1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_TYPE_NONE 0
47 #define EX_TYPE_NORMAL (1 << 0)
48 #define EX_TYPE_CENTER (1 << 1)
49 #define EX_TYPE_BORDER (1 << 2)
50 #define EX_TYPE_CROSS (1 << 3)
51 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
53 /* special positions in the game control window (relative to control window) */
56 #define XX_EMERALDS 29
57 #define YY_EMERALDS 54
58 #define XX_DYNAMITE 29
59 #define YY_DYNAMITE 89
68 /* special positions in the game control window (relative to main window) */
69 #define DX_LEVEL (DX + XX_LEVEL)
70 #define DY_LEVEL (DY + YY_LEVEL)
71 #define DX_EMERALDS (DX + XX_EMERALDS)
72 #define DY_EMERALDS (DY + YY_EMERALDS)
73 #define DX_DYNAMITE (DX + XX_DYNAMITE)
74 #define DY_DYNAMITE (DY + YY_DYNAMITE)
75 #define DX_KEYS (DX + XX_KEYS)
76 #define DY_KEYS (DY + YY_KEYS)
77 #define DX_SCORE (DX + XX_SCORE)
78 #define DY_SCORE (DY + YY_SCORE)
79 #define DX_TIME1 (DX + XX_TIME1)
80 #define DX_TIME2 (DX + XX_TIME2)
81 #define DY_TIME (DY + YY_TIME)
83 /* values for initial player move delay (initial delay counter value) */
84 #define INITIAL_MOVE_DELAY_OFF -1
85 #define INITIAL_MOVE_DELAY_ON 0
87 /* values for player movement speed (which is in fact a delay value) */
88 #define MOVE_DELAY_NORMAL_SPEED 8
89 #define MOVE_DELAY_HIGH_SPEED 4
91 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
92 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
93 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
94 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
96 /* values for other actions */
97 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
99 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
101 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
102 RND(element_info[e].push_delay_random))
103 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 RND(element_info[e].move_delay_random))
105 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
106 (element_info[e].move_delay_random))
108 #define GET_TARGET_ELEMENT(e, ch) \
109 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
110 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
112 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
113 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
116 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
117 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
118 (CAN_MOVE_INTO_ACID(e) && \
119 Feld[x][y] == EL_ACID) || \
122 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
123 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
124 (CAN_MOVE_INTO_ACID(e) && \
125 Feld[x][y] == EL_ACID) || \
128 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
131 (CAN_MOVE_INTO_ACID(e) && \
132 Feld[x][y] == EL_ACID) || \
133 (DONT_COLLIDE_WITH(e) && \
135 !PLAYER_ENEMY_PROTECTED(x, y))))
138 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
139 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 (DONT_COLLIDE_WITH(e) && \
143 !PLAYER_ENEMY_PROTECTED(x, y))))
146 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
147 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
150 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
151 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
153 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
154 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
158 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
161 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
162 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
166 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
169 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
172 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
175 #define PIG_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
178 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
180 IS_FOOD_PENGUIN(Feld[x][y])))
181 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
184 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
187 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
192 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
193 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
194 (CAN_MOVE_INTO_ACID(e) && \
195 Feld[x][y] == EL_ACID) || \
196 Feld[x][y] == EL_DIAMOND))
198 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
199 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
200 (CAN_MOVE_INTO_ACID(e) && \
201 Feld[x][y] == EL_ACID) || \
202 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
204 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
205 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
206 (CAN_MOVE_INTO_ACID(e) && \
207 Feld[x][y] == EL_ACID) || \
208 IS_AMOEBOID(Feld[x][y])))
210 #define PIG_CAN_ENTER_FIELD(e, x, y) \
211 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
212 (CAN_MOVE_INTO_ACID(e) && \
213 Feld[x][y] == EL_ACID) || \
214 IS_FOOD_PIG(Feld[x][y])))
216 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
217 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
218 (CAN_MOVE_INTO_ACID(e) && \
219 Feld[x][y] == EL_ACID) || \
220 IS_FOOD_PENGUIN(Feld[x][y]) || \
221 Feld[x][y] == EL_EXIT_OPEN))
223 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
224 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
225 (CAN_MOVE_INTO_ACID(e) && \
226 Feld[x][y] == EL_ACID)))
228 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
229 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
230 (CAN_MOVE_INTO_ACID(e) && \
231 Feld[x][y] == EL_ACID) || \
234 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
235 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
236 (CAN_MOVE_INTO_ACID(e) && \
237 Feld[x][y] == EL_ACID)))
241 #define GROUP_NR(e) ((e) - EL_GROUP_START)
242 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
243 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
244 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
246 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
247 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
250 #define CE_ENTER_FIELD_COND(e, x, y) \
251 (!IS_PLAYER(x, y) && \
252 (Feld[x][y] == EL_ACID || \
253 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
255 #define CE_ENTER_FIELD_COND(e, x, y) \
256 (!IS_PLAYER(x, y) && \
257 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
260 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
261 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
263 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
264 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
266 /* game button identifiers */
267 #define GAME_CTRL_ID_STOP 0
268 #define GAME_CTRL_ID_PAUSE 1
269 #define GAME_CTRL_ID_PLAY 2
270 #define SOUND_CTRL_ID_MUSIC 3
271 #define SOUND_CTRL_ID_LOOPS 4
272 #define SOUND_CTRL_ID_SIMPLE 5
274 #define NUM_GAME_BUTTONS 6
277 /* forward declaration for internal use */
279 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
280 static boolean MovePlayer(struct PlayerInfo *, int, int);
281 static void ScrollPlayer(struct PlayerInfo *, int);
282 static void ScrollScreen(struct PlayerInfo *, int);
284 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
286 static void InitBeltMovement(void);
287 static void CloseAllOpenTimegates(void);
288 static void CheckGravityMovement(struct PlayerInfo *);
289 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
290 static void KillHeroUnlessEnemyProtected(int, int);
291 static void KillHeroUnlessExplosionProtected(int, int);
293 static void TestIfPlayerTouchesCustomElement(int, int);
294 static void TestIfElementTouchesCustomElement(int, int);
295 static void TestIfElementHitsCustomElement(int, int, int);
297 static void TestIfElementSmashesCustomElement(int, int, int);
300 static void ChangeElement(int, int, int);
302 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
303 #define CheckTriggeredElementChange(x, y, e, ev) \
304 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
306 #define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
307 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
308 #define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
309 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
310 #define CheckTriggeredElementChangePage(x, y, e, ev, p) \
311 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
314 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
315 #define CheckElementChange(x, y, e, te, ev) \
316 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
317 #define CheckElementChangePlayer(x, y, e, ev, p, s) \
318 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
319 #define CheckElementChangeSide(x, y, e, te, ev, s) \
320 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
321 #define CheckElementChangePage(x, y, e, te, ev, p) \
322 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
324 static void PlayLevelSound(int, int, int);
325 static void PlayLevelSoundNearest(int, int, int);
326 static void PlayLevelSoundAction(int, int, int);
327 static void PlayLevelSoundElementAction(int, int, int, int);
328 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
329 static void PlayLevelSoundActionIfLoop(int, int, int);
330 static void StopLevelSoundActionIfLoop(int, int, int);
331 static void PlayLevelMusic();
333 static void MapGameButtons();
334 static void HandleGameButtons(struct GadgetInfo *);
336 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
339 /* ------------------------------------------------------------------------- */
340 /* definition of elements that automatically change to other elements after */
341 /* a specified time, eventually calling a function when changing */
342 /* ------------------------------------------------------------------------- */
344 /* forward declaration for changer functions */
345 static void InitBuggyBase(int x, int y);
346 static void WarnBuggyBase(int x, int y);
348 static void InitTrap(int x, int y);
349 static void ActivateTrap(int x, int y);
350 static void ChangeActiveTrap(int x, int y);
352 static void InitRobotWheel(int x, int y);
353 static void RunRobotWheel(int x, int y);
354 static void StopRobotWheel(int x, int y);
356 static void InitTimegateWheel(int x, int y);
357 static void RunTimegateWheel(int x, int y);
359 struct ChangingElementInfo
364 void (*pre_change_function)(int x, int y);
365 void (*change_function)(int x, int y);
366 void (*post_change_function)(int x, int y);
369 static struct ChangingElementInfo change_delay_list[] =
420 EL_SWITCHGATE_OPENING,
428 EL_SWITCHGATE_CLOSING,
429 EL_SWITCHGATE_CLOSED,
461 EL_ACID_SPLASH_RIGHT,
470 EL_SP_BUGGY_BASE_ACTIVATING,
477 EL_SP_BUGGY_BASE_ACTIVATING,
478 EL_SP_BUGGY_BASE_ACTIVE,
485 EL_SP_BUGGY_BASE_ACTIVE,
509 EL_ROBOT_WHEEL_ACTIVE,
517 EL_TIMEGATE_SWITCH_ACTIVE,
538 int push_delay_fixed, push_delay_random;
543 { EL_BALLOON, 0, 0 },
545 { EL_SOKOBAN_OBJECT, 2, 0 },
546 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
547 { EL_SATELLITE, 2, 0 },
548 { EL_SP_DISK_YELLOW, 2, 0 },
550 { EL_UNDEFINED, 0, 0 },
558 move_stepsize_list[] =
560 { EL_AMOEBA_DROP, 2 },
561 { EL_AMOEBA_DROPPING, 2 },
562 { EL_QUICKSAND_FILLING, 1 },
563 { EL_QUICKSAND_EMPTYING, 1 },
564 { EL_MAGIC_WALL_FILLING, 2 },
565 { EL_BD_MAGIC_WALL_FILLING, 2 },
566 { EL_MAGIC_WALL_EMPTYING, 2 },
567 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
577 collect_count_list[] =
580 { EL_BD_DIAMOND, 1 },
581 { EL_EMERALD_YELLOW, 1 },
582 { EL_EMERALD_RED, 1 },
583 { EL_EMERALD_PURPLE, 1 },
585 { EL_SP_INFOTRON, 1 },
599 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
600 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
601 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
602 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
603 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
604 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
605 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
606 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
607 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
608 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
609 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
614 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
616 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
617 CH_EVENT_BIT(CE_DELAY))
618 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
619 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
620 IS_JUST_CHANGING(x, y))
622 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
625 void GetPlayerConfig()
627 if (!audio.sound_available)
628 setup.sound_simple = FALSE;
630 if (!audio.loops_available)
631 setup.sound_loops = FALSE;
633 if (!audio.music_available)
634 setup.sound_music = FALSE;
636 if (!video.fullscreen_available)
637 setup.fullscreen = FALSE;
639 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
641 SetAudioMode(setup.sound);
645 static int getBeltNrFromBeltElement(int element)
647 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
648 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
649 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
652 static int getBeltNrFromBeltActiveElement(int element)
654 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
655 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
656 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
659 static int getBeltNrFromBeltSwitchElement(int element)
661 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
662 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
663 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
666 static int getBeltDirNrFromBeltSwitchElement(int element)
668 static int belt_base_element[4] =
670 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
671 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
672 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
673 EL_CONVEYOR_BELT_4_SWITCH_LEFT
676 int belt_nr = getBeltNrFromBeltSwitchElement(element);
677 int belt_dir_nr = element - belt_base_element[belt_nr];
679 return (belt_dir_nr % 3);
682 static int getBeltDirFromBeltSwitchElement(int element)
684 static int belt_move_dir[3] =
691 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
693 return belt_move_dir[belt_dir_nr];
696 static void InitPlayerField(int x, int y, int element, boolean init_game)
698 if (element == EL_SP_MURPHY)
702 if (stored_player[0].present)
704 Feld[x][y] = EL_SP_MURPHY_CLONE;
710 stored_player[0].use_murphy_graphic = TRUE;
713 Feld[x][y] = EL_PLAYER_1;
719 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
720 int jx = player->jx, jy = player->jy;
722 player->present = TRUE;
724 player->block_last_field = (element == EL_SP_MURPHY ?
725 level.sp_block_last_field :
726 level.block_last_field);
728 if (!options.network || player->connected)
730 player->active = TRUE;
732 /* remove potentially duplicate players */
733 if (StorePlayer[jx][jy] == Feld[x][y])
734 StorePlayer[jx][jy] = 0;
736 StorePlayer[x][y] = Feld[x][y];
740 printf("Player %d activated.\n", player->element_nr);
741 printf("[Local player is %d and currently %s.]\n",
742 local_player->element_nr,
743 local_player->active ? "active" : "not active");
747 Feld[x][y] = EL_EMPTY;
748 player->jx = player->last_jx = x;
749 player->jy = player->last_jy = y;
753 static void InitField(int x, int y, boolean init_game)
755 int element = Feld[x][y];
764 InitPlayerField(x, y, element, init_game);
767 case EL_SOKOBAN_FIELD_PLAYER:
768 element = Feld[x][y] = EL_PLAYER_1;
769 InitField(x, y, init_game);
771 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
772 InitField(x, y, init_game);
775 case EL_SOKOBAN_FIELD_EMPTY:
776 local_player->sokobanfields_still_needed++;
780 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
781 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
782 else if (x > 0 && Feld[x-1][y] == EL_ACID)
783 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
784 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
785 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
786 else if (y > 0 && Feld[x][y-1] == EL_ACID)
787 Feld[x][y] = EL_ACID_POOL_BOTTOM;
788 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
789 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
797 case EL_SPACESHIP_RIGHT:
798 case EL_SPACESHIP_UP:
799 case EL_SPACESHIP_LEFT:
800 case EL_SPACESHIP_DOWN:
802 case EL_BD_BUTTERFLY_RIGHT:
803 case EL_BD_BUTTERFLY_UP:
804 case EL_BD_BUTTERFLY_LEFT:
805 case EL_BD_BUTTERFLY_DOWN:
806 case EL_BD_BUTTERFLY:
807 case EL_BD_FIREFLY_RIGHT:
808 case EL_BD_FIREFLY_UP:
809 case EL_BD_FIREFLY_LEFT:
810 case EL_BD_FIREFLY_DOWN:
812 case EL_PACMAN_RIGHT:
836 if (y == lev_fieldy - 1)
838 Feld[x][y] = EL_AMOEBA_GROWING;
839 Store[x][y] = EL_AMOEBA_WET;
843 case EL_DYNAMITE_ACTIVE:
844 case EL_SP_DISK_RED_ACTIVE:
845 case EL_DYNABOMB_PLAYER_1_ACTIVE:
846 case EL_DYNABOMB_PLAYER_2_ACTIVE:
847 case EL_DYNABOMB_PLAYER_3_ACTIVE:
848 case EL_DYNABOMB_PLAYER_4_ACTIVE:
853 local_player->lights_still_needed++;
857 local_player->friends_still_needed++;
862 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
867 Feld[x][y] = EL_EMPTY;
872 case EL_EM_KEY_1_FILE:
873 Feld[x][y] = EL_EM_KEY_1;
875 case EL_EM_KEY_2_FILE:
876 Feld[x][y] = EL_EM_KEY_2;
878 case EL_EM_KEY_3_FILE:
879 Feld[x][y] = EL_EM_KEY_3;
881 case EL_EM_KEY_4_FILE:
882 Feld[x][y] = EL_EM_KEY_4;
886 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
887 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
888 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
889 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
890 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
891 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
892 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
893 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
894 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
895 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
896 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
897 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
900 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
901 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
902 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
904 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
906 game.belt_dir[belt_nr] = belt_dir;
907 game.belt_dir_nr[belt_nr] = belt_dir_nr;
909 else /* more than one switch -- set it like the first switch */
911 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
916 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
918 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
921 case EL_LIGHT_SWITCH_ACTIVE:
923 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
927 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
929 else if (IS_GROUP_ELEMENT(element))
931 struct ElementGroupInfo *group = element_info[element].group;
932 int last_anim_random_frame = gfx.anim_random_frame;
935 if (group->choice_mode == ANIM_RANDOM)
936 gfx.anim_random_frame = RND(group->num_elements_resolved);
938 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
939 group->choice_mode, 0,
942 if (group->choice_mode == ANIM_RANDOM)
943 gfx.anim_random_frame = last_anim_random_frame;
947 Feld[x][y] = group->element_resolved[element_pos];
949 InitField(x, y, init_game);
955 static inline void InitField_WithBug1(int x, int y, boolean init_game)
957 InitField(x, y, init_game);
959 /* not needed to call InitMovDir() -- already done by InitField()! */
960 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
961 CAN_MOVE(Feld[x][y]))
965 static inline void InitField_WithBug2(int x, int y, boolean init_game)
967 int old_element = Feld[x][y];
969 InitField(x, y, init_game);
971 /* not needed to call InitMovDir() -- already done by InitField()! */
972 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
973 CAN_MOVE(old_element) &&
974 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
977 /* this case is in fact a combination of not less than three bugs:
978 first, it calls InitMovDir() for elements that can move, although this is
979 already done by InitField(); then, it checks the element that was at this
980 field _before_ the call to InitField() (which can change it)
985 inline void DrawGameValue_Emeralds(int value)
987 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
990 inline void DrawGameValue_Dynamite(int value)
992 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
995 inline void DrawGameValue_Keys(struct PlayerInfo *player)
999 for (i = 0; i < MAX_KEYS; i++)
1001 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1002 el2edimg(EL_KEY_1 + i));
1005 inline void DrawGameValue_Score(int value)
1007 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1010 inline void DrawGameValue_Time(int value)
1013 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1015 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1018 inline void DrawGameValue_Level(int value)
1021 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1024 /* misuse area for displaying emeralds to draw bigger level number */
1025 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1026 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1028 /* now copy it to the area for displaying level number */
1029 BlitBitmap(drawto, drawto,
1030 DX_EMERALDS, DY_EMERALDS + 1,
1031 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1032 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1033 DX_LEVEL - 1, DY_LEVEL + 1);
1035 /* restore the area for displaying emeralds */
1036 DrawGameValue_Emeralds(local_player->gems_still_needed);
1038 /* yes, this is all really ugly :-) */
1042 void DrawGameDoorValues()
1046 DrawGameValue_Level(level_nr);
1048 for (i = 0; i < MAX_PLAYERS; i++)
1049 DrawGameValue_Keys(&stored_player[i]);
1051 DrawGameValue_Emeralds(local_player->gems_still_needed);
1052 DrawGameValue_Dynamite(local_player->inventory_size);
1053 DrawGameValue_Score(local_player->score);
1054 DrawGameValue_Time(TimeLeft);
1057 static void resolve_group_element(int group_element, int recursion_depth)
1059 static int group_nr;
1060 static struct ElementGroupInfo *group;
1061 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1064 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1066 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1067 group_element - EL_GROUP_START + 1);
1069 /* replace element which caused too deep recursion by question mark */
1070 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1075 if (recursion_depth == 0) /* initialization */
1077 group = element_info[group_element].group;
1078 group_nr = group_element - EL_GROUP_START;
1080 group->num_elements_resolved = 0;
1081 group->choice_pos = 0;
1084 for (i = 0; i < actual_group->num_elements; i++)
1086 int element = actual_group->element[i];
1088 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1091 if (IS_GROUP_ELEMENT(element))
1092 resolve_group_element(element, recursion_depth + 1);
1095 group->element_resolved[group->num_elements_resolved++] = element;
1096 element_info[element].in_group[group_nr] = TRUE;
1101 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1103 printf("::: group %d: %d resolved elements\n",
1104 group_element - EL_GROUP_START, group->num_elements_resolved);
1105 for (i = 0; i < group->num_elements_resolved; i++)
1106 printf("::: - %d ['%s']\n", group->element_resolved[i],
1107 element_info[group->element_resolved[i]].token_name);
1114 =============================================================================
1116 -----------------------------------------------------------------------------
1117 initialize game engine due to level / tape version number
1118 =============================================================================
1121 static void InitGameEngine()
1125 /* set game engine from tape file when re-playing, else from level file */
1126 game.engine_version = (tape.playing ? tape.engine_version :
1127 level.game_version);
1129 /* dynamically adjust element properties according to game engine version */
1130 InitElementPropertiesEngine(game.engine_version);
1133 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1134 printf(" tape version == %06d [%s] [file: %06d]\n",
1135 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1137 printf(" => game.engine_version == %06d\n", game.engine_version);
1140 /* ---------- recursively resolve group elements ------------------------- */
1142 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1143 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1144 element_info[i].in_group[j] = FALSE;
1146 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1147 resolve_group_element(EL_GROUP_START + i, 0);
1149 /* ---------- initialize player's initial move delay --------------------- */
1151 /* dynamically adjust player properties according to game engine version */
1152 game.initial_move_delay =
1153 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1154 INITIAL_MOVE_DELAY_OFF);
1156 /* dynamically adjust player properties according to level information */
1157 game.initial_move_delay_value =
1158 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1160 /* ---------- initialize player's initial push delay --------------------- */
1162 /* dynamically adjust player properties according to game engine version */
1163 game.initial_push_delay_value =
1164 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1166 /* ---------- initialize changing elements ------------------------------- */
1168 /* initialize changing elements information */
1169 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1171 struct ElementInfo *ei = &element_info[i];
1173 /* this pointer might have been changed in the level editor */
1174 ei->change = &ei->change_page[0];
1176 if (!IS_CUSTOM_ELEMENT(i))
1178 ei->change->target_element = EL_EMPTY_SPACE;
1179 ei->change->delay_fixed = 0;
1180 ei->change->delay_random = 0;
1181 ei->change->delay_frames = 1;
1184 ei->change_events = CE_BITMASK_DEFAULT;
1185 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1187 ei->event_page_nr[j] = 0;
1188 ei->event_page[j] = &ei->change_page[0];
1192 /* add changing elements from pre-defined list */
1193 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1195 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1196 struct ElementInfo *ei = &element_info[ch_delay->element];
1198 ei->change->target_element = ch_delay->target_element;
1199 ei->change->delay_fixed = ch_delay->change_delay;
1201 ei->change->pre_change_function = ch_delay->pre_change_function;
1202 ei->change->change_function = ch_delay->change_function;
1203 ei->change->post_change_function = ch_delay->post_change_function;
1205 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1208 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1213 /* add change events from custom element configuration */
1214 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1216 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1218 for (j = 0; j < ei->num_change_pages; j++)
1220 if (!ei->change_page[j].can_change)
1223 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1225 /* only add event page for the first page found with this event */
1226 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1227 !(ei->change_events & CH_EVENT_BIT(k)))
1229 ei->change_events |= CH_EVENT_BIT(k);
1230 ei->event_page_nr[k] = j;
1231 ei->event_page[k] = &ei->change_page[j];
1239 /* add change events from custom element configuration */
1240 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1242 int element = EL_CUSTOM_START + i;
1244 /* only add custom elements that change after fixed/random frame delay */
1245 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1246 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1250 /* ---------- initialize run-time trigger player and element ------------- */
1252 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1254 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1256 for (j = 0; j < ei->num_change_pages; j++)
1258 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1259 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1263 /* ---------- initialize trigger events ---------------------------------- */
1265 /* initialize trigger events information */
1266 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1267 trigger_events[i] = EP_BITMASK_DEFAULT;
1270 /* add trigger events from element change event properties */
1271 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1273 struct ElementInfo *ei = &element_info[i];
1275 for (j = 0; j < ei->num_change_pages; j++)
1277 if (!ei->change_page[j].can_change)
1280 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1282 int trigger_element = ei->change_page[j].trigger_element;
1284 if (IS_GROUP_ELEMENT(trigger_element))
1286 struct ElementGroupInfo *group = element_info[trigger_element].group;
1288 for (k = 0; k < group->num_elements_resolved; k++)
1289 trigger_events[group->element_resolved[k]]
1290 |= ei->change_page[j].events;
1293 trigger_events[trigger_element] |= ei->change_page[j].events;
1298 /* add trigger events from element change event properties */
1299 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1300 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1301 trigger_events[element_info[i].change->trigger_element] |=
1302 element_info[i].change->events;
1305 /* ---------- initialize push delay -------------------------------------- */
1307 /* initialize push delay values to default */
1308 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1310 if (!IS_CUSTOM_ELEMENT(i))
1312 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1313 element_info[i].push_delay_random = game.default_push_delay_random;
1317 /* set push delay value for certain elements from pre-defined list */
1318 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1320 int e = push_delay_list[i].element;
1322 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1323 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1326 /* set push delay value for Supaplex elements for newer engine versions */
1327 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1331 if (IS_SP_ELEMENT(i))
1333 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1334 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1339 /* ---------- initialize move stepsize ----------------------------------- */
1341 /* initialize move stepsize values to default */
1342 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1343 if (!IS_CUSTOM_ELEMENT(i))
1344 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1346 /* set move stepsize value for certain elements from pre-defined list */
1347 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1349 int e = move_stepsize_list[i].element;
1351 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1355 /* ---------- initialize move dig/leave ---------------------------------- */
