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 GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
100 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
102 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
104 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
105 RND(element_info[e].push_delay_random))
106 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
107 RND(element_info[e].drop_delay_random))
108 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
109 RND(element_info[e].move_delay_random))
110 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
111 (element_info[e].move_delay_random))
113 #define GET_TARGET_ELEMENT(e, ch) \
114 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
115 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
117 #define GET_VALID_PLAYER_ELEMENT(e) \
118 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
120 #define CAN_GROW_INTO(e) \
121 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
123 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
124 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
127 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
128 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
129 (CAN_MOVE_INTO_ACID(e) && \
130 Feld[x][y] == EL_ACID) || \
133 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
134 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
135 (CAN_MOVE_INTO_ACID(e) && \
136 Feld[x][y] == EL_ACID) || \
139 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
142 (CAN_MOVE_INTO_ACID(e) && \
143 Feld[x][y] == EL_ACID) || \
144 (DONT_COLLIDE_WITH(e) && \
146 !PLAYER_ENEMY_PROTECTED(x, y))))
149 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
150 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
152 (DONT_COLLIDE_WITH(e) && \
154 !PLAYER_ENEMY_PROTECTED(x, y))))
157 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
158 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
161 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
162 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
164 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
165 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
169 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
172 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
177 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
178 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
180 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
181 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
183 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
184 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
186 #define PIG_CAN_ENTER_FIELD(e, x, y) \
187 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
189 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
190 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
191 IS_FOOD_PENGUIN(Feld[x][y])))
192 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
193 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
195 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
196 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
198 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
199 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
203 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
204 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
205 (CAN_MOVE_INTO_ACID(e) && \
206 Feld[x][y] == EL_ACID) || \
207 Feld[x][y] == EL_DIAMOND))
209 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
210 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
211 (CAN_MOVE_INTO_ACID(e) && \
212 Feld[x][y] == EL_ACID) || \
213 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
215 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
216 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
217 (CAN_MOVE_INTO_ACID(e) && \
218 Feld[x][y] == EL_ACID) || \
219 IS_AMOEBOID(Feld[x][y])))
221 #define PIG_CAN_ENTER_FIELD(e, x, y) \
222 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
223 (CAN_MOVE_INTO_ACID(e) && \
224 Feld[x][y] == EL_ACID) || \
225 IS_FOOD_PIG(Feld[x][y])))
227 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
228 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
229 (CAN_MOVE_INTO_ACID(e) && \
230 Feld[x][y] == EL_ACID) || \
231 IS_FOOD_PENGUIN(Feld[x][y]) || \
232 Feld[x][y] == EL_EXIT_OPEN))
234 #define DRAGON_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)))
239 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
240 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
241 (CAN_MOVE_INTO_ACID(e) && \
242 Feld[x][y] == EL_ACID) || \
245 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
246 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
247 (CAN_MOVE_INTO_ACID(e) && \
248 Feld[x][y] == EL_ACID)))
252 #define GROUP_NR(e) ((e) - EL_GROUP_START)
253 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
254 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
255 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
257 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
258 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
261 #define CE_ENTER_FIELD_COND(e, x, y) \
262 (!IS_PLAYER(x, y) && \
263 (Feld[x][y] == EL_ACID || \
264 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
266 #define CE_ENTER_FIELD_COND(e, x, y) \
267 (!IS_PLAYER(x, y) && \
268 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
271 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
272 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
274 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
275 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
277 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
278 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
279 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
280 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
282 /* game button identifiers */
283 #define GAME_CTRL_ID_STOP 0
284 #define GAME_CTRL_ID_PAUSE 1
285 #define GAME_CTRL_ID_PLAY 2
286 #define SOUND_CTRL_ID_MUSIC 3
287 #define SOUND_CTRL_ID_LOOPS 4
288 #define SOUND_CTRL_ID_SIMPLE 5
290 #define NUM_GAME_BUTTONS 6
293 /* forward declaration for internal use */
295 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
296 static boolean MovePlayer(struct PlayerInfo *, int, int);
297 static void ScrollPlayer(struct PlayerInfo *, int);
298 static void ScrollScreen(struct PlayerInfo *, int);
300 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
302 static void InitBeltMovement(void);
303 static void CloseAllOpenTimegates(void);
304 static void CheckGravityMovement(struct PlayerInfo *);
305 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
306 static void KillHeroUnlessEnemyProtected(int, int);
307 static void KillHeroUnlessExplosionProtected(int, int);
309 static void TestIfPlayerTouchesCustomElement(int, int);
310 static void TestIfElementTouchesCustomElement(int, int);
311 static void TestIfElementHitsCustomElement(int, int, int);
313 static void TestIfElementSmashesCustomElement(int, int, int);
316 static void ChangeElement(int, int, int);
318 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
319 #define CheckTriggeredElementChange(x, y, e, ev) \
320 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
322 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
323 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
324 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
325 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
326 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
327 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
330 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
331 #define CheckElementChange(x, y, e, te, ev) \
332 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
333 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
334 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
335 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
336 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
337 #define CheckElementChangeByPage(x, y, e, te, ev, p) \
338 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
340 static void PlayLevelSound(int, int, int);
341 static void PlayLevelSoundNearest(int, int, int);
342 static void PlayLevelSoundAction(int, int, int);
343 static void PlayLevelSoundElementAction(int, int, int, int);
344 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
345 static void PlayLevelSoundActionIfLoop(int, int, int);
346 static void StopLevelSoundActionIfLoop(int, int, int);
347 static void PlayLevelMusic();
349 static void MapGameButtons();
350 static void HandleGameButtons(struct GadgetInfo *);
352 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
355 /* ------------------------------------------------------------------------- */
356 /* definition of elements that automatically change to other elements after */
357 /* a specified time, eventually calling a function when changing */
358 /* ------------------------------------------------------------------------- */
360 /* forward declaration for changer functions */
361 static void InitBuggyBase(int x, int y);
362 static void WarnBuggyBase(int x, int y);
364 static void InitTrap(int x, int y);
365 static void ActivateTrap(int x, int y);
366 static void ChangeActiveTrap(int x, int y);
368 static void InitRobotWheel(int x, int y);
369 static void RunRobotWheel(int x, int y);
370 static void StopRobotWheel(int x, int y);
372 static void InitTimegateWheel(int x, int y);
373 static void RunTimegateWheel(int x, int y);
375 struct ChangingElementInfo
380 void (*pre_change_function)(int x, int y);
381 void (*change_function)(int x, int y);
382 void (*post_change_function)(int x, int y);
385 static struct ChangingElementInfo change_delay_list[] =
436 EL_SWITCHGATE_OPENING,
444 EL_SWITCHGATE_CLOSING,
445 EL_SWITCHGATE_CLOSED,
477 EL_ACID_SPLASH_RIGHT,
486 EL_SP_BUGGY_BASE_ACTIVATING,
493 EL_SP_BUGGY_BASE_ACTIVATING,
494 EL_SP_BUGGY_BASE_ACTIVE,
501 EL_SP_BUGGY_BASE_ACTIVE,
525 EL_ROBOT_WHEEL_ACTIVE,
533 EL_TIMEGATE_SWITCH_ACTIVE,
554 int push_delay_fixed, push_delay_random;
559 { EL_BALLOON, 0, 0 },
561 { EL_SOKOBAN_OBJECT, 2, 0 },
562 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
563 { EL_SATELLITE, 2, 0 },
564 { EL_SP_DISK_YELLOW, 2, 0 },
566 { EL_UNDEFINED, 0, 0 },
574 move_stepsize_list[] =
576 { EL_AMOEBA_DROP, 2 },
577 { EL_AMOEBA_DROPPING, 2 },
578 { EL_QUICKSAND_FILLING, 1 },
579 { EL_QUICKSAND_EMPTYING, 1 },
580 { EL_MAGIC_WALL_FILLING, 2 },
581 { EL_BD_MAGIC_WALL_FILLING, 2 },
582 { EL_MAGIC_WALL_EMPTYING, 2 },
583 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
593 collect_count_list[] =
596 { EL_BD_DIAMOND, 1 },
597 { EL_EMERALD_YELLOW, 1 },
598 { EL_EMERALD_RED, 1 },
599 { EL_EMERALD_PURPLE, 1 },
601 { EL_SP_INFOTRON, 1 },
613 access_direction_list[] =
615 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
616 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
617 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
618 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
619 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
620 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
621 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
622 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
623 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
624 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
625 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
627 { EL_SP_PORT_LEFT, MV_RIGHT },
628 { EL_SP_PORT_RIGHT, MV_LEFT },
629 { EL_SP_PORT_UP, MV_DOWN },
630 { EL_SP_PORT_DOWN, MV_UP },
631 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
632 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
633 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
634 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
635 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
636 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
637 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
639 { EL_UNDEFINED, MV_NO_MOVING }
642 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
644 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
645 CH_EVENT_BIT(CE_DELAY))
646 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
647 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
648 IS_JUST_CHANGING(x, y))
650 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
653 void GetPlayerConfig()
655 if (!audio.sound_available)
656 setup.sound_simple = FALSE;
658 if (!audio.loops_available)
659 setup.sound_loops = FALSE;
661 if (!audio.music_available)
662 setup.sound_music = FALSE;
664 if (!video.fullscreen_available)
665 setup.fullscreen = FALSE;
667 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
669 SetAudioMode(setup.sound);
673 static int getBeltNrFromBeltElement(int element)
675 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
676 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
677 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
680 static int getBeltNrFromBeltActiveElement(int element)
682 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
683 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
684 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
687 static int getBeltNrFromBeltSwitchElement(int element)
689 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
690 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
691 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
694 static int getBeltDirNrFromBeltSwitchElement(int element)
696 static int belt_base_element[4] =
698 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
699 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
700 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
701 EL_CONVEYOR_BELT_4_SWITCH_LEFT
704 int belt_nr = getBeltNrFromBeltSwitchElement(element);
705 int belt_dir_nr = element - belt_base_element[belt_nr];
707 return (belt_dir_nr % 3);
710 static int getBeltDirFromBeltSwitchElement(int element)
712 static int belt_move_dir[3] =
719 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
721 return belt_move_dir[belt_dir_nr];
724 static void InitPlayerField(int x, int y, int element, boolean init_game)
726 if (element == EL_SP_MURPHY)
730 if (stored_player[0].present)
732 Feld[x][y] = EL_SP_MURPHY_CLONE;
738 stored_player[0].use_murphy_graphic = TRUE;
741 Feld[x][y] = EL_PLAYER_1;
747 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
748 int jx = player->jx, jy = player->jy;
750 player->present = TRUE;
752 player->block_last_field = (element == EL_SP_MURPHY ?
