PER_SECOND)
8037 for (i = 0; i < MAX_PLAYERS; i++)
8039 struct PlayerInfo *player = &stored_player[i];
8041 if (SHIELD_ON(player))
8043 player->shield_normal_time_left--;
8045 if (player->shield_deadly_time_left > 0)
8046 player->shield_deadly_time_left--;
8050 if (!level.use_step_counter)
8058 if (TimeLeft <= 10 && setup.time_limit)
8059 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8061 DrawGameValue_Time(TimeLeft);
8063 if (!TimeLeft && setup.time_limit)
8064 for (i = 0; i < MAX_PLAYERS; i++)
8065 KillPlayer(&stored_player[i]);
8067 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8068 DrawGameValue_Time(TimePlayed);
8071 if (tape.recording || tape.playing)
8072 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8076 PlayAllPlayersSound();
8078 if (options.debug) /* calculate frames per second */
8080 static unsigned long fps_counter = 0;
8081 static int fps_frames = 0;
8082 unsigned long fps_delay_ms = Counter() - fps_counter;
8086 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8088 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8091 fps_counter = Counter();
8094 redraw_mask |= REDRAW_FPS;
8097 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8099 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8101 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8103 local_player->show_envelope = 0;
8106 /* use random number generator in every frame to make it less predictable */
8107 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8111 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8113 int min_x = x, min_y = y, max_x = x, max_y = y;
8116 for (i = 0; i < MAX_PLAYERS; i++)
8118 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8120 if (!stored_player[i].active || &stored_player[i] == player)
8123 min_x = MIN(min_x, jx);
8124 min_y = MIN(min_y, jy);
8125 max_x = MAX(max_x, jx);
8126 max_y = MAX(max_y, jy);
8129 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8132 static boolean AllPlayersInVisibleScreen()
8136 for (i = 0; i < MAX_PLAYERS; i++)
8138 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8140 if (!stored_player[i].active)
8143 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8150 void ScrollLevel(int dx, int dy)
8152 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8155 BlitBitmap(drawto_field, drawto_field,
8156 FX + TILEX * (dx == -1) - softscroll_offset,
8157 FY + TILEY * (dy == -1) - softscroll_offset,
8158 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8159 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8160 FX + TILEX * (dx == 1) - softscroll_offset,
8161 FY + TILEY * (dy == 1) - softscroll_offset);
8165 x = (dx == 1 ? BX1 : BX2);
8166 for (y = BY1; y <= BY2; y++)
8167 DrawScreenField(x, y);
8172 y = (dy == 1 ? BY1 : BY2);
8173 for (x = BX1; x <= BX2; x++)
8174 DrawScreenField(x, y);
8177 redraw_mask |= REDRAW_FIELD;
8180 static boolean canFallDown(struct PlayerInfo *player)
8182 int jx = player->jx, jy = player->jy;
8184 return (IN_LEV_FIELD(jx, jy + 1) &&
8185 (IS_FREE(jx, jy + 1) ||
8186 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8187 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8188 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8191 static boolean canPassField(int x, int y, int move_dir)
8193 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8194 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8195 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8198 int element = Feld[x][y];
8200 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8201 !CAN_MOVE(element) &&
8202 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8203 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8204 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8207 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8209 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8210 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8211 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8215 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8216 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8217 (IS_DIGGABLE(Feld[newx][newy]) ||
8218 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8219 canPassField(newx, newy, move_dir)));
8222 static void CheckGravityMovement(struct PlayerInfo *player)
8224 if (game.gravity && !player->programmed_action)
8226 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8227 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8228 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8229 int jx = player->jx, jy = player->jy;
8230 boolean player_is_moving_to_valid_field =
8231 (!player_is_snapping &&
8232 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8233 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8234 boolean player_can_fall_down = canFallDown(player);
8236 if (player_can_fall_down &&
8237 !player_is_moving_to_valid_field)
8238 player->programmed_action = MV_DOWN;
8242 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8244 return CheckGravityMovement(player);
8246 if (game.gravity && !player->programmed_action)
8248 int jx = player->jx, jy = player->jy;
8249 boolean field_under_player_is_free =
8250 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8251 boolean player_is_standing_on_valid_field =
8252 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8253 (IS_WALKABLE(Feld[jx][jy]) &&
8254 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8256 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8257 player->programmed_action = MV_DOWN;
8263 -----------------------------------------------------------------------------
8264 dx, dy: direction (non-diagonal) to try to move the player to
8265 real_dx, real_dy: direction as read from input device (can be diagonal)
8268 boolean MovePlayerOneStep(struct PlayerInfo *player,
8269 int dx, int dy, int real_dx, int real_dy)
8271 int jx = player->jx, jy = player->jy;
8272 int new_jx = jx + dx, new_jy = jy + dy;
8276 if (!player->active || (!dx && !dy))
8277 return MF_NO_ACTION;
8279 player->MovDir = (dx < 0 ? MV_LEFT :
8282 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8284 if (!IN_LEV_FIELD(new_jx, new_jy))
8285 return MF_NO_ACTION;
8287 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8288 return MF_NO_ACTION;
8290 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8292 if (DONT_RUN_INTO(element))
8294 if (element == EL_ACID && dx == 0 && dy == 1)
8296 SplashAcid(new_jx, new_jy);
8297 Feld[jx][jy] = EL_PLAYER_1;
8298 InitMovingField(jx, jy, MV_DOWN);
8299 Store[jx][jy] = EL_ACID;
8300 ContinueMoving(jx, jy);
8304 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
8309 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8310 if (can_move != MF_MOVING)
8313 /* check if DigField() has caused relocation of the player */
8314 if (player->jx != jx || player->jy != jy)
8315 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8317 StorePlayer[jx][jy] = 0;
8318 player->last_jx = jx;
8319 player->last_jy = jy;
8320 player->jx = new_jx;
8321 player->jy = new_jy;
8322 StorePlayer[new_jx][new_jy] = player->element_nr;
8324 if (player->move_delay_value_next != -1)
8326 player->move_delay_value = player->move_delay_value_next;
8327 player->move_delay_value_next = -1;
8331 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8333 player->step_counter++;
8335 PlayerVisit[jx][jy] = FrameCounter;
8337 ScrollPlayer(player, SCROLL_INIT);
8342 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8344 int jx = player->jx, jy = player->jy;