1357 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1359 element_info[i].can_leave_element = FALSE;
1360 element_info[i].can_leave_element_last = FALSE;
1364 /* ---------- initialize gem count --------------------------------------- */
1366 /* initialize gem count values for each element */
1367 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1368 if (!IS_CUSTOM_ELEMENT(i))
1369 element_info[i].collect_count = 0;
1371 /* add gem count values for all elements from pre-defined list */
1372 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1373 element_info[collect_count_list[i].element].collect_count =
1374 collect_count_list[i].count;
1376 /* ---------- initialize access direction -------------------------------- */
1378 /* initialize access direction values to default */
1379 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1380 if (!IS_CUSTOM_ELEMENT(i))
1381 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1383 /* set access direction value for certain elements from pre-defined list */
1384 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1385 element_info[tube_access[i].element].access_direction =
1386 tube_access[i].direction;
1391 =============================================================================
1393 -----------------------------------------------------------------------------
1394 initialize and start new game
1395 =============================================================================
1400 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1401 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1402 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1409 #if USE_NEW_AMOEBA_CODE
1410 printf("Using new amoeba code.\n");
1412 printf("Using old amoeba code.\n");
1417 /* don't play tapes over network */
1418 network_playing = (options.network && !tape.playing);
1420 for (i = 0; i < MAX_PLAYERS; i++)
1422 struct PlayerInfo *player = &stored_player[i];
1424 player->index_nr = i;
1425 player->index_bit = (1 << i);
1426 player->element_nr = EL_PLAYER_1 + i;
1428 player->present = FALSE;
1429 player->active = FALSE;
1432 player->effective_action = 0;
1433 player->programmed_action = 0;
1436 player->gems_still_needed = level.gems_needed;
1437 player->sokobanfields_still_needed = 0;
1438 player->lights_still_needed = 0;
1439 player->friends_still_needed = 0;
1441 for (j = 0; j < MAX_KEYS; j++)
1442 player->key[j] = FALSE;
1444 player->dynabomb_count = 0;
1445 player->dynabomb_size = 1;
1446 player->dynabombs_left = 0;
1447 player->dynabomb_xl = FALSE;
1449 player->MovDir = MV_NO_MOVING;
1452 player->GfxDir = MV_NO_MOVING;
1453 player->GfxAction = ACTION_DEFAULT;
1455 player->StepFrame = 0;
1457 player->use_murphy_graphic = FALSE;
1459 player->block_last_field = FALSE;
1460 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1462 player->actual_frame_counter = 0;
1464 player->step_counter = 0;
1466 player->last_move_dir = MV_NO_MOVING;
1468 player->is_waiting = FALSE;
1469 player->is_moving = FALSE;
1470 player->is_digging = FALSE;
1471 player->is_snapping = FALSE;
1472 player->is_collecting = FALSE;
1473 player->is_pushing = FALSE;
1474 player->is_switching = FALSE;
1475 player->is_dropping = FALSE;
1477 player->is_bored = FALSE;
1478 player->is_sleeping = FALSE;
1480 player->frame_counter_bored = -1;
1481 player->frame_counter_sleeping = -1;
1483 player->anim_delay_counter = 0;
1484 player->post_delay_counter = 0;
1486 player->action_waiting = ACTION_DEFAULT;
1487 player->last_action_waiting = ACTION_DEFAULT;
1488 player->special_action_bored = ACTION_DEFAULT;
1489 player->special_action_sleeping = ACTION_DEFAULT;
1491 player->num_special_action_bored = 0;
1492 player->num_special_action_sleeping = 0;
1494 /* determine number of special actions for bored and sleeping animation */
1495 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1497 boolean found = FALSE;
1499 for (k = 0; k < NUM_DIRECTIONS; k++)
1500 if (el_act_dir2img(player->element_nr, j, k) !=
1501 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1505 player->num_special_action_bored++;
1509 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1511 boolean found = FALSE;
1513 for (k = 0; k < NUM_DIRECTIONS; k++)
1514 if (el_act_dir2img(player->element_nr, j, k) !=
1515 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1519 player->num_special_action_sleeping++;
1524 player->switch_x = -1;
1525 player->switch_y = -1;
1527 player->show_envelope = 0;
1529 player->move_delay = game.initial_move_delay;
1530 player->move_delay_value = game.initial_move_delay_value;
1532 player->move_delay_reset_counter = 0;
1534 player->push_delay = 0;
1535 player->push_delay_value = game.initial_push_delay_value;
1537 player->drop_delay = 0;
1539 player->last_jx = player->last_jy = 0;
1540 player->jx = player->jy = 0;
1542 player->shield_normal_time_left = 0;
1543 player->shield_deadly_time_left = 0;
1545 player->inventory_infinite_element = EL_UNDEFINED;
1546 player->inventory_size = 0;
1548 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1549 SnapField(player, 0, 0);
1551 player->LevelSolved = FALSE;
1552 player->GameOver = FALSE;
1555 network_player_action_received = FALSE;
1557 #if defined(PLATFORM_UNIX)
1558 /* initial null action */
1559 if (network_playing)
1560 SendToServer_MovePlayer(MV_NO_MOVING);
1568 TimeLeft = level.time;
1571 ScreenMovDir = MV_NO_MOVING;
1575 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1577 AllPlayersGone = FALSE;
1579 game.yamyam_content_nr = 0;
1580 game.magic_wall_active = FALSE;
1581 game.magic_wall_time_left = 0;
1582 game.light_time_left = 0;
1583 game.timegate_time_left = 0;
1584 game.switchgate_pos = 0;
1585 game.balloon_dir = MV_NO_MOVING;
1586 game.gravity = level.initial_gravity;
1587 game.explosions_delayed = TRUE;
1589 game.envelope_active = FALSE;
1591 for (i = 0; i < NUM_BELTS; i++)
1593 game.belt_dir[i] = MV_NO_MOVING;
1594 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1597 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1598 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1600 for (x = 0; x < lev_fieldx; x++)
1602 for (y = 0; y < lev_fieldy; y++)
1604 Feld[x][y] = level.field[x][y];
1605 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1606 ChangeDelay[x][y] = 0;
1607 ChangePage[x][y] = -1;
1608 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1610 WasJustMoving[x][y] = 0;
1611 WasJustFalling[x][y] = 0;
1613 Pushed[x][y] = FALSE;
1615 Changed[x][y] = CE_BITMASK_DEFAULT;
1616 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1618 ExplodePhase[x][y] = 0;
1619 ExplodeDelay[x][y] = 0;
1620 ExplodeField[x][y] = EX_TYPE_NONE;
1622 RunnerVisit[x][y] = 0;
1623 PlayerVisit[x][y] = 0;
1626 GfxRandom[x][y] = INIT_GFX_RANDOM();
1627 GfxElement[x][y] = EL_UNDEFINED;
1628 GfxAction[x][y] = ACTION_DEFAULT;
1629 GfxDir[x][y] = MV_NO_MOVING;
1633 for (y = 0; y < lev_fieldy; y++)
1635 for (x = 0; x < lev_fieldx; x++)
1637 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1639 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1641 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1644 InitField(x, y, TRUE);
1650 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1651 emulate_sb ? EMU_SOKOBAN :
1652 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1654 /* initialize explosion and ignition delay */
1655 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1657 if (!IS_CUSTOM_ELEMENT(i))
1660 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1661 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1662 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1663 int last_phase = (num_phase + 1) * delay;
1664 int half_phase = (num_phase / 2) * delay;
1666 element_info[i].explosion_delay = last_phase - 1;
1667 element_info[i].ignition_delay = half_phase;
1670 if (i == EL_BLACK_ORB)
1671 element_info[i].ignition_delay = 0;
1673 if (i == EL_BLACK_ORB)
1674 element_info[i].ignition_delay = 1;
1679 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1680 element_info[i].explosion_delay = 1;
1682 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1683 element_info[i].ignition_delay = 1;
1687 /* correct non-moving belts to start moving left */
1688 for (i = 0; i < NUM_BELTS; i++)
1689 if (game.belt_dir[i] == MV_NO_MOVING)
1690 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1692 /* check if any connected player was not found in playfield */
1693 for (i = 0; i < MAX_PLAYERS; i++)
1695 struct PlayerInfo *player = &stored_player[i];
1697 if (player->connected && !player->present)
1699 for (j = 0; j < MAX_PLAYERS; j++)
1701 struct PlayerInfo *some_player = &stored_player[j];
1702 int jx = some_player->jx, jy = some_player->jy;
1704 /* assign first free player found that is present in the playfield */
1705 if (some_player->present && !some_player->connected)
1707 player->present = TRUE;
1708 player->active = TRUE;
1710 some_player->present = FALSE;
1711 some_player->active = FALSE;
1714 player->element_nr = some_player->element_nr;
1717 StorePlayer[jx][jy] = player->element_nr;
1718 player->jx = player->last_jx = jx;
1719 player->jy = player->last_jy = jy;
1729 /* when playing a tape, eliminate all players which do not participate */
1731 for (i = 0; i < MAX_PLAYERS; i++)
1733 if (stored_player[i].active && !tape.player_participates[i])
1735 struct PlayerInfo *player = &stored_player[i];
1736 int jx = player->jx, jy = player->jy;
1738 player->active = FALSE;
1739 StorePlayer[jx][jy] = 0;
1740 Feld[jx][jy] = EL_EMPTY;
1744 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1746 /* when in single player mode, eliminate all but the first active player */
1748 for (i = 0; i < MAX_PLAYERS; i++)
1750 if (stored_player[i].active)
1752 for (j = i + 1; j < MAX_PLAYERS; j++)
1754 if (stored_player[j].active)
1756 struct PlayerInfo *player = &stored_player[j];
1757 int jx = player->jx, jy = player->jy;
1759 player->active = FALSE;
1760 player->present = FALSE;
1762 StorePlayer[jx][jy] = 0;
1763 Feld[jx][jy] = EL_EMPTY;
1770 /* when recording the game, store which players take part in the game */
1773 for (i = 0; i < MAX_PLAYERS; i++)
1774 if (stored_player[i].active)
1775 tape.player_participates[i] = TRUE;
1780 for (i = 0; i < MAX_PLAYERS; i++)
1782 struct PlayerInfo *player = &stored_player[i];
1784 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1789 if (local_player == player)
1790 printf("Player %d is local player.\n", i+1);
1794 if (BorderElement == EL_EMPTY)
1797 SBX_Right = lev_fieldx - SCR_FIELDX;
1799 SBY_Lower = lev_fieldy - SCR_FIELDY;
1804 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1806 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1809 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1810 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1812 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1813 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1815 /* if local player not found, look for custom element that might create
1816 the player (make some assumptions about the right custom element) */
1817 if (!local_player->present)
1819 int start_x = 0, start_y = 0;
1820 int found_rating = 0;
1821 int found_element = EL_UNDEFINED;
1823 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1825 int element = Feld[x][y];
1830 if (!IS_CUSTOM_ELEMENT(element))
1833 if (CAN_CHANGE(element))
1835 for (i = 0; i < element_info[element].num_change_pages; i++)
1837 content = element_info[element].change_page[i].target_element;
1838 is_player = ELEM_IS_PLAYER(content);
1840 if (is_player && (found_rating < 3 || element < found_element))
1846 found_element = element;
1851 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1853 content = element_info[element].content[xx][yy];
1854 is_player = ELEM_IS_PLAYER(content);
1856 if (is_player && (found_rating < 2 || element < found_element))
1858 start_x = x + xx - 1;
1859 start_y = y + yy - 1;
1862 found_element = element;
1865 if (!CAN_CHANGE(element))
1868 for (i = 0; i < element_info[element].num_change_pages; i++)
1870 content= element_info[element].change_page[i].target_content[xx][yy];
1871 is_player = ELEM_IS_PLAYER(content);
1873 if (is_player && (found_rating < 1 || element < found_element))
1875 start_x = x + xx - 1;
1876 start_y = y + yy - 1;
1879 found_element = element;
1885 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1886 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1889 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1890 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1896 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1897 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1898 local_player->jx - MIDPOSX);
1900 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1901 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1902 local_player->jy - MIDPOSY);
1904 scroll_x = SBX_Left;
1905 scroll_y = SBY_Upper;
1906 if (local_player->jx >= SBX_Left + MIDPOSX)
1907 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1908 local_player->jx - MIDPOSX :
1910 if (local_player->jy >= SBY_Upper + MIDPOSY)
1911 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1912 local_player->jy - MIDPOSY :
1917 CloseDoor(DOOR_CLOSE_1);
1922 /* after drawing the level, correct some elements */
1923 if (game.timegate_time_left == 0)
1924 CloseAllOpenTimegates();
1926 if (setup.soft_scrolling)
1927 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1929 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1932 /* copy default game door content to main double buffer */
1933 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1934 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1936 DrawGameDoorValues();
1940 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1941 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1942 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1946 /* copy actual game door content to door double buffer for OpenDoor() */
1947 BlitBitmap(drawto, bitmap_db_door,
1948 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1950 OpenDoor(DOOR_OPEN_ALL);
1952 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1954 if (setup.sound_music)
1957 KeyboardAutoRepeatOffUnlessAutoplay();
1961 for (i = 0; i < MAX_PLAYERS; i++)
1962 printf("Player %d %sactive.\n",
1963 i + 1, (stored_player[i].active ? "" : "not "));
1967 printf("::: starting game [%d]\n", FrameCounter);
1971 void InitMovDir(int x, int y)
1973 int i, element = Feld[x][y];
1974 static int xy[4][2] =
1981 static int direction[3][4] =
1983 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1984 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1985 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1994 Feld[x][y] = EL_BUG;
1995 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1998 case EL_SPACESHIP_RIGHT:
1999 case EL_SPACESHIP_UP:
2000 case EL_SPACESHIP_LEFT:
2001 case EL_SPACESHIP_DOWN:
2002 Feld[x][y] = EL_SPACESHIP;
2003 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2006 case EL_BD_BUTTERFLY_RIGHT:
2007 case EL_BD_BUTTERFLY_UP:
2008 case EL_BD_BUTTERFLY_LEFT:
2009 case EL_BD_BUTTERFLY_DOWN:
2010 Feld[x][y] = EL_BD_BUTTERFLY;
2011 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2014 case EL_BD_FIREFLY_RIGHT:
2015 case EL_BD_FIREFLY_UP:
2016 case EL_BD_FIREFLY_LEFT:
2017 case EL_BD_FIREFLY_DOWN:
2018 Feld[x][y] = EL_BD_FIREFLY;
2019 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2022 case EL_PACMAN_RIGHT:
2024 case EL_PACMAN_LEFT:
2025 case EL_PACMAN_DOWN:
2026 Feld[x][y] = EL_PACMAN;
2027 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2030 case EL_SP_SNIKSNAK:
2031 MovDir[x][y] = MV_UP;
2034 case EL_SP_ELECTRON:
2035 MovDir[x][y] = MV_LEFT;
2042 Feld[x][y] = EL_MOLE;
2043 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2047 if (IS_CUSTOM_ELEMENT(element))
2049 struct ElementInfo *ei = &element_info[element];
2050 int move_direction_initial = ei->move_direction_initial;
2051 int move_pattern = ei->move_pattern;
2053 if (move_direction_initial == MV_START_PREVIOUS)
2055 if (MovDir[x][y] != MV_NO_MOVING)
2058 move_direction_initial = MV_START_AUTOMATIC;
2061 if (move_direction_initial == MV_START_RANDOM)
2062 MovDir[x][y] = 1 << RND(4);
2063 else if (move_direction_initial & MV_ANY_DIRECTION)
2064 MovDir[x][y] = move_direction_initial;
2065 else if (move_pattern == MV_ALL_DIRECTIONS ||
2066 move_pattern == MV_TURNING_LEFT ||
2067 move_pattern == MV_TURNING_RIGHT ||
2068 move_pattern == MV_TURNING_LEFT_RIGHT ||
2069 move_pattern == MV_TURNING_RIGHT_LEFT ||
2070 move_pattern == MV_TURNING_RANDOM)
2071 MovDir[x][y] = 1 << RND(4);
2072 else if (move_pattern == MV_HORIZONTAL)
2073 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2074 else if (move_pattern == MV_VERTICAL)
2075 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2076 else if (move_pattern & MV_ANY_DIRECTION)
2077 MovDir[x][y] = element_info[element].move_pattern;
2078 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2079 move_pattern == MV_ALONG_RIGHT_SIDE)
2081 for (i = 0; i < NUM_DIRECTIONS; i++)
2083 int x1 = x + xy[i][0];
2084 int y1 = y + xy[i][1];
2086 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2088 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2089 MovDir[x][y] = direction[0][i];
2091 MovDir[x][y] = direction[1][i];
2100 MovDir[x][y] = 1 << RND(4);
2102 if (element != EL_BUG &&
2103 element != EL_SPACESHIP &&
2104 element != EL_BD_BUTTERFLY &&
2105 element != EL_BD_FIREFLY)
2108 for (i = 0; i < NUM_DIRECTIONS; i++)
2110 int x1 = x + xy[i][0];
2111 int y1 = y + xy[i][1];
2113 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2115 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2117 MovDir[x][y] = direction[0][i];
2120 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2121 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2123 MovDir[x][y] = direction[1][i];
2132 GfxDir[x][y] = MovDir[x][y];
2135 void InitAmoebaNr(int x, int y)
2138 int group_nr = AmoebeNachbarNr(x, y);
2142 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2144 if (AmoebaCnt[i] == 0)
2152 AmoebaNr[x][y] = group_nr;
2153 AmoebaCnt[group_nr]++;
2154 AmoebaCnt2[group_nr]++;
2160 boolean raise_level = FALSE;
2162 if (local_player->MovPos)
2166 if (tape.auto_play) /* tape might already be stopped here */
2167 tape.auto_play_level_solved = TRUE;
2169 if (tape.playing && tape.auto_play)
2170 tape.auto_play_level_solved = TRUE;
2173 local_player->LevelSolved = FALSE;
2175 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2179 if (!tape.playing && setup.sound_loops)
2180 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2181 SND_CTRL_PLAY_LOOP);
2183 while (TimeLeft > 0)
2185 if (!tape.playing && !setup.sound_loops)
2186 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2187 if (TimeLeft > 0 && !(TimeLeft % 10))
2188 RaiseScore(level.score[SC_TIME_BONUS]);
2189 if (TimeLeft > 100 && !(TimeLeft % 10))
2194 DrawGameValue_Time(TimeLeft);
2202 if (!tape.playing && setup.sound_loops)
2203 StopSound(SND_GAME_LEVELTIME_BONUS);
2205 else if (level.time == 0) /* level without time limit */
2207 if (!tape.playing && setup.sound_loops)
2208 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2209 SND_CTRL_PLAY_LOOP);
2211 while (TimePlayed < 999)
2213 if (!tape.playing && !setup.sound_loops)
2214 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2215 if (TimePlayed < 999 && !(TimePlayed % 10))
2216 RaiseScore(level.score[SC_TIME_BONUS]);
2217 if (TimePlayed < 900 && !(TimePlayed % 10))
2222 DrawGameValue_Time(TimePlayed);
2230 if (!tape.playing && setup.sound_loops)
2231 StopSound(SND_GAME_LEVELTIME_BONUS);
2234 /* close exit door after last player */
2235 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2236 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2238 int element = Feld[ExitX][ExitY];
2240 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2241 EL_SP_EXIT_CLOSING);
2243 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2246 /* Hero disappears */
2247 DrawLevelField(ExitX, ExitY);
2253 CloseDoor(DOOR_CLOSE_1);
2258 SaveTape(tape.level_nr); /* Ask to save tape */
2261 if (level_nr == leveldir_current->handicap_level)
2263 leveldir_current->handicap_level++;
2264 SaveLevelSetup_SeriesInfo();
2267 if (level_editor_test_game)
2268 local_player->score = -1; /* no highscore when playing from editor */
2269 else if (level_nr < leveldir_current->last_level)
2270 raise_level = TRUE; /* advance to next level */
2272 if ((hi_pos = NewHiScore()) >= 0)
2274 game_status = GAME_MODE_SCORES;
2275 DrawHallOfFame(hi_pos);
2284 game_status = GAME_MODE_MAIN;
2301 LoadScore(level_nr);
2303 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2304 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2307 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2309 if (local_player->score > highscore[k].Score)
2311 /* player has made it to the hall of fame */
2313 if (k < MAX_SCORE_ENTRIES - 1)
2315 int m = MAX_SCORE_ENTRIES - 1;
2318 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2319 if (!strcmp(setup.player_name, highscore[l].Name))
2321 if (m == k) /* player's new highscore overwrites his old one */
2325 for (l = m; l > k; l--)
2327 strcpy(highscore[l].Name, highscore[l - 1].Name);
2328 highscore[l].Score = highscore[l - 1].Score;
2335 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2336 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2337 highscore[k].Score = local_player->score;
2343 else if (!strncmp(setup.player_name, highscore[k].Name,
2344 MAX_PLAYER_NAME_LEN))
2345 break; /* player already there with a higher score */
2351 SaveScore(level_nr);
2356 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2358 if (player->GfxAction != action || player->GfxDir != dir)
2361 printf("Player frame reset! (%d => %d, %d => %d)\n",
2362 player->GfxAction, action, player->GfxDir, dir);
2365 player->GfxAction = action;
2366 player->GfxDir = dir;
2368 player->StepFrame = 0;
2372 static void ResetRandomAnimationValue(int x, int y)
2374 GfxRandom[x][y] = INIT_GFX_RANDOM();
2377 static void ResetGfxAnimation(int x, int y)
2380 GfxAction[x][y] = ACTION_DEFAULT;
2381 GfxDir[x][y] = MovDir[x][y];
2384 void InitMovingField(int x, int y, int direction)
2386 int element = Feld[x][y];
2387 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2388 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2392 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2393 ResetGfxAnimation(x, y);
2395 MovDir[newx][newy] = MovDir[x][y] = direction;
2396 GfxDir[x][y] = direction;
2398 if (Feld[newx][newy] == EL_EMPTY)
2399 Feld[newx][newy] = EL_BLOCKED;
2401 if (direction == MV_DOWN && CAN_FALL(element))
2402 GfxAction[x][y] = ACTION_FALLING;
2404 GfxAction[x][y] = ACTION_MOVING;
2406 GfxFrame[newx][newy] = GfxFrame[x][y];
2407 GfxRandom[newx][newy] = GfxRandom[x][y];
2408 GfxAction[newx][newy] = GfxAction[x][y];
2409 GfxDir[newx][newy] = GfxDir[x][y];
2412 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2414 int direction = MovDir[x][y];
2415 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2416 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2422 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2424 int oldx = x, oldy = y;
2425 int direction = MovDir[x][y];
2427 if (direction == MV_LEFT)
2429 else if (direction == MV_RIGHT)
2431 else if (direction == MV_UP)
2433 else if (direction == MV_DOWN)
2436 *comes_from_x = oldx;
2437 *comes_from_y = oldy;
2440 int MovingOrBlocked2Element(int x, int y)
2442 int element = Feld[x][y];
2444 if (element == EL_BLOCKED)
2448 Blocked2Moving(x, y, &oldx, &oldy);
2449 return Feld[oldx][oldy];
2455 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2457 /* like MovingOrBlocked2Element(), but if element is moving
2458 and (x,y) is the field the moving element is just leaving,
2459 return EL_BLOCKED instead of the element value */
2460 int element = Feld[x][y];
2462 if (IS_MOVING(x, y))
2464 if (element == EL_BLOCKED)
2468 Blocked2Moving(x, y, &oldx, &oldy);
2469 return Feld[oldx][oldy];
2478 static void RemoveField(int x, int y)
2480 Feld[x][y] = EL_EMPTY;
2487 ChangeDelay[x][y] = 0;
2488 ChangePage[x][y] = -1;
2489 Pushed[x][y] = FALSE;
2491 GfxElement[x][y] = EL_UNDEFINED;
2492 GfxAction[x][y] = ACTION_DEFAULT;
2493 GfxDir[x][y] = MV_NO_MOVING;
2496 void RemoveMovingField(int x, int y)
2498 int oldx = x, oldy = y, newx = x, newy = y;
2499 int element = Feld[x][y];
2500 int next_element = EL_UNDEFINED;
2502 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2505 if (IS_MOVING(x, y))
2507 Moving2Blocked(x, y, &newx, &newy);
2509 if (Feld[newx][newy] != EL_BLOCKED)
2512 if (Feld[newx][newy] != EL_BLOCKED)
2514 /* element is moving, but target field is not free (blocked), but
2515 already occupied by something different (example: acid pool);
2516 in this case, only remove the moving field, but not the target */
2518 RemoveField(oldx, oldy);
2520 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2522 DrawLevelField(oldx, oldy);
2528 else if (element == EL_BLOCKED)
2530 Blocked2Moving(x, y, &oldx, &oldy);
2531 if (!IS_MOVING(oldx, oldy))
2535 if (element == EL_BLOCKED &&
2536 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2537 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2538 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2539 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2540 next_element = get_next_element(Feld[oldx][oldy]);
2542 RemoveField(oldx, oldy);
2543 RemoveField(newx, newy);
2545 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2547 if (next_element != EL_UNDEFINED)
2548 Feld[oldx][oldy] = next_element;
2550 DrawLevelField(oldx, oldy);
2551 DrawLevelField(newx, newy);
2554 void DrawDynamite(int x, int y)
2556 int sx = SCREENX(x), sy = SCREENY(y);
2557 int graphic = el2img(Feld[x][y]);
2560 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2563 if (IS_WALKABLE_INSIDE(Back[x][y]))
2567 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2568 else if (Store[x][y])
2569 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2571 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2574 if (Back[x][y] || Store[x][y])
2575 DrawGraphicThruMask(sx, sy, graphic, frame);
2577 DrawGraphic(sx, sy, graphic, frame);
2579 if (game.emulation == EMU_SUPAPLEX)
2580 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2581 else if (Store[x][y])
2582 DrawGraphicThruMask(sx, sy, graphic, frame);
2584 DrawGraphic(sx, sy, graphic, frame);
2588 void CheckDynamite(int x, int y)
2590 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2594 if (MovDelay[x][y] != 0)
2597 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2604 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2606 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2607 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2608 StopSound(SND_DYNAMITE_ACTIVE);
2610 StopSound(SND_DYNABOMB_ACTIVE);
2616 void RelocatePlayer(int x, int y, int element_raw)
2618 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2619 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2620 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2621 boolean no_delay = (tape.warp_forward);
2622 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2623 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2626 if (player->GameOver) /* do not reanimate dead player */
2629 RemoveField(x, y); /* temporarily remove newly placed player */
2630 DrawLevelField(x, y);
2632 if (player->present)
2634 while (player->MovPos)
2636 ScrollPlayer(player, SCROLL_GO_ON);
2637 ScrollScreen(NULL, SCROLL_GO_ON);
2643 Delay(wait_delay_value);
2646 DrawPlayer(player); /* needed here only to cleanup last field */
2647 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2649 player->is_moving = FALSE;
2652 old_jx = player->jx;
2653 old_jy = player->jy;
2655 Feld[x][y] = element;
2656 InitPlayerField(x, y, element, TRUE);
2658 if (player != local_player) /* do not visually relocate other players */
2661 if (level.instant_relocation)
2664 int offset = (setup.scroll_delay ? 3 : 0);
2665 int jx = local_player->jx;
2666 int jy = local_player->jy;
2668 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2670 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2671 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2672 local_player->jx - MIDPOSX);
2674 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2675 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2676 local_player->jy - MIDPOSY);
2680 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2681 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2682 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2684 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2685 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2686 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2688 /* don't scroll over playfield boundaries */
2689 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2690 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2692 /* don't scroll over playfield boundaries */
2693 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2694 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2697 scroll_x += (local_player->jx - old_jx);
2698 scroll_y += (local_player->jy - old_jy);
2700 /* don't scroll over playfield boundaries */
2701 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2702 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2704 /* don't scroll over playfield boundaries */
2705 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2706 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2709 RedrawPlayfield(TRUE, 0,0,0,0);
2715 int offset = (setup.scroll_delay ? 3 : 0);
2716 int jx = local_player->jx;
2717 int jy = local_player->jy;
2719 int scroll_xx = -999, scroll_yy = -999;
2721 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2723 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2726 int fx = FX, fy = FY;
2728 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2729 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2730 local_player->jx - MIDPOSX);
2732 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2733 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2734 local_player->jy - MIDPOSY);
2736 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2737 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2740 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2743 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2750 fx += dx * TILEX / 2;
2751 fy += dy * TILEY / 2;
2753 ScrollLevel(dx, dy);
2756 /* scroll in two steps of half tile size to make things smoother */
2757 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2759 Delay(wait_delay_value);
2761 /* scroll second step to align at full tile size */