753 level.sp_block_last_field :
754 level.block_last_field);
756 if (!options.network || player->connected)
758 player->active = TRUE;
760 /* remove potentially duplicate players */
761 if (StorePlayer[jx][jy] == Feld[x][y])
762 StorePlayer[jx][jy] = 0;
764 StorePlayer[x][y] = Feld[x][y];
768 printf("Player %d activated.\n", player->element_nr);
769 printf("[Local player is %d and currently %s.]\n",
770 local_player->element_nr,
771 local_player->active ? "active" : "not active");
775 Feld[x][y] = EL_EMPTY;
777 player->jx = player->last_jx = x;
778 player->jy = player->last_jy = y;
782 static void InitField(int x, int y, boolean init_game)
784 int element = Feld[x][y];
793 InitPlayerField(x, y, element, init_game);
796 case EL_SOKOBAN_FIELD_PLAYER:
797 element = Feld[x][y] = EL_PLAYER_1;
798 InitField(x, y, init_game);
800 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
801 InitField(x, y, init_game);
804 case EL_SOKOBAN_FIELD_EMPTY:
805 local_player->sokobanfields_still_needed++;
809 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
810 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
811 else if (x > 0 && Feld[x-1][y] == EL_ACID)
812 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
813 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
814 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
815 else if (y > 0 && Feld[x][y-1] == EL_ACID)
816 Feld[x][y] = EL_ACID_POOL_BOTTOM;
817 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
818 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
826 case EL_SPACESHIP_RIGHT:
827 case EL_SPACESHIP_UP:
828 case EL_SPACESHIP_LEFT:
829 case EL_SPACESHIP_DOWN:
831 case EL_BD_BUTTERFLY_RIGHT:
832 case EL_BD_BUTTERFLY_UP:
833 case EL_BD_BUTTERFLY_LEFT:
834 case EL_BD_BUTTERFLY_DOWN:
835 case EL_BD_BUTTERFLY:
836 case EL_BD_FIREFLY_RIGHT:
837 case EL_BD_FIREFLY_UP:
838 case EL_BD_FIREFLY_LEFT:
839 case EL_BD_FIREFLY_DOWN:
841 case EL_PACMAN_RIGHT:
865 if (y == lev_fieldy - 1)
867 Feld[x][y] = EL_AMOEBA_GROWING;
868 Store[x][y] = EL_AMOEBA_WET;
872 case EL_DYNAMITE_ACTIVE:
873 case EL_SP_DISK_RED_ACTIVE:
874 case EL_DYNABOMB_PLAYER_1_ACTIVE:
875 case EL_DYNABOMB_PLAYER_2_ACTIVE:
876 case EL_DYNABOMB_PLAYER_3_ACTIVE:
877 case EL_DYNABOMB_PLAYER_4_ACTIVE:
882 local_player->lights_still_needed++;
886 local_player->friends_still_needed++;
891 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
896 Feld[x][y] = EL_EMPTY;
901 case EL_EM_KEY_1_FILE:
902 Feld[x][y] = EL_EM_KEY_1;
904 case EL_EM_KEY_2_FILE:
905 Feld[x][y] = EL_EM_KEY_2;
907 case EL_EM_KEY_3_FILE:
908 Feld[x][y] = EL_EM_KEY_3;
910 case EL_EM_KEY_4_FILE:
911 Feld[x][y] = EL_EM_KEY_4;
915 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
916 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
917 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
918 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
919 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
920 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
921 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
922 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
923 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
924 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
925 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
926 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
929 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
930 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
931 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
933 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
935 game.belt_dir[belt_nr] = belt_dir;
936 game.belt_dir_nr[belt_nr] = belt_dir_nr;
938 else /* more than one switch -- set it like the first switch */
940 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
945 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
947 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
950 case EL_LIGHT_SWITCH_ACTIVE:
952 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
956 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
958 else if (IS_GROUP_ELEMENT(element))
960 struct ElementGroupInfo *group = element_info[element].group;
961 int last_anim_random_frame = gfx.anim_random_frame;
964 if (group->choice_mode == ANIM_RANDOM)
965 gfx.anim_random_frame = RND(group->num_elements_resolved);
967 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
968 group->choice_mode, 0,
971 if (group->choice_mode == ANIM_RANDOM)
972 gfx.anim_random_frame = last_anim_random_frame;
976 Feld[x][y] = group->element_resolved[element_pos];
978 InitField(x, y, init_game);
984 static inline void InitField_WithBug1(int x, int y, boolean init_game)
986 InitField(x, y, init_game);
988 /* not needed to call InitMovDir() -- already done by InitField()! */
989 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
990 CAN_MOVE(Feld[x][y]))
994 static inline void InitField_WithBug2(int x, int y, boolean init_game)
996 int old_element = Feld[x][y];
998 InitField(x, y, init_game);
1000 /* not needed to call InitMovDir() -- already done by InitField()! */
1001 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1002 CAN_MOVE(old_element) &&
1003 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1006 /* this case is in fact a combination of not less than three bugs:
1007 first, it calls InitMovDir() for elements that can move, although this is
1008 already done by InitField(); then, it checks the element that was at this
1009 field _before_ the call to InitField() (which can change it); lastly, it
1010 was not called for "mole with direction" elements, which were treated as
1011 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1015 inline void DrawGameValue_Emeralds(int value)
1017 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
1020 inline void DrawGameValue_Dynamite(int value)
1022 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
1025 inline void DrawGameValue_Keys(struct PlayerInfo *player)
1029 for (i = 0; i < MAX_KEYS; i++)
1031 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1032 el2edimg(EL_KEY_1 + i));
1035 inline void DrawGameValue_Score(int value)
1037 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1040 inline void DrawGameValue_Time(int value)
1043 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1045 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1048 inline void DrawGameValue_Level(int value)
1051 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1054 /* misuse area for displaying emeralds to draw bigger level number */
1055 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1056 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1058 /* now copy it to the area for displaying level number */
1059 BlitBitmap(drawto, drawto,
1060 DX_EMERALDS, DY_EMERALDS + 1,
1061 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1062 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1063 DX_LEVEL - 1, DY_LEVEL + 1);
1065 /* restore the area for displaying emeralds */
1066 DrawGameValue_Emeralds(local_player->gems_still_needed);
1068 /* yes, this is all really ugly :-) */
1072 void DrawGameDoorValues()
1076 DrawGameValue_Level(level_nr);
1078 for (i = 0; i < MAX_PLAYERS; i++)
1079 DrawGameValue_Keys(&stored_player[i]);
1081 DrawGameValue_Emeralds(local_player->gems_still_needed);
1082 DrawGameValue_Dynamite(local_player->inventory_size);
1083 DrawGameValue_Score(local_player->score);
1084 DrawGameValue_Time(TimeLeft);
1087 static void resolve_group_element(int group_element, int recursion_depth)
1089 static int group_nr;
1090 static struct ElementGroupInfo *group;
1091 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1094 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1096 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1097 group_element - EL_GROUP_START + 1);
1099 /* replace element which caused too deep recursion by question mark */
1100 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1105 if (recursion_depth == 0) /* initialization */
1107 group = element_info[group_element].group;
1108 group_nr = group_element - EL_GROUP_START;
1110 group->num_elements_resolved = 0;
1111 group->choice_pos = 0;
1114 for (i = 0; i < actual_group->num_elements; i++)
1116 int element = actual_group->element[i];
1118 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1121 if (IS_GROUP_ELEMENT(element))
1122 resolve_group_element(element, recursion_depth + 1);
1125 group->element_resolved[group->num_elements_resolved++] = element;
1126 element_info[element].in_group[group_nr] = TRUE;
1131 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1133 printf("::: group %d: %d resolved elements\n",
1134 group_element - EL_GROUP_START, group->num_elements_resolved);
1135 for (i = 0; i < group->num_elements_resolved; i++)
1136 printf("::: - %d ['%s']\n", group->element_resolved[i],
1137 element_info[group->element_resolved[i]].token_name);
1144 =============================================================================
1146 -----------------------------------------------------------------------------
1147 initialize game engine due to level / tape version number
1148 =============================================================================
1151 static void InitGameEngine()
1155 /* set game engine from tape file when re-playing, else from level file */
1156 game.engine_version = (tape.playing ? tape.engine_version :
1157 level.game_version);
1159 /* dynamically adjust element properties according to game engine version */
1160 InitElementPropertiesEngine(game.engine_version);
1163 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1164 printf(" tape version == %06d [%s] [file: %06d]\n",
1165 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1167 printf(" => game.engine_version == %06d\n", game.engine_version);
1170 /* ---------- recursively resolve group elements ------------------------- */
1172 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1173 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1174 element_info[i].in_group[j] = FALSE;
1176 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1177 resolve_group_element(EL_GROUP_START + i, 0);
1179 /* ---------- initialize player's initial move delay --------------------- */
1181 /* dynamically adjust player properties according to game engine version */
1182 game.initial_move_delay =
1183 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1184 INITIAL_MOVE_DELAY_OFF);
1186 /* dynamically adjust player properties according to level information */
1187 game.initial_move_delay_value =
1188 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1190 /* ---------- initialize player's initial push delay --------------------- */
1192 /* dynamically adjust player properties according to game engine version */
1193 game.initial_push_delay_value =
1194 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1196 /* ---------- initialize changing elements ------------------------------- */
1198 /* initialize changing elements information */
1199 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1201 struct ElementInfo *ei = &element_info[i];
1203 /* this pointer might have been changed in the level editor */
1204 ei->change = &ei->change_page[0];
1206 if (!IS_CUSTOM_ELEMENT(i))