8345 int old_jx = jx, old_jy = jy;
8346 int moved = MF_NO_ACTION;
8348 if (!player->active)
8353 if (player->MovPos == 0)
8355 player->is_moving = FALSE;
8356 player->is_digging = FALSE;
8357 player->is_collecting = FALSE;
8358 player->is_snapping = FALSE;
8359 player->is_pushing = FALSE;
8365 if (player->move_delay > 0)
8368 player->move_delay = -1; /* set to "uninitialized" value */
8370 /* store if player is automatically moved to next field */
8371 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8373 /* remove the last programmed player action */
8374 player->programmed_action = 0;
8378 /* should only happen if pre-1.2 tape recordings are played */
8379 /* this is only for backward compatibility */
8381 int original_move_delay_value = player->move_delay_value;
8384 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8388 /* scroll remaining steps with finest movement resolution */
8389 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8391 while (player->MovPos)
8393 ScrollPlayer(player, SCROLL_GO_ON);
8394 ScrollScreen(NULL, SCROLL_GO_ON);
8396 AdvanceFrameAndPlayerCounters(player->index_nr);
8402 player->move_delay_value = original_move_delay_value;
8405 if (player->last_move_dir & MV_HORIZONTAL)
8407 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8408 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8412 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8413 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8419 if (moved & MF_MOVING && !ScreenMovPos &&
8420 (player == local_player || !options.network))
8422 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8423 int offset = (setup.scroll_delay ? 3 : 0);
8425 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8427 /* actual player has left the screen -- scroll in that direction */
8428 if (jx != old_jx) /* player has moved horizontally */
8429 scroll_x += (jx - old_jx);
8430 else /* player has moved vertically */
8431 scroll_y += (jy - old_jy);
8435 if (jx != old_jx) /* player has moved horizontally */
8437 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8438 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8439 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8441 /* don't scroll over playfield boundaries */
8442 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8443 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8445 /* don't scroll more than one field at a time */
8446 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8448 /* don't scroll against the player's moving direction */
8449 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8450 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8451 scroll_x = old_scroll_x;
8453 else /* player has moved vertically */
8455 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8456 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8457 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8459 /* don't scroll over playfield boundaries */
8460 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8461 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8463 /* don't scroll more than one field at a time */
8464 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8466 /* don't scroll against the player's moving direction */
8467 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8468 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8469 scroll_y = old_scroll_y;
8473 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8475 if (!options.network && !AllPlayersInVisibleScreen())
8477 scroll_x = old_scroll_x;
8478 scroll_y = old_scroll_y;
8482 ScrollScreen(player, SCROLL_INIT);
8483 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8488 player->StepFrame = 0;
8490 if (moved & MF_MOVING)
8492 if (old_jx != jx && old_jy == jy)
8493 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8494 else if (old_jx == jx && old_jy != jy)
8495 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8497 DrawLevelField(jx, jy); /* for "crumbled sand" */
8499 player->last_move_dir = player->MovDir;
8500 player->is_moving = TRUE;
8501 player->is_snapping = FALSE;
8502 player->is_switching = FALSE;
8503 player->is_dropping = FALSE;
8507 CheckGravityMovementWhenNotMoving(player);
8509 player->is_moving = FALSE;
8511 /* at this point, the player is allowed to move, but cannot move right now
8512 (e.g. because of something blocking the way) -- ensure that the player
8513 is also allowed to move in the next frame (in old versions before 3.1.1,
8514 the player was forced to wait again for eight frames before next try) */
8516 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8517 player->move_delay = 0; /* allow direct movement in the next frame */
8520 if (player->move_delay == -1) /* not yet initialized by DigField() */
8521 player->move_delay = player->move_delay_value;
8523 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8525 TestIfPlayerTouchesBadThing(jx, jy);
8526 TestIfPlayerTouchesCustomElement(jx, jy);
8529 if (!player->active)
8530 RemovePlayer(player);
8535 void ScrollPlayer(struct PlayerInfo *player, int mode)
8537 int jx = player->jx, jy = player->jy;
8538 int last_jx = player->last_jx, last_jy = player->last_jy;
8539 int move_stepsize = TILEX / player->move_delay_value;
8541 #if USE_NEW_PLAYER_SPEED
8542 if (!player->active)
8545 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
8548 if (!player->active || player->MovPos == 0)
8552 if (mode == SCROLL_INIT)
8554 player->actual_frame_counter = FrameCounter;
8555 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8557 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8558 Feld[last_jx][last_jy] == EL_EMPTY)
8560 int last_field_block_delay = 0; /* start with no blocking at all */
8561 int block_delay_adjustment = player->block_delay_adjustment;
8563 /* if player blocks last field, add delay for exactly one move */
8564 if (player->block_last_field)
8566 last_field_block_delay += player->move_delay_value;
8568 /* when blocking enabled, prevent moving up despite gravity */
8569 if (game.gravity && player->MovDir == MV_UP)
8570 block_delay_adjustment = -1;
8573 /* add block delay adjustment (also possible when not blocking) */
8574 last_field_block_delay += block_delay_adjustment;
8576 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8577 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8580 #if USE_NEW_PLAYER_SPEED
8581 if (player->MovPos != 0) /* player has not yet reached destination */
8587 else if (!FrameReached(&player->actual_frame_counter, 1))
8591 printf("::: player->MovPos: %d -> %d\n",
8593 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
8596 #if USE_NEW_PLAYER_SPEED
8597 if (player->MovPos != 0)
8599 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8600 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8602 /* before DrawPlayer() to draw correct player graphic for this case */
8603 if (player->MovPos == 0)
8604 CheckGravityMovement(player);
8607 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8608 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8610 /* before DrawPlayer() to draw correct player graphic for this case */
8611 if (player->MovPos == 0)
8612 CheckGravityMovement(player);
8615 if (player->MovPos == 0) /* player reached destination field */
8618 printf("::: player reached destination field\n");
8621 if (player->move_delay_reset_counter > 0)
8623 player->move_delay_reset_counter--;