2763 Delay(wait_delay_value);
2766 int scroll_xx = -999, scroll_yy = -999;
2768 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2770 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2773 int fx = FX, fy = FY;
2775 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2776 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2777 local_player->jx - MIDPOSX);
2779 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2780 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2781 local_player->jy - MIDPOSY);
2783 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2784 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2787 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2790 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2797 fx += dx * TILEX / 2;
2798 fy += dy * TILEY / 2;
2800 ScrollLevel(dx, dy);
2803 /* scroll in two steps of half tile size to make things smoother */
2804 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2806 Delay(wait_delay_value);
2808 /* scroll second step to align at full tile size */
2810 Delay(wait_delay_value);
2816 void Explode(int ex, int ey, int phase, int mode)
2823 /* !!! eliminate this variable !!! */
2824 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2829 int last_phase = num_phase * delay;
2830 int half_phase = (num_phase / 2) * delay;
2831 int first_phase_after_start = EX_PHASE_START + 1;
2835 if (game.explosions_delayed)
2837 ExplodeField[ex][ey] = mode;
2841 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2843 int center_element = Feld[ex][ey];
2846 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2850 /* --- This is only really needed (and now handled) in "Impact()". --- */
2851 /* do not explode moving elements that left the explode field in time */
2852 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2853 center_element == EL_EMPTY &&
2854 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2858 if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
2859 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2861 /* remove things displayed in background while burning dynamite */
2862 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2865 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2867 /* put moving element to center field (and let it explode there) */
2868 center_element = MovingOrBlocked2Element(ex, ey);
2869 RemoveMovingField(ex, ey);
2870 Feld[ex][ey] = center_element;
2876 last_phase = element_info[center_element].explosion_delay + 1;
2878 last_phase = element_info[center_element].explosion_delay;
2882 printf("::: %d -> %d\n", center_element, last_phase);
2886 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2888 int xx = x - ex + 1;
2889 int yy = y - ey + 1;
2894 if (!IN_LEV_FIELD(x, y) ||
2895 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2896 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2899 if (!IN_LEV_FIELD(x, y) ||
2900 (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
2904 if (!IN_LEV_FIELD(x, y) ||
2905 ((mode != EX_TYPE_NORMAL ||
2906 center_element == EL_AMOEBA_TO_DIAMOND) &&
2907 (x != ex || y != ey)))
2911 element = Feld[x][y];
2913 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2915 element = MovingOrBlocked2Element(x, y);
2917 if (!IS_EXPLOSION_PROOF(element))
2918 RemoveMovingField(x, y);
2924 if (IS_EXPLOSION_PROOF(element))
2927 /* indestructible elements can only explode in center (but not flames) */
2928 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2929 element == EL_FLAMES)
2934 if ((IS_INDESTRUCTIBLE(element) &&
2935 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2936 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2937 element == EL_FLAMES)
2941 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2943 if (IS_ACTIVE_BOMB(element))
2945 /* re-activate things under the bomb like gate or penguin */
2946 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2953 /* save walkable background elements while explosion on same tile */
2955 if (IS_INDESTRUCTIBLE(element))
2956 Back[x][y] = element;
2958 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2959 Back[x][y] = element;
2962 /* ignite explodable elements reached by other explosion */
2963 if (element == EL_EXPLOSION)
2964 element = Store2[x][y];
2967 if (AmoebaNr[x][y] &&
2968 (element == EL_AMOEBA_FULL ||
2969 element == EL_BD_AMOEBA ||
2970 element == EL_AMOEBA_GROWING))
2972 AmoebaCnt[AmoebaNr[x][y]]--;
2973 AmoebaCnt2[AmoebaNr[x][y]]--;
2979 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2981 switch(StorePlayer[ex][ey])
2984 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2987 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2990 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2994 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2999 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3000 Store[x][y] = EL_EMPTY;
3002 if (game.emulation == EMU_SUPAPLEX)
3003 Store[x][y] = EL_EMPTY;
3006 else if (center_element == EL_MOLE)
3007 Store[x][y] = EL_EMERALD_RED;
3008 else if (center_element == EL_PENGUIN)
3009 Store[x][y] = EL_EMERALD_PURPLE;
3010 else if (center_element == EL_BUG)
3011 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3012 else if (center_element == EL_BD_BUTTERFLY)
3013 Store[x][y] = EL_BD_DIAMOND;
3014 else if (center_element == EL_SP_ELECTRON)
3015 Store[x][y] = EL_SP_INFOTRON;
3016 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3017 Store[x][y] = level.amoeba_content;
3018 else if (center_element == EL_YAMYAM)
3019 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3020 else if (IS_CUSTOM_ELEMENT(center_element) &&
3021 element_info[center_element].content[xx][yy] != EL_EMPTY)
3022 Store[x][y] = element_info[center_element].content[xx][yy];
3023 else if (element == EL_WALL_EMERALD)
3024 Store[x][y] = EL_EMERALD;
3025 else if (element == EL_WALL_DIAMOND)
3026 Store[x][y] = EL_DIAMOND;
3027 else if (element == EL_WALL_BD_DIAMOND)
3028 Store[x][y] = EL_BD_DIAMOND;
3029 else if (element == EL_WALL_EMERALD_YELLOW)
3030 Store[x][y] = EL_EMERALD_YELLOW;
3031 else if (element == EL_WALL_EMERALD_RED)
3032 Store[x][y] = EL_EMERALD_RED;
3033 else if (element == EL_WALL_EMERALD_PURPLE)
3034 Store[x][y] = EL_EMERALD_PURPLE;
3035 else if (element == EL_WALL_PEARL)
3036 Store[x][y] = EL_PEARL;
3037 else if (element == EL_WALL_CRYSTAL)
3038 Store[x][y] = EL_CRYSTAL;
3039 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3040 Store[x][y] = element_info[element].content[1][1];
3042 Store[x][y] = EL_EMPTY;
3044 if (x != ex || y != ey ||
3045 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER)
3046 Store2[x][y] = element;
3049 if (AmoebaNr[x][y] &&
3050 (element == EL_AMOEBA_FULL ||
3051 element == EL_BD_AMOEBA ||
3052 element == EL_AMOEBA_GROWING))
3054 AmoebaCnt[AmoebaNr[x][y]]--;
3055 AmoebaCnt2[AmoebaNr[x][y]]--;
3061 MovDir[x][y] = MovPos[x][y] = 0;
3062 GfxDir[x][y] = MovDir[x][y];
3067 Feld[x][y] = EL_EXPLOSION;
3069 GfxElement[x][y] = center_element;
3071 GfxElement[x][y] = EL_UNDEFINED;
3074 ExplodePhase[x][y] = 1;
3076 ExplodeDelay[x][y] = last_phase;
3081 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3083 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3090 if (center_element == EL_YAMYAM)
3091 game.yamyam_content_nr =
3092 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3105 GfxFrame[x][y] = 0; /* restart explosion animation */
3109 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3113 last_phase = ExplodeDelay[x][y];
3116 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3120 /* activate this even in non-DEBUG version until cause for crash in
3121 getGraphicAnimationFrame() (see below) is found and eliminated */
3125 if (GfxElement[x][y] == EL_UNDEFINED)
3128 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3129 printf("Explode(): This should never happen!\n");
3132 GfxElement[x][y] = EL_EMPTY;
3138 border_element = Store2[x][y];
3139 if (IS_PLAYER(x, y))
3140 border_element = StorePlayer[x][y];
3143 printf("::: phase == %d\n", phase);
3146 if (phase == element_info[border_element].ignition_delay ||
3147 phase == last_phase)
3149 boolean border_explosion = FALSE;
3152 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3154 if (IS_PLAYER(x, y))
3157 KillHeroUnlessExplosionProtected(x, y);
3158 border_explosion = TRUE;
3161 if (phase == last_phase)
3162 printf("::: IS_PLAYER\n");
3165 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3167 Feld[x][y] = Store2[x][y];
3170 border_explosion = TRUE;
3173 if (phase == last_phase)
3174 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3177 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3179 AmoebeUmwandeln(x, y);
3181 border_explosion = TRUE;
3184 if (phase == last_phase)
3185 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3186 element_info[border_element].explosion_delay,
3187 element_info[border_element].ignition_delay,
3193 /* if an element just explodes due to another explosion (chain-reaction),
3194 do not immediately end the new explosion when it was the last frame of
3195 the explosion (as it would be done in the following "if"-statement!) */
3196 if (border_explosion && phase == last_phase)
3203 if (phase == first_phase_after_start)
3205 int element = Store2[x][y];
3207 if (element == EL_BLACK_ORB)
3209 Feld[x][y] = Store2[x][y];
3214 else if (phase == half_phase)
3216 int element = Store2[x][y];
3218 if (IS_PLAYER(x, y))
3219 KillHeroUnlessExplosionProtected(x, y);
3220 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3222 Feld[x][y] = Store2[x][y];
3226 else if (element == EL_AMOEBA_TO_DIAMOND)
3227 AmoebeUmwandeln(x, y);
3231 if (phase == last_phase)
3236 printf("::: done: phase == %d\n", phase);
3240 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3243 element = Feld[x][y] = Store[x][y];
3244 Store[x][y] = Store2[x][y] = 0;
3245 GfxElement[x][y] = EL_UNDEFINED;
3247 /* player can escape from explosions and might therefore be still alive */
3248 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3249 element <= EL_PLAYER_IS_EXPLODING_4)
3250 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3252 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3253 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3254 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3257 /* restore probably existing indestructible background element */
3258 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3259 element = Feld[x][y] = Back[x][y];
3262 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3263 GfxDir[x][y] = MV_NO_MOVING;
3264 ChangeDelay[x][y] = 0;
3265 ChangePage[x][y] = -1;
3268 InitField_WithBug2(x, y, FALSE);
3270 InitField(x, y, FALSE);
3272 /* !!! not needed !!! */
3274 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3275 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3278 if (CAN_MOVE(element))
3283 DrawLevelField(x, y);
3285 TestIfElementTouchesCustomElement(x, y);
3287 if (GFX_CRUMBLED(element))
3288 DrawLevelFieldCrumbledSandNeighbours(x, y);
3290 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3291 StorePlayer[x][y] = 0;
3293 if (ELEM_IS_PLAYER(element))
3294 RelocatePlayer(x, y, element);
3297 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3299 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3303 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3305 int stored = Store[x][y];
3306 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3307 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3311 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3313 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3317 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3321 printf("::: %d / %d [%d - %d]\n",
3322 GfxFrame[x][y], phase - delay, phase, delay);
3326 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3327 element_info[GfxElement[x][y]].token_name,
3332 DrawLevelFieldCrumbledSand(x, y);
3334 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3336 DrawLevelElement(x, y, Back[x][y]);
3337 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3339 else if (IS_WALKABLE_UNDER(Back[x][y]))
3341 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3342 DrawLevelElementThruMask(x, y, Back[x][y]);
3344 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3345 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3349 void DynaExplode(int ex, int ey)
3352 int dynabomb_element = Feld[ex][ey];
3353 int dynabomb_size = 1;
3354 boolean dynabomb_xl = FALSE;
3355 struct PlayerInfo *player;
3356 static int xy[4][2] =
3364 if (IS_ACTIVE_BOMB(dynabomb_element))
3366 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3367 dynabomb_size = player->dynabomb_size;
3368 dynabomb_xl = player->dynabomb_xl;
3369 player->dynabombs_left++;
3372 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3374 for (i = 0; i < NUM_DIRECTIONS; i++)
3376 for (j = 1; j <= dynabomb_size; j++)
3378 int x = ex + j * xy[i][0];
3379 int y = ey + j * xy[i][1];
3382 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3385 element = Feld[x][y];
3387 /* do not restart explosions of fields with active bombs */
3388 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3391 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3393 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3394 if (element != EL_EMPTY &&
3395 element != EL_SAND &&
3396 element != EL_EXPLOSION &&
3403 void Bang(int x, int y)
3406 int element = MovingOrBlocked2Element(x, y);
3408 int element = Feld[x][y];
3412 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3414 if (IS_PLAYER(x, y))
3417 struct PlayerInfo *player = PLAYERINFO(x, y);
3419 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3420 player->element_nr);
3425 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3427 if (game.emulation == EMU_SUPAPLEX)
3428 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3430 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3435 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3443 case EL_BD_BUTTERFLY:
3446 case EL_DARK_YAMYAM:
3450 RaiseScoreElement(element);
3451 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3453 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3454 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3455 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3456 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3457 case EL_DYNABOMB_INCREASE_NUMBER:
3458 case EL_DYNABOMB_INCREASE_SIZE:
3459 case EL_DYNABOMB_INCREASE_POWER:
3464 case EL_LAMP_ACTIVE:
3466 case EL_AMOEBA_TO_DIAMOND:
3468 if (IS_PLAYER(x, y))
3469 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3471 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3474 if (CAN_EXPLODE_CROSS(element))
3476 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3480 else if (CAN_EXPLODE_1X1(element))
3481 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3483 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3487 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3490 void SplashAcid(int x, int y)
3493 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3494 (!IN_LEV_FIELD(x - 1, y - 2) ||
3495 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3496 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3498 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3499 (!IN_LEV_FIELD(x + 1, y - 2) ||
3500 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3501 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3503 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3505 /* input: position of element entering acid (obsolete) */
3507 int element = Feld[x][y];
3509 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3512 if (element != EL_ACID_SPLASH_LEFT &&
3513 element != EL_ACID_SPLASH_RIGHT)
3515 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3517 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3518 (!IN_LEV_FIELD(x - 1, y - 1) ||
3519 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3520 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3522 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3523 (!IN_LEV_FIELD(x + 1, y - 1) ||
3524 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3525 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3530 static void InitBeltMovement()
3532 static int belt_base_element[4] =
3534 EL_CONVEYOR_BELT_1_LEFT,
3535 EL_CONVEYOR_BELT_2_LEFT,
3536 EL_CONVEYOR_BELT_3_LEFT,
3537 EL_CONVEYOR_BELT_4_LEFT
3539 static int belt_base_active_element[4] =
3541 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3542 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3543 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3544 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3549 /* set frame order for belt animation graphic according to belt direction */
3550 for (i = 0; i < NUM_BELTS; i++)
3554 for (j = 0; j < NUM_BELT_PARTS; j++)
3556 int element = belt_base_active_element[belt_nr] + j;
3557 int graphic = el2img(element);
3559 if (game.belt_dir[i] == MV_LEFT)
3560 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3562 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3566 for (y = 0; y < lev_fieldy; y++)
3568 for (x = 0; x < lev_fieldx; x++)
3570 int element = Feld[x][y];
3572 for (i = 0; i < NUM_BELTS; i++)
3574 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3576 int e_belt_nr = getBeltNrFromBeltElement(element);
3579 if (e_belt_nr == belt_nr)
3581 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3583 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3591 static void ToggleBeltSwitch(int x, int y)
3593 static int belt_base_element[4] =
3595 EL_CONVEYOR_BELT_1_LEFT,
3596 EL_CONVEYOR_BELT_2_LEFT,
3597 EL_CONVEYOR_BELT_3_LEFT,
3598 EL_CONVEYOR_BELT_4_LEFT
3600 static int belt_base_active_element[4] =
3602 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3603 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3604 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3605 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3607 static int belt_base_switch_element[4] =
3609 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3610 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3611 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3612 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3614 static int belt_move_dir[4] =
3622 int element = Feld[x][y];
3623 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3624 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3625 int belt_dir = belt_move_dir[belt_dir_nr];
3628 if (!IS_BELT_SWITCH(element))
3631 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3632 game.belt_dir[belt_nr] = belt_dir;
3634 if (belt_dir_nr == 3)
3637 /* set frame order for belt animation graphic according to belt direction */
3638 for (i = 0; i < NUM_BELT_PARTS; i++)
3640 int element = belt_base_active_element[belt_nr] + i;
3641 int graphic = el2img(element);
3643 if (belt_dir == MV_LEFT)
3644 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3646 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3649 for (yy = 0; yy < lev_fieldy; yy++)
3651 for (xx = 0; xx < lev_fieldx; xx++)
3653 int element = Feld[xx][yy];
3655 if (IS_BELT_SWITCH(element))
3657 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3659 if (e_belt_nr == belt_nr)
3661 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3662 DrawLevelField(xx, yy);
3665 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3667 int e_belt_nr = getBeltNrFromBeltElement(element);
3669 if (e_belt_nr == belt_nr)
3671 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3673 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3674 DrawLevelField(xx, yy);
3677 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3679 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3681 if (e_belt_nr == belt_nr)
3683 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3685 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3686 DrawLevelField(xx, yy);
3693 static void ToggleSwitchgateSwitch(int x, int y)
3697 game.switchgate_pos = !game.switchgate_pos;
3699 for (yy = 0; yy < lev_fieldy; yy++)
3701 for (xx = 0; xx < lev_fieldx; xx++)
3703 int element = Feld[xx][yy];
3705 if (element == EL_SWITCHGATE_SWITCH_UP ||
3706 element == EL_SWITCHGATE_SWITCH_DOWN)
3708 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3709 DrawLevelField(xx, yy);
3711 else if (element == EL_SWITCHGATE_OPEN ||
3712 element == EL_SWITCHGATE_OPENING)
3714 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3716 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3718 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3721 else if (element == EL_SWITCHGATE_CLOSED ||
3722 element == EL_SWITCHGATE_CLOSING)
3724 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3726 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3728 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3735 static int getInvisibleActiveFromInvisibleElement(int element)
3737 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3738 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3739 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3743 static int getInvisibleFromInvisibleActiveElement(int element)
3745 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3746 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3747 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3751 static void RedrawAllLightSwitchesAndInvisibleElements()
3755 for (y = 0; y < lev_fieldy; y++)
3757 for (x = 0; x < lev_fieldx; x++)
3759 int element = Feld[x][y];
3761 if (element == EL_LIGHT_SWITCH &&
3762 game.light_time_left > 0)
3764 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3765 DrawLevelField(x, y);
3767 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3768 game.light_time_left == 0)
3770 Feld[x][y] = EL_LIGHT_SWITCH;
3771 DrawLevelField(x, y);
3773 else if (element == EL_INVISIBLE_STEELWALL ||
3774 element == EL_INVISIBLE_WALL ||
3775 element == EL_INVISIBLE_SAND)
3777 if (game.light_time_left > 0)
3778 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3780 DrawLevelField(x, y);
3782 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3783 element == EL_INVISIBLE_WALL_ACTIVE ||
3784 element == EL_INVISIBLE_SAND_ACTIVE)
3786 if (game.light_time_left == 0)
3787 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3789 DrawLevelField(x, y);
3795 static void ToggleLightSwitch(int x, int y)
3797 int element = Feld[x][y];
3799 game.light_time_left =
3800 (element == EL_LIGHT_SWITCH ?
3801 level.time_light * FRAMES_PER_SECOND : 0);
3803 RedrawAllLightSwitchesAndInvisibleElements();
3806 static void ActivateTimegateSwitch(int x, int y)
3810 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3812 for (yy = 0; yy < lev_fieldy; yy++)
3814 for (xx = 0; xx < lev_fieldx; xx++)
3816 int element = Feld[xx][yy];
3818 if (element == EL_TIMEGATE_CLOSED ||
3819 element == EL_TIMEGATE_CLOSING)
3821 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3822 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3826 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3828 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3829 DrawLevelField(xx, yy);
3836 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3839 inline static int getElementMoveStepsize(int x, int y)
3841 int element = Feld[x][y];
3842 int direction = MovDir[x][y];
3843 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3844 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3845 int horiz_move = (dx != 0);
3846 int sign = (horiz_move ? dx : dy);
3847 int step = sign * element_info[element].move_stepsize;
3849 /* special values for move stepsize for spring and things on conveyor belt */
3853 if (element == EL_SPRING)
3854 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3855 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3856 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3857 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3859 if (CAN_FALL(element) &&
3860 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3861 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3862 else if (element == EL_SPRING)
3863 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3870 void Impact(int x, int y)
3872 boolean lastline = (y == lev_fieldy-1);
3873 boolean object_hit = FALSE;
3874 boolean impact = (lastline || object_hit);
3875 int element = Feld[x][y];
3876 int smashed = EL_STEELWALL;
3878 if (!lastline) /* check if element below was hit */
3880 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3883 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3884 MovDir[x][y + 1] != MV_DOWN ||
3885 MovPos[x][y + 1] <= TILEY / 2));
3888 object_hit = !IS_FREE(x, y + 1);
3891 /* do not smash moving elements that left the smashed field in time */
3892 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3893 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3897 smashed = MovingOrBlocked2Element(x, y + 1);
3899 impact = (lastline || object_hit);
3902 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3904 SplashAcid(x, y + 1);
3908 /* only reset graphic animation if graphic really changes after impact */
3910 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3912 ResetGfxAnimation(x, y);
3913 DrawLevelField(x, y);
3916 if (impact && CAN_EXPLODE_IMPACT(element))
3921 else if (impact && element == EL_PEARL)
3923 Feld[x][y] = EL_PEARL_BREAKING;
3924 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3927 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3929 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3934 if (impact && element == EL_AMOEBA_DROP)
3936 if (object_hit && IS_PLAYER(x, y + 1))
3937 KillHeroUnlessEnemyProtected(x, y + 1);
3938 else if (object_hit && smashed == EL_PENGUIN)
3942 Feld[x][y] = EL_AMOEBA_GROWING;
3943 Store[x][y] = EL_AMOEBA_WET;
3945 ResetRandomAnimationValue(x, y);
3950 if (object_hit) /* check which object was hit */
3952 if (CAN_PASS_MAGIC_WALL(element) &&
3953 (smashed == EL_MAGIC_WALL ||
3954 smashed == EL_BD_MAGIC_WALL))
3957 int activated_magic_wall =
3958 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3959 EL_BD_MAGIC_WALL_ACTIVE);
3961 /* activate magic wall / mill */
3962 for (yy = 0; yy < lev_fieldy; yy++)
3963 for (xx = 0; xx < lev_fieldx; xx++)
3964 if (Feld[xx][yy] == smashed)
3965 Feld[xx][yy] = activated_magic_wall;
3967 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3968 game.magic_wall_active = TRUE;
3970 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3971 SND_MAGIC_WALL_ACTIVATING :
3972 SND_BD_MAGIC_WALL_ACTIVATING));
3975 if (IS_PLAYER(x, y + 1))
3977 if (CAN_SMASH_PLAYER(element))
3979 KillHeroUnlessEnemyProtected(x, y + 1);
3983 else if (smashed == EL_PENGUIN)
3985 if (CAN_SMASH_PLAYER(element))
3991 else if (element == EL_BD_DIAMOND)
3993 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3999 else if (((element == EL_SP_INFOTRON ||
4000 element == EL_SP_ZONK) &&
4001 (smashed == EL_SP_SNIKSNAK ||
4002 smashed == EL_SP_ELECTRON ||
4003 smashed == EL_SP_DISK_ORANGE)) ||
4004 (element == EL_SP_INFOTRON &&
4005 smashed == EL_SP_DISK_YELLOW))
4011 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
4017 else if (CAN_SMASH_EVERYTHING(element))
4019 if (IS_CLASSIC_ENEMY(smashed) ||
4020 CAN_EXPLODE_SMASHED(smashed))
4025 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4027 if (smashed == EL_LAMP ||
4028 smashed == EL_LAMP_ACTIVE)
4033 else if (smashed == EL_NUT)
4035 Feld[x][y + 1] = EL_NUT_BREAKING;
4036 PlayLevelSound(x, y, SND_NUT_BREAKING);
4037 RaiseScoreElement(EL_NUT);
4040 else if (smashed == EL_PEARL)
4042 Feld[x][y + 1] = EL_PEARL_BREAKING;
4043 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4046 else if (smashed == EL_DIAMOND)
4048 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4049 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4052 else if (IS_BELT_SWITCH(smashed))
4054 ToggleBeltSwitch(x, y + 1);
4056 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4057 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4059 ToggleSwitchgateSwitch(x, y + 1);
4061 else if (smashed == EL_LIGHT_SWITCH ||
4062 smashed == EL_LIGHT_SWITCH_ACTIVE)
4064 ToggleLightSwitch(x, y + 1);
4069 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4072 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4074 CheckTriggeredElementChangeSide(x, y + 1, smashed,
4075 CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
4076 CheckElementChangeSide(x, y + 1, smashed, element,
4077 CE_SWITCHED, CH_SIDE_TOP);
4082 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4087 /* play sound of magic wall / mill */
4089 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4090 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4092 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4093 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4094 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4095 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4100 /* play sound of object that hits the ground */
4101 if (lastline || object_hit)
4102 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4105 inline static void TurnRoundExt(int x, int y)
4117 { 0, 0 }, { 0, 0 }, { 0, 0 },
4122 int left, right, back;
4126 { MV_DOWN, MV_UP, MV_RIGHT },
4127 { MV_UP, MV_DOWN, MV_LEFT },
4129 { MV_LEFT, MV_RIGHT, MV_DOWN },
4133 { MV_RIGHT, MV_LEFT, MV_UP }
4136 int element = Feld[x][y];
4137 int move_pattern = element_info[element].move_pattern;
4139 int old_move_dir = MovDir[x][y];
4140 int left_dir = turn[old_move_dir].left;
4141 int right_dir = turn[old_move_dir].right;
4142 int back_dir = turn[old_move_dir].back;
4144 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4145 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4146 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4147 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4149 int left_x = x + left_dx, left_y = y + left_dy;
4150 int right_x = x + right_dx, right_y = y + right_dy;
4151 int move_x = x + move_dx, move_y = y + move_dy;
4155 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4157 TestIfBadThingTouchesOtherBadThing(x, y);
4159 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4160 MovDir[x][y] = right_dir;
4161 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4162 MovDir[x][y] = left_dir;
4164 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4166 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4170 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4171 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4173 TestIfBadThingTouchesOtherBadThing(x, y);
4175 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4176 MovDir[x][y] = left_dir;
4177 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4178 MovDir[x][y] = right_dir;
4180 if ((element == EL_SPACESHIP ||
4181 element == EL_SP_SNIKSNAK ||