1208 ei->change->target_element = EL_EMPTY_SPACE;
1209 ei->change->delay_fixed = 0;
1210 ei->change->delay_random = 0;
1211 ei->change->delay_frames = 1;
1214 ei->change_events = CE_BITMASK_DEFAULT;
1215 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1217 ei->event_page_nr[j] = 0;
1218 ei->event_page[j] = &ei->change_page[0];
1222 /* add changing elements from pre-defined list */
1223 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1225 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1226 struct ElementInfo *ei = &element_info[ch_delay->element];
1228 ei->change->target_element = ch_delay->target_element;
1229 ei->change->delay_fixed = ch_delay->change_delay;
1231 ei->change->pre_change_function = ch_delay->pre_change_function;
1232 ei->change->change_function = ch_delay->change_function;
1233 ei->change->post_change_function = ch_delay->post_change_function;
1235 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1238 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1243 /* add change events from custom element configuration */
1244 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1246 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1248 for (j = 0; j < ei->num_change_pages; j++)
1250 if (!ei->change_page[j].can_change)
1253 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1255 /* only add event page for the first page found with this event */
1256 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1257 !(ei->change_events & CH_EVENT_BIT(k)))
1259 ei->change_events |= CH_EVENT_BIT(k);
1260 ei->event_page_nr[k] = j;
1261 ei->event_page[k] = &ei->change_page[j];
1269 /* add change events from custom element configuration */
1270 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1272 int element = EL_CUSTOM_START + i;
1274 /* only add custom elements that change after fixed/random frame delay */
1275 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1276 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1280 /* ---------- initialize run-time trigger player and element ------------- */
1282 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1284 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1286 for (j = 0; j < ei->num_change_pages; j++)
1288 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1289 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1293 /* ---------- initialize trigger events ---------------------------------- */
1295 /* initialize trigger events information */
1296 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1297 trigger_events[i] = EP_BITMASK_DEFAULT;
1300 /* add trigger events from element change event properties */
1301 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1303 struct ElementInfo *ei = &element_info[i];
1305 for (j = 0; j < ei->num_change_pages; j++)
1307 if (!ei->change_page[j].can_change)
1310 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1312 int trigger_element = ei->change_page[j].trigger_element;
1314 if (IS_GROUP_ELEMENT(trigger_element))
1316 struct ElementGroupInfo *group = element_info[trigger_element].group;
1318 for (k = 0; k < group->num_elements_resolved; k++)
1319 trigger_events[group->element_resolved[k]]
1320 |= ei->change_page[j].events;
1323 trigger_events[trigger_element] |= ei->change_page[j].events;
1328 /* add trigger events from element change event properties */
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1330 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1331 trigger_events[element_info[i].change->trigger_element] |=
1332 element_info[i].change->events;
1335 /* ---------- initialize push delay -------------------------------------- */
1337 /* initialize push delay values to default */
1338 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1340 if (!IS_CUSTOM_ELEMENT(i))
1342 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1343 element_info[i].push_delay_random = game.default_push_delay_random;
1347 /* set push delay value for certain elements from pre-defined list */
1348 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1350 int e = push_delay_list[i].element;
1352 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1353 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1356 /* set push delay value for Supaplex elements for newer engine versions */
1357 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1359 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1361 if (IS_SP_ELEMENT(i))
1363 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1364 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1369 /* ---------- initialize move stepsize ----------------------------------- */
1371 /* initialize move stepsize values to default */
1372 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1373 if (!IS_CUSTOM_ELEMENT(i))
1374 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1376 /* set move stepsize value for certain elements from pre-defined list */
1377 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1379 int e = move_stepsize_list[i].element;
1381 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1385 /* ---------- initialize move dig/leave ---------------------------------- */
1387 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1389 element_info[i].can_leave_element = FALSE;
1390 element_info[i].can_leave_element_last = FALSE;
1394 /* ---------- initialize gem count --------------------------------------- */
1396 /* initialize gem count values for each element */
1397 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1398 if (!IS_CUSTOM_ELEMENT(i))
1399 element_info[i].collect_count = 0;
1401 /* add gem count values for all elements from pre-defined list */
1402 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1403 element_info[collect_count_list[i].element].collect_count =
1404 collect_count_list[i].count;
1406 /* ---------- initialize access direction -------------------------------- */
1408 /* initialize access direction values to default (access from every side) */
1409 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1410 if (!IS_CUSTOM_ELEMENT(i))
1411 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1413 /* set access direction value for certain elements from pre-defined list */
1414 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1415 element_info[access_direction_list[i].element].access_direction =
1416 access_direction_list[i].direction;
1421 =============================================================================
1423 -----------------------------------------------------------------------------
1424 initialize and start new game
1425 =============================================================================
1430 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1431 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1432 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1439 #if USE_NEW_AMOEBA_CODE
1440 printf("Using new amoeba code.\n");
1442 printf("Using old amoeba code.\n");
1447 /* don't play tapes over network */
1448 network_playing = (options.network && !tape.playing);
1450 for (i = 0; i < MAX_PLAYERS; i++)
1452 struct PlayerInfo *player = &stored_player[i];
1454 player->index_nr = i;
1455 player->index_bit = (1 << i);
1456 player->element_nr = EL_PLAYER_1 + i;
1458 player->present = FALSE;
1459 player->active = FALSE;
1462 player->effective_action = 0;
1463 player->programmed_action = 0;
1466 player->gems_still_needed = level.gems_needed;
1467 player->sokobanfields_still_needed = 0;
1468 player->lights_still_needed = 0;
1469 player->friends_still_needed = 0;
1471 for (j = 0; j < MAX_KEYS; j++)
1472 player->key[j] = FALSE;
1474 player->dynabomb_count = 0;
1475 player->dynabomb_size = 1;
1476 player->dynabombs_left = 0;
1477 player->dynabomb_xl = FALSE;
1479 player->MovDir = MV_NO_MOVING;
1482 player->GfxDir = MV_NO_MOVING;
1483 player->GfxAction = ACTION_DEFAULT;
1485 player->StepFrame = 0;
1487 player->use_murphy_graphic = FALSE;
1489 player->block_last_field = FALSE;
1490 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1492 player->actual_frame_counter = 0;
1494 player->step_counter = 0;
1496 player->last_move_dir = MV_NO_MOVING;
1498 player->is_waiting = FALSE;
1499 player->is_moving = FALSE;
1500 player->is_auto_moving = FALSE;
1501 player->is_digging = FALSE;
1502 player->is_snapping = FALSE;
1503 player->is_collecting = FALSE;
1504 player->is_pushing = FALSE;
1505 player->is_switching = FALSE;
1506 player->is_dropping = FALSE;
1508 player->is_bored = FALSE;
1509 player->is_sleeping = FALSE;
1511 player->frame_counter_bored = -1;
1512 player->frame_counter_sleeping = -1;
1514 player->anim_delay_counter = 0;
1515 player->post_delay_counter = 0;
1517 player->action_waiting = ACTION_DEFAULT;
1518 player->last_action_waiting = ACTION_DEFAULT;
1519 player->special_action_bored = ACTION_DEFAULT;
1520 player->special_action_sleeping = ACTION_DEFAULT;
1522 player->num_special_action_bored = 0;
1523 player->num_special_action_sleeping = 0;
1525 /* determine number of special actions for bored and sleeping animation */
1526 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1528 boolean found = FALSE;
1530 for (k = 0; k < NUM_DIRECTIONS; k++)
1531 if (el_act_dir2img(player->element_nr, j, k) !=
1532 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1536 player->num_special_action_bored++;
1540 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1542 boolean found = FALSE;
1544 for (k = 0; k < NUM_DIRECTIONS; k++)
1545 if (el_act_dir2img(player->element_nr, j, k) !=
1546 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1550 player->num_special_action_sleeping++;
1555 player->switch_x = -1;
1556 player->switch_y = -1;
1558 player->show_envelope = 0;
1560 player->move_delay = game.initial_move_delay;
1561 player->move_delay_value = game.initial_move_delay_value;
1563 player->move_delay_reset_counter = 0;
1565 player->push_delay = 0;
1566 player->push_delay_value = game.initial_push_delay_value;
1568 player->drop_delay = 0;
1570 player->last_jx = player->last_jy = 0;
1571 player->jx = player->jy = 0;
1573 player->shield_normal_time_left = 0;
1574 player->shield_deadly_time_left = 0;
1576 player->inventory_infinite_element = EL_UNDEFINED;
1577 player->inventory_size = 0;
1579 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1580 SnapField(player, 0, 0);
1582 player->LevelSolved = FALSE;
1583 player->GameOver = FALSE;
1586 network_player_action_received = FALSE;
1588 #if defined(NETWORK_AVALIABLE)
1589 /* initial null action */
1590 if (network_playing)
1591 SendToServer_MovePlayer(MV_NO_MOVING);
1599 TimeLeft = level.time;
1602 ScreenMovDir = MV_NO_MOVING;
1606 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1608 AllPlayersGone = FALSE;
1610 game.yamyam_content_nr = 0;
1611 game.magic_wall_active = FALSE;
1612 game.magic_wall_time_left = 0;
1613 game.light_time_left = 0;
1614 game.timegate_time_left = 0;
1615 game.switchgate_pos = 0;
1616 game.balloon_dir = MV_NO_MOVING;
1617 game.gravity = level.initial_gravity;
1618 game.explosions_delayed = TRUE;
1620 game.envelope_active = FALSE;
1622 for (i = 0; i < NUM_BELTS; i++)
1624 game.belt_dir[i] = MV_NO_MOVING;