8625 if (player->move_delay_reset_counter == 0)
8627 /* continue with normal speed after quickly moving through gate */
8628 HALVE_PLAYER_SPEED(player);
8630 /* be able to make the next move without delay */
8631 player->move_delay = 0;
8635 player->last_jx = jx;
8636 player->last_jy = jy;
8638 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8639 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8640 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8642 DrawPlayer(player); /* needed here only to cleanup last field */
8643 RemovePlayer(player);
8645 if (local_player->friends_still_needed == 0 ||
8646 IS_SP_ELEMENT(Feld[jx][jy]))
8647 player->LevelSolved = player->GameOver = TRUE;
8650 /* this breaks one level: "machine", level 000 */
8652 int move_direction = player->MovDir;
8653 int enter_side = MV_DIR_OPPOSITE(move_direction);
8654 int leave_side = move_direction;
8655 int old_jx = last_jx;
8656 int old_jy = last_jy;
8657 int old_element = Feld[old_jx][old_jy];
8658 int new_element = Feld[jx][jy];
8660 if (IS_CUSTOM_ELEMENT(old_element))
8661 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8663 player->index_bit, leave_side);
8665 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8666 player->index_bit, leave_side);
8668 if (IS_CUSTOM_ELEMENT(new_element))
8669 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8670 player->index_bit, enter_side);
8672 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8673 player->index_bit, enter_side);
8676 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8678 TestIfPlayerTouchesBadThing(jx, jy);
8679 TestIfPlayerTouchesCustomElement(jx, jy);
8681 /* needed because pushed element has not yet reached its destination,
8682 so it would trigger a change event at its previous field location */
8683 if (!player->is_pushing)
8684 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8686 if (!player->active)
8687 RemovePlayer(player);
8690 if (level.use_step_counter)
8700 if (TimeLeft <= 10 && setup.time_limit)
8701 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8703 DrawGameValue_Time(TimeLeft);
8705 if (!TimeLeft && setup.time_limit)
8706 for (i = 0; i < MAX_PLAYERS; i++)
8707 KillPlayer(&stored_player[i]);
8709 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8710 DrawGameValue_Time(TimePlayed);
8713 if (tape.single_step && tape.recording && !tape.pausing &&
8714 !player->programmed_action)
8715 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8719 void ScrollScreen(struct PlayerInfo *player, int mode)
8721 static unsigned long screen_frame_counter = 0;
8723 if (mode == SCROLL_INIT)
8725 /* set scrolling step size according to actual player's moving speed */
8726 ScrollStepSize = TILEX / player->move_delay_value;
8728 screen_frame_counter = FrameCounter;
8729 ScreenMovDir = player->MovDir;
8730 ScreenMovPos = player->MovPos;
8731 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8734 else if (!FrameReached(&screen_frame_counter, 1))
8739 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8740 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8741 redraw_mask |= REDRAW_FIELD;
8744 ScreenMovDir = MV_NO_MOVING;
8747 void TestIfPlayerTouchesCustomElement(int x, int y)
8749 static int xy[4][2] =
8756 static int trigger_sides[4][2] =
8758 /* center side border side */
8759 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8760 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8761 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8762 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8764 static int touch_dir[4] =
8771 int center_element = Feld[x][y]; /* should always be non-moving! */
8774 for (i = 0; i < NUM_DIRECTIONS; i++)
8776 int xx = x + xy[i][0];
8777 int yy = y + xy[i][1];
8778 int center_side = trigger_sides[i][0];
8779 int border_side = trigger_sides[i][1];
8782 if (!IN_LEV_FIELD(xx, yy))
8785 if (IS_PLAYER(x, y))
8787 struct PlayerInfo *player = PLAYERINFO(x, y);
8789 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8790 border_element = Feld[xx][yy]; /* may be moving! */
8791 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8792 border_element = Feld[xx][yy];
8793 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8794 border_element = MovingOrBlocked2Element(xx, yy);
8796 continue; /* center and border element do not touch */
8798 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8799 player->index_bit, border_side);
8800 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8801 player->index_bit, border_side);
8803 else if (IS_PLAYER(xx, yy))
8805 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8807 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8809 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8810 continue; /* center and border element do not touch */
8813 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8814 player->index_bit, center_side);
8815 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8816 player->index_bit, center_side);
8822 void TestIfElementTouchesCustomElement(int x, int y)
8824 static int xy[4][2] =
8831 static int trigger_sides[4][2] =
8833 /* center side border side */
8834 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8835 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8836 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8837 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8839 static int touch_dir[4] =
8846 boolean change_center_element = FALSE;
8847 int center_element = Feld[x][y]; /* should always be non-moving! */
8850 for (i = 0; i < NUM_DIRECTIONS; i++)
8852 int xx = x + xy[i][0];
8853 int yy = y + xy[i][1];
8854 int center_side = trigger_sides[i][0];
8855 int border_side = trigger_sides[i][1];
8858 if (!IN_LEV_FIELD(xx, yy))
8861 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8862 border_element = Feld[xx][yy]; /* may be moving! */
8863 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8864 border_element = Feld[xx][yy];
8865 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8866 border_element = MovingOrBlocked2Element(xx, yy);
8868 continue; /* center and border element do not touch */
8870 /* check for change of center element (but change it only once) */
8871 if (!change_center_element)
8872 change_center_element =
8873 CheckElementChangeBySide(x, y, center_element, border_element,
8874 CE_TOUCHING_X, border_side);
8876 /* check for change of border element */
8877 CheckElementChangeBySide(xx, yy, border_element, center_element,
8878 CE_TOUCHING_X, center_side);
8882 void TestIfElementHitsCustomElement(int x, int y, int direction)
8884 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8885 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8886 int hitx = x + dx, hity = y + dy;
8887 int hitting_element = Feld[x][y];
8888 int touched_element;
8890 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8893 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8894 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8896 if (IN_LEV_FIELD(hitx, hity))
8898 int opposite_direction = MV_DIR_OPPOSITE(direction);
8899 int hitting_side = direction;
8900 int touched_side = opposite_direction;
8901 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8902 MovDir[hitx][hity] != direction ||
8903 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8909 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8910 CE_HITTING_X, touched_side);
8912 CheckElementChangeBySide(hitx, hity, touched_element,