4182 element == EL_SP_ELECTRON)
4183 && MovDir[x][y] != old_move_dir)
4185 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4189 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4191 TestIfBadThingTouchesOtherBadThing(x, y);
4193 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4194 MovDir[x][y] = left_dir;
4195 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4196 MovDir[x][y] = right_dir;
4198 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4200 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4203 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4205 TestIfBadThingTouchesOtherBadThing(x, y);
4207 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4208 MovDir[x][y] = left_dir;
4209 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4210 MovDir[x][y] = right_dir;
4212 if (MovDir[x][y] != old_move_dir)
4216 else if (element == EL_YAMYAM)
4218 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4219 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4221 if (can_turn_left && can_turn_right)
4222 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4223 else if (can_turn_left)
4224 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4225 else if (can_turn_right)
4226 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4228 MovDir[x][y] = back_dir;
4230 MovDelay[x][y] = 16 + 16 * RND(3);
4232 else if (element == EL_DARK_YAMYAM)
4234 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4236 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4239 if (can_turn_left && can_turn_right)
4240 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4241 else if (can_turn_left)
4242 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4243 else if (can_turn_right)
4244 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4246 MovDir[x][y] = back_dir;
4248 MovDelay[x][y] = 16 + 16 * RND(3);
4250 else if (element == EL_PACMAN)
4252 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4253 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4255 if (can_turn_left && can_turn_right)
4256 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4257 else if (can_turn_left)
4258 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4259 else if (can_turn_right)
4260 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4262 MovDir[x][y] = back_dir;
4264 MovDelay[x][y] = 6 + RND(40);
4266 else if (element == EL_PIG)
4268 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4269 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4270 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4271 boolean should_turn_left, should_turn_right, should_move_on;
4273 int rnd = RND(rnd_value);
4275 should_turn_left = (can_turn_left &&
4277 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4278 y + back_dy + left_dy)));
4279 should_turn_right = (can_turn_right &&
4281 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4282 y + back_dy + right_dy)));
4283 should_move_on = (can_move_on &&
4286 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4287 y + move_dy + left_dy) ||
4288 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4289 y + move_dy + right_dy)));
4291 if (should_turn_left || should_turn_right || should_move_on)
4293 if (should_turn_left && should_turn_right && should_move_on)
4294 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4295 rnd < 2 * rnd_value / 3 ? right_dir :
4297 else if (should_turn_left && should_turn_right)
4298 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4299 else if (should_turn_left && should_move_on)
4300 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4301 else if (should_turn_right && should_move_on)
4302 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4303 else if (should_turn_left)
4304 MovDir[x][y] = left_dir;
4305 else if (should_turn_right)
4306 MovDir[x][y] = right_dir;
4307 else if (should_move_on)
4308 MovDir[x][y] = old_move_dir;
4310 else if (can_move_on && rnd > rnd_value / 8)
4311 MovDir[x][y] = old_move_dir;
4312 else if (can_turn_left && can_turn_right)
4313 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4314 else if (can_turn_left && rnd > rnd_value / 8)
4315 MovDir[x][y] = left_dir;
4316 else if (can_turn_right && rnd > rnd_value/8)
4317 MovDir[x][y] = right_dir;
4319 MovDir[x][y] = back_dir;
4321 xx = x + move_xy[MovDir[x][y]].x;
4322 yy = y + move_xy[MovDir[x][y]].y;
4324 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4325 MovDir[x][y] = old_move_dir;
4329 else if (element == EL_DRAGON)
4331 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4332 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4333 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4335 int rnd = RND(rnd_value);
4338 if (FrameCounter < 1 && x == 0 && y == 29)
4339 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4342 if (can_move_on && rnd > rnd_value / 8)
4343 MovDir[x][y] = old_move_dir;
4344 else if (can_turn_left && can_turn_right)
4345 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4346 else if (can_turn_left && rnd > rnd_value / 8)
4347 MovDir[x][y] = left_dir;
4348 else if (can_turn_right && rnd > rnd_value / 8)
4349 MovDir[x][y] = right_dir;
4351 MovDir[x][y] = back_dir;
4353 xx = x + move_xy[MovDir[x][y]].x;
4354 yy = y + move_xy[MovDir[x][y]].y;
4357 if (FrameCounter < 1 && x == 0 && y == 29)
4358 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4359 xx, yy, Feld[xx][yy],
4364 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4365 MovDir[x][y] = old_move_dir;
4367 if (!IS_FREE(xx, yy))
4368 MovDir[x][y] = old_move_dir;
4372 if (FrameCounter < 1 && x == 0 && y == 29)
4373 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4378 else if (element == EL_MOLE)
4380 boolean can_move_on =
4381 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4382 IS_AMOEBOID(Feld[move_x][move_y]) ||
4383 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4386 boolean can_turn_left =
4387 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4388 IS_AMOEBOID(Feld[left_x][left_y])));
4390 boolean can_turn_right =
4391 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4392 IS_AMOEBOID(Feld[right_x][right_y])));
4394 if (can_turn_left && can_turn_right)
4395 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4396 else if (can_turn_left)
4397 MovDir[x][y] = left_dir;
4399 MovDir[x][y] = right_dir;
4402 if (MovDir[x][y] != old_move_dir)
4405 else if (element == EL_BALLOON)
4407 MovDir[x][y] = game.balloon_dir;
4410 else if (element == EL_SPRING)
4413 if (MovDir[x][y] & MV_HORIZONTAL &&
4414 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4415 MovDir[x][y] = MV_NO_MOVING;
4417 if (MovDir[x][y] & MV_HORIZONTAL &&
4418 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4419 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4420 MovDir[x][y] = MV_NO_MOVING;
4425 else if (element == EL_ROBOT ||
4426 element == EL_SATELLITE ||
4427 element == EL_PENGUIN)
4429 int attr_x = -1, attr_y = -1;
4440 for (i = 0; i < MAX_PLAYERS; i++)
4442 struct PlayerInfo *player = &stored_player[i];
4443 int jx = player->jx, jy = player->jy;
4445 if (!player->active)
4449 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4457 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4463 if (element == EL_PENGUIN)
4466 static int xy[4][2] =
4474 for (i = 0; i < NUM_DIRECTIONS; i++)
4476 int ex = x + xy[i][0];
4477 int ey = y + xy[i][1];
4479 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4488 MovDir[x][y] = MV_NO_MOVING;
4490 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4491 else if (attr_x > x)
4492 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4494 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4495 else if (attr_y > y)
4496 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4498 if (element == EL_ROBOT)
4502 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4503 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4504 Moving2Blocked(x, y, &newx, &newy);
4506 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4507 MovDelay[x][y] = 8 + 8 * !RND(3);
4509 MovDelay[x][y] = 16;
4511 else if (element == EL_PENGUIN)
4517 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4519 boolean first_horiz = RND(2);
4520 int new_move_dir = MovDir[x][y];
4523 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4524 Moving2Blocked(x, y, &newx, &newy);
4526 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4530 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4531 Moving2Blocked(x, y, &newx, &newy);
4533 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4536 MovDir[x][y] = old_move_dir;
4540 else /* (element == EL_SATELLITE) */
4546 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4548 boolean first_horiz = RND(2);
4549 int new_move_dir = MovDir[x][y];
4552 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4553 Moving2Blocked(x, y, &newx, &newy);
4555 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4559 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4560 Moving2Blocked(x, y, &newx, &newy);
4562 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4565 MovDir[x][y] = old_move_dir;
4570 else if (move_pattern == MV_TURNING_LEFT ||
4571 move_pattern == MV_TURNING_RIGHT ||
4572 move_pattern == MV_TURNING_LEFT_RIGHT ||
4573 move_pattern == MV_TURNING_RIGHT_LEFT ||
4574 move_pattern == MV_TURNING_RANDOM ||
4575 move_pattern == MV_ALL_DIRECTIONS)
4577 boolean can_turn_left =
4578 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4579 boolean can_turn_right =
4580 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4582 if (move_pattern == MV_TURNING_LEFT)
4583 MovDir[x][y] = left_dir;
4584 else if (move_pattern == MV_TURNING_RIGHT)
4585 MovDir[x][y] = right_dir;
4586 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4587 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4588 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4589 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4590 else if (move_pattern == MV_TURNING_RANDOM)
4591 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4592 can_turn_right && !can_turn_left ? right_dir :
4593 RND(2) ? left_dir : right_dir);
4594 else if (can_turn_left && can_turn_right)
4595 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4596 else if (can_turn_left)
4597 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4598 else if (can_turn_right)
4599 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4601 MovDir[x][y] = back_dir;
4603 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4605 else if (move_pattern == MV_HORIZONTAL ||
4606 move_pattern == MV_VERTICAL)
4608 if (move_pattern & old_move_dir)
4609 MovDir[x][y] = back_dir;
4610 else if (move_pattern == MV_HORIZONTAL)
4611 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4612 else if (move_pattern == MV_VERTICAL)
4613 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4615 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4617 else if (move_pattern & MV_ANY_DIRECTION)
4619 MovDir[x][y] = move_pattern;
4620 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4622 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4624 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4625 MovDir[x][y] = left_dir;
4626 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4627 MovDir[x][y] = right_dir;
4629 if (MovDir[x][y] != old_move_dir)
4630 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4632 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4634 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4635 MovDir[x][y] = right_dir;
4636 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4637 MovDir[x][y] = left_dir;
4639 if (MovDir[x][y] != old_move_dir)
4640 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4642 else if (move_pattern == MV_TOWARDS_PLAYER ||
4643 move_pattern == MV_AWAY_FROM_PLAYER)
4645 int attr_x = -1, attr_y = -1;
4647 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4658 for (i = 0; i < MAX_PLAYERS; i++)
4660 struct PlayerInfo *player = &stored_player[i];
4661 int jx = player->jx, jy = player->jy;
4663 if (!player->active)
4667 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4675 MovDir[x][y] = MV_NO_MOVING;
4677 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4678 else if (attr_x > x)
4679 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4681 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4682 else if (attr_y > y)
4683 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4685 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4687 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4689 boolean first_horiz = RND(2);
4690 int new_move_dir = MovDir[x][y];
4693 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4694 Moving2Blocked(x, y, &newx, &newy);
4696 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4700 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4701 Moving2Blocked(x, y, &newx, &newy);
4703 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4706 MovDir[x][y] = old_move_dir;
4709 else if (move_pattern == MV_WHEN_PUSHED ||
4710 move_pattern == MV_WHEN_DROPPED)
4712 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4713 MovDir[x][y] = MV_NO_MOVING;
4717 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4719 static int test_xy[7][2] =
4729 static int test_dir[7] =
4739 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4740 int move_preference = -1000000; /* start with very low preference */
4741 int new_move_dir = MV_NO_MOVING;
4742 int start_test = RND(4);
4745 for (i = 0; i < NUM_DIRECTIONS; i++)
4747 int move_dir = test_dir[start_test + i];
4748 int move_dir_preference;
4750 xx = x + test_xy[start_test + i][0];
4751 yy = y + test_xy[start_test + i][1];
4753 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4754 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4756 new_move_dir = move_dir;
4761 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4764 move_dir_preference = -1 * RunnerVisit[xx][yy];
4765 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4766 move_dir_preference = PlayerVisit[xx][yy];
4768 if (move_dir_preference > move_preference)
4770 /* prefer field that has not been visited for the longest time */
4771 move_preference = move_dir_preference;
4772 new_move_dir = move_dir;
4774 else if (move_dir_preference == move_preference &&
4775 move_dir == old_move_dir)
4777 /* prefer last direction when all directions are preferred equally */
4778 move_preference = move_dir_preference;
4779 new_move_dir = move_dir;
4783 MovDir[x][y] = new_move_dir;
4784 if (old_move_dir != new_move_dir)
4789 static void TurnRound(int x, int y)
4791 int direction = MovDir[x][y];
4794 GfxDir[x][y] = MovDir[x][y];
4800 GfxDir[x][y] = MovDir[x][y];
4803 if (direction != MovDir[x][y])
4808 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4811 GfxAction[x][y] = ACTION_WAITING;
4815 static boolean JustBeingPushed(int x, int y)
4819 for (i = 0; i < MAX_PLAYERS; i++)
4821 struct PlayerInfo *player = &stored_player[i];
4823 if (player->active && player->is_pushing && player->MovPos)
4825 int next_jx = player->jx + (player->jx - player->last_jx);
4826 int next_jy = player->jy + (player->jy - player->last_jy);
4828 if (x == next_jx && y == next_jy)
4836 void StartMoving(int x, int y)
4839 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4841 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4842 int element = Feld[x][y];
4848 if (MovDelay[x][y] == 0)
4849 GfxAction[x][y] = ACTION_DEFAULT;
4851 /* !!! this should be handled more generic (not only for mole) !!! */
4852 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4853 GfxAction[x][y] = ACTION_DEFAULT;
4856 if (CAN_FALL(element) && y < lev_fieldy - 1)
4858 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4859 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4860 if (JustBeingPushed(x, y))
4863 if (element == EL_QUICKSAND_FULL)
4865 if (IS_FREE(x, y + 1))
4867 InitMovingField(x, y, MV_DOWN);
4868 started_moving = TRUE;
4870 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4871 Store[x][y] = EL_ROCK;
4873 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4875 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4878 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4880 if (!MovDelay[x][y])
4881 MovDelay[x][y] = TILEY + 1;
4890 Feld[x][y] = EL_QUICKSAND_EMPTY;
4891 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4892 Store[x][y + 1] = Store[x][y];
4895 PlayLevelSoundAction(x, y, ACTION_FILLING);
4897 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4901 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4902 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4904 InitMovingField(x, y, MV_DOWN);
4905 started_moving = TRUE;
4907 Feld[x][y] = EL_QUICKSAND_FILLING;
4908 Store[x][y] = element;
4910 PlayLevelSoundAction(x, y, ACTION_FILLING);
4912 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4915 else if (element == EL_MAGIC_WALL_FULL)
4917 if (IS_FREE(x, y + 1))
4919 InitMovingField(x, y, MV_DOWN);
4920 started_moving = TRUE;
4922 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4923 Store[x][y] = EL_CHANGED(Store[x][y]);
4925 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4927 if (!MovDelay[x][y])
4928 MovDelay[x][y] = TILEY/4 + 1;
4937 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4938 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4939 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4943 else if (element == EL_BD_MAGIC_WALL_FULL)
4945 if (IS_FREE(x, y + 1))
4947 InitMovingField(x, y, MV_DOWN);
4948 started_moving = TRUE;
4950 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4951 Store[x][y] = EL_CHANGED2(Store[x][y]);
4953 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4955 if (!MovDelay[x][y])
4956 MovDelay[x][y] = TILEY/4 + 1;
4965 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4966 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4967 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4971 else if (CAN_PASS_MAGIC_WALL(element) &&
4972 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4973 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4975 InitMovingField(x, y, MV_DOWN);
4976 started_moving = TRUE;
4979 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4980 EL_BD_MAGIC_WALL_FILLING);
4981 Store[x][y] = element;
4984 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4986 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4989 SplashAcid(x, y + 1);
4991 InitMovingField(x, y, MV_DOWN);
4992 started_moving = TRUE;
4994 Store[x][y] = EL_ACID;
4996 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4997 GfxAction[x][y + 1] = ACTION_ACTIVE;
5001 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
5002 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5003 (Feld[x][y + 1] == EL_BLOCKED)) ||
5004 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5005 CAN_SMASH(element) && WasJustFalling[x][y] &&
5006 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
5010 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5011 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5012 WasJustMoving[x][y] && !Pushed[x][y + 1])
5014 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5015 WasJustMoving[x][y])
5020 /* this is needed for a special case not covered by calling "Impact()"
5021 from "ContinueMoving()": if an element moves to a tile directly below
5022 another element which was just falling on that tile (which was empty
5023 in the previous frame), the falling element above would just stop
5024 instead of smashing the element below (in previous version, the above
5025 element was just checked for "moving" instead of "falling", resulting
5026 in incorrect smashes caused by horizontal movement of the above
5027 element; also, the case of the player being the element to smash was
5028 simply not covered here... :-/ ) */
5031 WasJustMoving[x][y] = 0;
5032 WasJustFalling[x][y] = 0;
5037 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5039 if (MovDir[x][y] == MV_NO_MOVING)
5041 InitMovingField(x, y, MV_DOWN);
5042 started_moving = TRUE;
5045 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5047 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5048 MovDir[x][y] = MV_DOWN;
5050 InitMovingField(x, y, MV_DOWN);
5051 started_moving = TRUE;
5053 else if (element == EL_AMOEBA_DROP)
5055 Feld[x][y] = EL_AMOEBA_GROWING;
5056 Store[x][y] = EL_AMOEBA_WET;
5058 /* Store[x][y + 1] must be zero, because:
5059 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5062 #if OLD_GAME_BEHAVIOUR
5063 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5065 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5066 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5067 element != EL_DX_SUPABOMB)
5070 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5071 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5072 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5073 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5076 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5077 (IS_FREE(x - 1, y + 1) ||
5078 Feld[x - 1][y + 1] == EL_ACID));
5079 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5080 (IS_FREE(x + 1, y + 1) ||
5081 Feld[x + 1][y + 1] == EL_ACID));
5082 boolean can_fall_any = (can_fall_left || can_fall_right);
5083 boolean can_fall_both = (can_fall_left && can_fall_right);
5085 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5087 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5089 if (slippery_type == SLIPPERY_ONLY_LEFT)
5090 can_fall_right = FALSE;
5091 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5092 can_fall_left = FALSE;
5093 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5094 can_fall_right = FALSE;
5095 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5096 can_fall_left = FALSE;
5098 can_fall_any = (can_fall_left || can_fall_right);
5099 can_fall_both = (can_fall_left && can_fall_right);
5104 if (can_fall_both &&
5105 (game.emulation != EMU_BOULDERDASH &&
5106 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5107 can_fall_left = !(can_fall_right = RND(2));
5109 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5110 started_moving = TRUE;
5114 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5116 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5119 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5120 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5121 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5122 int belt_dir = game.belt_dir[belt_nr];
5124 if ((belt_dir == MV_LEFT && left_is_free) ||
5125 (belt_dir == MV_RIGHT && right_is_free))
5128 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5131 InitMovingField(x, y, belt_dir);
5132 started_moving = TRUE;
5135 Pushed[x][y] = TRUE;
5136 Pushed[nextx][y] = TRUE;
5139 GfxAction[x][y] = ACTION_DEFAULT;
5143 MovDir[x][y] = 0; /* if element was moving, stop it */
5148 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5149 if (CAN_MOVE(element) && !started_moving)
5151 int move_pattern = element_info[element].move_pattern;
5154 Moving2Blocked(x, y, &newx, &newy);
5157 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5160 if ((element == EL_SATELLITE ||
5161 element == EL_BALLOON ||
5162 element == EL_SPRING)
5163 && JustBeingPushed(x, y))
5168 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5169 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5170 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5173 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5174 element, element_info[element].token_name,
5175 WasJustMoving[x][y],
5176 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5177 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5178 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5179 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5183 WasJustMoving[x][y] = 0;
5186 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5189 if (Feld[x][y] != element) /* element has changed */
5191 element = Feld[x][y];
5192 move_pattern = element_info[element].move_pattern;
5194 if (!CAN_MOVE(element))
5198 if (Feld[x][y] != element) /* element has changed */
5206 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5207 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5209 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5211 Moving2Blocked(x, y, &newx, &newy);
5212 if (Feld[newx][newy] == EL_BLOCKED)
5213 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5219 if (FrameCounter < 1 && x == 0 && y == 29)
5220 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5223 if (!MovDelay[x][y]) /* start new movement phase */
5225 /* all objects that can change their move direction after each step
5226 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5228 if (element != EL_YAMYAM &&
5229 element != EL_DARK_YAMYAM &&
5230 element != EL_PACMAN &&
5231 !(move_pattern & MV_ANY_DIRECTION) &&
5232 move_pattern != MV_TURNING_LEFT &&
5233 move_pattern != MV_TURNING_RIGHT &&
5234 move_pattern != MV_TURNING_LEFT_RIGHT &&
5235 move_pattern != MV_TURNING_RIGHT_LEFT &&
5236 move_pattern != MV_TURNING_RANDOM)
5241 if (FrameCounter < 1 && x == 0 && y == 29)
5242 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5245 if (MovDelay[x][y] && (element == EL_BUG ||
5246 element == EL_SPACESHIP ||
5247 element == EL_SP_SNIKSNAK ||
5248 element == EL_SP_ELECTRON ||
5249 element == EL_MOLE))
5250 DrawLevelField(x, y);
5254 if (MovDelay[x][y]) /* wait some time before next movement */
5259 if (element == EL_YAMYAM)
5262 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5263 DrawLevelElementAnimation(x, y, element);
5267 if (MovDelay[x][y]) /* element still has to wait some time */
5270 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5271 ResetGfxAnimation(x, y);
5275 if (GfxAction[x][y] != ACTION_WAITING)
5276 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5278 GfxAction[x][y] = ACTION_WAITING;
5282 if (element == EL_ROBOT ||
5284 element == EL_PACMAN ||
5286 element == EL_YAMYAM ||
5287 element == EL_DARK_YAMYAM)
5290 DrawLevelElementAnimation(x, y, element);
5292 DrawLevelElementAnimationIfNeeded(x, y, element);
5294 PlayLevelSoundAction(x, y, ACTION_WAITING);
5296 else if (element == EL_SP_ELECTRON)
5297 DrawLevelElementAnimationIfNeeded(x, y, element);
5298 else if (element == EL_DRAGON)
5301 int dir = MovDir[x][y];
5302 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5303 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5304 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5305 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5306 dir == MV_UP ? IMG_FLAMES_1_UP :
5307 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5308 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5311 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5314 GfxAction[x][y] = ACTION_ATTACKING;
5316 if (IS_PLAYER(x, y))
5317 DrawPlayerField(x, y);
5319 DrawLevelField(x, y);
5321 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5323 for (i = 1; i <= 3; i++)
5325 int xx = x + i * dx;
5326 int yy = y + i * dy;
5327 int sx = SCREENX(xx);
5328 int sy = SCREENY(yy);
5329 int flame_graphic = graphic + (i - 1);
5331 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5336 int flamed = MovingOrBlocked2Element(xx, yy);
5340 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5342 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5343 RemoveMovingField(xx, yy);
5345 RemoveField(xx, yy);
5347 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5350 RemoveMovingField(xx, yy);
5354 if (ChangeDelay[xx][yy])
5355 printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
5356 Feld[xx][yy] == EL_BLOCKED));
5360 ChangeDelay[xx][yy] = 0;
5362 Feld[xx][yy] = EL_FLAMES;
5363 if (IN_SCR_FIELD(sx, sy))
5365 DrawLevelFieldCrumbledSand(xx, yy);
5366 DrawGraphic(sx, sy, flame_graphic, frame);
5371 if (Feld[xx][yy] == EL_FLAMES)
5372 Feld[xx][yy] = EL_EMPTY;
5373 DrawLevelField(xx, yy);
5378 if (MovDelay[x][y]) /* element still has to wait some time */
5380 PlayLevelSoundAction(x, y, ACTION_WAITING);
5386 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5387 for all other elements GfxAction will be set by InitMovingField() */
5388 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5389 GfxAction[x][y] = ACTION_MOVING;
5393 /* now make next step */
5395 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5397 if (DONT_COLLIDE_WITH(element) &&
5398 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5399 !PLAYER_ENEMY_PROTECTED(newx, newy))
5402 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5406 /* player killed by element which is deadly when colliding with */
5408 KillHero(PLAYERINFO(newx, newy));
5415 else if (CAN_MOVE_INTO_ACID(element) &&
5416 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5417 (MovDir[x][y] == MV_DOWN ||
5418 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5420 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5421 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5425 else if ((element == EL_PENGUIN ||
5426 element == EL_ROBOT ||
5427 element == EL_SATELLITE ||
5428 element == EL_BALLOON ||
5429 IS_CUSTOM_ELEMENT(element)) &&
5430 IN_LEV_FIELD(newx, newy) &&
5431 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5434 SplashAcid(newx, newy);
5435 Store[x][y] = EL_ACID;
5437 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5439 if (Feld[newx][newy] == EL_EXIT_OPEN)
5443 DrawLevelField(x, y);
5445 Feld[x][y] = EL_EMPTY;
5446 DrawLevelField(x, y);
5449 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5450 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5451 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5453 local_player->friends_still_needed--;
5454 if (!local_player->friends_still_needed &&
5455 !local_player->GameOver && AllPlayersGone)
5456 local_player->LevelSolved = local_player->GameOver = TRUE;
5460 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5462 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5463 DrawLevelField(newx, newy);
5465 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5467 else if (!IS_FREE(newx, newy))
5469 GfxAction[x][y] = ACTION_WAITING;
5471 if (IS_PLAYER(x, y))
5472 DrawPlayerField(x, y);
5474 DrawLevelField(x, y);
5479 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5481 if (IS_FOOD_PIG(Feld[newx][newy]))
5483 if (IS_MOVING(newx, newy))
5484 RemoveMovingField(newx, newy);
5487 Feld[newx][newy] = EL_EMPTY;
5488 DrawLevelField(newx, newy);
5491 PlayLevelSound(x, y, SND_PIG_DIGGING);
5493 else if (!IS_FREE(newx, newy))
5495 if (IS_PLAYER(x, y))
5496 DrawPlayerField(x, y);
5498 DrawLevelField(x, y);
5507 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5510 else if (IS_CUSTOM_ELEMENT(element) &&
5511 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5515 !IS_FREE(newx, newy)
5520 int new_element = Feld[newx][newy];