1625 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1628 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1629 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1631 for (x = 0; x < lev_fieldx; x++)
1633 for (y = 0; y < lev_fieldy; y++)
1635 Feld[x][y] = level.field[x][y];
1636 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1637 ChangeDelay[x][y] = 0;
1638 ChangePage[x][y] = -1;
1639 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1641 WasJustMoving[x][y] = 0;
1642 WasJustFalling[x][y] = 0;
1643 CheckCollision[x][y] = 0;
1645 Pushed[x][y] = FALSE;
1647 Changed[x][y] = CE_BITMASK_DEFAULT;
1648 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1650 ExplodePhase[x][y] = 0;
1651 ExplodeDelay[x][y] = 0;
1652 ExplodeField[x][y] = EX_TYPE_NONE;
1654 RunnerVisit[x][y] = 0;
1655 PlayerVisit[x][y] = 0;
1658 GfxRandom[x][y] = INIT_GFX_RANDOM();
1659 GfxElement[x][y] = EL_UNDEFINED;
1660 GfxAction[x][y] = ACTION_DEFAULT;
1661 GfxDir[x][y] = MV_NO_MOVING;
1665 for (y = 0; y < lev_fieldy; y++)
1667 for (x = 0; x < lev_fieldx; x++)
1669 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1671 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1673 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1676 InitField(x, y, TRUE);
1682 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1683 emulate_sb ? EMU_SOKOBAN :
1684 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1686 /* initialize explosion and ignition delay */
1687 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1689 if (!IS_CUSTOM_ELEMENT(i))
1692 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1693 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1694 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1695 int last_phase = (num_phase + 1) * delay;
1696 int half_phase = (num_phase / 2) * delay;
1698 element_info[i].explosion_delay = last_phase - 1;
1699 element_info[i].ignition_delay = half_phase;
1702 if (i == EL_BLACK_ORB)
1703 element_info[i].ignition_delay = 0;
1705 if (i == EL_BLACK_ORB)
1706 element_info[i].ignition_delay = 1;
1711 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1712 element_info[i].explosion_delay = 1;
1714 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1715 element_info[i].ignition_delay = 1;
1719 /* correct non-moving belts to start moving left */
1720 for (i = 0; i < NUM_BELTS; i++)
1721 if (game.belt_dir[i] == MV_NO_MOVING)
1722 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1724 /* check if any connected player was not found in playfield */
1725 for (i = 0; i < MAX_PLAYERS; i++)
1727 struct PlayerInfo *player = &stored_player[i];
1729 if (player->connected && !player->present)
1731 for (j = 0; j < MAX_PLAYERS; j++)
1733 struct PlayerInfo *some_player = &stored_player[j];
1734 int jx = some_player->jx, jy = some_player->jy;
1736 /* assign first free player found that is present in the playfield */
1737 if (some_player->present && !some_player->connected)
1739 player->present = TRUE;
1740 player->active = TRUE;
1742 some_player->present = FALSE;
1743 some_player->active = FALSE;
1746 player->element_nr = some_player->element_nr;
1749 StorePlayer[jx][jy] = player->element_nr;
1750 player->jx = player->last_jx = jx;
1751 player->jy = player->last_jy = jy;
1761 /* when playing a tape, eliminate all players which do not participate */
1763 for (i = 0; i < MAX_PLAYERS; i++)
1765 if (stored_player[i].active && !tape.player_participates[i])
1767 struct PlayerInfo *player = &stored_player[i];
1768 int jx = player->jx, jy = player->jy;
1770 player->active = FALSE;
1771 StorePlayer[jx][jy] = 0;
1772 Feld[jx][jy] = EL_EMPTY;
1776 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1778 /* when in single player mode, eliminate all but the first active player */
1780 for (i = 0; i < MAX_PLAYERS; i++)
1782 if (stored_player[i].active)
1784 for (j = i + 1; j < MAX_PLAYERS; j++)
1786 if (stored_player[j].active)
1788 struct PlayerInfo *player = &stored_player[j];
1789 int jx = player->jx, jy = player->jy;
1791 player->active = FALSE;
1792 player->present = FALSE;
1794 StorePlayer[jx][jy] = 0;
1795 Feld[jx][jy] = EL_EMPTY;
1802 /* when recording the game, store which players take part in the game */
1805 for (i = 0; i < MAX_PLAYERS; i++)
1806 if (stored_player[i].active)
1807 tape.player_participates[i] = TRUE;
1812 for (i = 0; i < MAX_PLAYERS; i++)
1814 struct PlayerInfo *player = &stored_player[i];
1816 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1821 if (local_player == player)
1822 printf("Player %d is local player.\n", i+1);
1826 if (BorderElement == EL_EMPTY)
1829 SBX_Right = lev_fieldx - SCR_FIELDX;
1831 SBY_Lower = lev_fieldy - SCR_FIELDY;
1836 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1838 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1841 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1842 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1844 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1845 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1847 /* if local player not found, look for custom element that might create
1848 the player (make some assumptions about the right custom element) */
1849 if (!local_player->present)
1851 int start_x = 0, start_y = 0;
1852 int found_rating = 0;
1853 int found_element = EL_UNDEFINED;
1855 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1857 int element = Feld[x][y];
1862 if (!IS_CUSTOM_ELEMENT(element))
1865 if (CAN_CHANGE(element))
1867 for (i = 0; i < element_info[element].num_change_pages; i++)
1869 content = element_info[element].change_page[i].target_element;
1870 is_player = ELEM_IS_PLAYER(content);
1872 if (is_player && (found_rating < 3 || element < found_element))
1878 found_element = element;
1883 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1885 content = element_info[element].content[xx][yy];
1886 is_player = ELEM_IS_PLAYER(content);
1888 if (is_player && (found_rating < 2 || element < found_element))
1890 start_x = x + xx - 1;
1891 start_y = y + yy - 1;
1894 found_element = element;
1897 if (!CAN_CHANGE(element))
1900 for (i = 0; i < element_info[element].num_change_pages; i++)
1902 content= element_info[element].change_page[i].target_content[xx][yy];
1903 is_player = ELEM_IS_PLAYER(content);
1905 if (is_player && (found_rating < 1 || element < found_element))
1907 start_x = x + xx - 1;
1908 start_y = y + yy - 1;
1911 found_element = element;
1917 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1918 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1921 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1922 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1928 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1929 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1930 local_player->jx - MIDPOSX);
1932 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1933 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1934 local_player->jy - MIDPOSY);
1936 scroll_x = SBX_Left;
1937 scroll_y = SBY_Upper;
1938 if (local_player->jx >= SBX_Left + MIDPOSX)
1939 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1940 local_player->jx - MIDPOSX :
1942 if (local_player->jy >= SBY_Upper + MIDPOSY)
1943 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1944 local_player->jy - MIDPOSY :
1949 CloseDoor(DOOR_CLOSE_1);
1954 /* after drawing the level, correct some elements */
1955 if (game.timegate_time_left == 0)
1956 CloseAllOpenTimegates();
1958 if (setup.soft_scrolling)
1959 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1961 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1964 /* copy default game door content to main double buffer */
1965 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1966 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1968 DrawGameDoorValues();
1972 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1973 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1974 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1978 /* copy actual game door content to door double buffer for OpenDoor() */
1979 BlitBitmap(drawto, bitmap_db_door,
1980 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1982 OpenDoor(DOOR_OPEN_ALL);
1984 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1986 if (setup.sound_music)
1989 KeyboardAutoRepeatOffUnlessAutoplay();
1993 for (i = 0; i < MAX_PLAYERS; i++)
1994 printf("Player %d %sactive.\n",
1995 i + 1, (stored_player[i].active ? "" : "not "));
1999 printf("::: starting game [%d]\n", FrameCounter);
2003 void InitMovDir(int x, int y)
2005 int i, element = Feld[x][y];
2006 static int xy[4][2] =
2013 static int direction[3][4] =
2015 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2016 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2017 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2026 Feld[x][y] = EL_BUG;
2027 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2030 case EL_SPACESHIP_RIGHT:
2031 case EL_SPACESHIP_UP:
2032 case EL_SPACESHIP_LEFT:
2033 case EL_SPACESHIP_DOWN:
2034 Feld[x][y] = EL_SPACESHIP;
2035 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2038 case EL_BD_BUTTERFLY_RIGHT:
2039 case EL_BD_BUTTERFLY_UP:
2040 case EL_BD_BUTTERFLY_LEFT:
2041 case EL_BD_BUTTERFLY_DOWN:
2042 Feld[x][y] = EL_BD_BUTTERFLY;
2043 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2046 case EL_BD_FIREFLY_RIGHT:
2047 case EL_BD_FIREFLY_UP:
2048 case EL_BD_FIREFLY_LEFT:
2049 case EL_BD_FIREFLY_DOWN:
2050 Feld[x][y] = EL_BD_FIREFLY;
2051 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2054 case EL_PACMAN_RIGHT:
2056 case EL_PACMAN_LEFT:
2057 case EL_PACMAN_DOWN:
2058 Feld[x][y] = EL_PACMAN;
2059 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2062 case EL_SP_SNIKSNAK:
2063 MovDir[x][y] = MV_UP;
2066 case EL_SP_ELECTRON:
2067 MovDir[x][y] = MV_LEFT;
2074 Feld[x][y] = EL_MOLE;
2075 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2079 if (IS_CUSTOM_ELEMENT(element))
2081 struct ElementInfo *ei = &element_info[element];
2082 int move_direction_initial = ei->move_direction_initial;
2083 int move_pattern = ei->move_pattern;
2085 if (move_direction_initial == MV_START_PREVIOUS)
2087 if (MovDir[x][y] != MV_NO_MOVING)
2090 move_direction_initial = MV_START_AUTOMATIC;
2093 if (move_direction_initial == MV_START_RANDOM)
2094 MovDir[x][y] = 1 << RND(4);
2095 else if (move_direction_initial & MV_ANY_DIRECTION)
2096 MovDir[x][y] = move_direction_initial;
2097 else if (move_pattern == MV_ALL_DIRECTIONS ||
2098 move_pattern == MV_TURNING_LEFT ||
2099 move_pattern == MV_TURNING_RIGHT ||
2100 move_pattern == MV_TURNING_LEFT_RIGHT ||
2101 move_pattern == MV_TURNING_RIGHT_LEFT ||
2102 move_pattern == MV_TURNING_RANDOM)
2103 MovDir[x][y] = 1 << RND(4);
2104 else if (move_pattern == MV_HORIZONTAL)
2105 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2106 else if (move_pattern == MV_VERTICAL)
2107 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2108 else if (move_pattern & MV_ANY_DIRECTION)
2109 MovDir[x][y] = element_info[element].move_pattern;
2110 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2111 move_pattern == MV_ALONG_RIGHT_SIDE)
2114 /* use random direction as default start direction */
2115 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2116 MovDir[x][y] = 1 << RND(4);
2119 for (i = 0; i < NUM_DIRECTIONS; i++)
2121 int x1 = x + xy[i][0];