8913 hitting_element, CE_HIT_BY_X, hitting_side);
8915 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8916 CE_HIT_BY_SOMETHING, opposite_direction);
8920 /* "hitting something" is also true when hitting the playfield border */
8921 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8922 CE_HITTING_SOMETHING, direction);
8926 void TestIfElementSmashesCustomElement(int x, int y, int direction)
8928 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8929 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8930 int hitx = x + dx, hity = y + dy;
8931 int hitting_element = Feld[x][y];
8932 int touched_element;
8934 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8935 !IS_FREE(hitx, hity) &&
8936 (!IS_MOVING(hitx, hity) ||
8937 MovDir[hitx][hity] != direction ||
8938 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8941 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8945 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8949 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8950 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8952 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8953 EP_CAN_SMASH_EVERYTHING, direction);
8955 if (IN_LEV_FIELD(hitx, hity))
8957 int opposite_direction = MV_DIR_OPPOSITE(direction);
8958 int hitting_side = direction;
8959 int touched_side = opposite_direction;
8961 int touched_element = MovingOrBlocked2Element(hitx, hity);
8964 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8965 MovDir[hitx][hity] != direction ||
8966 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8975 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8976 CE_SMASHED_BY_SOMETHING, opposite_direction);
8978 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8979 CE_OTHER_IS_SMASHING, touched_side);
8981 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8982 CE_OTHER_GETS_SMASHED, hitting_side);
8988 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8990 int i, kill_x = -1, kill_y = -1;
8991 int bad_element = -1;
8992 static int test_xy[4][2] =
8999 static int test_dir[4] =
9007 for (i = 0; i < NUM_DIRECTIONS; i++)
9009 int test_x, test_y, test_move_dir, test_element;
9011 test_x = good_x + test_xy[i][0];
9012 test_y = good_y + test_xy[i][1];
9014 if (!IN_LEV_FIELD(test_x, test_y))
9018 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9020 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9022 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9023 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9025 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9026 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9030 bad_element = test_element;
9036 if (kill_x != -1 || kill_y != -1)
9038 if (IS_PLAYER(good_x, good_y))
9040 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9042 if (player->shield_deadly_time_left > 0 &&
9043 !IS_INDESTRUCTIBLE(bad_element))
9044 Bang(kill_x, kill_y);
9045 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9049 Bang(good_x, good_y);
9053 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9055 int i, kill_x = -1, kill_y = -1;
9056 int bad_element = Feld[bad_x][bad_y];
9057 static int test_xy[4][2] =
9064 static int touch_dir[4] =
9071 static int test_dir[4] =
9079 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9082 for (i = 0; i < NUM_DIRECTIONS; i++)
9084 int test_x, test_y, test_move_dir, test_element;
9086 test_x = bad_x + test_xy[i][0];
9087 test_y = bad_y + test_xy[i][1];
9088 if (!IN_LEV_FIELD(test_x, test_y))
9092 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9094 test_element = Feld[test_x][test_y];
9096 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9097 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9099 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9100 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9102 /* good thing is player or penguin that does not move away */
9103 if (IS_PLAYER(test_x, test_y))
9105 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9107 if (bad_element == EL_ROBOT && player->is_moving)
9108 continue; /* robot does not kill player if he is moving */
9110 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9112 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9113 continue; /* center and border element do not touch */
9120 else if (test_element == EL_PENGUIN)
9129 if (kill_x != -1 || kill_y != -1)
9131 if (IS_PLAYER(kill_x, kill_y))
9133 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9135 if (player->shield_deadly_time_left > 0 &&
9136 !IS_INDESTRUCTIBLE(bad_element))
9138 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9142 Bang(kill_x, kill_y);
9146 void TestIfPlayerTouchesBadThing(int x, int y)
9148 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9151 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
9153 TestIfGoodThingHitsBadThing(x, y, move_dir);
9156 void TestIfBadThingTouchesPlayer(int x, int y)
9158 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9161 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
9163 TestIfBadThingHitsGoodThing(x, y, move_dir);
9166 void TestIfFriendTouchesBadThing(int x, int y)
9168 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9171 void TestIfBadThingTouchesFriend(int x, int y)
9173 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9176 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9178 int i, kill_x = bad_x, kill_y = bad_y;
9179 static int xy[4][2] =
9187 for (i = 0; i < NUM_DIRECTIONS; i++)
9191 x = bad_x + xy[i][0];
9192 y = bad_y + xy[i][1];
9193 if (!IN_LEV_FIELD(x, y))
9196 element = Feld[x][y];
9197 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9198 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9206 if (kill_x != bad_x || kill_y != bad_y)
9210 void KillPlayer(struct PlayerInfo *player)
9212 int jx = player->jx, jy = player->jy;
9214 if (!player->active)
9217 /* remove accessible field at the player's position */
9218 Feld[jx][jy] = EL_EMPTY;
9220 /* deactivate shield (else Bang()/Explode() would not work right) */
9221 player->shield_normal_time_left = 0;
9222 player->shield_deadly_time_left = 0;
9228 static void KillPlayerUnlessEnemyProtected(int x, int y)
9230 if (!PLAYER_ENEMY_PROTECTED(x, y))
9231 KillPlayer(PLAYERINFO(x, y));
9234 static void KillPlayerUnlessExplosionProtected(int x, int y)
9236 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9237 KillPlayer(PLAYERINFO(x, y));
9240 void BuryPlayer(struct PlayerInfo *player)
9242 int jx = player->jx, jy = player->jy;
9244 if (!player->active)
9247 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9248 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9250 player->GameOver = TRUE;
9251 RemovePlayer(player);
9254 void RemovePlayer(struct PlayerInfo *player)
9256 int jx = player->jx, jy = player->jy;
9257 int i, found = FALSE;
9259 player->present = FALSE;
9260 player->active = FALSE;
9262 if (!ExplodeField[jx][jy])
9263 StorePlayer[jx][jy] = 0;
9265 if (player->is_moving)
9266 DrawLevelField(player->last_jx, player->last_jy);
9268 for (i = 0; i < MAX_PLAYERS; i++)
9269 if (stored_player[i].active)
9273 AllPlayersGone = TRUE;
9280 =============================================================================
9281 checkDiagonalPushing()
9282 -----------------------------------------------------------------------------
9283 check if diagonal input device direction results in pushing of object
9284 (by checking if the alternative direction is walkable, diggable, ...)