5523 printf("::: '%s' digs '%s' [%d]\n",
5524 element_info[element].token_name,
5525 element_info[Feld[newx][newy]].token_name,
5526 StorePlayer[newx][newy]);
5529 if (!IS_FREE(newx, newy))
5531 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5532 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5535 /* no element can dig solid indestructible elements */
5536 if (IS_INDESTRUCTIBLE(new_element) &&
5537 !IS_DIGGABLE(new_element) &&
5538 !IS_COLLECTIBLE(new_element))
5541 if (AmoebaNr[newx][newy] &&
5542 (new_element == EL_AMOEBA_FULL ||
5543 new_element == EL_BD_AMOEBA ||
5544 new_element == EL_AMOEBA_GROWING))
5546 AmoebaCnt[AmoebaNr[newx][newy]]--;
5547 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5550 if (IS_MOVING(newx, newy))
5551 RemoveMovingField(newx, newy);
5554 RemoveField(newx, newy);
5555 DrawLevelField(newx, newy);
5558 PlayLevelSoundAction(x, y, action);
5562 Store[newx][newy] = EL_EMPTY;
5563 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
5564 element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
5565 Store[newx][newy] = element_info[element].move_leave_element;
5567 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5568 element_info[element].can_leave_element = TRUE;
5571 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5573 RunnerVisit[x][y] = FrameCounter;
5574 PlayerVisit[x][y] /= 8; /* expire player visit path */
5580 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5582 if (!IS_FREE(newx, newy))
5584 if (IS_PLAYER(x, y))
5585 DrawPlayerField(x, y);
5587 DrawLevelField(x, y);
5593 boolean wanna_flame = !RND(10);
5594 int dx = newx - x, dy = newy - y;
5595 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5596 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5597 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5598 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5599 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5600 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5603 IS_CLASSIC_ENEMY(element1) ||
5604 IS_CLASSIC_ENEMY(element2)) &&
5605 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5606 element1 != EL_FLAMES && element2 != EL_FLAMES)
5609 ResetGfxAnimation(x, y);
5610 GfxAction[x][y] = ACTION_ATTACKING;
5613 if (IS_PLAYER(x, y))
5614 DrawPlayerField(x, y);
5616 DrawLevelField(x, y);
5618 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5620 MovDelay[x][y] = 50;
5624 RemoveField(newx, newy);
5626 Feld[newx][newy] = EL_FLAMES;
5627 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5630 RemoveField(newx1, newy1);
5632 Feld[newx1][newy1] = EL_FLAMES;
5634 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5637 RemoveField(newx2, newy2);
5639 Feld[newx2][newy2] = EL_FLAMES;
5646 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5647 Feld[newx][newy] == EL_DIAMOND)
5649 if (IS_MOVING(newx, newy))
5650 RemoveMovingField(newx, newy);
5653 Feld[newx][newy] = EL_EMPTY;
5654 DrawLevelField(newx, newy);
5657 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5659 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5660 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5662 if (AmoebaNr[newx][newy])
5664 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5665 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5666 Feld[newx][newy] == EL_BD_AMOEBA)
5667 AmoebaCnt[AmoebaNr[newx][newy]]--;
5672 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5674 if (IS_MOVING(newx, newy))
5677 RemoveMovingField(newx, newy);
5681 Feld[newx][newy] = EL_EMPTY;
5682 DrawLevelField(newx, newy);
5685 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5687 else if ((element == EL_PACMAN || element == EL_MOLE)
5688 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5690 if (AmoebaNr[newx][newy])
5692 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5693 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5694 Feld[newx][newy] == EL_BD_AMOEBA)
5695 AmoebaCnt[AmoebaNr[newx][newy]]--;
5698 if (element == EL_MOLE)
5700 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5701 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5703 ResetGfxAnimation(x, y);
5704 GfxAction[x][y] = ACTION_DIGGING;
5705 DrawLevelField(x, y);
5707 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5709 return; /* wait for shrinking amoeba */
5711 else /* element == EL_PACMAN */
5713 Feld[newx][newy] = EL_EMPTY;
5714 DrawLevelField(newx, newy);
5715 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5718 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5719 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5720 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5722 /* wait for shrinking amoeba to completely disappear */
5725 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5727 /* object was running against a wall */
5732 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5733 DrawLevelElementAnimation(x, y, element);
5735 if (element == EL_BUG ||
5736 element == EL_SPACESHIP ||
5737 element == EL_SP_SNIKSNAK)
5738 DrawLevelField(x, y);
5739 else if (element == EL_MOLE)
5740 DrawLevelField(x, y);
5741 else if (element == EL_BD_BUTTERFLY ||
5742 element == EL_BD_FIREFLY)
5743 DrawLevelElementAnimationIfNeeded(x, y, element);
5744 else if (element == EL_SATELLITE)
5745 DrawLevelElementAnimationIfNeeded(x, y, element);
5746 else if (element == EL_SP_ELECTRON)
5747 DrawLevelElementAnimationIfNeeded(x, y, element);
5750 if (DONT_TOUCH(element))
5751 TestIfBadThingTouchesHero(x, y);
5754 PlayLevelSoundAction(x, y, ACTION_WAITING);
5760 InitMovingField(x, y, MovDir[x][y]);
5762 PlayLevelSoundAction(x, y, ACTION_MOVING);
5766 ContinueMoving(x, y);
5769 void ContinueMoving(int x, int y)
5771 int element = Feld[x][y];
5772 struct ElementInfo *ei = &element_info[element];
5773 int direction = MovDir[x][y];
5774 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5775 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5776 int newx = x + dx, newy = y + dy;
5778 int nextx = newx + dx, nexty = newy + dy;
5781 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5782 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5784 boolean pushed_by_player = Pushed[x][y];
5787 MovPos[x][y] += getElementMoveStepsize(x, y);
5790 if (pushed_by_player && IS_PLAYER(x, y))
5792 /* special case: moving object pushed by player */
5793 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5796 if (pushed_by_player) /* special case: moving object pushed by player */
5797 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5800 if (ABS(MovPos[x][y]) < TILEX)
5802 DrawLevelField(x, y);
5804 return; /* element is still moving */
5807 /* element reached destination field */
5809 Feld[x][y] = EL_EMPTY;
5810 Feld[newx][newy] = element;
5811 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5813 if (element == EL_MOLE)
5815 Feld[x][y] = EL_SAND;
5817 DrawLevelFieldCrumbledSandNeighbours(x, y);
5819 else if (element == EL_QUICKSAND_FILLING)
5821 element = Feld[newx][newy] = get_next_element(element);
5822 Store[newx][newy] = Store[x][y];
5824 else if (element == EL_QUICKSAND_EMPTYING)
5826 Feld[x][y] = get_next_element(element);
5827 element = Feld[newx][newy] = Store[x][y];
5829 else if (element == EL_MAGIC_WALL_FILLING)
5831 element = Feld[newx][newy] = get_next_element(element);
5832 if (!game.magic_wall_active)
5833 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5834 Store[newx][newy] = Store[x][y];
5836 else if (element == EL_MAGIC_WALL_EMPTYING)
5838 Feld[x][y] = get_next_element(element);
5839 if (!game.magic_wall_active)
5840 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5841 element = Feld[newx][newy] = Store[x][y];
5843 else if (element == EL_BD_MAGIC_WALL_FILLING)
5845 element = Feld[newx][newy] = get_next_element(element);
5846 if (!game.magic_wall_active)
5847 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5848 Store[newx][newy] = Store[x][y];
5850 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5852 Feld[x][y] = get_next_element(element);
5853 if (!game.magic_wall_active)
5854 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5855 element = Feld[newx][newy] = Store[x][y];
5857 else if (element == EL_AMOEBA_DROPPING)
5859 Feld[x][y] = get_next_element(element);
5860 element = Feld[newx][newy] = Store[x][y];
5862 else if (element == EL_SOKOBAN_OBJECT)
5865 Feld[x][y] = Back[x][y];
5867 if (Back[newx][newy])
5868 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5870 Back[x][y] = Back[newx][newy] = 0;
5872 else if (Store[x][y] == EL_ACID)
5874 element = Feld[newx][newy] = EL_ACID;
5877 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5878 ei->move_leave_element != EL_EMPTY && Store[x][y] != EL_EMPTY)
5880 /* some elements can leave other elements behind after moving */
5882 Feld[x][y] = Store[x][y];
5883 InitField(x, y, FALSE);
5885 if (GFX_CRUMBLED(Feld[x][y]))
5886 DrawLevelFieldCrumbledSandNeighbours(x, y);
5890 Store[x][y] = EL_EMPTY;
5891 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5892 MovDelay[newx][newy] = 0;
5894 if (CAN_CHANGE(element))
5896 /* copy element change control values to new field */
5897 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5898 ChangePage[newx][newy] = ChangePage[x][y];
5899 Changed[newx][newy] = Changed[x][y];
5900 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5903 ChangeDelay[x][y] = 0;
5904 ChangePage[x][y] = -1;
5905 Changed[x][y] = CE_BITMASK_DEFAULT;
5906 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5908 /* copy animation control values to new field */
5909 GfxFrame[newx][newy] = GfxFrame[x][y];
5910 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5911 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5912 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5914 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5916 ResetGfxAnimation(x, y); /* reset animation values for old field */
5919 /* some elements can leave other elements behind after moving */
5920 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5921 ei->move_leave_element != EL_EMPTY &&
5922 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5923 ei->can_leave_element_last))
5925 Feld[x][y] = ei->move_leave_element;
5926 InitField(x, y, FALSE);
5928 if (GFX_CRUMBLED(Feld[x][y]))
5929 DrawLevelFieldCrumbledSandNeighbours(x, y);
5932 ei->can_leave_element_last = ei->can_leave_element;
5933 ei->can_leave_element = FALSE;
5937 /* 2.1.1 (does not work correctly for spring) */
5938 if (!CAN_MOVE(element))
5939 MovDir[newx][newy] = 0;
5943 /* (does not work for falling objects that slide horizontally) */
5944 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5945 MovDir[newx][newy] = 0;
5948 if (!CAN_MOVE(element) ||
5949 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5950 MovDir[newx][newy] = 0;
5953 if (!CAN_MOVE(element) ||
5954 (CAN_FALL(element) && direction == MV_DOWN))
5955 GfxDir[x][y] = MovDir[newx][newy] = 0;
5960 DrawLevelField(x, y);
5961 DrawLevelField(newx, newy);
5963 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5965 /* prevent pushed element from moving on in pushed direction */
5966 if (pushed_by_player && CAN_MOVE(element) &&
5967 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5968 !(element_info[element].move_pattern & direction))
5969 TurnRound(newx, newy);
5972 /* prevent elements on conveyor belt from moving on in last direction */
5973 if (pushed_by_conveyor && CAN_FALL(element) &&
5974 direction & MV_HORIZONTAL)
5975 MovDir[newx][newy] = 0;
5978 if (!pushed_by_player)
5980 WasJustMoving[newx][newy] = 3;
5982 if (CAN_FALL(element) && direction == MV_DOWN)
5983 WasJustFalling[newx][newy] = 3;
5986 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5988 TestIfBadThingTouchesHero(newx, newy);
5989 TestIfBadThingTouchesFriend(newx, newy);
5991 if (!IS_CUSTOM_ELEMENT(element))
5992 TestIfBadThingTouchesOtherBadThing(newx, newy);
5994 else if (element == EL_PENGUIN)
5995 TestIfFriendTouchesBadThing(newx, newy);
5997 if (CAN_FALL(element) && direction == MV_DOWN &&
5998 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
6002 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
6006 if (ChangePage[newx][newy] != -1) /* delayed change */
6007 ChangeElement(newx, newy, ChangePage[newx][newy]);
6012 TestIfElementHitsCustomElement(newx, newy, direction);
6016 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
6018 int hitting_element = Feld[newx][newy];
6020 /* !!! fix side (direction) orientation here and elsewhere !!! */
6021 CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
6025 if (IN_LEV_FIELD(nextx, nexty))
6027 int opposite_direction = MV_DIR_OPPOSITE(direction);
6028 int hitting_side = direction;
6029 int touched_side = opposite_direction;
6030 int touched_element = MovingOrBlocked2Element(nextx, nexty);
6031 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
6032 MovDir[nextx][nexty] != direction ||
6033 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
6039 CheckElementChangeSide(nextx, nexty, touched_element,
6040 CE_HIT_BY_SOMETHING, opposite_direction);
6042 if (IS_CUSTOM_ELEMENT(hitting_element) &&
6043 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
6045 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
6047 struct ElementChangeInfo *change =
6048 &element_info[hitting_element].change_page[i];
6050 if (change->can_change &&
6051 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
6052 change->trigger_side & touched_side &&
6053 change->trigger_element == touched_element)
6055 CheckElementChangePage(newx, newy, hitting_element,
6056 touched_element, CE_OTHER_IS_HITTING, i);
6062 if (IS_CUSTOM_ELEMENT(touched_element) &&
6063 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
6065 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
6067 struct ElementChangeInfo *change =
6068 &element_info[touched_element].change_page[i];
6070 if (change->can_change &&
6071 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
6072 change->trigger_side & hitting_side &&
6073 change->trigger_element == hitting_element)
6075 CheckElementChangePage(nextx, nexty, touched_element,
6076 hitting_element, CE_OTHER_GETS_HIT, i);
6087 TestIfPlayerTouchesCustomElement(newx, newy);
6088 TestIfElementTouchesCustomElement(newx, newy);
6091 int AmoebeNachbarNr(int ax, int ay)
6094 int element = Feld[ax][ay];
6096 static int xy[4][2] =
6104 for (i = 0; i < NUM_DIRECTIONS; i++)
6106 int x = ax + xy[i][0];
6107 int y = ay + xy[i][1];
6109 if (!IN_LEV_FIELD(x, y))
6112 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6113 group_nr = AmoebaNr[x][y];
6119 void AmoebenVereinigen(int ax, int ay)
6121 int i, x, y, xx, yy;
6122 int new_group_nr = AmoebaNr[ax][ay];
6123 static int xy[4][2] =
6131 if (new_group_nr == 0)
6134 for (i = 0; i < NUM_DIRECTIONS; i++)
6139 if (!IN_LEV_FIELD(x, y))
6142 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6143 Feld[x][y] == EL_BD_AMOEBA ||
6144 Feld[x][y] == EL_AMOEBA_DEAD) &&
6145 AmoebaNr[x][y] != new_group_nr)
6147 int old_group_nr = AmoebaNr[x][y];
6149 if (old_group_nr == 0)
6152 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6153 AmoebaCnt[old_group_nr] = 0;
6154 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6155 AmoebaCnt2[old_group_nr] = 0;
6157 for (yy = 0; yy < lev_fieldy; yy++)
6159 for (xx = 0; xx < lev_fieldx; xx++)
6161 if (AmoebaNr[xx][yy] == old_group_nr)
6162 AmoebaNr[xx][yy] = new_group_nr;
6169 void AmoebeUmwandeln(int ax, int ay)
6173 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6175 int group_nr = AmoebaNr[ax][ay];
6180 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6181 printf("AmoebeUmwandeln(): This should never happen!\n");
6186 for (y = 0; y < lev_fieldy; y++)
6188 for (x = 0; x < lev_fieldx; x++)
6190 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6193 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6197 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6198 SND_AMOEBA_TURNING_TO_GEM :
6199 SND_AMOEBA_TURNING_TO_ROCK));
6204 static int xy[4][2] =
6212 for (i = 0; i < NUM_DIRECTIONS; i++)
6217 if (!IN_LEV_FIELD(x, y))
6220 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6222 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6223 SND_AMOEBA_TURNING_TO_GEM :
6224 SND_AMOEBA_TURNING_TO_ROCK));
6231 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6234 int group_nr = AmoebaNr[ax][ay];
6235 boolean done = FALSE;
6240 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6241 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6246 for (y = 0; y < lev_fieldy; y++)
6248 for (x = 0; x < lev_fieldx; x++)
6250 if (AmoebaNr[x][y] == group_nr &&
6251 (Feld[x][y] == EL_AMOEBA_DEAD ||
6252 Feld[x][y] == EL_BD_AMOEBA ||
6253 Feld[x][y] == EL_AMOEBA_GROWING))
6256 Feld[x][y] = new_element;
6257 InitField(x, y, FALSE);
6258 DrawLevelField(x, y);
6265 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6266 SND_BD_AMOEBA_TURNING_TO_ROCK :
6267 SND_BD_AMOEBA_TURNING_TO_GEM));
6270 void AmoebeWaechst(int x, int y)
6272 static unsigned long sound_delay = 0;
6273 static unsigned long sound_delay_value = 0;
6275 if (!MovDelay[x][y]) /* start new growing cycle */
6279 if (DelayReached(&sound_delay, sound_delay_value))
6282 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6284 if (Store[x][y] == EL_BD_AMOEBA)
6285 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6287 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6289 sound_delay_value = 30;
6293 if (MovDelay[x][y]) /* wait some time before growing bigger */
6296 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6298 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6299 6 - MovDelay[x][y]);
6301 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6304 if (!MovDelay[x][y])
6306 Feld[x][y] = Store[x][y];
6308 DrawLevelField(x, y);
6313 void AmoebaDisappearing(int x, int y)
6315 static unsigned long sound_delay = 0;
6316 static unsigned long sound_delay_value = 0;
6318 if (!MovDelay[x][y]) /* start new shrinking cycle */
6322 if (DelayReached(&sound_delay, sound_delay_value))
6323 sound_delay_value = 30;
6326 if (MovDelay[x][y]) /* wait some time before shrinking */
6329 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6331 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6332 6 - MovDelay[x][y]);
6334 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6337 if (!MovDelay[x][y])
6339 Feld[x][y] = EL_EMPTY;
6340 DrawLevelField(x, y);
6342 /* don't let mole enter this field in this cycle;
6343 (give priority to objects falling to this field from above) */
6349 void AmoebeAbleger(int ax, int ay)
6352 int element = Feld[ax][ay];
6353 int graphic = el2img(element);
6354 int newax = ax, neway = ay;
6355 static int xy[4][2] =
6363 if (!level.amoeba_speed)
6365 Feld[ax][ay] = EL_AMOEBA_DEAD;
6366 DrawLevelField(ax, ay);
6370 if (IS_ANIMATED(graphic))
6371 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6373 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6374 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6376 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6379 if (MovDelay[ax][ay])
6383 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6386 int x = ax + xy[start][0];
6387 int y = ay + xy[start][1];
6389 if (!IN_LEV_FIELD(x, y))
6392 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6393 if (IS_FREE(x, y) ||
6394 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6400 if (newax == ax && neway == ay)
6403 else /* normal or "filled" (BD style) amoeba */
6406 boolean waiting_for_player = FALSE;
6408 for (i = 0; i < NUM_DIRECTIONS; i++)
6410 int j = (start + i) % 4;
6411 int x = ax + xy[j][0];
6412 int y = ay + xy[j][1];
6414 if (!IN_LEV_FIELD(x, y))
6417 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6418 if (IS_FREE(x, y) ||
6419 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6425 else if (IS_PLAYER(x, y))
6426 waiting_for_player = TRUE;
6429 if (newax == ax && neway == ay) /* amoeba cannot grow */
6431 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6433 Feld[ax][ay] = EL_AMOEBA_DEAD;
6434 DrawLevelField(ax, ay);
6435 AmoebaCnt[AmoebaNr[ax][ay]]--;
6437 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6439 if (element == EL_AMOEBA_FULL)
6440 AmoebeUmwandeln(ax, ay);
6441 else if (element == EL_BD_AMOEBA)
6442 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6447 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6449 /* amoeba gets larger by growing in some direction */
6451 int new_group_nr = AmoebaNr[ax][ay];
6454 if (new_group_nr == 0)
6456 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6457 printf("AmoebeAbleger(): This should never happen!\n");
6462 AmoebaNr[newax][neway] = new_group_nr;
6463 AmoebaCnt[new_group_nr]++;
6464 AmoebaCnt2[new_group_nr]++;
6466 /* if amoeba touches other amoeba(s) after growing, unify them */
6467 AmoebenVereinigen(newax, neway);
6469 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6471 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6477 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6478 (neway == lev_fieldy - 1 && newax != ax))
6480 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6481 Store[newax][neway] = element;
6483 else if (neway == ay)
6485 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6487 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6489 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6494 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6495 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6496 Store[ax][ay] = EL_AMOEBA_DROP;
6497 ContinueMoving(ax, ay);
6501 DrawLevelField(newax, neway);
6504 void Life(int ax, int ay)
6507 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6509 int element = Feld[ax][ay];
6510 int graphic = el2img(element);
6511 boolean changed = FALSE;
6513 if (IS_ANIMATED(graphic))
6514 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6519 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6520 MovDelay[ax][ay] = life_time;
6522 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6525 if (MovDelay[ax][ay])
6529 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6531 int xx = ax+x1, yy = ay+y1;
6534 if (!IN_LEV_FIELD(xx, yy))
6537 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6539 int x = xx+x2, y = yy+y2;
6541 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6544 if (((Feld[x][y] == element ||
6545 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6547 (IS_FREE(x, y) && Stop[x][y]))
6551 if (xx == ax && yy == ay) /* field in the middle */
6553 if (nachbarn < life[0] || nachbarn > life[1])
6555 Feld[xx][yy] = EL_EMPTY;
6557 DrawLevelField(xx, yy);
6558 Stop[xx][yy] = TRUE;
6562 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6563 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6564 { /* free border field */
6565 if (nachbarn >= life[2] && nachbarn <= life[3])
6567 Feld[xx][yy] = element;
6568 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6570 DrawLevelField(xx, yy);
6571 Stop[xx][yy] = TRUE;
6578 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6579 SND_GAME_OF_LIFE_GROWING);
6582 static void InitRobotWheel(int x, int y)
6584 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6587 static void RunRobotWheel(int x, int y)
6589 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6592 static void StopRobotWheel(int x, int y)
6594 if (ZX == x && ZY == y)
6598 static void InitTimegateWheel(int x, int y)
6600 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6603 static void RunTimegateWheel(int x, int y)
6605 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6608 void CheckExit(int x, int y)
6610 if (local_player->gems_still_needed > 0 ||
6611 local_player->sokobanfields_still_needed > 0 ||
6612 local_player->lights_still_needed > 0)
6614 int element = Feld[x][y];
6615 int graphic = el2img(element);
6617 if (IS_ANIMATED(graphic))
6618 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6623 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6626 Feld[x][y] = EL_EXIT_OPENING;
6628 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6631 void CheckExitSP(int x, int y)
6633 if (local_player->gems_still_needed > 0)
6635 int element = Feld[x][y];
6636 int graphic = el2img(element);
6638 if (IS_ANIMATED(graphic))
6639 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6644 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6647 Feld[x][y] = EL_SP_EXIT_OPENING;
6649 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6652 static void CloseAllOpenTimegates()
6656 for (y = 0; y < lev_fieldy; y++)
6658 for (x = 0; x < lev_fieldx; x++)
6660 int element = Feld[x][y];
6662 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6664 Feld[x][y] = EL_TIMEGATE_CLOSING;
6666 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6668 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6675 void EdelsteinFunkeln(int x, int y)
6677 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6680 if (Feld[x][y] == EL_BD_DIAMOND)
6683 if (MovDelay[x][y] == 0) /* next animation frame */
6684 MovDelay[x][y] = 11 * !SimpleRND(500);
6686 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6690 if (setup.direct_draw && MovDelay[x][y])
6691 SetDrawtoField(DRAW_BUFFERED);
6693 DrawLevelElementAnimation(x, y, Feld[x][y]);
6695 if (MovDelay[x][y] != 0)
6697 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6698 10 - MovDelay[x][y]);
6700 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6702 if (setup.direct_draw)
6706 dest_x = FX + SCREENX(x) * TILEX;
6707 dest_y = FY + SCREENY(y) * TILEY;
6709 BlitBitmap(drawto_field, window,
6710 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6711 SetDrawtoField(DRAW_DIRECT);
6717 void MauerWaechst(int x, int y)
6721 if (!MovDelay[x][y]) /* next animation frame */
6722 MovDelay[x][y] = 3 * delay;
6724 if (MovDelay[x][y]) /* wait some time before next frame */
6728 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6730 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6731 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6733 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6736 if (!MovDelay[x][y])
6738 if (MovDir[x][y] == MV_LEFT)
6740 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6741 DrawLevelField(x - 1, y);
6743 else if (MovDir[x][y] == MV_RIGHT)
6745 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6746 DrawLevelField(x + 1, y);
6748 else if (MovDir[x][y] == MV_UP)
6750 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6751 DrawLevelField(x, y - 1);
6755 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6756 DrawLevelField(x, y + 1);
6759 Feld[x][y] = Store[x][y];
6761 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6762 DrawLevelField(x, y);
6767 void MauerAbleger(int ax, int ay)
6769 int element = Feld[ax][ay];
6770 int graphic = el2img(element);
6771 boolean oben_frei = FALSE, unten_frei = FALSE;
6772 boolean links_frei = FALSE, rechts_frei = FALSE;
6773 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6774 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6775 boolean new_wall = FALSE;
6777 if (IS_ANIMATED(graphic))
6778 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6780 if (!MovDelay[ax][ay]) /* start building new wall */
6781 MovDelay[ax][ay] = 6;
6783 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6786 if (MovDelay[ax][ay])
6790 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6792 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6794 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6796 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6799 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6800 element == EL_EXPANDABLE_WALL_ANY)
6804 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6805 Store[ax][ay-1] = element;
6806 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6807 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6808 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6809 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6814 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6815 Store[ax][ay+1] = element;
6816 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6817 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6818 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6819 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6824 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6825 element == EL_EXPANDABLE_WALL_ANY ||
6826 element == EL_EXPANDABLE_WALL)
6830 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6831 Store[ax-1][ay] = element;
6832 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6833 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6834 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6835 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6841 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6842 Store[ax+1][ay] = element;
6843 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6844 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6845 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6846 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6851 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6852 DrawLevelField(ax, ay);
6854 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6856 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6857 unten_massiv = TRUE;
6858 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6859 links_massiv = TRUE;
6860 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6861 rechts_massiv = TRUE;
6863 if (((oben_massiv && unten_massiv) ||
6864 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6865 element == EL_EXPANDABLE_WALL) &&
6866 ((links_massiv && rechts_massiv) ||
6867 element == EL_EXPANDABLE_WALL_VERTICAL))
6868 Feld[ax][ay] = EL_WALL;
6872 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6874 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6878 void CheckForDragon(int x, int y)
6881 boolean dragon_found = FALSE;
6882 static int xy[4][2] =
6890 for (i = 0; i < NUM_DIRECTIONS; i++)
6892 for (j = 0; j < 4; j++)
6894 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6896 if (IN_LEV_FIELD(xx, yy) &&
6897 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6899 if (Feld[xx][yy] == EL_DRAGON)
6900 dragon_found = TRUE;
6909 for (i = 0; i < NUM_DIRECTIONS; i++)
6911 for (j = 0; j < 3; j++)
6913 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6915 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6917 Feld[xx][yy] = EL_EMPTY;
6918 DrawLevelField(xx, yy);
6927 static void InitBuggyBase(int x, int y)
6929 int element = Feld[x][y];
6930 int activating_delay = FRAMES_PER_SECOND / 4;
6933 (element == EL_SP_BUGGY_BASE ?
6934 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6935 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6937 element == EL_SP_BUGGY_BASE_ACTIVE ?