2122 int y1 = y + xy[i][1];
2124 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2126 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2127 MovDir[x][y] = direction[0][i];
2129 MovDir[x][y] = direction[1][i];
2138 MovDir[x][y] = 1 << RND(4);
2140 if (element != EL_BUG &&
2141 element != EL_SPACESHIP &&
2142 element != EL_BD_BUTTERFLY &&
2143 element != EL_BD_FIREFLY)
2146 for (i = 0; i < NUM_DIRECTIONS; i++)
2148 int x1 = x + xy[i][0];
2149 int y1 = y + xy[i][1];
2151 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2153 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2155 MovDir[x][y] = direction[0][i];
2158 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2159 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2161 MovDir[x][y] = direction[1][i];
2170 GfxDir[x][y] = MovDir[x][y];
2173 void InitAmoebaNr(int x, int y)
2176 int group_nr = AmoebeNachbarNr(x, y);
2180 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2182 if (AmoebaCnt[i] == 0)
2190 AmoebaNr[x][y] = group_nr;
2191 AmoebaCnt[group_nr]++;
2192 AmoebaCnt2[group_nr]++;
2198 boolean raise_level = FALSE;
2200 if (local_player->MovPos)
2204 if (tape.auto_play) /* tape might already be stopped here */
2205 tape.auto_play_level_solved = TRUE;
2207 if (tape.playing && tape.auto_play)
2208 tape.auto_play_level_solved = TRUE;
2211 local_player->LevelSolved = FALSE;
2213 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2217 if (!tape.playing && setup.sound_loops)
2218 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2219 SND_CTRL_PLAY_LOOP);
2221 while (TimeLeft > 0)
2223 if (!tape.playing && !setup.sound_loops)
2224 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2225 if (TimeLeft > 0 && !(TimeLeft % 10))
2226 RaiseScore(level.score[SC_TIME_BONUS]);
2227 if (TimeLeft > 100 && !(TimeLeft % 10))
2232 DrawGameValue_Time(TimeLeft);
2240 if (!tape.playing && setup.sound_loops)
2241 StopSound(SND_GAME_LEVELTIME_BONUS);
2243 else if (level.time == 0) /* level without time limit */
2245 if (!tape.playing && setup.sound_loops)
2246 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2247 SND_CTRL_PLAY_LOOP);
2249 while (TimePlayed < 999)
2251 if (!tape.playing && !setup.sound_loops)
2252 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2253 if (TimePlayed < 999 && !(TimePlayed % 10))
2254 RaiseScore(level.score[SC_TIME_BONUS]);
2255 if (TimePlayed < 900 && !(TimePlayed % 10))
2260 DrawGameValue_Time(TimePlayed);
2268 if (!tape.playing && setup.sound_loops)
2269 StopSound(SND_GAME_LEVELTIME_BONUS);
2272 /* close exit door after last player */
2273 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2274 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2276 int element = Feld[ExitX][ExitY];
2278 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2279 EL_SP_EXIT_CLOSING);
2281 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2284 /* Hero disappears */
2285 DrawLevelField(ExitX, ExitY);
2291 CloseDoor(DOOR_CLOSE_1);
2296 SaveTape(tape.level_nr); /* Ask to save tape */
2299 if (level_nr == leveldir_current->handicap_level)
2301 leveldir_current->handicap_level++;
2302 SaveLevelSetup_SeriesInfo();
2305 if (level_editor_test_game)
2306 local_player->score = -1; /* no highscore when playing from editor */
2307 else if (level_nr < leveldir_current->last_level)
2308 raise_level = TRUE; /* advance to next level */
2310 if ((hi_pos = NewHiScore()) >= 0)
2312 game_status = GAME_MODE_SCORES;
2313 DrawHallOfFame(hi_pos);
2322 game_status = GAME_MODE_MAIN;
2339 LoadScore(level_nr);
2341 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2342 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2345 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2347 if (local_player->score > highscore[k].Score)
2349 /* player has made it to the hall of fame */
2351 if (k < MAX_SCORE_ENTRIES - 1)
2353 int m = MAX_SCORE_ENTRIES - 1;
2356 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2357 if (!strcmp(setup.player_name, highscore[l].Name))
2359 if (m == k) /* player's new highscore overwrites his old one */
2363 for (l = m; l > k; l--)
2365 strcpy(highscore[l].Name, highscore[l - 1].Name);
2366 highscore[l].Score = highscore[l - 1].Score;
2373 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2374 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2375 highscore[k].Score = local_player->score;
2381 else if (!strncmp(setup.player_name, highscore[k].Name,
2382 MAX_PLAYER_NAME_LEN))
2383 break; /* player already there with a higher score */
2389 SaveScore(level_nr);
2394 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2396 if (player->GfxAction != action || player->GfxDir != dir)
2399 printf("Player frame reset! (%d => %d, %d => %d)\n",
2400 player->GfxAction, action, player->GfxDir, dir);
2403 player->GfxAction = action;
2404 player->GfxDir = dir;
2406 player->StepFrame = 0;
2410 static void ResetRandomAnimationValue(int x, int y)
2412 GfxRandom[x][y] = INIT_GFX_RANDOM();
2415 static void ResetGfxAnimation(int x, int y)
2418 GfxAction[x][y] = ACTION_DEFAULT;
2419 GfxDir[x][y] = MovDir[x][y];
2422 void InitMovingField(int x, int y, int direction)
2424 int element = Feld[x][y];
2425 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2426 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2430 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2431 ResetGfxAnimation(x, y);
2433 MovDir[newx][newy] = MovDir[x][y] = direction;
2434 GfxDir[x][y] = direction;
2436 if (Feld[newx][newy] == EL_EMPTY)
2437 Feld[newx][newy] = EL_BLOCKED;
2439 if (direction == MV_DOWN && CAN_FALL(element))
2440 GfxAction[x][y] = ACTION_FALLING;
2442 GfxAction[x][y] = ACTION_MOVING;
2444 GfxFrame[newx][newy] = GfxFrame[x][y];
2445 GfxRandom[newx][newy] = GfxRandom[x][y];
2446 GfxAction[newx][newy] = GfxAction[x][y];
2447 GfxDir[newx][newy] = GfxDir[x][y];
2450 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2452 int direction = MovDir[x][y];
2453 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2454 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2460 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2462 int oldx = x, oldy = y;
2463 int direction = MovDir[x][y];
2465 if (direction == MV_LEFT)
2467 else if (direction == MV_RIGHT)
2469 else if (direction == MV_UP)
2471 else if (direction == MV_DOWN)
2474 *comes_from_x = oldx;
2475 *comes_from_y = oldy;
2478 int MovingOrBlocked2Element(int x, int y)
2480 int element = Feld[x][y];
2482 if (element == EL_BLOCKED)
2486 Blocked2Moving(x, y, &oldx, &oldy);
2487 return Feld[oldx][oldy];
2493 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2495 /* like MovingOrBlocked2Element(), but if element is moving
2496 and (x,y) is the field the moving element is just leaving,
2497 return EL_BLOCKED instead of the element value */
2498 int element = Feld[x][y];
2500 if (IS_MOVING(x, y))
2502 if (element == EL_BLOCKED)
2506 Blocked2Moving(x, y, &oldx, &oldy);
2507 return Feld[oldx][oldy];
2516 static void RemoveField(int x, int y)
2518 Feld[x][y] = EL_EMPTY;
2525 ChangeDelay[x][y] = 0;
2526 ChangePage[x][y] = -1;
2527 Pushed[x][y] = FALSE;
2530 ExplodeField[x][y] = EX_TYPE_NONE;
2533 GfxElement[x][y] = EL_UNDEFINED;
2534 GfxAction[x][y] = ACTION_DEFAULT;
2535 GfxDir[x][y] = MV_NO_MOVING;
2538 void RemoveMovingField(int x, int y)
2540 int oldx = x, oldy = y, newx = x, newy = y;
2541 int element = Feld[x][y];
2542 int next_element = EL_UNDEFINED;
2544 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2547 if (IS_MOVING(x, y))
2549 Moving2Blocked(x, y, &newx, &newy);
2551 if (Feld[newx][newy] != EL_BLOCKED)
2554 if (Feld[newx][newy] != EL_BLOCKED)
2556 /* element is moving, but target field is not free (blocked), but
2557 already occupied by something different (example: acid pool);
2558 in this case, only remove the moving field, but not the target */
2560 RemoveField(oldx, oldy);
2562 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2564 DrawLevelField(oldx, oldy);
2570 else if (element == EL_BLOCKED)
2572 Blocked2Moving(x, y, &oldx, &oldy);
2573 if (!IS_MOVING(oldx, oldy))
2577 if (element == EL_BLOCKED &&
2578 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2579 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2580 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2581 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2582 next_element = get_next_element(Feld[oldx][oldy]);
2584 RemoveField(oldx, oldy);
2585 RemoveField(newx, newy);
2587 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2589 if (next_element != EL_UNDEFINED)
2590 Feld[oldx][oldy] = next_element;
2592 DrawLevelField(oldx, oldy);
2593 DrawLevelField(newx, newy);
2596 void DrawDynamite(int x, int y)
2598 int sx = SCREENX(x), sy = SCREENY(y);
2599 int graphic = el2img(Feld[x][y]);
2602 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2605 if (IS_WALKABLE_INSIDE(Back[x][y]))
2609 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2610 else if (Store[x][y])
2611 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2613 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2616 if (Back[x][y] || Store[x][y])
2617 DrawGraphicThruMask(sx, sy, graphic, frame);
2619 DrawGraphic(sx, sy, graphic, frame);
2621 if (game.emulation == EMU_SUPAPLEX)
2622 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2623 else if (Store[x][y])
2624 DrawGraphicThruMask(sx, sy, graphic, frame);
2626 DrawGraphic(sx, sy, graphic, frame);
2630 void CheckDynamite(int x, int y)
2632 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2636 if (MovDelay[x][y] != 0)
2639 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2646 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2648 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2649 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2650 StopSound(SND_DYNAMITE_ACTIVE);
2652 StopSound(SND_DYNABOMB_ACTIVE);
2658 void DrawRelocatePlayer(struct PlayerInfo *player)
2660 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2661 boolean no_delay = (tape.warp_forward);
2662 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2663 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2664 int jx = player->jx;
2665 int jy = player->jy;
2667 if (level.instant_relocation)
2670 int offset = (setup.scroll_delay ? 3 : 0);
2672 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2674 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2675 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2676 local_player->jx - MIDPOSX);
2678 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2679 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2680 local_player->jy - MIDPOSY);
2684 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2685 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2686 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2688 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2689 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2690 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2692 /* don't scroll over playfield boundaries */
2693 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2694 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2696 /* don't scroll over playfield boundaries */