9285 =============================================================================
9288 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9289 int x, int y, int real_dx, int real_dy)
9291 int jx, jy, dx, dy, xx, yy;
9293 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9296 /* diagonal direction: check alternative direction */
9301 xx = jx + (dx == 0 ? real_dx : 0);
9302 yy = jy + (dy == 0 ? real_dy : 0);
9304 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9308 =============================================================================
9310 -----------------------------------------------------------------------------
9311 x, y: field next to player (non-diagonal) to try to dig to
9312 real_dx, real_dy: direction as read from input device (can be diagonal)
9313 =============================================================================
9316 int DigField(struct PlayerInfo *player,
9317 int oldx, int oldy, int x, int y,
9318 int real_dx, int real_dy, int mode)
9320 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9321 boolean player_was_pushing = player->is_pushing;
9322 int jx = oldx, jy = oldy;
9323 int dx = x - jx, dy = y - jy;
9324 int nextx = x + dx, nexty = y + dy;
9325 int move_direction = (dx == -1 ? MV_LEFT :
9326 dx == +1 ? MV_RIGHT :
9328 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9329 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9330 int dig_side = MV_DIR_OPPOSITE(move_direction);
9331 int old_element = Feld[jx][jy];
9335 if (is_player) /* function can also be called by EL_PENGUIN */
9337 if (player->MovPos == 0)
9339 player->is_digging = FALSE;
9340 player->is_collecting = FALSE;
9343 if (player->MovPos == 0) /* last pushing move finished */
9344 player->is_pushing = FALSE;
9346 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9348 player->is_switching = FALSE;
9349 player->push_delay = -1;
9351 return MF_NO_ACTION;
9355 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9356 return MF_NO_ACTION;
9358 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9359 old_element = Back[jx][jy];
9361 /* in case of element dropped at player position, check background */
9362 else if (Back[jx][jy] != EL_EMPTY &&
9363 game.engine_version >= VERSION_IDENT(2,2,0,0))
9364 old_element = Back[jx][jy];
9366 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9367 return MF_NO_ACTION; /* field has no opening in this direction */
9369 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9370 return MF_NO_ACTION; /* field has no opening in this direction */
9372 element = Feld[x][y];
9373 #if USE_NEW_COLLECT_COUNT
9374 collect_count = Count[x][y];
9376 collect_count = element_info[element].collect_count_initial;
9380 if (element != EL_BLOCKED &&
9381 Count[x][y] != element_info[element].collect_count_initial)
9382 printf("::: %d: %d != %d\n",
9385 element_info[element].collect_count_initial);
9388 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9389 return MF_NO_ACTION;
9391 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9392 game.engine_version >= VERSION_IDENT(2,2,0,0))
9393 return MF_NO_ACTION;
9395 if (game.gravity && is_player && !player->is_auto_moving &&
9396 canFallDown(player) && move_direction != MV_DOWN &&
9397 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9398 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9400 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9402 int sound_element = SND_ELEMENT(element);
9403 int sound_action = ACTION_WALKING;
9405 if (IS_RND_GATE(element))
9407 if (!player->key[RND_GATE_NR(element)])
9408 return MF_NO_ACTION;
9410 else if (IS_RND_GATE_GRAY(element))
9412 if (!player->key[RND_GATE_GRAY_NR(element)])
9413 return MF_NO_ACTION;
9415 else if (element == EL_EXIT_OPEN ||
9416 element == EL_SP_EXIT_OPEN ||
9417 element == EL_SP_EXIT_OPENING)
9419 sound_action = ACTION_PASSING; /* player is passing exit */
9421 else if (element == EL_EMPTY)
9423 sound_action = ACTION_MOVING; /* nothing to walk on */
9426 /* play sound from background or player, whatever is available */
9427 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9428 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9430 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9432 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9434 if (!ACCESS_FROM(element, opposite_direction))
9435 return MF_NO_ACTION; /* field not accessible from this direction */
9437 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9438 return MF_NO_ACTION;
9440 if (IS_EM_GATE(element))
9442 if (!player->key[EM_GATE_NR(element)])
9443 return MF_NO_ACTION;
9445 else if (IS_EM_GATE_GRAY(element))
9447 if (!player->key[EM_GATE_GRAY_NR(element)])
9448 return MF_NO_ACTION;
9450 else if (IS_SP_PORT(element))
9452 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9453 element == EL_SP_GRAVITY_PORT_RIGHT ||
9454 element == EL_SP_GRAVITY_PORT_UP ||
9455 element == EL_SP_GRAVITY_PORT_DOWN)
9456 game.gravity = !game.gravity;
9457 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9458 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9459 element == EL_SP_GRAVITY_ON_PORT_UP ||
9460 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9461 game.gravity = TRUE;
9462 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9463 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9464 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9465 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9466 game.gravity = FALSE;
9469 /* automatically move to the next field with double speed */
9470 player->programmed_action = move_direction;
9472 if (player->move_delay_reset_counter == 0)
9474 player->move_delay_reset_counter = 2; /* two double speed steps */
9476 DOUBLE_PLAYER_SPEED(player);
9479 PlayLevelSoundAction(x, y, ACTION_PASSING);
9481 else if (IS_DIGGABLE(element))
9485 if (mode != DF_SNAP)
9487 GfxElement[x][y] = GFX_ELEMENT(element);
9488 player->is_digging = TRUE;
9491 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9493 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9494 player->index_bit, dig_side);
9496 if (mode == DF_SNAP)
9497 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9499 else if (IS_COLLECTIBLE(element))
9503 if (is_player && mode != DF_SNAP)
9505 GfxElement[x][y] = element;
9506 player->is_collecting = TRUE;
9509 if (element == EL_SPEED_PILL)
9511 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9513 else if (element == EL_EXTRA_TIME && level.time > 0)
9516 DrawGameValue_Time(TimeLeft);
9518 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9520 player->shield_normal_time_left += 10;
9521 if (element == EL_SHIELD_DEADLY)
9522 player->shield_deadly_time_left += 10;
9524 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9526 if (player->inventory_size < MAX_INVENTORY_SIZE)
9527 player->inventory_element[player->inventory_size++] = element;
9529 DrawGameValue_Dynamite(local_player->inventory_size);
9531 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9533 player->dynabomb_count++;
9534 player->dynabombs_left++;
9536 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9538 player->dynabomb_size++;
9540 else if (element == EL_DYNABOMB_INCREASE_POWER)
9542 player->dynabomb_xl = TRUE;
9544 else if (IS_KEY(element))
9546 player->key[KEY_NR(element)] = TRUE;
9548 DrawGameValue_Keys(player->key);
9550 redraw_mask |= REDRAW_DOOR_1;
9552 else if (IS_ENVELOPE(element))
9554 player->show_envelope = element;
9556 else if (IS_DROPPABLE(element) ||
9557 IS_THROWABLE(element)) /* can be collected and dropped */
9561 if (collect_count == 0)
9562 player->inventory_infinite_element = element;
9564 for (i = 0; i < collect_count; i++)
9565 if (player->inventory_size < MAX_INVENTORY_SIZE)
9566 player->inventory_element[player->inventory_size++] = element;
9568 DrawGameValue_Dynamite(local_player->inventory_size);
9570 else if (collect_count > 0)
9572 local_player->gems_still_needed -= collect_count;
9573 if (local_player->gems_still_needed < 0)
9574 local_player->gems_still_needed = 0;
9576 DrawGameValue_Emeralds(local_player->gems_still_needed);
9579 RaiseScoreElement(element);
9580 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9583 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9584 player->index_bit, dig_side);
9586 if (mode == DF_SNAP)
9587 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9589 else if (IS_PUSHABLE(element))
9591 if (mode == DF_SNAP && element != EL_BD_ROCK)