6938 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6941 static void WarnBuggyBase(int x, int y)
6944 static int xy[4][2] =
6952 for (i = 0; i < NUM_DIRECTIONS; i++)
6954 int xx = x + xy[i][0], yy = y + xy[i][1];
6956 if (IS_PLAYER(xx, yy))
6958 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6965 static void InitTrap(int x, int y)
6967 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6970 static void ActivateTrap(int x, int y)
6972 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6975 static void ChangeActiveTrap(int x, int y)
6977 int graphic = IMG_TRAP_ACTIVE;
6979 /* if new animation frame was drawn, correct crumbled sand border */
6980 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6981 DrawLevelFieldCrumbledSand(x, y);
6984 static void ChangeElementNowExt(int x, int y, int target_element)
6986 int previous_move_direction = MovDir[x][y];
6988 /* check if element under player changes from accessible to unaccessible
6989 (needed for special case of dropping element which then changes) */
6990 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6991 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6998 Feld[x][y] = target_element;
7000 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7002 ResetGfxAnimation(x, y);
7003 ResetRandomAnimationValue(x, y);
7005 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7006 MovDir[x][y] = previous_move_direction;
7009 InitField_WithBug1(x, y, FALSE);
7011 InitField(x, y, FALSE);
7012 if (CAN_MOVE(Feld[x][y]))
7016 DrawLevelField(x, y);
7018 if (GFX_CRUMBLED(Feld[x][y]))
7019 DrawLevelFieldCrumbledSandNeighbours(x, y);
7021 TestIfBadThingTouchesHero(x, y);
7022 TestIfPlayerTouchesCustomElement(x, y);
7023 TestIfElementTouchesCustomElement(x, y);
7025 if (ELEM_IS_PLAYER(target_element))
7026 RelocatePlayer(x, y, target_element);
7029 static boolean ChangeElementNow(int x, int y, int element, int page)
7031 struct ElementChangeInfo *change = &element_info[element].change_page[page];
7034 /* always use default change event to prevent running into a loop */
7035 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
7036 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
7038 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
7040 /* reset actual trigger element and player */
7041 change->actual_trigger_element = EL_EMPTY;
7042 change->actual_trigger_player = EL_PLAYER_1;
7045 /* do not change already changed elements with same change event */
7047 if (Changed[x][y] & ChangeEvent[x][y])
7054 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7056 CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
7058 if (change->explode)
7065 if (change->use_target_content)
7067 boolean complete_replace = TRUE;
7068 boolean can_replace[3][3];
7071 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7074 boolean is_diggable;
7075 boolean is_destructible;
7076 int ex = x + xx - 1;
7077 int ey = y + yy - 1;
7078 int content_element = change->target_content[xx][yy];
7081 can_replace[xx][yy] = TRUE;
7083 if (ex == x && ey == y) /* do not check changing element itself */
7086 if (content_element == EL_EMPTY_SPACE)
7088 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7093 if (!IN_LEV_FIELD(ex, ey))
7095 can_replace[xx][yy] = FALSE;
7096 complete_replace = FALSE;
7103 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7104 e = MovingOrBlocked2Element(ex, ey);
7107 is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
7108 IS_WALKABLE(content_element)));
7109 is_diggable = (is_empty || IS_DIGGABLE(e));
7110 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7112 can_replace[xx][yy] =
7113 ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7114 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7115 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
7117 if (!can_replace[xx][yy])
7118 complete_replace = FALSE;
7120 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
7121 IS_WALKABLE(content_element)));
7123 half_destructible = (empty_for_element || IS_DIGGABLE(e));
7125 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
7128 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
7129 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
7130 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
7132 can_replace[xx][yy] = FALSE;
7133 complete_replace = FALSE;
7138 if (!change->only_if_complete || complete_replace)
7140 boolean something_has_changed = FALSE;
7142 if (change->only_if_complete && change->use_random_replace &&
7143 RND(100) < change->random_percentage)
7146 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7148 int ex = x + xx - 1;
7149 int ey = y + yy - 1;
7150 int content_element;
7152 if (can_replace[xx][yy] && (!change->use_random_replace ||
7153 RND(100) < change->random_percentage))
7155 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7156 RemoveMovingField(ex, ey);
7158 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7160 content_element = change->target_content[xx][yy];
7161 target_element = GET_TARGET_ELEMENT(content_element, change);
7163 ChangeElementNowExt(ex, ey, target_element);
7165 something_has_changed = TRUE;
7167 /* for symmetry reasons, freeze newly created border elements */
7168 if (ex != x || ey != y)
7169 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7173 if (something_has_changed)
7174 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7179 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7181 ChangeElementNowExt(x, y, target_element);
7183 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7189 static void ChangeElement(int x, int y, int page)
7191 int element = MovingOrBlocked2Element(x, y);
7192 struct ElementInfo *ei = &element_info[element];
7193 struct ElementChangeInfo *change = &ei->change_page[page];
7196 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7199 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7200 x, y, element, element_info[element].token_name);
7201 printf("ChangeElement(): This should never happen!\n");
7206 /* this can happen with classic bombs on walkable, changing elements */
7207 if (!CAN_CHANGE(element))
7210 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7211 ChangeDelay[x][y] = 0;
7217 if (ChangeDelay[x][y] == 0) /* initialize element change */
7219 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7220 RND(change->delay_random * change->delay_frames)) + 1;
7222 ResetGfxAnimation(x, y);
7223 ResetRandomAnimationValue(x, y);
7225 if (change->pre_change_function)
7226 change->pre_change_function(x, y);
7229 ChangeDelay[x][y]--;
7231 if (ChangeDelay[x][y] != 0) /* continue element change */
7233 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7235 if (IS_ANIMATED(graphic))
7236 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7238 if (change->change_function)
7239 change->change_function(x, y);
7241 else /* finish element change */
7243 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7245 page = ChangePage[x][y];
7246 ChangePage[x][y] = -1;
7248 change = &ei->change_page[page];
7252 if (IS_MOVING(x, y) && !change->explode)
7254 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7257 ChangeDelay[x][y] = 1; /* try change after next move step */
7258 ChangePage[x][y] = page; /* remember page to use for change */
7263 if (ChangeElementNow(x, y, element, page))
7265 if (change->post_change_function)
7266 change->post_change_function(x, y);
7271 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7272 int trigger_element,
7279 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7281 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7284 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7286 int element = EL_CUSTOM_START + i;
7288 boolean change_element = FALSE;
7291 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7294 for (j = 0; j < element_info[element].num_change_pages; j++)
7296 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7298 if (change->can_change &&
7299 change->events & CH_EVENT_BIT(trigger_event) &&
7300 change->trigger_side & trigger_side &&
7301 change->trigger_player & trigger_player &&
7302 change->trigger_page & trigger_page_bits &&
7303 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7306 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7307 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7308 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7311 change_element = TRUE;
7314 change->actual_trigger_element = trigger_element;
7315 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7321 if (!change_element)
7324 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7327 if (x == lx && y == ly) /* do not change trigger element itself */
7331 if (Feld[x][y] == element)
7333 ChangeDelay[x][y] = 1;
7334 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7335 ChangeElement(x, y, page);
7343 static boolean CheckElementChangeExt(int x, int y,
7345 int trigger_element,
7351 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7354 if (Feld[x][y] == EL_BLOCKED)
7356 Blocked2Moving(x, y, &x, &y);
7357 element = Feld[x][y];
7361 if (Feld[x][y] != element) /* check if element has already changed */
7364 printf("::: %d ('%s') != %d ('%s') [%d]\n",
7365 Feld[x][y], element_info[Feld[x][y]].token_name,
7366 element, element_info[element].token_name,
7375 if (trigger_page < 0)
7377 boolean change_element = FALSE;
7380 for (i = 0; i < element_info[element].num_change_pages; i++)
7382 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7384 if (change->can_change &&
7385 change->events & CH_EVENT_BIT(trigger_event) &&
7386 change->trigger_side & trigger_side &&
7387 change->trigger_player & trigger_player)
7389 change_element = TRUE;
7392 change->actual_trigger_element = trigger_element;
7393 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7399 if (!change_element)
7404 struct ElementInfo *ei = &element_info[element];
7405 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7407 change->actual_trigger_element = trigger_element;
7408 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7413 /* !!! this check misses pages with same event, but different side !!! */
7415 if (trigger_page < 0)
7416 trigger_page = element_info[element].event_page_nr[trigger_event];
7418 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7422 ChangeDelay[x][y] = 1;
7423 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7424 ChangeElement(x, y, trigger_page);
7429 static void PlayPlayerSound(struct PlayerInfo *player)
7431 int jx = player->jx, jy = player->jy;
7432 int element = player->element_nr;
7433 int last_action = player->last_action_waiting;
7434 int action = player->action_waiting;
7436 if (player->is_waiting)
7438 if (action != last_action)
7439 PlayLevelSoundElementAction(jx, jy, element, action);
7441 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7445 if (action != last_action)
7446 StopSound(element_info[element].sound[last_action]);
7448 if (last_action == ACTION_SLEEPING)
7449 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7453 static void PlayAllPlayersSound()
7457 for (i = 0; i < MAX_PLAYERS; i++)
7458 if (stored_player[i].active)
7459 PlayPlayerSound(&stored_player[i]);
7462 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7464 boolean last_waiting = player->is_waiting;
7465 int move_dir = player->MovDir;
7467 player->last_action_waiting = player->action_waiting;
7471 if (!last_waiting) /* not waiting -> waiting */
7473 player->is_waiting = TRUE;
7475 player->frame_counter_bored =
7477 game.player_boring_delay_fixed +
7478 SimpleRND(game.player_boring_delay_random);
7479 player->frame_counter_sleeping =
7481 game.player_sleeping_delay_fixed +
7482 SimpleRND(game.player_sleeping_delay_random);
7484 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7487 if (game.player_sleeping_delay_fixed +
7488 game.player_sleeping_delay_random > 0 &&
7489 player->anim_delay_counter == 0 &&
7490 player->post_delay_counter == 0 &&
7491 FrameCounter >= player->frame_counter_sleeping)
7492 player->is_sleeping = TRUE;
7493 else if (game.player_boring_delay_fixed +
7494 game.player_boring_delay_random > 0 &&
7495 FrameCounter >= player->frame_counter_bored)
7496 player->is_bored = TRUE;
7498 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7499 player->is_bored ? ACTION_BORING :
7502 if (player->is_sleeping)
7504 if (player->num_special_action_sleeping > 0)
7506 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7508 int last_special_action = player->special_action_sleeping;
7509 int num_special_action = player->num_special_action_sleeping;
7510 int special_action =
7511 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7512 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7513 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7514 last_special_action + 1 : ACTION_SLEEPING);
7515 int special_graphic =
7516 el_act_dir2img(player->element_nr, special_action, move_dir);
7518 player->anim_delay_counter =
7519 graphic_info[special_graphic].anim_delay_fixed +
7520 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7521 player->post_delay_counter =
7522 graphic_info[special_graphic].post_delay_fixed +
7523 SimpleRND(graphic_info[special_graphic].post_delay_random);
7525 player->special_action_sleeping = special_action;
7528 if (player->anim_delay_counter > 0)
7530 player->action_waiting = player->special_action_sleeping;
7531 player->anim_delay_counter--;
7533 else if (player->post_delay_counter > 0)
7535 player->post_delay_counter--;
7539 else if (player->is_bored)
7541 if (player->num_special_action_bored > 0)
7543 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7545 int special_action =
7546 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7547 int special_graphic =
7548 el_act_dir2img(player->element_nr, special_action, move_dir);
7550 player->anim_delay_counter =
7551 graphic_info[special_graphic].anim_delay_fixed +
7552 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7553 player->post_delay_counter =
7554 graphic_info[special_graphic].post_delay_fixed +
7555 SimpleRND(graphic_info[special_graphic].post_delay_random);
7557 player->special_action_bored = special_action;
7560 if (player->anim_delay_counter > 0)
7562 player->action_waiting = player->special_action_bored;
7563 player->anim_delay_counter--;
7565 else if (player->post_delay_counter > 0)
7567 player->post_delay_counter--;
7572 else if (last_waiting) /* waiting -> not waiting */
7574 player->is_waiting = FALSE;
7575 player->is_bored = FALSE;
7576 player->is_sleeping = FALSE;
7578 player->frame_counter_bored = -1;
7579 player->frame_counter_sleeping = -1;
7581 player->anim_delay_counter = 0;
7582 player->post_delay_counter = 0;
7584 player->action_waiting = ACTION_DEFAULT;
7586 player->special_action_bored = ACTION_DEFAULT;
7587 player->special_action_sleeping = ACTION_DEFAULT;
7592 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7595 static byte stored_player_action[MAX_PLAYERS];
7596 static int num_stored_actions = 0;
7598 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7599 int left = player_action & JOY_LEFT;
7600 int right = player_action & JOY_RIGHT;
7601 int up = player_action & JOY_UP;
7602 int down = player_action & JOY_DOWN;
7603 int button1 = player_action & JOY_BUTTON_1;
7604 int button2 = player_action & JOY_BUTTON_2;
7605 int dx = (left ? -1 : right ? 1 : 0);
7606 int dy = (up ? -1 : down ? 1 : 0);
7609 stored_player_action[player->index_nr] = 0;
7610 num_stored_actions++;
7614 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7617 if (!player->active || tape.pausing)
7621 printf("::: [%d %d %d %d] [%d %d]\n",
7622 left, right, up, down, button1, button2);
7628 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7633 if (player->MovPos == 0)
7634 CheckGravityMovement(player);
7637 snapped = SnapField(player, dx, dy);
7641 dropped = DropElement(player);
7643 moved = MovePlayer(player, dx, dy);
7646 if (tape.single_step && tape.recording && !tape.pausing)
7648 if (button1 || (dropped && !moved))
7650 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7651 SnapField(player, 0, 0); /* stop snapping */
7655 SetPlayerWaiting(player, FALSE);
7658 return player_action;
7660 stored_player_action[player->index_nr] = player_action;
7666 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7669 /* no actions for this player (no input at player's configured device) */
7671 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7672 SnapField(player, 0, 0);
7673 CheckGravityMovementWhenNotMoving(player);
7675 if (player->MovPos == 0)
7676 SetPlayerWaiting(player, TRUE);
7678 if (player->MovPos == 0) /* needed for tape.playing */
7679 player->is_moving = FALSE;
7681 player->is_dropping = FALSE;
7687 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7689 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7691 TapeRecordAction(stored_player_action);
7692 num_stored_actions = 0;
7699 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7701 static byte stored_player_action[MAX_PLAYERS];
7702 static int num_stored_actions = 0;
7703 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7704 int left = player_action & JOY_LEFT;
7705 int right = player_action & JOY_RIGHT;
7706 int up = player_action & JOY_UP;
7707 int down = player_action & JOY_DOWN;
7708 int button1 = player_action & JOY_BUTTON_1;
7709 int button2 = player_action & JOY_BUTTON_2;
7710 int dx = (left ? -1 : right ? 1 : 0);
7711 int dy = (up ? -1 : down ? 1 : 0);
7713 stored_player_action[player->index_nr] = 0;
7714 num_stored_actions++;
7716 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7718 if (!player->active || tape.pausing)
7723 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7726 snapped = SnapField(player, dx, dy);
7730 dropped = DropElement(player);
7732 moved = MovePlayer(player, dx, dy);
7735 if (tape.single_step && tape.recording && !tape.pausing)
7737 if (button1 || (dropped && !moved))
7739 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7740 SnapField(player, 0, 0); /* stop snapping */
7744 stored_player_action[player->index_nr] = player_action;
7748 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7750 /* no actions for this player (no input at player's configured device) */
7752 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7753 SnapField(player, 0, 0);
7754 CheckGravityMovementWhenNotMoving(player);
7756 if (player->MovPos == 0)
7757 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7759 if (player->MovPos == 0) /* needed for tape.playing */
7760 player->is_moving = FALSE;
7763 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7765 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7767 TapeRecordAction(stored_player_action);
7768 num_stored_actions = 0;
7775 static unsigned long action_delay = 0;
7776 unsigned long action_delay_value;
7777 int magic_wall_x = 0, magic_wall_y = 0;
7778 int i, x, y, element, graphic;
7779 byte *recorded_player_action;
7780 byte summarized_player_action = 0;
7782 byte tape_action[MAX_PLAYERS];
7785 if (game_status != GAME_MODE_PLAYING)
7788 action_delay_value =
7789 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7791 if (tape.playing && tape.warp_forward && !tape.pausing)
7792 action_delay_value = 0;
7794 /* ---------- main game synchronization point ---------- */
7796 WaitUntilDelayReached(&action_delay, action_delay_value);
7798 if (network_playing && !network_player_action_received)
7802 printf("DEBUG: try to get network player actions in time\n");
7806 #if defined(PLATFORM_UNIX)
7807 /* last chance to get network player actions without main loop delay */
7811 if (game_status != GAME_MODE_PLAYING)
7814 if (!network_player_action_received)
7818 printf("DEBUG: failed to get network player actions in time\n");
7829 printf("::: getting new tape action [%d]\n", FrameCounter);
7832 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7835 if (recorded_player_action == NULL && tape.pausing)
7840 printf("::: %d\n", stored_player[0].action);
7844 if (recorded_player_action != NULL)
7845 for (i = 0; i < MAX_PLAYERS; i++)
7846 stored_player[i].action = recorded_player_action[i];
7849 for (i = 0; i < MAX_PLAYERS; i++)
7851 summarized_player_action |= stored_player[i].action;
7853 if (!network_playing)
7854 stored_player[i].effective_action = stored_player[i].action;
7857 #if defined(PLATFORM_UNIX)
7858 if (network_playing)
7859 SendToServer_MovePlayer(summarized_player_action);
7862 if (!options.network && !setup.team_mode)
7863 local_player->effective_action = summarized_player_action;
7866 if (recorded_player_action != NULL)
7867 for (i = 0; i < MAX_PLAYERS; i++)
7868 stored_player[i].effective_action = recorded_player_action[i];
7872 for (i = 0; i < MAX_PLAYERS; i++)
7874 tape_action[i] = stored_player[i].effective_action;
7876 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7877 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7880 /* only save actions from input devices, but not programmed actions */
7882 TapeRecordAction(tape_action);
7885 for (i = 0; i < MAX_PLAYERS; i++)
7887 int actual_player_action = stored_player[i].effective_action;
7890 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7891 - rnd_equinox_tetrachloride 048
7892 - rnd_equinox_tetrachloride_ii 096
7893 - rnd_emanuel_schmieg 002
7894 - doctor_sloan_ww 001, 020
7896 if (stored_player[i].MovPos == 0)
7897 CheckGravityMovement(&stored_player[i]);
7901 /* overwrite programmed action with tape action */
7902 if (stored_player[i].programmed_action)
7903 actual_player_action = stored_player[i].programmed_action;
7907 if (stored_player[i].programmed_action)
7908 printf("::: %d\n", stored_player[i].programmed_action);
7911 if (recorded_player_action)
7914 if (stored_player[i].programmed_action &&
7915 stored_player[i].programmed_action != recorded_player_action[i])
7916 printf("::: %d: %d <-> %d\n", i,
7917 stored_player[i].programmed_action, recorded_player_action[i]);
7921 actual_player_action = recorded_player_action[i];
7926 /* overwrite tape action with programmed action */
7927 if (stored_player[i].programmed_action)
7928 actual_player_action = stored_player[i].programmed_action;
7933 printf("::: action: %d: %x [%d]\n",
7934 stored_player[i].MovPos, actual_player_action, FrameCounter);
7938 PlayerActions(&stored_player[i], actual_player_action);
7940 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7942 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7943 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7946 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7951 TapeRecordAction(tape_action);
7954 network_player_action_received = FALSE;
7956 ScrollScreen(NULL, SCROLL_GO_ON);
7962 for (i = 0; i < MAX_PLAYERS; i++)
7963 stored_player[i].Frame++;
7967 /* for downwards compatibility, the following code emulates a fixed bug that
7968 occured when pushing elements (causing elements that just made their last
7969 pushing step to already (if possible) make their first falling step in the
7970 same game frame, which is bad); this code is also needed to use the famous
7971 "spring push bug" which is used in older levels and might be wanted to be
7972 used also in newer levels, but in this case the buggy pushing code is only
7973 affecting the "spring" element and no other elements */
7976 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7978 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7981 for (i = 0; i < MAX_PLAYERS; i++)
7983 struct PlayerInfo *player = &stored_player[i];
7988 if (player->active && player->is_pushing && player->is_moving &&
7990 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7991 Feld[x][y] == EL_SPRING))
7993 if (player->active && player->is_pushing && player->is_moving &&
7997 ContinueMoving(x, y);
7999 /* continue moving after pushing (this is actually a bug) */
8000 if (!IS_MOVING(x, y))
8009 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8011 Changed[x][y] = CE_BITMASK_DEFAULT;
8012 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
8015 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
8017 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
8018 printf("GameActions(): This should never happen!\n");
8020 ChangePage[x][y] = -1;
8025 if (WasJustMoving[x][y] > 0)
8026 WasJustMoving[x][y]--;
8027 if (WasJustFalling[x][y] > 0)
8028 WasJustFalling[x][y]--;
8033 /* reset finished pushing action (not done in ContinueMoving() to allow
8034 continous pushing animation for elements with zero push delay) */
8035 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
8037 ResetGfxAnimation(x, y);
8038 DrawLevelField(x, y);
8043 if (IS_BLOCKED(x, y))
8047 Blocked2Moving(x, y, &oldx, &oldy);
8048 if (!IS_MOVING(oldx, oldy))
8050 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
8051 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
8052 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
8053 printf("GameActions(): This should never happen!\n");
8059 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8061 element = Feld[x][y];
8063 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8065 graphic = el2img(element);
8071 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
8073 element = graphic = 0;
8077 if (graphic_info[graphic].anim_global_sync)
8078 GfxFrame[x][y] = FrameCounter;
8080 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
8081 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
8082 ResetRandomAnimationValue(x, y);
8084 SetRandomAnimationValue(x, y);
8087 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
8090 if (IS_INACTIVE(element))
8092 if (IS_ANIMATED(graphic))
8093 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8099 /* this may take place after moving, so 'element' may have changed */
8101 if (IS_CHANGING(x, y))
8103 if (IS_CHANGING(x, y) &&
8104 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8108 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
8109 element_info[element].event_page_nr[CE_DELAY]);
8111 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
8114 element = Feld[x][y];
8115 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8119 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8124 element = Feld[x][y];
8125 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8127 if (element == EL_MOLE)
8128 printf("::: %d, %d, %d [%d]\n",
8129 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
8133 if (element == EL_YAMYAM)
8134 printf("::: %d, %d, %d\n",
8135 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
8139 if (IS_ANIMATED(graphic) &&
8143 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8146 if (element == EL_BUG)
8147 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8151 if (element == EL_MOLE)
8152 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8156 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8157 EdelsteinFunkeln(x, y);
8159 else if ((element == EL_ACID ||
8160 element == EL_EXIT_OPEN ||
8161 element == EL_SP_EXIT_OPEN ||
8162 element == EL_SP_TERMINAL ||
8163 element == EL_SP_TERMINAL_ACTIVE ||
8164 element == EL_EXTRA_TIME ||
8165 element == EL_SHIELD_NORMAL ||
8166 element == EL_SHIELD_DEADLY) &&
8167 IS_ANIMATED(graphic))
8168 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8169 else if (IS_MOVING(x, y))
8170 ContinueMoving(x, y);
8171 else if (IS_ACTIVE_BOMB(element))
8172 CheckDynamite(x, y);
8174 else if (element == EL_EXPLOSION && !game.explosions_delayed)
8175 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8177 else if (element == EL_AMOEBA_GROWING)
8178 AmoebeWaechst(x, y);
8179 else if (element == EL_AMOEBA_SHRINKING)
8180 AmoebaDisappearing(x, y);
8182 #if !USE_NEW_AMOEBA_CODE
8183 else if (IS_AMOEBALIVE(element))
8184 AmoebeAbleger(x, y);
8187 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8189 else if (element == EL_EXIT_CLOSED)
8191 else if (element == EL_SP_EXIT_CLOSED)
8193 else if (element == EL_EXPANDABLE_WALL_GROWING)
8195 else if (element == EL_EXPANDABLE_WALL ||
8196 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8197 element == EL_EXPANDABLE_WALL_VERTICAL ||
8198 element == EL_EXPANDABLE_WALL_ANY)
8200 else if (element == EL_FLAMES)
8201 CheckForDragon(x, y);
8203 else if (IS_AUTO_CHANGING(element))
8204 ChangeElement(x, y);
8206 else if (element == EL_EXPLOSION)
8207 ; /* drawing of correct explosion animation is handled separately */
8208 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8209 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8212 /* this may take place after moving, so 'element' may have changed */
8213 if (IS_AUTO_CHANGING(Feld[x][y]))
8214 ChangeElement(x, y);
8217 if (IS_BELT_ACTIVE(element))
8218 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8220 if (game.magic_wall_active)
8222 int jx = local_player->jx, jy = local_player->jy;
8224 /* play the element sound at the position nearest to the player */
8225 if ((element == EL_MAGIC_WALL_FULL ||
8226 element == EL_MAGIC_WALL_ACTIVE ||
8227 element == EL_MAGIC_WALL_EMPTYING ||
8228 element == EL_BD_MAGIC_WALL_FULL ||
8229 element == EL_BD_MAGIC_WALL_ACTIVE ||
8230 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8231 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8239 #if USE_NEW_AMOEBA_CODE
8240 /* new experimental amoeba growth stuff */
8242 if (!(FrameCounter % 8))
8245 static unsigned long random = 1684108901;
8247 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8250 x = (random >> 10) % lev_fieldx;
8251 y = (random >> 20) % lev_fieldy;
8253 x = RND(lev_fieldx);
8254 y = RND(lev_fieldy);
8256 element = Feld[x][y];
8258 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8259 if (!IS_PLAYER(x,y) &&
8260 (element == EL_EMPTY ||
8261 element == EL_SAND ||
8262 element == EL_QUICKSAND_EMPTY ||
8263 element == EL_ACID_SPLASH_LEFT ||
8264 element == EL_ACID_SPLASH_RIGHT))
8266 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8267 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8268 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8269 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8270 Feld[x][y] = EL_AMOEBA_DROP;
8273 random = random * 129 + 1;
8279 if (game.explosions_delayed)
8282 game.explosions_delayed = FALSE;
8284 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8286 element = Feld[x][y];
8288 if (ExplodeField[x][y])
8289 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8290 else if (element == EL_EXPLOSION)
8291 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8293 ExplodeField[x][y] = EX_TYPE_NONE;
8296 game.explosions_delayed = TRUE;
8299 if (game.magic_wall_active)
8301 if (!(game.magic_wall_time_left % 4))
8303 int element = Feld[magic_wall_x][magic_wall_y];
8305 if (element == EL_BD_MAGIC_WALL_FULL ||
8306 element == EL_BD_MAGIC_WALL_ACTIVE ||
8307 element == EL_BD_MAGIC_WALL_EMPTYING)
8308 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8310 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8313 if (game.magic_wall_time_left > 0)
8315 game.magic_wall_time_left--;
8316 if (!game.magic_wall_time_left)
8318 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8320 element = Feld[x][y];
8322 if (element == EL_MAGIC_WALL_ACTIVE ||
8323 element == EL_MAGIC_WALL_FULL)
8325 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8326 DrawLevelField(x, y);
8328 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8329 element == EL_BD_MAGIC_WALL_FULL)
8331 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8332 DrawLevelField(x, y);
8336 game.magic_wall_active = FALSE;
8341 if (game.light_time_left > 0)
8343 game.light_time_left--;
8345 if (game.light_time_left == 0)
8346 RedrawAllLightSwitchesAndInvisibleElements();
8349 if (game.timegate_time_left > 0)
8351 game.timegate_time_left--;
8353 if (game.timegate_time_left == 0)
8354 CloseAllOpenTimegates();
8357 for (i = 0; i < MAX_PLAYERS; i++)
8359 struct PlayerInfo *player = &stored_player[i];
8361 if (SHIELD_ON(player))
8363 if (player->shield_deadly_time_left)
8364 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8365 else if (player->shield_normal_time_left)
8366 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8370 if (TimeFrames >= FRAMES_PER_SECOND)
8375 if (!level.use_step_counter)
8379 for (i = 0; i < MAX_PLAYERS; i++)
8381 struct PlayerInfo *player = &stored_player[i];
8383 if (SHIELD_ON(player))
8385 player->shield_normal_time_left--;
8387 if (player->shield_deadly_time_left > 0)
8388 player->shield_deadly_time_left--;
8396 if (TimeLeft <= 10 && setup.time_limit)
8397 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8399 DrawGameValue_Time(TimeLeft);
8401 if (!TimeLeft && setup.time_limit)
8402 for (i = 0; i < MAX_PLAYERS; i++)
8403 KillHero(&stored_player[i]);
8405 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8406 DrawGameValue_Time(TimePlayed);
8409 if (tape.recording || tape.playing)
8410 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8414 PlayAllPlayersSound();
8416 if (options.debug) /* calculate frames per second */
8418 static unsigned long fps_counter = 0;
8419 static int fps_frames = 0;
8420 unsigned long fps_delay_ms = Counter() - fps_counter;
8424 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8426 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8429 fps_counter = Counter();
8432 redraw_mask |= REDRAW_FPS;
8436 if (stored_player[0].jx != stored_player[0].last_jx ||
8437 stored_player[0].jy != stored_player[0].last_jy)
8438 printf("::: %d, %d, %d, %d, %d\n",
8439 stored_player[0].MovDir,
8440 stored_player[0].MovPos,
8441 stored_player[0].GfxPos,
8442 stored_player[0].Frame,
8443 stored_player[0].StepFrame);
8450 for (i = 0; i < MAX_PLAYERS; i++)
8453 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8455 stored_player[i].Frame += move_frames;
8457 if (stored_player[i].MovPos != 0)
8458 stored_player[i].StepFrame += move_frames;
8460 if (stored_player[i].drop_delay > 0)
8461 stored_player[i].drop_delay--;
8466 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8468 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8470 local_player->show_envelope = 0;
8475 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8477 int min_x = x, min_y = y, max_x = x, max_y = y;
8480 for (i = 0; i < MAX_PLAYERS; i++)
8482 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8484 if (!stored_player[i].active || &stored_player[i] == player)
8487 min_x = MIN(min_x, jx);
8488 min_y = MIN(min_y, jy);
8489 max_x = MAX(max_x, jx);
8490 max_y = MAX(max_y, jy);
8493 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8496 static boolean AllPlayersInVisibleScreen()
8500 for (i = 0; i < MAX_PLAYERS; i++)
8502 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8504 if (!stored_player[i].active)
8507 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8514 void ScrollLevel(int dx, int dy)
8516 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8519 BlitBitmap(drawto_field, drawto_field,
8520 FX + TILEX * (dx == -1) - softscroll_offset,
8521 FY + TILEY * (dy == -1) - softscroll_offset,
8522 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8523 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8524 FX + TILEX * (dx == 1) - softscroll_offset,
8525 FY + TILEY * (dy == 1) - softscroll_offset);
8529 x = (dx == 1 ? BX1 : BX2);
8530 for (y = BY1; y <= BY2; y++)
8531 DrawScreenField(x, y);
8536 y = (dy == 1 ? BY1 : BY2);
8537 for (x = BX1; x <= BX2; x++)
8538 DrawScreenField(x, y);
8541 redraw_mask |= REDRAW_FIELD;
8544 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
8546 int nextx = x + dx, nexty = y + dy;
8547 int element = Feld[x][y];
8550 element != EL_SP_PORT_LEFT &&
8551 element != EL_SP_GRAVITY_PORT_LEFT &&
8552 element != EL_SP_PORT_HORIZONTAL &&
8553 element != EL_SP_PORT_ANY) ||
8555 element != EL_SP_PORT_RIGHT &&
8556 element != EL_SP_GRAVITY_PORT_RIGHT &&
8557 element != EL_SP_PORT_HORIZONTAL &&
8558 element != EL_SP_PORT_ANY) ||
8560 element != EL_SP_PORT_UP &&
8561 element != EL_SP_GRAVITY_PORT_UP &&
8562 element != EL_SP_PORT_VERTICAL &&
8563 element != EL_SP_PORT_ANY) ||
8565 element != EL_SP_PORT_DOWN &&
8566 element != EL_SP_GRAVITY_PORT_DOWN &&
8567 element != EL_SP_PORT_VERTICAL &&
8568 element != EL_SP_PORT_ANY) ||
8569 !IN_LEV_FIELD(nextx, nexty) ||
8570 !IS_FREE(nextx, nexty))
8576 static void CheckGravityMovement(struct PlayerInfo *player)
8578 if (game.gravity && !player->programmed_action)
8581 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8582 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8584 int move_dir_horizontal = player->action & MV_HORIZONTAL;
8585 int move_dir_vertical = player->action & MV_VERTICAL;
8588 (player->last_move_dir & MV_HORIZONTAL ?