2697 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2698 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2701 scroll_x += (local_player->jx - old_jx);
2702 scroll_y += (local_player->jy - old_jy);
2704 /* don't scroll over playfield boundaries */
2705 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2706 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2708 /* don't scroll over playfield boundaries */
2709 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2710 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2713 RedrawPlayfield(TRUE, 0,0,0,0);
2719 int offset = (setup.scroll_delay ? 3 : 0);
2721 int scroll_xx = -999, scroll_yy = -999;
2723 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2725 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2728 int fx = FX, fy = FY;
2730 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2731 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2732 local_player->jx - MIDPOSX);
2734 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2735 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2736 local_player->jy - MIDPOSY);
2738 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2739 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2742 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2745 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2752 fx += dx * TILEX / 2;
2753 fy += dy * TILEY / 2;
2755 ScrollLevel(dx, dy);
2758 /* scroll in two steps of half tile size to make things smoother */
2759 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2761 Delay(wait_delay_value);
2763 /* scroll second step to align at full tile size */
2765 Delay(wait_delay_value);
2768 int scroll_xx = -999, scroll_yy = -999;
2770 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2772 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2775 int fx = FX, fy = FY;
2777 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2778 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2779 local_player->jx - MIDPOSX);
2781 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2782 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2783 local_player->jy - MIDPOSY);
2785 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2786 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2789 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2792 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2799 fx += dx * TILEX / 2;
2800 fy += dy * TILEY / 2;
2802 ScrollLevel(dx, dy);
2805 /* scroll in two steps of half tile size to make things smoother */
2806 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2808 Delay(wait_delay_value);
2810 /* scroll second step to align at full tile size */
2812 Delay(wait_delay_value);
2818 Delay(wait_delay_value);
2822 void RelocatePlayer(int jx, int jy, int el_player_raw)
2825 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2827 int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
2829 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2830 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2831 boolean no_delay = (tape.warp_forward);
2832 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2833 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2834 int old_jx = player->jx;
2835 int old_jy = player->jy;
2836 int old_element = Feld[old_jx][old_jy];
2837 int element = Feld[jx][jy];
2838 boolean player_relocated = (old_jx != jx || old_jy != jy);
2840 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2841 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2843 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2844 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2845 int leave_side_horiz = move_dir_horiz;
2846 int leave_side_vert = move_dir_vert;
2848 static int trigger_sides[4][2] =
2850 /* enter side leave side */
2851 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
2852 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
2853 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
2854 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
2856 int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
2857 int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
2858 int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
2859 int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
2861 int enter_side = enter_side_horiz | enter_side_vert;
2862 int leave_side = leave_side_horiz | leave_side_vert;
2864 if (player->GameOver) /* do not reanimate dead player */
2867 if (!player_relocated) /* no need to relocate the player */
2870 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2872 RemoveField(jx, jy); /* temporarily remove newly placed player */
2873 DrawLevelField(jx, jy);
2876 if (player->present)
2878 while (player->MovPos)
2880 ScrollPlayer(player, SCROLL_GO_ON);
2881 ScrollScreen(NULL, SCROLL_GO_ON);
2887 Delay(wait_delay_value);
2890 DrawPlayer(player); /* needed here only to cleanup last field */
2891 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2893 player->is_moving = FALSE;
2897 if (IS_CUSTOM_ELEMENT(old_element))
2898 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2900 player->index_bit, leave_side);
2902 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
2904 player->index_bit, leave_side);
2907 Feld[jx][jy] = el_player;
2908 InitPlayerField(jx, jy, el_player, TRUE);
2910 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2912 Feld[jx][jy] = element;
2913 InitField(jx, jy, FALSE);
2917 if (player == local_player) /* only visually relocate local player */
2918 DrawRelocatePlayer(player);
2922 TestIfHeroTouchesBadThing(jx, jy);
2923 TestIfPlayerTouchesCustomElement(jx, jy);
2927 printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
2932 /* needed to allow change of walkable custom element by entering player */
2933 if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
2934 Changed[jx][jy] = 0; /* allow another change (but prevent loop) */
2936 /* needed to allow change of walkable custom element by entering player */
2937 Changed[jx][jy] = 0; /* allow another change */
2942 printf("::: player entering %d, %d from %s ...\n", jx, jy,
2943 enter_side == MV_LEFT ? "left" :
2944 enter_side == MV_RIGHT ? "right" :
2945 enter_side == MV_UP ? "top" :
2946 enter_side == MV_DOWN ? "bottom" : "oops! no idea!");
2950 if (IS_CUSTOM_ELEMENT(element))
2951 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2952 player->index_bit, enter_side);
2954 CheckTriggeredElementChangeByPlayer(jx, jy, element,
2955 CE_OTHER_GETS_ENTERED,
2956 player->index_bit, enter_side);
2960 void Explode(int ex, int ey, int phase, int mode)
2967 /* !!! eliminate this variable !!! */
2968 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2973 int last_phase = num_phase * delay;
2974 int half_phase = (num_phase / 2) * delay;
2975 int first_phase_after_start = EX_PHASE_START + 1;
2979 if (game.explosions_delayed)
2981 ExplodeField[ex][ey] = mode;
2985 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2987 int center_element = Feld[ex][ey];
2990 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2994 /* --- This is only really needed (and now handled) in "Impact()". --- */
2995 /* do not explode moving elements that left the explode field in time */
2996 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2997 center_element == EL_EMPTY &&
2998 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
3002 if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
3003 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
3005 /* remove things displayed in background while burning dynamite */
3006 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
3009 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
3011 /* put moving element to center field (and let it explode there) */
3012 center_element = MovingOrBlocked2Element(ex, ey);
3013 RemoveMovingField(ex, ey);
3014 Feld[ex][ey] = center_element;
3020 last_phase = element_info[center_element].explosion_delay + 1;
3022 last_phase = element_info[center_element].explosion_delay;
3026 printf("::: %d -> %d\n", center_element, last_phase);
3030 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
3032 int xx = x - ex + 1;
3033 int yy = y - ey + 1;
3038 if (!IN_LEV_FIELD(x, y) ||
3039 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3040 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3043 if (!IN_LEV_FIELD(x, y) ||
3044 (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
3048 if (!IN_LEV_FIELD(x, y) ||
3049 ((mode != EX_TYPE_NORMAL ||
3050 center_element == EL_AMOEBA_TO_DIAMOND) &&
3051 (x != ex || y != ey)))
3055 element = Feld[x][y];
3057 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3059 element = MovingOrBlocked2Element(x, y);
3061 if (!IS_EXPLOSION_PROOF(element))
3062 RemoveMovingField(x, y);
3068 if (IS_EXPLOSION_PROOF(element))
3071 /* indestructible elements can only explode in center (but not flames) */
3073 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3074 mode == EX_TYPE_BORDER)) ||
3075 element == EL_FLAMES)
3078 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
3079 element == EL_FLAMES)
3085 if ((IS_INDESTRUCTIBLE(element) &&
3086 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
3087 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
3088 element == EL_FLAMES)
3093 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3094 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3095 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3097 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3100 if (IS_ACTIVE_BOMB(element))
3102 /* re-activate things under the bomb like gate or penguin */
3104 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3107 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
3112 printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
3113 element_info[Feld[x][y]].token_name,
3114 Store[x][y], Store2[x][y]);
3121 /* save walkable background elements while explosion on same tile */
3123 if (IS_INDESTRUCTIBLE(element))
3124 Back[x][y] = element;
3128 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3129 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3130 Back[x][y] = element;
3132 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3133 (x != ex || y != ey))
3134 Back[x][y] = element;
3137 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
3138 Back[x][y] = element;
3142 /* ignite explodable elements reached by other explosion */
3143 if (element == EL_EXPLOSION)
3144 element = Store2[x][y];
3147 if (AmoebaNr[x][y] &&
3148 (element == EL_AMOEBA_FULL ||
3149 element == EL_BD_AMOEBA ||
3150 element == EL_AMOEBA_GROWING))
3152 AmoebaCnt[AmoebaNr[x][y]]--;
3153 AmoebaCnt2[AmoebaNr[x][y]]--;
3159 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3161 switch(StorePlayer[ex][ey])
3164 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3167 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3170 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3174 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3179 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3180 Store[x][y] = EL_EMPTY;
3182 if (game.emulation == EMU_SUPAPLEX)
3183 Store[x][y] = EL_EMPTY;
3186 else if (center_element == EL_MOLE)
3187 Store[x][y] = EL_EMERALD_RED;
3188 else if (center_element == EL_PENGUIN)