9592 return MF_NO_ACTION;
9594 if (CAN_FALL(element) && dy)
9595 return MF_NO_ACTION;
9597 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9598 !(element == EL_SPRING && level.use_spring_bug))
9599 return MF_NO_ACTION;
9601 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9602 ((move_direction & MV_VERTICAL &&
9603 ((element_info[element].move_pattern & MV_LEFT &&
9604 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9605 (element_info[element].move_pattern & MV_RIGHT &&
9606 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9607 (move_direction & MV_HORIZONTAL &&
9608 ((element_info[element].move_pattern & MV_UP &&
9609 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9610 (element_info[element].move_pattern & MV_DOWN &&
9611 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9612 return MF_NO_ACTION;
9614 /* do not push elements already moving away faster than player */
9615 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9616 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9617 return MF_NO_ACTION;
9619 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9621 if (player->push_delay_value == -1 || !player_was_pushing)
9622 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9624 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9626 if (player->push_delay_value == -1)
9627 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9629 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9631 if (!player->is_pushing)
9632 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9635 player->is_pushing = TRUE;
9637 if (!(IN_LEV_FIELD(nextx, nexty) &&
9638 (IS_FREE(nextx, nexty) ||
9639 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9640 IS_SB_ELEMENT(element)))))
9641 return MF_NO_ACTION;
9643 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9644 return MF_NO_ACTION;
9646 if (player->push_delay == -1) /* new pushing; restart delay */
9647 player->push_delay = 0;
9649 if (player->push_delay < player->push_delay_value &&
9650 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9651 element != EL_SPRING && element != EL_BALLOON)
9653 /* make sure that there is no move delay before next try to push */
9654 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9655 player->move_delay = 0;
9657 return MF_NO_ACTION;
9660 if (IS_SB_ELEMENT(element))
9662 if (element == EL_SOKOBAN_FIELD_FULL)
9664 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9665 local_player->sokobanfields_still_needed++;
9668 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9670 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9671 local_player->sokobanfields_still_needed--;
9674 Feld[x][y] = EL_SOKOBAN_OBJECT;
9676 if (Back[x][y] == Back[nextx][nexty])
9677 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9678 else if (Back[x][y] != 0)
9679 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9682 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9685 if (local_player->sokobanfields_still_needed == 0 &&
9686 game.emulation == EMU_SOKOBAN)
9688 player->LevelSolved = player->GameOver = TRUE;
9689 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9693 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9695 InitMovingField(x, y, move_direction);
9696 GfxAction[x][y] = ACTION_PUSHING;
9698 if (mode == DF_SNAP)
9699 ContinueMoving(x, y);
9701 MovPos[x][y] = (dx != 0 ? dx : dy);
9703 Pushed[x][y] = TRUE;
9704 Pushed[nextx][nexty] = TRUE;
9706 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9707 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9709 player->push_delay_value = -1; /* get new value later */
9711 /* check for element change _after_ element has been pushed */
9712 if (game.use_change_when_pushing_bug)
9714 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9715 player->index_bit, dig_side);
9716 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9717 player->index_bit, dig_side);
9720 else if (IS_SWITCHABLE(element))
9722 if (PLAYER_SWITCHING(player, x, y))
9724 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9725 player->index_bit, dig_side);
9730 player->is_switching = TRUE;
9731 player->switch_x = x;
9732 player->switch_y = y;
9734 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9736 if (element == EL_ROBOT_WHEEL)
9738 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9742 DrawLevelField(x, y);
9744 else if (element == EL_SP_TERMINAL)
9748 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9750 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9752 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9753 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9756 else if (IS_BELT_SWITCH(element))
9758 ToggleBeltSwitch(x, y);
9760 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9761 element == EL_SWITCHGATE_SWITCH_DOWN)
9763 ToggleSwitchgateSwitch(x, y);
9765 else if (element == EL_LIGHT_SWITCH ||
9766 element == EL_LIGHT_SWITCH_ACTIVE)
9768 ToggleLightSwitch(x, y);
9770 else if (element == EL_TIMEGATE_SWITCH)
9772 ActivateTimegateSwitch(x, y);
9774 else if (element == EL_BALLOON_SWITCH_LEFT ||
9775 element == EL_BALLOON_SWITCH_RIGHT ||
9776 element == EL_BALLOON_SWITCH_UP ||
9777 element == EL_BALLOON_SWITCH_DOWN ||
9778 element == EL_BALLOON_SWITCH_ANY)
9780 if (element == EL_BALLOON_SWITCH_ANY)
9781 game.balloon_dir = move_direction;
9783 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9784 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9785 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9786 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9789 else if (element == EL_LAMP)
9791 Feld[x][y] = EL_LAMP_ACTIVE;
9792 local_player->lights_still_needed--;
9794 ResetGfxAnimation(x, y);
9795 DrawLevelField(x, y);
9797 else if (element == EL_TIME_ORB_FULL)
9799 Feld[x][y] = EL_TIME_ORB_EMPTY;
9801 DrawGameValue_Time(TimeLeft);
9803 ResetGfxAnimation(x, y);
9804 DrawLevelField(x, y);
9807 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9808 player->index_bit, dig_side);
9810 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9811 player->index_bit, dig_side);
9817 if (!PLAYER_SWITCHING(player, x, y))
9819 player->is_switching = TRUE;
9820 player->switch_x = x;
9821 player->switch_y = y;
9823 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9824 player->index_bit, dig_side);
9825 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9826 player->index_bit, dig_side);
9829 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9830 player->index_bit, dig_side);
9831 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9832 player->index_bit, dig_side);
9834 return MF_NO_ACTION;
9837 player->push_delay = -1;
9839 if (is_player) /* function can also be called by EL_PENGUIN */
9841 if (Feld[x][y] != element) /* really digged/collected something */
9842 player->is_collecting = !player->is_digging;
9848 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9850 int jx = player->jx, jy = player->jy;
9851 int x = jx + dx, y = jy + dy;
9852 int snap_direction = (dx == -1 ? MV_LEFT :
9853 dx == +1 ? MV_RIGHT :
9855 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9857 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9860 if (!player->active || !IN_LEV_FIELD(x, y))
9868 if (player->MovPos == 0)
9869 player->is_pushing = FALSE;
9871 player->is_snapping = FALSE;
9873 if (player->MovPos == 0)
9875 player->is_moving = FALSE;
9876 player->is_digging = FALSE;
9877 player->is_collecting = FALSE;
9883 if (player->is_snapping)
9886 player->MovDir = snap_direction;
9888 if (player->MovPos == 0)
9890 player->is_moving = FALSE;
9891 player->is_digging = FALSE;
9892 player->is_collecting = FALSE;
9895 player->is_dropping = FALSE;
9897 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9900 player->is_snapping = TRUE;
9902 if (player->MovPos == 0)
9904 player->is_moving = FALSE;
9905 player->is_digging = FALSE;
9906 player->is_collecting = FALSE;
9909 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
9910 DrawLevelField(player->last_jx, player->last_jy);
9912 DrawLevelField(x, y);
9917 boolean DropElement(struct PlayerInfo *player)
9919 int old_element, new_element;
9920 int dropx = player->jx, dropy = player->jy;
9921 int drop_direction = player->MovDir;
9922 int drop_side = drop_direction;
9923 int drop_element = (player->inventory_size > 0 ?
9924 player->inventory_element[player->inventory_size - 1] :
9925 player->inventory_infinite_element != EL_UNDEFINED ?