8589 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8590 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8591 int jx = player->jx, jy = player->jy;
8592 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8593 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8594 int new_jx = jx + dx, new_jy = jy + dy;
8596 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8598 boolean player_is_snapping = player->action & JOY_BUTTON_1;
8601 boolean player_can_fall_down =
8602 (IN_LEV_FIELD(jx, jy + 1) &&
8603 (IS_FREE(jx, jy + 1) ||
8604 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
8606 boolean player_can_fall_down =
8607 (IN_LEV_FIELD(jx, jy + 1) &&
8608 (IS_FREE(jx, jy + 1)));
8610 boolean player_is_moving_to_valid_field =
8613 !player_is_snapping &&
8615 IN_LEV_FIELD(new_jx, new_jy) &&
8616 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8617 Feld[new_jx][new_jy] == EL_SAND ||
8618 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8619 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8620 /* !!! extend EL_SAND to anything diggable !!! */
8622 boolean player_is_standing_on_valid_field =
8623 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8624 (IS_WALKABLE(Feld[jx][jy]) &&
8625 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8628 printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
8629 player_can_fall_down,
8630 player_is_standing_on_valid_field,
8631 player_is_moving_to_valid_field,
8632 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
8633 player->effective_action,
8634 player->can_fall_into_acid);
8637 if (player_can_fall_down &&
8638 !player_is_standing_on_valid_field &&
8639 !player_is_moving_to_valid_field)
8642 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
8643 jx, jy, FrameCounter);
8646 player->programmed_action = MV_DOWN;
8651 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8654 return CheckGravityMovement(player);
8657 if (game.gravity && !player->programmed_action)
8659 int jx = player->jx, jy = player->jy;
8660 boolean field_under_player_is_free =
8661 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8662 boolean player_is_standing_on_valid_field =
8663 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8664 (IS_WALKABLE(Feld[jx][jy]) &&
8665 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8667 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8668 player->programmed_action = MV_DOWN;
8674 -----------------------------------------------------------------------------
8675 dx, dy: direction (non-diagonal) to try to move the player to
8676 real_dx, real_dy: direction as read from input device (can be diagonal)
8679 boolean MovePlayerOneStep(struct PlayerInfo *player,
8680 int dx, int dy, int real_dx, int real_dy)
8683 static int trigger_sides[4][2] =
8685 /* enter side leave side */
8686 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8687 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8688 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8689 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8691 int move_direction = (dx == -1 ? MV_LEFT :
8692 dx == +1 ? MV_RIGHT :
8694 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8695 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8696 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8698 int jx = player->jx, jy = player->jy;
8699 int new_jx = jx + dx, new_jy = jy + dy;
8703 if (!player->active || (!dx && !dy))
8704 return MF_NO_ACTION;
8706 player->MovDir = (dx < 0 ? MV_LEFT :
8709 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8711 if (!IN_LEV_FIELD(new_jx, new_jy))
8712 return MF_NO_ACTION;
8714 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8715 return MF_NO_ACTION;
8718 element = MovingOrBlocked2Element(new_jx, new_jy);
8720 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8723 if (DONT_RUN_INTO(element))
8725 if (element == EL_ACID && dx == 0 && dy == 1)
8727 SplashAcid(new_jx, new_jy);
8728 Feld[jx][jy] = EL_PLAYER_1;
8729 InitMovingField(jx, jy, MV_DOWN);
8730 Store[jx][jy] = EL_ACID;
8731 ContinueMoving(jx, jy);
8735 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8740 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8741 if (can_move != MF_MOVING)
8744 /* check if DigField() has caused relocation of the player */
8745 if (player->jx != jx || player->jy != jy)
8746 return MF_NO_ACTION;
8748 StorePlayer[jx][jy] = 0;
8749 player->last_jx = jx;
8750 player->last_jy = jy;
8751 player->jx = new_jx;
8752 player->jy = new_jy;
8753 StorePlayer[new_jx][new_jy] = player->element_nr;
8756 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8758 player->step_counter++;
8760 player->drop_delay = 0;
8762 PlayerVisit[jx][jy] = FrameCounter;
8764 ScrollPlayer(player, SCROLL_INIT);
8767 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8769 CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
8771 CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
8774 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8776 CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8777 CE_OTHER_GETS_ENTERED, enter_side);
8778 CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8779 CE_ENTERED_BY_PLAYER, enter_side);
8786 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8788 int jx = player->jx, jy = player->jy;
8789 int old_jx = jx, old_jy = jy;
8790 int moved = MF_NO_ACTION;
8793 if (!player->active)
8798 if (player->MovPos == 0)
8800 player->is_moving = FALSE;
8801 player->is_digging = FALSE;
8802 player->is_collecting = FALSE;
8803 player->is_snapping = FALSE;
8804 player->is_pushing = FALSE;
8810 if (!player->active || (!dx && !dy))
8815 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8821 if (!FrameReached(&player->move_delay, player->move_delay_value))
8824 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8825 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8831 /* remove the last programmed player action */
8832 player->programmed_action = 0;
8836 /* should only happen if pre-1.2 tape recordings are played */
8837 /* this is only for backward compatibility */
8839 int original_move_delay_value = player->move_delay_value;
8842 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8846 /* scroll remaining steps with finest movement resolution */
8847 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8849 while (player->MovPos)
8851 ScrollPlayer(player, SCROLL_GO_ON);
8852 ScrollScreen(NULL, SCROLL_GO_ON);
8858 player->move_delay_value = original_move_delay_value;
8861 if (player->last_move_dir & MV_HORIZONTAL)
8863 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8864 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8868 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8869 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8875 if (moved & MF_MOVING && !ScreenMovPos &&
8876 (player == local_player || !options.network))
8878 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8879 int offset = (setup.scroll_delay ? 3 : 0);
8881 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8883 /* actual player has left the screen -- scroll in that direction */
8884 if (jx != old_jx) /* player has moved horizontally */
8885 scroll_x += (jx - old_jx);
8886 else /* player has moved vertically */
8887 scroll_y += (jy - old_jy);
8891 if (jx != old_jx) /* player has moved horizontally */
8893 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8894 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8895 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8897 /* don't scroll over playfield boundaries */
8898 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8899 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8901 /* don't scroll more than one field at a time */
8902 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8904 /* don't scroll against the player's moving direction */
8905 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8906 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8907 scroll_x = old_scroll_x;
8909 else /* player has moved vertically */
8911 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8912 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8913 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8915 /* don't scroll over playfield boundaries */
8916 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8917 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8919 /* don't scroll more than one field at a time */
8920 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8922 /* don't scroll against the player's moving direction */
8923 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8924 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8925 scroll_y = old_scroll_y;
8929 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8931 if (!options.network && !AllPlayersInVisibleScreen())
8933 scroll_x = old_scroll_x;
8934 scroll_y = old_scroll_y;
8938 ScrollScreen(player, SCROLL_INIT);
8939 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8946 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8948 if (!(moved & MF_MOVING) && !player->is_pushing)
8953 player->StepFrame = 0;
8955 if (moved & MF_MOVING)
8957 if (old_jx != jx && old_jy == jy)
8958 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8959 else if (old_jx == jx && old_jy != jy)
8960 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8962 DrawLevelField(jx, jy); /* for "crumbled sand" */
8964 player->last_move_dir = player->MovDir;
8965 player->is_moving = TRUE;
8967 player->is_snapping = FALSE;
8971 player->is_switching = FALSE;
8974 player->is_dropping = FALSE;
8978 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
8980 static int trigger_sides[4][2] =
8982 /* enter side leave side */
8983 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8984 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8985 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8986 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8988 int move_direction = player->MovDir;
8989 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8990 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8993 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8995 player->index_bit, leave_side);
8997 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8998 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
9000 player->index_bit, leave_side);
9002 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
9003 CE_OTHER_GETS_ENTERED,
9004 player->index_bit, enter_side);
9006 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9007 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
9008 player->index_bit, enter_side);
9018 CheckGravityMovementWhenNotMoving(player);
9021 player->last_move_dir = MV_NO_MOVING;
9023 player->is_moving = FALSE;
9026 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9028 TestIfHeroTouchesBadThing(jx, jy);
9029 TestIfPlayerTouchesCustomElement(jx, jy);
9032 if (!player->active)
9038 void ScrollPlayer(struct PlayerInfo *player, int mode)
9040 int jx = player->jx, jy = player->jy;
9041 int last_jx = player->last_jx, last_jy = player->last_jy;
9042 int move_stepsize = TILEX / player->move_delay_value;
9044 if (!player->active || !player->MovPos)
9047 if (mode == SCROLL_INIT)
9049 player->actual_frame_counter = FrameCounter;
9050 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9052 if (Feld[last_jx][last_jy] == EL_EMPTY)
9053 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
9061 else if (!FrameReached(&player->actual_frame_counter, 1))
9064 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
9065 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9067 if (!player->block_last_field &&
9068 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9069 Feld[last_jx][last_jy] = EL_EMPTY;
9071 /* before DrawPlayer() to draw correct player graphic for this case */
9072 if (player->MovPos == 0)
9073 CheckGravityMovement(player);
9076 DrawPlayer(player); /* needed here only to cleanup last field */
9079 if (player->MovPos == 0) /* player reached destination field */
9082 if (player->move_delay_reset_counter > 0)
9084 player->move_delay_reset_counter--;
9086 if (player->move_delay_reset_counter == 0)
9088 /* continue with normal speed after quickly moving through gate */
9089 HALVE_PLAYER_SPEED(player);
9091 /* be able to make the next move without delay */
9092 player->move_delay = 0;
9096 if (IS_PASSABLE(Feld[last_jx][last_jy]))
9098 /* continue with normal speed after quickly moving through gate */
9099 HALVE_PLAYER_SPEED(player);
9101 /* be able to make the next move without delay */
9102 player->move_delay = 0;
9106 if (player->block_last_field &&
9107 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9108 Feld[last_jx][last_jy] = EL_EMPTY;
9110 player->last_jx = jx;
9111 player->last_jy = jy;
9113 if (Feld[jx][jy] == EL_EXIT_OPEN ||
9114 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
9115 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
9117 DrawPlayer(player); /* needed here only to cleanup last field */
9120 if (local_player->friends_still_needed == 0 ||
9121 IS_SP_ELEMENT(Feld[jx][jy]))
9122 player->LevelSolved = player->GameOver = TRUE;
9126 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
9127 /* this breaks one level: "machine", level 000 */
9129 static int trigger_sides[4][2] =
9131 /* enter side leave side */
9132 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9133 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9134 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9135 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9137 int move_direction = player->MovDir;
9138 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9139 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9140 int old_jx = last_jx;
9141 int old_jy = last_jy;
9144 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
9146 player->index_bit, leave_side);
9148 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
9149 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
9151 player->index_bit, leave_side);
9153 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
9154 CE_OTHER_GETS_ENTERED,
9155 player->index_bit, enter_side);
9157 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9158 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
9159 player->index_bit, enter_side);
9165 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9167 TestIfHeroTouchesBadThing(jx, jy);
9168 TestIfPlayerTouchesCustomElement(jx, jy);
9170 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
9173 if (!player->active)
9177 if (level.use_step_counter)
9183 for (i = 0; i < MAX_PLAYERS; i++)
9185 struct PlayerInfo *player = &stored_player[i];
9187 if (SHIELD_ON(player))
9189 player->shield_normal_time_left--;
9191 if (player->shield_deadly_time_left > 0)
9192 player->shield_deadly_time_left--;
9200 if (TimeLeft <= 10 && setup.time_limit)
9201 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9203 DrawGameValue_Time(TimeLeft);
9205 if (!TimeLeft && setup.time_limit)
9206 for (i = 0; i < MAX_PLAYERS; i++)
9207 KillHero(&stored_player[i]);
9209 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9210 DrawGameValue_Time(TimePlayed);
9213 if (tape.single_step && tape.recording && !tape.pausing &&
9214 !player->programmed_action)
9215 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9219 void ScrollScreen(struct PlayerInfo *player, int mode)
9221 static unsigned long screen_frame_counter = 0;
9223 if (mode == SCROLL_INIT)
9225 /* set scrolling step size according to actual player's moving speed */
9226 ScrollStepSize = TILEX / player->move_delay_value;
9228 screen_frame_counter = FrameCounter;
9229 ScreenMovDir = player->MovDir;
9230 ScreenMovPos = player->MovPos;
9231 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9234 else if (!FrameReached(&screen_frame_counter, 1))
9239 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
9240 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9241 redraw_mask |= REDRAW_FIELD;
9244 ScreenMovDir = MV_NO_MOVING;
9247 void TestIfPlayerTouchesCustomElement(int x, int y)
9249 static int xy[4][2] =
9256 static int trigger_sides[4][2] =
9258 /* center side border side */
9259 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9260 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9261 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9262 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9264 static int touch_dir[4] =
9271 int center_element = Feld[x][y]; /* should always be non-moving! */
9274 for (i = 0; i < NUM_DIRECTIONS; i++)
9276 int xx = x + xy[i][0];
9277 int yy = y + xy[i][1];
9278 int center_side = trigger_sides[i][0];
9279 int border_side = trigger_sides[i][1];
9282 if (!IN_LEV_FIELD(xx, yy))
9285 if (IS_PLAYER(x, y))
9287 struct PlayerInfo *player = PLAYERINFO(x, y);
9289 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9290 border_element = Feld[xx][yy]; /* may be moving! */
9291 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9292 border_element = Feld[xx][yy];
9293 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9294 border_element = MovingOrBlocked2Element(xx, yy);
9296 continue; /* center and border element do not touch */
9298 CheckTriggeredElementChangePlayer(xx, yy, border_element,
9299 CE_OTHER_GETS_TOUCHED,
9300 player->index_bit, border_side);
9301 CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9302 player->index_bit, border_side);
9304 else if (IS_PLAYER(xx, yy))
9306 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9308 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9310 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9311 continue; /* center and border element do not touch */
9314 CheckTriggeredElementChangePlayer(x, y, center_element,
9315 CE_OTHER_GETS_TOUCHED,
9316 player->index_bit, center_side);
9317 CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9318 player->index_bit, center_side);
9325 void TestIfElementTouchesCustomElement(int x, int y)
9327 static int xy[4][2] =
9334 static int trigger_sides[4][2] =
9336 /* center side border side */
9337 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9338 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9339 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9340 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9342 static int touch_dir[4] =
9349 boolean change_center_element = FALSE;
9350 int center_element_change_page = 0;
9351 int center_element = Feld[x][y]; /* should always be non-moving! */
9352 int border_trigger_element;
9355 for (i = 0; i < NUM_DIRECTIONS; i++)
9357 int xx = x + xy[i][0];
9358 int yy = y + xy[i][1];
9359 int center_side = trigger_sides[i][0];
9360 int border_side = trigger_sides[i][1];
9363 if (!IN_LEV_FIELD(xx, yy))
9366 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9367 border_element = Feld[xx][yy]; /* may be moving! */
9368 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9369 border_element = Feld[xx][yy];
9370 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9371 border_element = MovingOrBlocked2Element(xx, yy);
9373 continue; /* center and border element do not touch */
9375 /* check for change of center element (but change it only once) */
9376 if (IS_CUSTOM_ELEMENT(center_element) &&
9377 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
9378 !change_center_element)
9380 for (j = 0; j < element_info[center_element].num_change_pages; j++)
9382 struct ElementChangeInfo *change =
9383 &element_info[center_element].change_page[j];
9385 if (change->can_change &&
9386 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9387 change->trigger_side & border_side &&
9389 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
9391 change->trigger_element == border_element
9395 change_center_element = TRUE;
9396 center_element_change_page = j;
9397 border_trigger_element = border_element;
9404 /* check for change of border element */
9405 if (IS_CUSTOM_ELEMENT(border_element) &&
9406 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
9408 for (j = 0; j < element_info[border_element].num_change_pages; j++)
9410 struct ElementChangeInfo *change =
9411 &element_info[border_element].change_page[j];
9413 if (change->can_change &&
9414 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9415 change->trigger_side & center_side &&
9417 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
9419 change->trigger_element == center_element
9424 printf("::: border_element %d, %d\n", x, y);
9427 CheckElementChangePage(xx, yy, border_element, center_element,
9428 CE_OTHER_IS_TOUCHING, j);
9435 if (change_center_element)
9438 printf("::: center_element %d, %d\n", x, y);
9441 CheckElementChangePage(x, y, center_element, border_trigger_element,
9442 CE_OTHER_IS_TOUCHING, center_element_change_page);
9446 void TestIfElementHitsCustomElement(int x, int y, int direction)
9448 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9449 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9450 int hitx = x + dx, hity = y + dy;
9451 int hitting_element = Feld[x][y];
9452 int touched_element;
9454 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9455 !IS_FREE(hitx, hity) &&
9456 (!IS_MOVING(hitx, hity) ||
9457 MovDir[hitx][hity] != direction ||
9458 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9461 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9465 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9469 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9470 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9472 CheckElementChangeSide(x, y, hitting_element, touched_element,
9473 CE_HITTING_SOMETHING, direction);
9475 if (IN_LEV_FIELD(hitx, hity))
9477 int opposite_direction = MV_DIR_OPPOSITE(direction);
9478 int hitting_side = direction;
9479 int touched_side = opposite_direction;
9481 int touched_element = MovingOrBlocked2Element(hitx, hity);
9484 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9485 MovDir[hitx][hity] != direction ||
9486 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9495 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9496 CE_HIT_BY_SOMETHING, opposite_direction);
9498 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9499 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
9501 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9503 struct ElementChangeInfo *change =
9504 &element_info[hitting_element].change_page[i];
9506 if (change->can_change &&
9507 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
9508 change->trigger_side & touched_side &&
9511 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9513 change->trigger_element == touched_element
9517 CheckElementChangePage(x, y, hitting_element, touched_element,
9518 CE_OTHER_IS_HITTING, i);
9524 if (IS_CUSTOM_ELEMENT(touched_element) &&
9525 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
9527 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9529 struct ElementChangeInfo *change =
9530 &element_info[touched_element].change_page[i];
9532 if (change->can_change &&
9533 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
9534 change->trigger_side & hitting_side &&
9536 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9538 change->trigger_element == hitting_element
9542 CheckElementChangePage(hitx, hity, touched_element,
9543 hitting_element, CE_OTHER_GETS_HIT, i);
9553 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9555 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9556 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9557 int hitx = x + dx, hity = y + dy;
9558 int hitting_element = Feld[x][y];
9559 int touched_element;
9561 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9562 !IS_FREE(hitx, hity) &&
9563 (!IS_MOVING(hitx, hity) ||
9564 MovDir[hitx][hity] != direction ||
9565 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9568 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9572 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9576 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9577 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9579 CheckElementChangeSide(x, y, hitting_element, touched_element,
9580 EP_CAN_SMASH_EVERYTHING, direction);
9582 if (IN_LEV_FIELD(hitx, hity))
9584 int opposite_direction = MV_DIR_OPPOSITE(direction);
9585 int hitting_side = direction;
9586 int touched_side = opposite_direction;
9588 int touched_element = MovingOrBlocked2Element(hitx, hity);
9591 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9592 MovDir[hitx][hity] != direction ||
9593 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9602 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9603 CE_SMASHED_BY_SOMETHING, opposite_direction);
9605 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9606 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
9608 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9610 struct ElementChangeInfo *change =
9611 &element_info[hitting_element].change_page[i];
9613 if (change->can_change &&
9614 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
9615 change->trigger_side & touched_side &&
9618 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9620 change->trigger_element == touched_element
9624 CheckElementChangePage(x, y, hitting_element, touched_element,
9625 CE_OTHER_IS_SMASHING, i);
9631 if (IS_CUSTOM_ELEMENT(touched_element) &&
9632 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
9634 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9636 struct ElementChangeInfo *change =
9637 &element_info[touched_element].change_page[i];
9639 if (change->can_change &&
9640 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
9641 change->trigger_side & hitting_side &&
9643 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9645 change->trigger_element == hitting_element
9649 CheckElementChangePage(hitx, hity, touched_element,
9650 hitting_element, CE_OTHER_GETS_SMASHED, i);
9660 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9662 int i, kill_x = -1, kill_y = -1;
9663 static int test_xy[4][2] =
9670 static int test_dir[4] =
9678 for (i = 0; i < NUM_DIRECTIONS; i++)
9680 int test_x, test_y, test_move_dir, test_element;
9682 test_x = good_x + test_xy[i][0];
9683 test_y = good_y + test_xy[i][1];
9684 if (!IN_LEV_FIELD(test_x, test_y))
9688 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9691 test_element = Feld[test_x][test_y];
9693 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9696 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9697 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9699 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9700 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9708 if (kill_x != -1 || kill_y != -1)
9710 if (IS_PLAYER(good_x, good_y))
9712 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9714 if (player->shield_deadly_time_left > 0)
9715 Bang(kill_x, kill_y);
9716 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9720 Bang(good_x, good_y);
9724 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9726 int i, kill_x = -1, kill_y = -1;
9727 int bad_element = Feld[bad_x][bad_y];
9728 static int test_xy[4][2] =
9735 static int touch_dir[4] =
9742 static int test_dir[4] =
9750 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9753 for (i = 0; i < NUM_DIRECTIONS; i++)
9755 int test_x, test_y, test_move_dir, test_element;
9757 test_x = bad_x + test_xy[i][0];
9758 test_y = bad_y + test_xy[i][1];
9759 if (!IN_LEV_FIELD(test_x, test_y))
9763 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9765 test_element = Feld[test_x][test_y];
9767 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9768 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9770 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9771 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9773 /* good thing is player or penguin that does not move away */
9774 if (IS_PLAYER(test_x, test_y))
9776 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9778 if (bad_element == EL_ROBOT && player->is_moving)
9779 continue; /* robot does not kill player if he is moving */
9781 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9783 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9784 continue; /* center and border element do not touch */
9791 else if (test_element == EL_PENGUIN)
9800 if (kill_x != -1 || kill_y != -1)
9802 if (IS_PLAYER(kill_x, kill_y))
9804 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9806 if (player->shield_deadly_time_left > 0)
9808 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9812 Bang(kill_x, kill_y);
9816 void TestIfHeroTouchesBadThing(int x, int y)
9818 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9821 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9823 TestIfGoodThingHitsBadThing(x, y, move_dir);
9826 void TestIfBadThingTouchesHero(int x, int y)
9828 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9831 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9833 TestIfBadThingHitsGoodThing(x, y, move_dir);
9836 void TestIfFriendTouchesBadThing(int x, int y)
9838 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9841 void TestIfBadThingTouchesFriend(int x, int y)
9843 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9846 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9848 int i, kill_x = bad_x, kill_y = bad_y;
9849 static int xy[4][2] =
9857 for (i = 0; i < NUM_DIRECTIONS; i++)
9861 x = bad_x + xy[i][0];
9862 y = bad_y + xy[i][1];
9863 if (!IN_LEV_FIELD(x, y))
9866 element = Feld[x][y];
9867 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9868 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9876 if (kill_x != bad_x || kill_y != bad_y)
9880 void KillHero(struct PlayerInfo *player)
9882 int jx = player->jx, jy = player->jy;
9884 if (!player->active)
9887 /* remove accessible field at the player's position */
9888 Feld[jx][jy] = EL_EMPTY;
9890 /* deactivate shield (else Bang()/Explode() would not work right) */
9891 player->shield_normal_time_left = 0;
9892 player->shield_deadly_time_left = 0;
9898 static void KillHeroUnlessEnemyProtected(int x, int y)
9900 if (!PLAYER_ENEMY_PROTECTED(x, y))
9901 KillHero(PLAYERINFO(x, y));
9904 static void KillHeroUnlessExplosionProtected(int x, int y)
9906 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9907 KillHero(PLAYERINFO(x, y));
9910 void BuryHero(struct PlayerInfo *player)
9912 int jx = player->jx, jy = player->jy;
9914 if (!player->active)
9918 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9920 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9922 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9924 player->GameOver = TRUE;
9928 void RemoveHero(struct PlayerInfo *player)
9930 int jx = player->jx, jy = player->jy;
9931 int i, found = FALSE;
9933 player->present = FALSE;
9934 player->active = FALSE;
9936 if (!ExplodeField[jx][jy])
9937 StorePlayer[jx][jy] = 0;
9939 for (i = 0; i < MAX_PLAYERS; i++)
9940 if (stored_player[i].active)
9944 AllPlayersGone = TRUE;
9951 =============================================================================
9952 checkDiagonalPushing()
9953 -----------------------------------------------------------------------------
9954 check if diagonal input device direction results in pushing of object
9955 (by checking if the alternative direction is walkable, diggable, ...)