3189 Store[x][y] = EL_EMERALD_PURPLE;
3190 else if (center_element == EL_BUG)
3191 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3192 else if (center_element == EL_BD_BUTTERFLY)
3193 Store[x][y] = EL_BD_DIAMOND;
3194 else if (center_element == EL_SP_ELECTRON)
3195 Store[x][y] = EL_SP_INFOTRON;
3196 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3197 Store[x][y] = level.amoeba_content;
3198 else if (center_element == EL_YAMYAM)
3199 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3200 else if (IS_CUSTOM_ELEMENT(center_element) &&
3201 element_info[center_element].content[xx][yy] != EL_EMPTY)
3202 Store[x][y] = element_info[center_element].content[xx][yy];
3203 else if (element == EL_WALL_EMERALD)
3204 Store[x][y] = EL_EMERALD;
3205 else if (element == EL_WALL_DIAMOND)
3206 Store[x][y] = EL_DIAMOND;
3207 else if (element == EL_WALL_BD_DIAMOND)
3208 Store[x][y] = EL_BD_DIAMOND;
3209 else if (element == EL_WALL_EMERALD_YELLOW)
3210 Store[x][y] = EL_EMERALD_YELLOW;
3211 else if (element == EL_WALL_EMERALD_RED)
3212 Store[x][y] = EL_EMERALD_RED;
3213 else if (element == EL_WALL_EMERALD_PURPLE)
3214 Store[x][y] = EL_EMERALD_PURPLE;
3215 else if (element == EL_WALL_PEARL)
3216 Store[x][y] = EL_PEARL;
3217 else if (element == EL_WALL_CRYSTAL)
3218 Store[x][y] = EL_CRYSTAL;
3219 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3220 Store[x][y] = element_info[element].content[1][1];
3222 Store[x][y] = EL_EMPTY;
3224 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3225 center_element == EL_AMOEBA_TO_DIAMOND)
3226 Store2[x][y] = element;
3229 printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
3230 element_info[Store2[x][y]].token_name);
3234 if (AmoebaNr[x][y] &&
3235 (element == EL_AMOEBA_FULL ||
3236 element == EL_BD_AMOEBA ||
3237 element == EL_AMOEBA_GROWING))
3239 AmoebaCnt[AmoebaNr[x][y]]--;
3240 AmoebaCnt2[AmoebaNr[x][y]]--;
3246 MovDir[x][y] = MovPos[x][y] = 0;
3247 GfxDir[x][y] = MovDir[x][y];
3252 Feld[x][y] = EL_EXPLOSION;
3254 GfxElement[x][y] = center_element;
3256 GfxElement[x][y] = EL_UNDEFINED;
3259 ExplodePhase[x][y] = 1;
3261 ExplodeDelay[x][y] = last_phase;
3266 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3268 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3275 if (center_element == EL_YAMYAM)
3276 game.yamyam_content_nr =
3277 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3280 printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
3281 element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
3295 GfxFrame[x][y] = 0; /* restart explosion animation */
3299 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3303 last_phase = ExplodeDelay[x][y];
3306 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3310 /* activate this even in non-DEBUG version until cause for crash in
3311 getGraphicAnimationFrame() (see below) is found and eliminated */
3315 if (GfxElement[x][y] == EL_UNDEFINED)
3318 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3319 printf("Explode(): This should never happen!\n");
3322 GfxElement[x][y] = EL_EMPTY;
3328 border_element = Store2[x][y];
3330 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3331 border_element = StorePlayer[x][y];
3333 if (IS_PLAYER(x, y))
3334 border_element = StorePlayer[x][y];
3338 printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
3339 element_info[border_element].token_name, Store2[x][y]);
3343 printf("::: phase == %d\n", phase);
3346 if (phase == element_info[border_element].ignition_delay ||
3347 phase == last_phase)
3349 boolean border_explosion = FALSE;
3353 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3354 !PLAYER_EXPLOSION_PROTECTED(x, y))
3356 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3359 if (IS_PLAYER(x, y))
3362 KillHeroUnlessExplosionProtected(x, y);
3363 border_explosion = TRUE;
3366 if (phase == last_phase)
3367 printf("::: IS_PLAYER\n");
3370 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3373 printf("::: %d,%d: %d %s\n", x, y, border_element,
3374 element_info[border_element].token_name);
3377 Feld[x][y] = Store2[x][y];
3380 border_explosion = TRUE;
3383 if (phase == last_phase)
3384 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3387 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3389 AmoebeUmwandeln(x, y);
3391 border_explosion = TRUE;
3394 if (phase == last_phase)
3395 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3396 element_info[border_element].explosion_delay,
3397 element_info[border_element].ignition_delay,
3403 /* if an element just explodes due to another explosion (chain-reaction),
3404 do not immediately end the new explosion when it was the last frame of
3405 the explosion (as it would be done in the following "if"-statement!) */
3406 if (border_explosion && phase == last_phase)
3413 if (phase == first_phase_after_start)
3415 int element = Store2[x][y];
3417 if (element == EL_BLACK_ORB)
3419 Feld[x][y] = Store2[x][y];
3424 else if (phase == half_phase)
3426 int element = Store2[x][y];
3428 if (IS_PLAYER(x, y))
3429 KillHeroUnlessExplosionProtected(x, y);
3430 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3432 Feld[x][y] = Store2[x][y];
3436 else if (element == EL_AMOEBA_TO_DIAMOND)
3437 AmoebeUmwandeln(x, y);
3441 if (phase == last_phase)
3446 printf("::: done: phase == %d\n", phase);
3450 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3453 element = Feld[x][y] = Store[x][y];
3454 Store[x][y] = Store2[x][y] = 0;
3455 GfxElement[x][y] = EL_UNDEFINED;
3457 /* player can escape from explosions and might therefore be still alive */
3458 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3459 element <= EL_PLAYER_IS_EXPLODING_4)
3460 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3462 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3463 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3464 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3467 /* restore probably existing indestructible background element */
3468 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3469 element = Feld[x][y] = Back[x][y];
3472 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3473 GfxDir[x][y] = MV_NO_MOVING;
3474 ChangeDelay[x][y] = 0;
3475 ChangePage[x][y] = -1;
3478 InitField_WithBug2(x, y, FALSE);
3480 InitField(x, y, FALSE);
3482 /* !!! not needed !!! */
3484 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3485 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3488 if (CAN_MOVE(element))
3493 DrawLevelField(x, y);
3495 TestIfElementTouchesCustomElement(x, y);
3497 if (GFX_CRUMBLED(element))
3498 DrawLevelFieldCrumbledSandNeighbours(x, y);
3500 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3501 StorePlayer[x][y] = 0;
3503 if (ELEM_IS_PLAYER(element))
3504 RelocatePlayer(x, y, element);
3507 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3509 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3513 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3515 int stored = Store[x][y];
3516 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3517 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3521 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3523 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3527 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3531 printf("::: %d / %d [%d - %d]\n",
3532 GfxFrame[x][y], phase - delay, phase, delay);
3536 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3537 element_info[GfxElement[x][y]].token_name,
3542 DrawLevelFieldCrumbledSand(x, y);
3544 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3546 DrawLevelElement(x, y, Back[x][y]);
3547 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3549 else if (IS_WALKABLE_UNDER(Back[x][y]))
3551 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3552 DrawLevelElementThruMask(x, y, Back[x][y]);
3554 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3555 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3559 void DynaExplode(int ex, int ey)
3562 int dynabomb_element = Feld[ex][ey];
3563 int dynabomb_size = 1;
3564 boolean dynabomb_xl = FALSE;
3565 struct PlayerInfo *player;
3566 static int xy[4][2] =
3574 if (IS_ACTIVE_BOMB(dynabomb_element))
3576 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3577 dynabomb_size = player->dynabomb_size;
3578 dynabomb_xl = player->dynabomb_xl;
3579 player->dynabombs_left++;
3582 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3584 for (i = 0; i < NUM_DIRECTIONS; i++)
3586 for (j = 1; j <= dynabomb_size; j++)
3588 int x = ex + j * xy[i][0];
3589 int y = ey + j * xy[i][1];
3592 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3595 element = Feld[x][y];
3597 /* do not restart explosions of fields with active bombs */
3598 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3601 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3605 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3606 !IS_DIGGABLE(element) && !dynabomb_xl)
3609 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3610 !CAN_GROW_INTO(element) && !dynabomb_xl)
3614 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3615 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3616 element != EL_SAND && !dynabomb_xl)
3623 void Bang(int x, int y)
3626 int element = MovingOrBlocked2Element(x, y);
3628 int element = Feld[x][y];
3632 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3634 if (IS_PLAYER(x, y))
3637 struct PlayerInfo *player = PLAYERINFO(x, y);
3639 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3640 player->element_nr);
3645 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3647 if (game.emulation == EMU_SUPAPLEX)
3648 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3650 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3655 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3663 case EL_BD_BUTTERFLY:
3666 case EL_DARK_YAMYAM:
3670 RaiseScoreElement(element);
3671 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3673 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3674 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3675 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3676 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3677 case EL_DYNABOMB_INCREASE_NUMBER:
3678 case EL_DYNABOMB_INCREASE_SIZE:
3679 case EL_DYNABOMB_INCREASE_POWER:
3684 case EL_LAMP_ACTIVE:
3686 case EL_AMOEBA_TO_DIAMOND:
3688 if (IS_PLAYER(x, y))
3689 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3691 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3695 if (element_info[element].explosion_type == EXPLODES_CROSS)
3697 if (CAN_EXPLODE_CROSS(element))
3700 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3705 else if (element_info[element].explosion_type == EXPLODES_1X1)
3707 else if (CAN_EXPLODE_1X1(element))
3709 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3711 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3715 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3718 void SplashAcid(int x, int y)
3721 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3722 (!IN_LEV_FIELD(x - 1, y - 2) ||
3723 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3724 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3726 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3727 (!IN_LEV_FIELD(x + 1, y - 2) ||