9926 player->inventory_infinite_element :
9927 player->dynabombs_left > 0 ?
9928 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
9931 /* do not drop an element on top of another element; when holding drop key
9932 pressed without moving, dropped element must move away before the next
9933 element can be dropped (this is especially important if the next element
9934 is dynamite, which can be placed on background for historical reasons) */
9935 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
9938 if (IS_THROWABLE(drop_element))
9940 dropx += GET_DX_FROM_DIR(drop_direction);
9941 dropy += GET_DY_FROM_DIR(drop_direction);
9943 if (!IN_LEV_FIELD(dropx, dropy))
9947 old_element = Feld[dropx][dropy]; /* old element at dropping position */
9948 new_element = drop_element; /* default: no change when dropping */
9950 /* check if player is active, not moving and ready to drop */
9951 if (!player->active || player->MovPos || player->drop_delay > 0)
9954 /* check if player has anything that can be dropped */
9955 if (new_element == EL_UNDEFINED)
9958 /* check if anything can be dropped at the current position */
9959 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9962 /* collected custom elements can only be dropped on empty fields */
9963 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
9966 if (old_element != EL_EMPTY)
9967 Back[dropx][dropy] = old_element; /* store old element on this field */
9969 ResetGfxAnimation(dropx, dropy);
9970 ResetRandomAnimationValue(dropx, dropy);
9972 if (player->inventory_size > 0 ||
9973 player->inventory_infinite_element != EL_UNDEFINED)
9975 if (player->inventory_size > 0)
9977 player->inventory_size--;
9979 DrawGameValue_Dynamite(local_player->inventory_size);
9981 if (new_element == EL_DYNAMITE)
9982 new_element = EL_DYNAMITE_ACTIVE;
9983 else if (new_element == EL_SP_DISK_RED)
9984 new_element = EL_SP_DISK_RED_ACTIVE;
9987 Feld[dropx][dropy] = new_element;
9989 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9990 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9991 el2img(Feld[dropx][dropy]), 0);
9993 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9995 /* needed if previous element just changed to "empty" in the last frame */
9996 Changed[dropx][dropy] = FALSE; /* allow another change */
9998 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
9999 player->index_bit, drop_side);
10000 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
10001 player->index_bit, drop_side);
10003 TestIfElementTouchesCustomElement(dropx, dropy);
10005 else /* player is dropping a dyna bomb */
10007 player->dynabombs_left--;
10009 Feld[dropx][dropy] = new_element;
10011 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10012 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10013 el2img(Feld[dropx][dropy]), 0);
10015 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10018 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
10019 InitField_WithBug1(dropx, dropy, FALSE);
10021 new_element = Feld[dropx][dropy]; /* element might have changed */
10023 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10024 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10026 int move_direction, nextx, nexty;
10028 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10029 MovDir[dropx][dropy] = drop_direction;
10031 move_direction = MovDir[dropx][dropy];
10032 nextx = dropx + GET_DX_FROM_DIR(move_direction);
10033 nexty = dropy + GET_DY_FROM_DIR(move_direction);
10035 Changed[dropx][dropy] = FALSE; /* allow another change */
10036 CheckCollision[dropx][dropy] = 2;
10039 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
10040 player->is_dropping = TRUE;
10042 player->drop_x = dropx;
10043 player->drop_y = dropy;
10048 /* ------------------------------------------------------------------------- */
10049 /* game sound playing functions */
10050 /* ------------------------------------------------------------------------- */
10052 static int *loop_sound_frame = NULL;
10053 static int *loop_sound_volume = NULL;
10055 void InitPlayLevelSound()
10057 int num_sounds = getSoundListSize();
10059 checked_free(loop_sound_frame);
10060 checked_free(loop_sound_volume);
10062 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10063 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10066 static void PlayLevelSound(int x, int y, int nr)
10068 int sx = SCREENX(x), sy = SCREENY(y);
10069 int volume, stereo_position;
10070 int max_distance = 8;
10071 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10073 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10074 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10077 if (!IN_LEV_FIELD(x, y) ||
10078 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10079 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10082 volume = SOUND_MAX_VOLUME;
10084 if (!IN_SCR_FIELD(sx, sy))
10086 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10087 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10089 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10092 stereo_position = (SOUND_MAX_LEFT +
10093 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10094 (SCR_FIELDX + 2 * max_distance));
10096 if (IS_LOOP_SOUND(nr))
10098 /* This assures that quieter loop sounds do not overwrite louder ones,
10099 while restarting sound volume comparison with each new game frame. */
10101 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10104 loop_sound_volume[nr] = volume;
10105 loop_sound_frame[nr] = FrameCounter;
10108 PlaySoundExt(nr, volume, stereo_position, type);
10111 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10113 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10114 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10115 y < LEVELY(BY1) ? LEVELY(BY1) :
10116 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10120 static void PlayLevelSoundAction(int x, int y, int action)
10122 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10125 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10127 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10129 if (sound_effect != SND_UNDEFINED)
10130 PlayLevelSound(x, y, sound_effect);
10133 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10136 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10138 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10139 PlayLevelSound(x, y, sound_effect);
10142 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10144 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10146 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10147 PlayLevelSound(x, y, sound_effect);
10150 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10152 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10154 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10155 StopSound(sound_effect);
10158 static void PlayLevelMusic()
10160 if (levelset.music[level_nr] != MUS_UNDEFINED)
10161 PlayMusic(levelset.music[level_nr]); /* from config file */
10163 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10166 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10168 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10173 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10177 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10181 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10185 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10189 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10193 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10197 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10200 case SAMPLE_android_clone:
10201 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10204 case SAMPLE_android_move:
10205 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10208 case SAMPLE_spring:
10209 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10213 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10217 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10220 case SAMPLE_eater_eat:
10221 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10225 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10228 case SAMPLE_collect:
10229 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10232 case SAMPLE_diamond:
10233 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10236 case SAMPLE_squash:
10237 /* !!! CHECK THIS !!! */
10239 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10241 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10245 case SAMPLE_wonderfall:
10246 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10250 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10254 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10258 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10262 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10266 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10270 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10273 case SAMPLE_wonder:
10274 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10278 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10281 case SAMPLE_exit_open:
10282 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10285 case SAMPLE_exit_leave:
10286 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10289 case SAMPLE_dynamite:
10290 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10294 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10298 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10302 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10306 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10310 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10314 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10318 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10323 void RaiseScore(int value)
10325 local_player->score += value;
10327 DrawGameValue_Score(local_player->score);
10330 void RaiseScoreElement(int element)
10335 case EL_BD_DIAMOND:
10336 case EL_EMERALD_YELLOW:
10337 case EL_EMERALD_RED:
10338 case EL_EMERALD_PURPLE:
10339 case EL_SP_INFOTRON:
10340 RaiseScore(level.score[SC_EMERALD]);
10343 RaiseScore(level.score[SC_DIAMOND]);
10346 RaiseScore(level.score[SC_CRYSTAL]);
10349 RaiseScore(level.score[SC_PEARL]);
10352 case EL_BD_BUTTERFLY:
10353 case EL_SP_ELECTRON:
10354 RaiseScore(level.score[SC_BUG]);
10357 case EL_BD_FIREFLY:
10358 case EL_SP_SNIKSNAK:
10359 RaiseScore(level.score[SC_SPACESHIP]);
10362 case EL_DARK_YAMYAM:
10363 RaiseScore(level.score[SC_YAMYAM]);
10366 RaiseScore(level.score[SC_ROBOT]);
10369 RaiseScore(level.score[SC_PACMAN]);
10372 RaiseScore(level.score[SC_NUT]);
10375 case EL_SP_DISK_RED:
10376 case EL_DYNABOMB_INCREASE_NUMBER:
10377 case EL_DYNABOMB_INCREASE_SIZE:
10378 case EL_DYNABOMB_INCREASE_POWER:
10379 RaiseScore(level.score[SC_DYNAMITE]);
10381 case EL_SHIELD_NORMAL:
10382 case EL_SHIELD_DEADLY:
10383 RaiseScore(level.score[SC_SHIELD]);
10385 case EL_EXTRA_TIME:
10386 RaiseScore(level.score[SC_TIME_BONUS]);
10400 RaiseScore(level.score[SC_KEY]);
10403 RaiseScore(element_info[element].collect_score);
10408 void RequestQuitGame(boolean ask_if_really_quit)
10410 if (AllPlayersGone ||
10411 !ask_if_really_quit ||
10412 level_editor_test_game ||
10413 Request("Do you really want to quit the game ?",
10414 REQ_ASK | REQ_STAY_CLOSED))
10416 #if defined(NETWORK_AVALIABLE)
10417 if (options.network)
10418 SendToServer_StopPlaying();
10422 game_status = GAME_MODE_MAIN;
10428 if (tape.playing && tape.deactivate_display)
10429 TapeDeactivateDisplayOff(TRUE);
10431 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10433 if (tape.playing && tape.deactivate_display)
10434 TapeDeactivateDisplayOn();
10439 /* ---------- new game button stuff ---------------------------------------- */
10441 /* graphic position values for game buttons */
10442 #define GAME_BUTTON_XSIZE 30
10443 #define GAME_BUTTON_YSIZE 30
10444 #define GAME_BUTTON_XPOS 5
10445 #define GAME_BUTTON_YPOS 215
10446 #define SOUND_BUTTON_XPOS 5
10447 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10449 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10450 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10451 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10452 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10453 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10454 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10461 } gamebutton_info[NUM_GAME_BUTTONS] =
10464 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10469 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10470 GAME_CTRL_ID_PAUSE,
10474 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10479 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10480 SOUND_CTRL_ID_MUSIC,
10481 "background music on/off"
10484 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10485 SOUND_CTRL_ID_LOOPS,
10486 "sound loops on/off"
10489 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10490 SOUND_CTRL_ID_SIMPLE,
10491 "normal sounds on/off"
10495 void CreateGameButtons()
10499 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10501 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10502 struct GadgetInfo *gi;
10505 unsigned long event_mask;
10506 int gd_xoffset, gd_yoffset;
10507 int gd_x1, gd_x2, gd_y1, gd_y2;
10510 gd_xoffset = gamebutton_info[i].x;
10511 gd_yoffset = gamebutton_info[i].y;
10512 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10513 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10515 if (id == GAME_CTRL_ID_STOP ||
10516 id == GAME_CTRL_ID_PAUSE ||
10517 id == GAME_CTRL_ID_PLAY)
10519 button_type = GD_TYPE_NORMAL_BUTTON;
10521 event_mask = GD_EVENT_RELEASED;
10522 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10523 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10527 button_type = GD_TYPE_CHECK_BUTTON;
10529 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10530 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10531 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10532 event_mask = GD_EVENT_PRESSED;
10533 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10534 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10537 gi = CreateGadget(GDI_CUSTOM_ID, id,
10538 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10539 GDI_X, DX + gd_xoffset,
10540 GDI_Y, DY + gd_yoffset,
10541 GDI_WIDTH, GAME_BUTTON_XSIZE,
10542 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10543 GDI_TYPE, button_type,
10544 GDI_STATE, GD_BUTTON_UNPRESSED,
10545 GDI_CHECKED, checked,
10546 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10547 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10548 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10549 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10550 GDI_EVENT_MASK, event_mask,
10551 GDI_CALLBACK_ACTION, HandleGameButtons,
10555 Error(ERR_EXIT, "cannot create gadget");
10557 game_gadget[id] = gi;
10561 void FreeGameButtons()
10565 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10566 FreeGadget(game_gadget[i]);
10569 static void MapGameButtons()
10573 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10574 MapGadget(game_gadget[i]);
10577 void UnmapGameButtons()
10581 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10582 UnmapGadget(game_gadget[i]);
10585 static void HandleGameButtons(struct GadgetInfo *gi)
10587 int id = gi->custom_id;
10589 if (game_status != GAME_MODE_PLAYING)
10594 case GAME_CTRL_ID_STOP:
10595 RequestQuitGame(TRUE);
10598 case GAME_CTRL_ID_PAUSE:
10599 if (options.network)
10601 #if defined(NETWORK_AVALIABLE)
10603 SendToServer_ContinuePlaying();
10605 SendToServer_PausePlaying();
10609 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10612 case GAME_CTRL_ID_PLAY:
10615 #if defined(NETWORK_AVALIABLE)
10616 if (options.network)
10617 SendToServer_ContinuePlaying();
10621 tape.pausing = FALSE;
10622 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10627 case SOUND_CTRL_ID_MUSIC:
10628 if (setup.sound_music)
10630 setup.sound_music = FALSE;
10633 else if (audio.music_available)
10635 setup.sound = setup.sound_music = TRUE;
10637 SetAudioMode(setup.sound);
10643 case SOUND_CTRL_ID_LOOPS:
10644 if (setup.sound_loops)
10645 setup.sound_loops = FALSE;
10646 else if (audio.loops_available)
10648 setup.sound = setup.sound_loops = TRUE;
10649 SetAudioMode(setup.sound);
10653 case SOUND_CTRL_ID_SIMPLE:
10654 if (setup.sound_simple)
10655 setup.sound_simple = FALSE;
10656 else if (audio.sound_available)
10658 setup.sound = setup.sound_simple = TRUE;
10659 SetAudioMode(setup.sound);