9956 =============================================================================
9959 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9960 int x, int y, int real_dx, int real_dy)
9962 int jx, jy, dx, dy, xx, yy;
9964 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9967 /* diagonal direction: check alternative direction */
9972 xx = jx + (dx == 0 ? real_dx : 0);
9973 yy = jy + (dy == 0 ? real_dy : 0);
9975 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9979 =============================================================================
9981 -----------------------------------------------------------------------------
9982 x, y: field next to player (non-diagonal) to try to dig to
9983 real_dx, real_dy: direction as read from input device (can be diagonal)
9984 =============================================================================
9987 int DigField(struct PlayerInfo *player,
9988 int oldx, int oldy, int x, int y,
9989 int real_dx, int real_dy, int mode)
9991 static int trigger_sides[4] =
9993 CH_SIDE_RIGHT, /* moving left */
9994 CH_SIDE_LEFT, /* moving right */
9995 CH_SIDE_BOTTOM, /* moving up */
9996 CH_SIDE_TOP, /* moving down */
9999 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
10001 int jx = oldx, jy = oldy;
10002 int dx = x - jx, dy = y - jy;
10003 int nextx = x + dx, nexty = y + dy;
10004 int move_direction = (dx == -1 ? MV_LEFT :
10005 dx == +1 ? MV_RIGHT :
10007 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10008 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
10009 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
10010 int old_element = Feld[jx][jy];
10013 if (player->MovPos == 0)
10015 player->is_digging = FALSE;
10016 player->is_collecting = FALSE;
10019 if (player->MovPos == 0) /* last pushing move finished */
10020 player->is_pushing = FALSE;
10022 if (mode == DF_NO_PUSH) /* player just stopped pushing */
10024 player->is_switching = FALSE;
10025 player->push_delay = 0;
10027 return MF_NO_ACTION;
10030 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
10031 return MF_NO_ACTION;
10036 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
10038 if (IS_TUBE(Feld[jx][jy]) ||
10039 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
10043 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
10044 int tube_leave_directions[][2] =
10046 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10047 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10048 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10049 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
10050 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
10051 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
10052 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
10053 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
10054 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
10055 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
10056 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
10057 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
10060 while (tube_leave_directions[i][0] != tube_element)
10063 if (tube_leave_directions[i][0] == -1) /* should not happen */
10067 if (!(tube_leave_directions[i][1] & move_direction))
10068 return MF_NO_ACTION; /* tube has no opening in this direction */
10073 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
10074 old_element = Back[jx][jy];
10078 if (IS_WALKABLE(old_element) &&
10079 !(element_info[old_element].access_direction & move_direction))
10080 return MF_NO_ACTION; /* field has no opening in this direction */
10082 element = Feld[x][y];
10084 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
10085 game.engine_version >= VERSION_IDENT(2,2,0,0))
10086 return MF_NO_ACTION;
10090 case EL_SP_PORT_LEFT:
10091 case EL_SP_PORT_RIGHT:
10092 case EL_SP_PORT_UP:
10093 case EL_SP_PORT_DOWN:
10094 case EL_SP_PORT_HORIZONTAL:
10095 case EL_SP_PORT_VERTICAL:
10096 case EL_SP_PORT_ANY:
10097 case EL_SP_GRAVITY_PORT_LEFT:
10098 case EL_SP_GRAVITY_PORT_RIGHT:
10099 case EL_SP_GRAVITY_PORT_UP:
10100 case EL_SP_GRAVITY_PORT_DOWN:
10102 if (!canEnterSupaplexPort(x, y, dx, dy))
10103 return MF_NO_ACTION;
10106 element != EL_SP_PORT_LEFT &&
10107 element != EL_SP_GRAVITY_PORT_LEFT &&
10108 element != EL_SP_PORT_HORIZONTAL &&
10109 element != EL_SP_PORT_ANY) ||
10111 element != EL_SP_PORT_RIGHT &&
10112 element != EL_SP_GRAVITY_PORT_RIGHT &&
10113 element != EL_SP_PORT_HORIZONTAL &&
10114 element != EL_SP_PORT_ANY) ||
10116 element != EL_SP_PORT_UP &&
10117 element != EL_SP_GRAVITY_PORT_UP &&
10118 element != EL_SP_PORT_VERTICAL &&
10119 element != EL_SP_PORT_ANY) ||
10121 element != EL_SP_PORT_DOWN &&
10122 element != EL_SP_GRAVITY_PORT_DOWN &&
10123 element != EL_SP_PORT_VERTICAL &&
10124 element != EL_SP_PORT_ANY) ||
10125 !IN_LEV_FIELD(nextx, nexty) ||
10126 !IS_FREE(nextx, nexty))
10127 return MF_NO_ACTION;
10130 if (element == EL_SP_GRAVITY_PORT_LEFT ||
10131 element == EL_SP_GRAVITY_PORT_RIGHT ||
10132 element == EL_SP_GRAVITY_PORT_UP ||
10133 element == EL_SP_GRAVITY_PORT_DOWN)
10134 game.gravity = !game.gravity;
10136 /* automatically move to the next field with double speed */
10137 player->programmed_action = move_direction;
10139 if (player->move_delay_reset_counter == 0)
10141 player->move_delay_reset_counter = 2; /* two double speed steps */
10143 DOUBLE_PLAYER_SPEED(player);
10146 player->move_delay_reset_counter = 2;
10148 DOUBLE_PLAYER_SPEED(player);
10152 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
10155 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
10160 case EL_TUBE_VERTICAL:
10161 case EL_TUBE_HORIZONTAL:
10162 case EL_TUBE_VERTICAL_LEFT:
10163 case EL_TUBE_VERTICAL_RIGHT:
10164 case EL_TUBE_HORIZONTAL_UP:
10165 case EL_TUBE_HORIZONTAL_DOWN:
10166 case EL_TUBE_LEFT_UP:
10167 case EL_TUBE_LEFT_DOWN:
10168 case EL_TUBE_RIGHT_UP:
10169 case EL_TUBE_RIGHT_DOWN:
10172 int tube_enter_directions[][2] =
10174 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10175 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10176 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10177 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
10178 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
10179 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
10180 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
10181 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
10182 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
10183 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
10184 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
10185 { -1, MV_NO_MOVING }
10188 while (tube_enter_directions[i][0] != element)
10191 if (tube_enter_directions[i][0] == -1) /* should not happen */
10195 if (!(tube_enter_directions[i][1] & move_direction))
10196 return MF_NO_ACTION; /* tube has no opening in this direction */
10198 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
10205 if (IS_WALKABLE(element))
10207 int sound_action = ACTION_WALKING;
10209 if (!(element_info[element].access_direction & opposite_direction))
10210 return MF_NO_ACTION; /* field not accessible from this direction */
10212 if (element >= EL_GATE_1 && element <= EL_GATE_4)
10214 if (!player->key[element - EL_GATE_1])
10215 return MF_NO_ACTION;
10217 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
10219 if (!player->key[element - EL_GATE_1_GRAY])
10220 return MF_NO_ACTION;
10222 else if (element == EL_EXIT_OPEN ||
10223 element == EL_SP_EXIT_OPEN ||
10224 element == EL_SP_EXIT_OPENING)
10226 sound_action = ACTION_PASSING; /* player is passing exit */
10228 else if (element == EL_EMPTY)
10230 sound_action = ACTION_MOVING; /* nothing to walk on */
10233 /* play sound from background or player, whatever is available */
10234 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
10235 PlayLevelSoundElementAction(x, y, element, sound_action);
10237 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
10241 else if (IS_PASSABLE(element))
10243 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
10244 return MF_NO_ACTION;
10246 if (IS_CUSTOM_ELEMENT(element) &&
10247 !(element_info[element].access_direction & opposite_direction))
10248 return MF_NO_ACTION; /* field not accessible from this direction */
10251 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
10252 return MF_NO_ACTION;
10255 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
10257 if (!player->key[element - EL_EM_GATE_1])
10258 return MF_NO_ACTION;
10260 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
10262 if (!player->key[element - EL_EM_GATE_1_GRAY])
10263 return MF_NO_ACTION;
10266 /* automatically move to the next field with double speed */
10267 player->programmed_action = move_direction;
10269 if (player->move_delay_reset_counter == 0)
10271 player->move_delay_reset_counter = 2; /* two double speed steps */
10273 DOUBLE_PLAYER_SPEED(player);
10276 player->move_delay_reset_counter = 2;
10278 DOUBLE_PLAYER_SPEED(player);
10281 PlayLevelSoundAction(x, y, ACTION_PASSING);
10285 else if (IS_DIGGABLE(element))
10289 if (mode != DF_SNAP)
10292 GfxElement[x][y] = GFX_ELEMENT(element);
10295 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
10297 player->is_digging = TRUE;
10300 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10302 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
10303 player->index_bit, dig_side);
10306 if (mode == DF_SNAP)
10307 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10312 else if (IS_COLLECTIBLE(element))
10316 if (mode != DF_SNAP)
10318 GfxElement[x][y] = element;
10319 player->is_collecting = TRUE;
10322 if (element == EL_SPEED_PILL)
10323 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
10324 else if (element == EL_EXTRA_TIME && level.time > 0)
10327 DrawGameValue_Time(TimeLeft);
10329 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
10331 player->shield_normal_time_left += 10;
10332 if (element == EL_SHIELD_DEADLY)
10333 player->shield_deadly_time_left += 10;
10335 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
10337 if (player->inventory_size < MAX_INVENTORY_SIZE)
10338 player->inventory_element[player->inventory_size++] = element;
10340 DrawGameValue_Dynamite(local_player->inventory_size);
10342 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
10344 player->dynabomb_count++;
10345 player->dynabombs_left++;
10347 else if (element == EL_DYNABOMB_INCREASE_SIZE)
10349 player->dynabomb_size++;
10351 else if (element == EL_DYNABOMB_INCREASE_POWER)
10353 player->dynabomb_xl = TRUE;
10355 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
10356 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
10358 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
10359 element - EL_KEY_1 : element - EL_EM_KEY_1);
10361 player->key[key_nr] = TRUE;
10363 DrawGameValue_Keys(player);
10365 redraw_mask |= REDRAW_DOOR_1;
10367 else if (IS_ENVELOPE(element))
10370 player->show_envelope = element;
10372 ShowEnvelope(element - EL_ENVELOPE_1);
10375 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
10379 if (element_info[element].collect_count == 0)
10380 player->inventory_infinite_element = element;
10382 for (i = 0; i < element_info[element].collect_count; i++)
10383 if (player->inventory_size < MAX_INVENTORY_SIZE)
10384 player->inventory_element[player->inventory_size++] = element;
10386 DrawGameValue_Dynamite(local_player->inventory_size);
10388 else if (element_info[element].collect_count > 0)
10390 local_player->gems_still_needed -=
10391 element_info[element].collect_count;
10392 if (local_player->gems_still_needed < 0)
10393 local_player->gems_still_needed = 0;
10395 DrawGameValue_Emeralds(local_player->gems_still_needed);
10398 RaiseScoreElement(element);
10399 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10401 CheckTriggeredElementChangePlayer(x, y, element,
10402 CE_OTHER_GETS_COLLECTED,
10403 player->index_bit, dig_side);
10406 if (mode == DF_SNAP)
10407 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10412 else if (IS_PUSHABLE(element))
10414 if (mode == DF_SNAP && element != EL_BD_ROCK)
10415 return MF_NO_ACTION;
10417 if (CAN_FALL(element) && dy)
10418 return MF_NO_ACTION;
10420 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
10421 !(element == EL_SPRING && level.use_spring_bug))
10422 return MF_NO_ACTION;
10425 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
10426 ((move_direction & MV_VERTICAL &&
10427 ((element_info[element].move_pattern & MV_LEFT &&
10428 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
10429 (element_info[element].move_pattern & MV_RIGHT &&
10430 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
10431 (move_direction & MV_HORIZONTAL &&
10432 ((element_info[element].move_pattern & MV_UP &&
10433 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
10434 (element_info[element].move_pattern & MV_DOWN &&
10435 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
10436 return MF_NO_ACTION;
10440 /* do not push elements already moving away faster than player */
10441 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
10442 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
10443 return MF_NO_ACTION;
10445 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
10446 return MF_NO_ACTION;
10450 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10452 if (player->push_delay_value == -1)
10453 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10455 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
10457 if (!player->is_pushing)
10458 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10462 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
10463 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
10464 !player_is_pushing))
10465 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10468 if (!player->is_pushing &&
10469 game.engine_version >= VERSION_IDENT(2,2,0,7))
10470 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10474 printf("::: push delay: %ld [%d, %d] [%d]\n",
10475 player->push_delay_value, FrameCounter, game.engine_version,
10476 player->is_pushing);
10479 player->is_pushing = TRUE;
10481 if (!(IN_LEV_FIELD(nextx, nexty) &&
10482 (IS_FREE(nextx, nexty) ||
10483 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
10484 IS_SB_ELEMENT(element)))))
10485 return MF_NO_ACTION;
10487 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
10488 return MF_NO_ACTION;
10490 if (player->push_delay == 0) /* new pushing; restart delay */
10491 player->push_delay = FrameCounter;
10493 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
10494 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
10495 element != EL_SPRING && element != EL_BALLOON)
10497 /* make sure that there is no move delay before next try to push */
10498 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10499 player->move_delay = INITIAL_MOVE_DELAY_OFF;
10501 return MF_NO_ACTION;
10505 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
10508 if (IS_SB_ELEMENT(element))
10510 if (element == EL_SOKOBAN_FIELD_FULL)
10512 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
10513 local_player->sokobanfields_still_needed++;
10516 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
10518 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
10519 local_player->sokobanfields_still_needed--;
10522 Feld[x][y] = EL_SOKOBAN_OBJECT;
10524 if (Back[x][y] == Back[nextx][nexty])
10525 PlayLevelSoundAction(x, y, ACTION_PUSHING);
10526 else if (Back[x][y] != 0)
10527 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
10530 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
10533 if (local_player->sokobanfields_still_needed == 0 &&
10534 game.emulation == EMU_SOKOBAN)
10536 player->LevelSolved = player->GameOver = TRUE;
10537 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
10541 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10543 InitMovingField(x, y, move_direction);
10544 GfxAction[x][y] = ACTION_PUSHING;
10546 if (mode == DF_SNAP)
10547 ContinueMoving(x, y);
10549 MovPos[x][y] = (dx != 0 ? dx : dy);
10551 Pushed[x][y] = TRUE;
10552 Pushed[nextx][nexty] = TRUE;
10554 if (game.engine_version < VERSION_IDENT(2,2,0,7))
10555 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10557 player->push_delay_value = -1; /* get new value later */
10559 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
10560 player->index_bit, dig_side);
10561 CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
10562 player->index_bit, dig_side);
10566 else if (IS_SWITCHABLE(element))
10568 if (PLAYER_SWITCHING(player, x, y))
10571 player->is_switching = TRUE;
10572 player->switch_x = x;
10573 player->switch_y = y;
10575 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10577 if (element == EL_ROBOT_WHEEL)
10579 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
10583 DrawLevelField(x, y);
10585 else if (element == EL_SP_TERMINAL)
10589 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
10591 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
10593 else if (Feld[xx][yy] == EL_SP_TERMINAL)
10594 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
10597 else if (IS_BELT_SWITCH(element))
10599 ToggleBeltSwitch(x, y);
10601 else if (element == EL_SWITCHGATE_SWITCH_UP ||
10602 element == EL_SWITCHGATE_SWITCH_DOWN)
10604 ToggleSwitchgateSwitch(x, y);
10606 else if (element == EL_LIGHT_SWITCH ||
10607 element == EL_LIGHT_SWITCH_ACTIVE)
10609 ToggleLightSwitch(x, y);
10612 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
10613 SND_LIGHT_SWITCH_ACTIVATING :
10614 SND_LIGHT_SWITCH_DEACTIVATING);
10617 else if (element == EL_TIMEGATE_SWITCH)
10619 ActivateTimegateSwitch(x, y);
10621 else if (element == EL_BALLOON_SWITCH_LEFT ||
10622 element == EL_BALLOON_SWITCH_RIGHT ||
10623 element == EL_BALLOON_SWITCH_UP ||
10624 element == EL_BALLOON_SWITCH_DOWN ||
10625 element == EL_BALLOON_SWITCH_ANY)
10627 if (element == EL_BALLOON_SWITCH_ANY)
10628 game.balloon_dir = move_direction;
10630 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
10631 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
10632 element == EL_BALLOON_SWITCH_UP ? MV_UP :
10633 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
10636 else if (element == EL_LAMP)
10638 Feld[x][y] = EL_LAMP_ACTIVE;
10639 local_player->lights_still_needed--;
10641 DrawLevelField(x, y);
10643 else if (element == EL_TIME_ORB_FULL)
10645 Feld[x][y] = EL_TIME_ORB_EMPTY;
10647 DrawGameValue_Time(TimeLeft);
10649 DrawLevelField(x, y);
10652 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
10660 if (!PLAYER_SWITCHING(player, x, y))
10662 player->is_switching = TRUE;
10663 player->switch_x = x;
10664 player->switch_y = y;
10666 CheckTriggeredElementChangePlayer(x, y, element,
10667 CE_OTHER_IS_SWITCHING,
10668 player->index_bit, dig_side);
10669 CheckElementChangePlayer(x, y, element, CE_SWITCHED,
10670 player->index_bit, dig_side);
10673 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
10674 player->index_bit, dig_side);
10675 CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10676 player->index_bit, dig_side);
10679 return MF_NO_ACTION;
10682 player->push_delay = 0;
10684 if (Feld[x][y] != element) /* really digged/collected something */
10685 player->is_collecting = !player->is_digging;
10690 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10692 int jx = player->jx, jy = player->jy;
10693 int x = jx + dx, y = jy + dy;
10694 int snap_direction = (dx == -1 ? MV_LEFT :
10695 dx == +1 ? MV_RIGHT :
10697 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10700 if (player->MovPos)
10703 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
10707 if (!player->active || !IN_LEV_FIELD(x, y))
10715 if (player->MovPos == 0)
10716 player->is_pushing = FALSE;
10718 player->is_snapping = FALSE;
10720 if (player->MovPos == 0)
10722 player->is_moving = FALSE;
10723 player->is_digging = FALSE;
10724 player->is_collecting = FALSE;
10730 if (player->is_snapping)
10733 player->MovDir = snap_direction;
10736 if (player->MovPos == 0)
10739 player->is_moving = FALSE;
10740 player->is_digging = FALSE;
10741 player->is_collecting = FALSE;
10744 player->is_dropping = FALSE;
10746 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10749 player->is_snapping = TRUE;
10752 if (player->MovPos == 0)
10755 player->is_moving = FALSE;
10756 player->is_digging = FALSE;
10757 player->is_collecting = FALSE;
10760 DrawLevelField(x, y);
10766 boolean DropElement(struct PlayerInfo *player)
10768 static int trigger_sides[4] =
10770 CH_SIDE_LEFT, /* dropping left */
10771 CH_SIDE_RIGHT, /* dropping right */
10772 CH_SIDE_TOP, /* dropping up */
10773 CH_SIDE_BOTTOM, /* dropping down */
10775 int jx = player->jx, jy = player->jy;
10776 int drop_direction = player->MovDir;
10777 int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
10778 int old_element = Feld[jx][jy];
10779 int new_element = (player->inventory_size > 0 ?
10780 player->inventory_element[player->inventory_size - 1] :
10781 player->inventory_infinite_element != EL_UNDEFINED ?
10782 player->inventory_infinite_element :
10783 player->dynabombs_left > 0 ?
10784 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10787 /* check if player is active, not moving and ready to drop */
10788 if (!player->active || player->MovPos || player->drop_delay > 0)
10791 /* check if player has anything that can be dropped */
10793 if (new_element == EL_UNDEFINED)
10796 if (player->inventory_size == 0 &&
10797 player->inventory_infinite_element == EL_UNDEFINED &&
10798 player->dynabombs_left == 0)
10802 /* check if anything can be dropped at the current position */
10803 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10806 /* collected custom elements can only be dropped on empty fields */
10808 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10811 if (player->inventory_size > 0 &&
10812 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
10813 && old_element != EL_EMPTY)
10817 if (old_element != EL_EMPTY)
10818 Back[jx][jy] = old_element; /* store old element on this field */
10820 ResetGfxAnimation(jx, jy);
10821 ResetRandomAnimationValue(jx, jy);
10823 if (player->inventory_size > 0 ||
10824 player->inventory_infinite_element != EL_UNDEFINED)
10826 if (player->inventory_size > 0)
10828 player->inventory_size--;
10831 new_element = player->inventory_element[player->inventory_size];
10834 DrawGameValue_Dynamite(local_player->inventory_size);
10836 if (new_element == EL_DYNAMITE)
10837 new_element = EL_DYNAMITE_ACTIVE;
10838 else if (new_element == EL_SP_DISK_RED)
10839 new_element = EL_SP_DISK_RED_ACTIVE;
10842 Feld[jx][jy] = new_element;
10844 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10845 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10847 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10850 /* needed if previous element just changed to "empty" in the last frame */
10851 Changed[jx][jy] = 0; /* allow another change */
10854 CheckTriggeredElementChangePlayer(jx, jy, new_element,
10855 CE_OTHER_GETS_DROPPED,
10856 player->index_bit, drop_side);
10857 CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
10858 player->index_bit, drop_side);
10860 TestIfElementTouchesCustomElement(jx, jy);
10862 else /* player is dropping a dyna bomb */
10864 player->dynabombs_left--;
10867 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
10870 Feld[jx][jy] = new_element;
10872 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10873 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10875 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10882 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10885 InitField_WithBug1(jx, jy, FALSE);
10887 InitField(jx, jy, FALSE);
10888 if (CAN_MOVE(Feld[jx][jy]))
10889 InitMovDir(jx, jy);
10893 new_element = Feld[jx][jy];
10895 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10896 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10898 int move_stepsize = element_info[new_element].move_stepsize;
10899 int direction, dx, dy, nextx, nexty;
10901 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10902 MovDir[jx][jy] = player->MovDir;
10904 direction = MovDir[jx][jy];
10905 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10906 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10910 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10913 WasJustMoving[jx][jy] = 3;
10915 InitMovingField(jx, jy, direction);
10916 ContinueMoving(jx, jy);
10921 Changed[jx][jy] = 0; /* allow another change */
10924 TestIfElementHitsCustomElement(jx, jy, direction);
10926 CheckElementChangeSide(jx, jy, new_element, touched_element,
10927 CE_HITTING_SOMETHING, direction);
10931 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10935 player->drop_delay = 8 + 8 + 8;
10940 player->is_dropping = TRUE;
10946 /* ------------------------------------------------------------------------- */
10947 /* game sound playing functions */
10948 /* ------------------------------------------------------------------------- */
10950 static int *loop_sound_frame = NULL;
10951 static int *loop_sound_volume = NULL;
10953 void InitPlayLevelSound()
10955 int num_sounds = getSoundListSize();
10957 checked_free(loop_sound_frame);
10958 checked_free(loop_sound_volume);
10960 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10961 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10964 static void PlayLevelSound(int x, int y, int nr)
10966 int sx = SCREENX(x), sy = SCREENY(y);
10967 int volume, stereo_position;
10968 int max_distance = 8;
10969 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10971 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10972 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10975 if (!IN_LEV_FIELD(x, y) ||
10976 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10977 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10980 volume = SOUND_MAX_VOLUME;
10982 if (!IN_SCR_FIELD(sx, sy))
10984 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10985 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10987 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10990 stereo_position = (SOUND_MAX_LEFT +
10991 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10992 (SCR_FIELDX + 2 * max_distance));
10994 if (IS_LOOP_SOUND(nr))
10996 /* This assures that quieter loop sounds do not overwrite louder ones,
10997 while restarting sound volume comparison with each new game frame. */
10999 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
11002 loop_sound_volume[nr] = volume;
11003 loop_sound_frame[nr] = FrameCounter;
11006 PlaySoundExt(nr, volume, stereo_position, type);
11009 static void PlayLevelSoundNearest(int x, int y, int sound_action)
11011 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
11012 x > LEVELX(BX2) ? LEVELX(BX2) : x,
11013 y < LEVELY(BY1) ? LEVELY(BY1) :
11014 y > LEVELY(BY2) ? LEVELY(BY2) : y,
11018 static void PlayLevelSoundAction(int x, int y, int action)
11020 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
11023 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
11025 int sound_effect = element_info[element].sound[action];
11027 if (sound_effect != SND_UNDEFINED)
11028 PlayLevelSound(x, y, sound_effect);
11031 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
11034 int sound_effect = element_info[element].sound[action];
11036 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11037 PlayLevelSound(x, y, sound_effect);
11040 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
11042 int sound_effect = element_info[Feld[x][y]].sound[action];
11044 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11045 PlayLevelSound(x, y, sound_effect);
11048 static void StopLevelSoundActionIfLoop(int x, int y, int action)
11050 int sound_effect = element_info[Feld[x][y]].sound[action];
11052 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11053 StopSound(sound_effect);
11056 static void PlayLevelMusic()
11058 if (levelset.music[level_nr] != MUS_UNDEFINED)
11059 PlayMusic(levelset.music[level_nr]); /* from config file */
11061 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
11064 void RaiseScore(int value)
11066 local_player->score += value;
11068 DrawGameValue_Score(local_player->score);
11071 void RaiseScoreElement(int element)
11076 case EL_BD_DIAMOND:
11077 case EL_EMERALD_YELLOW:
11078 case EL_EMERALD_RED:
11079 case EL_EMERALD_PURPLE:
11080 case EL_SP_INFOTRON:
11081 RaiseScore(level.score[SC_EMERALD]);
11084 RaiseScore(level.score[SC_DIAMOND]);
11087 RaiseScore(level.score[SC_CRYSTAL]);
11090 RaiseScore(level.score[SC_PEARL]);
11093 case EL_BD_BUTTERFLY:
11094 case EL_SP_ELECTRON:
11095 RaiseScore(level.score[SC_BUG]);
11098 case EL_BD_FIREFLY:
11099 case EL_SP_SNIKSNAK:
11100 RaiseScore(level.score[SC_SPACESHIP]);
11103 case EL_DARK_YAMYAM:
11104 RaiseScore(level.score[SC_YAMYAM]);
11107 RaiseScore(level.score[SC_ROBOT]);
11110 RaiseScore(level.score[SC_PACMAN]);
11113 RaiseScore(level.score[SC_NUT]);
11116 case EL_SP_DISK_RED:
11117 case EL_DYNABOMB_INCREASE_NUMBER:
11118 case EL_DYNABOMB_INCREASE_SIZE:
11119 case EL_DYNABOMB_INCREASE_POWER:
11120 RaiseScore(level.score[SC_DYNAMITE]);
11122 case EL_SHIELD_NORMAL:
11123 case EL_SHIELD_DEADLY:
11124 RaiseScore(level.score[SC_SHIELD]);
11126 case EL_EXTRA_TIME:
11127 RaiseScore(level.score[SC_TIME_BONUS]);
11133 RaiseScore(level.score[SC_KEY]);
11136 RaiseScore(element_info[element].collect_score);
11141 void RequestQuitGame(boolean ask_if_really_quit)
11143 if (AllPlayersGone ||
11144 !ask_if_really_quit ||
11145 level_editor_test_game ||
11146 Request("Do you really want to quit the game ?",
11147 REQ_ASK | REQ_STAY_CLOSED))
11149 #if defined(PLATFORM_UNIX)
11150 if (options.network)
11151 SendToServer_StopPlaying();
11155 game_status = GAME_MODE_MAIN;
11163 if (tape.playing && tape.deactivate_display)
11164 TapeDeactivateDisplayOff(TRUE);
11167 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
11170 if (tape.playing && tape.deactivate_display)
11171 TapeDeactivateDisplayOn();
11178 /* ---------- new game button stuff ---------------------------------------- */
11180 /* graphic position values for game buttons */
11181 #define GAME_BUTTON_XSIZE 30
11182 #define GAME_BUTTON_YSIZE 30
11183 #define GAME_BUTTON_XPOS 5
11184 #define GAME_BUTTON_YPOS 215
11185 #define SOUND_BUTTON_XPOS 5
11186 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
11188 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
11189 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
11190 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
11191 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
11192 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
11193 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
11200 } gamebutton_info[NUM_GAME_BUTTONS] =
11203 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
11208 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
11209 GAME_CTRL_ID_PAUSE,
11213 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
11218 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
11219 SOUND_CTRL_ID_MUSIC,
11220 "background music on/off"
11223 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
11224 SOUND_CTRL_ID_LOOPS,
11225 "sound loops on/off"
11228 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
11229 SOUND_CTRL_ID_SIMPLE,
11230 "normal sounds on/off"
11234 void CreateGameButtons()
11238 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11240 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
11241 struct GadgetInfo *gi;
11244 unsigned long event_mask;
11245 int gd_xoffset, gd_yoffset;
11246 int gd_x1, gd_x2, gd_y1, gd_y2;
11249 gd_xoffset = gamebutton_info[i].x;
11250 gd_yoffset = gamebutton_info[i].y;
11251 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
11252 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
11254 if (id == GAME_CTRL_ID_STOP ||
11255 id == GAME_CTRL_ID_PAUSE ||
11256 id == GAME_CTRL_ID_PLAY)
11258 button_type = GD_TYPE_NORMAL_BUTTON;
11260 event_mask = GD_EVENT_RELEASED;
11261 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11262 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11266 button_type = GD_TYPE_CHECK_BUTTON;
11268 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
11269 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
11270 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
11271 event_mask = GD_EVENT_PRESSED;
11272 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
11273 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11276 gi = CreateGadget(GDI_CUSTOM_ID, id,
11277 GDI_INFO_TEXT, gamebutton_info[i].infotext,
11278 GDI_X, DX + gd_xoffset,
11279 GDI_Y, DY + gd_yoffset,
11280 GDI_WIDTH, GAME_BUTTON_XSIZE,
11281 GDI_HEIGHT, GAME_BUTTON_YSIZE,
11282 GDI_TYPE, button_type,
11283 GDI_STATE, GD_BUTTON_UNPRESSED,
11284 GDI_CHECKED, checked,
11285 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
11286 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
11287 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
11288 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
11289 GDI_EVENT_MASK, event_mask,
11290 GDI_CALLBACK_ACTION, HandleGameButtons,
11294 Error(ERR_EXIT, "cannot create gadget");
11296 game_gadget[id] = gi;
11300 void FreeGameButtons()
11304 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11305 FreeGadget(game_gadget[i]);
11308 static void MapGameButtons()
11312 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11313 MapGadget(game_gadget[i]);
11316 void UnmapGameButtons()
11320 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11321 UnmapGadget(game_gadget[i]);
11324 static void HandleGameButtons(struct GadgetInfo *gi)
11326 int id = gi->custom_id;
11328 if (game_status != GAME_MODE_PLAYING)
11333 case GAME_CTRL_ID_STOP:
11334 RequestQuitGame(TRUE);
11337 case GAME_CTRL_ID_PAUSE:
11338 if (options.network)
11340 #if defined(PLATFORM_UNIX)
11342 SendToServer_ContinuePlaying();
11344 SendToServer_PausePlaying();
11348 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11351 case GAME_CTRL_ID_PLAY:
11354 #if defined(PLATFORM_UNIX)
11355 if (options.network)
11356 SendToServer_ContinuePlaying();
11360 tape.pausing = FALSE;
11361 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
11366 case SOUND_CTRL_ID_MUSIC:
11367 if (setup.sound_music)
11369 setup.sound_music = FALSE;
11372 else if (audio.music_available)
11374 setup.sound = setup.sound_music = TRUE;
11376 SetAudioMode(setup.sound);
11382 case SOUND_CTRL_ID_LOOPS:
11383 if (setup.sound_loops)
11384 setup.sound_loops = FALSE;
11385 else if (audio.loops_available)
11387 setup.sound = setup.sound_loops = TRUE;
11388 SetAudioMode(setup.sound);
11392 case SOUND_CTRL_ID_SIMPLE:
11393 if (setup.sound_simple)
11394 setup.sound_simple = FALSE;
11395 else if (audio.sound_available)
11397 setup.sound = setup.sound_simple = TRUE;
11398 SetAudioMode(setup.sound);