3728 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3729 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3731 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3733 /* input: position of element entering acid (obsolete) */
3735 int element = Feld[x][y];
3737 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3740 if (element != EL_ACID_SPLASH_LEFT &&
3741 element != EL_ACID_SPLASH_RIGHT)
3743 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3745 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3746 (!IN_LEV_FIELD(x - 1, y - 1) ||
3747 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3748 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3750 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3751 (!IN_LEV_FIELD(x + 1, y - 1) ||
3752 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3753 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3758 static void InitBeltMovement()
3760 static int belt_base_element[4] =
3762 EL_CONVEYOR_BELT_1_LEFT,
3763 EL_CONVEYOR_BELT_2_LEFT,
3764 EL_CONVEYOR_BELT_3_LEFT,
3765 EL_CONVEYOR_BELT_4_LEFT
3767 static int belt_base_active_element[4] =
3769 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3770 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3771 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3772 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3777 /* set frame order for belt animation graphic according to belt direction */
3778 for (i = 0; i < NUM_BELTS; i++)
3782 for (j = 0; j < NUM_BELT_PARTS; j++)
3784 int element = belt_base_active_element[belt_nr] + j;
3785 int graphic = el2img(element);
3787 if (game.belt_dir[i] == MV_LEFT)
3788 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3790 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3794 for (y = 0; y < lev_fieldy; y++)
3796 for (x = 0; x < lev_fieldx; x++)
3798 int element = Feld[x][y];
3800 for (i = 0; i < NUM_BELTS; i++)
3802 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3804 int e_belt_nr = getBeltNrFromBeltElement(element);
3807 if (e_belt_nr == belt_nr)
3809 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3811 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3819 static void ToggleBeltSwitch(int x, int y)
3821 static int belt_base_element[4] =
3823 EL_CONVEYOR_BELT_1_LEFT,
3824 EL_CONVEYOR_BELT_2_LEFT,
3825 EL_CONVEYOR_BELT_3_LEFT,
3826 EL_CONVEYOR_BELT_4_LEFT
3828 static int belt_base_active_element[4] =
3830 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3831 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3832 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3833 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3835 static int belt_base_switch_element[4] =
3837 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3838 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3839 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3840 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3842 static int belt_move_dir[4] =
3850 int element = Feld[x][y];
3851 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3852 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3853 int belt_dir = belt_move_dir[belt_dir_nr];
3856 if (!IS_BELT_SWITCH(element))
3859 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3860 game.belt_dir[belt_nr] = belt_dir;
3862 if (belt_dir_nr == 3)
3865 /* set frame order for belt animation graphic according to belt direction */
3866 for (i = 0; i < NUM_BELT_PARTS; i++)
3868 int element = belt_base_active_element[belt_nr] + i;
3869 int graphic = el2img(element);
3871 if (belt_dir == MV_LEFT)
3872 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3874 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3877 for (yy = 0; yy < lev_fieldy; yy++)
3879 for (xx = 0; xx < lev_fieldx; xx++)
3881 int element = Feld[xx][yy];
3883 if (IS_BELT_SWITCH(element))
3885 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3887 if (e_belt_nr == belt_nr)
3889 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3890 DrawLevelField(xx, yy);
3893 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3895 int e_belt_nr = getBeltNrFromBeltElement(element);
3897 if (e_belt_nr == belt_nr)
3899 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3901 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3902 DrawLevelField(xx, yy);
3905 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3907 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3909 if (e_belt_nr == belt_nr)
3911 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3913 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3914 DrawLevelField(xx, yy);
3921 static void ToggleSwitchgateSwitch(int x, int y)
3925 game.switchgate_pos = !game.switchgate_pos;
3927 for (yy = 0; yy < lev_fieldy; yy++)
3929 for (xx = 0; xx < lev_fieldx; xx++)
3931 int element = Feld[xx][yy];
3933 if (element == EL_SWITCHGATE_SWITCH_UP ||
3934 element == EL_SWITCHGATE_SWITCH_DOWN)
3936 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3937 DrawLevelField(xx, yy);
3939 else if (element == EL_SWITCHGATE_OPEN ||
3940 element == EL_SWITCHGATE_OPENING)
3942 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3944 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3946 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3949 else if (element == EL_SWITCHGATE_CLOSED ||
3950 element == EL_SWITCHGATE_CLOSING)
3952 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3954 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3956 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3963 static int getInvisibleActiveFromInvisibleElement(int element)
3965 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3966 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3967 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3971 static int getInvisibleFromInvisibleActiveElement(int element)
3973 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3974 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3975 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3979 static void RedrawAllLightSwitchesAndInvisibleElements()
3983 for (y = 0; y < lev_fieldy; y++)
3985 for (x = 0; x < lev_fieldx; x++)
3987 int element = Feld[x][y];
3989 if (element == EL_LIGHT_SWITCH &&
3990 game.light_time_left > 0)
3992 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3993 DrawLevelField(x, y);
3995 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3996 game.light_time_left == 0)
3998 Feld[x][y] = EL_LIGHT_SWITCH;
3999 DrawLevelField(x, y);
4001 else if (element == EL_INVISIBLE_STEELWALL ||
4002 element == EL_INVISIBLE_WALL ||
4003 element == EL_INVISIBLE_SAND)
4005 if (game.light_time_left > 0)
4006 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4008 DrawLevelField(x, y);
4010 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4011 element == EL_INVISIBLE_WALL_ACTIVE ||
4012 element == EL_INVISIBLE_SAND_ACTIVE)
4014 if (game.light_time_left == 0)
4015 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4017 DrawLevelField(x, y);
4023 static void ToggleLightSwitch(int x, int y)
4025 int element = Feld[x][y];
4027 game.light_time_left =
4028 (element == EL_LIGHT_SWITCH ?
4029 level.time_light * FRAMES_PER_SECOND : 0);
4031 RedrawAllLightSwitchesAndInvisibleElements();
4034 static void ActivateTimegateSwitch(int x, int y)
4038 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
4040 for (yy = 0; yy < lev_fieldy; yy++)
4042 for (xx = 0; xx < lev_fieldx; xx++)
4044 int element = Feld[xx][yy];
4046 if (element == EL_TIMEGATE_CLOSED ||
4047 element == EL_TIMEGATE_CLOSING)
4049 Feld[xx][yy] = EL_TIMEGATE_OPENING;
4050 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
4054 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4056 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
4057 DrawLevelField(xx, yy);
4064 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
4067 inline static int getElementMoveStepsize(int x, int y)
4069 int element = Feld[x][y];
4070 int direction = MovDir[x][y];
4071 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4072 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4073 int horiz_move = (dx != 0);
4074 int sign = (horiz_move ? dx : dy);
4075 int step = sign * element_info[element].move_stepsize;
4077 /* special values for move stepsize for spring and things on conveyor belt */
4081 if (element == EL_SPRING)
4082 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4083 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
4084 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4085 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4087 if (CAN_FALL(element) &&
4088 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4089 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4090 else if (element == EL_SPRING)
4091 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4098 void Impact(int x, int y)
4100 boolean lastline = (y == lev_fieldy-1);
4101 boolean object_hit = FALSE;
4102 boolean impact = (lastline || object_hit);
4103 int element = Feld[x][y];
4104 int smashed = EL_STEELWALL;
4106 if (!lastline) /* check if element below was hit */
4108 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
4111 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
4112 MovDir[x][y + 1] != MV_DOWN ||
4113 MovPos[x][y + 1] <= TILEY / 2));
4116 object_hit = !IS_FREE(x, y + 1);
4119 /* do not smash moving elements that left the smashed field in time */
4120 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
4121 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
4125 smashed = MovingOrBlocked2Element(x, y + 1);
4127 impact = (lastline || object_hit);
4130 if (!lastline && smashed == EL_ACID) /* element falls into acid */
4132 SplashAcid(x, y + 1);
4136 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
4137 /* only reset graphic animation if graphic really changes after impact */
4139 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
4141 ResetGfxAnimation(x, y);
4142 DrawLevelField(x, y);
4145 if (impact && CAN_EXPLODE_IMPACT(element))
4150 else if (impact && element == EL_PEARL)
4152 ResetGfxAnimation(x, y);
4154 Feld[x][y] = EL_PEARL_BREAKING;
4155 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4158 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
4160 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4165 if (impact && element == EL_AMOEBA_DROP)
4167 if (object_hit && IS_PLAYER(x, y + 1))
4168 KillHeroUnlessEnemyProtected(x, y + 1);
4169 else if (object_hit && smashed == EL_PENGUIN)
4173 Feld[x][y] = EL_AMOEBA_GROWING;
4174 Store[x][y] = EL_AMOEBA_WET;
4176 ResetRandomAnimationValue(x, y);
4181 if (object_hit) /* check which object was hit */
4183 if (CAN_PASS_MAGIC_WALL(element) &&
4184 (smashed == EL_MAGIC_WALL ||
4185 smashed == EL_BD_MAGIC_WALL))
4188 int activated_magic_wall =
4189 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
4190 EL_BD_MAGIC_WALL_ACTIVE);
4192 /* activate magic wall / mill */
4193 for (yy = 0; yy < lev_fieldy; yy++)
4194 for (xx = 0; xx < lev_fieldx; xx++)
4195 if (Feld[xx][yy] == smashed)
4196 Feld[xx][yy] = activated_magic_wall;
4198 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
4199 game.magic_wall_active = TRUE;
4201 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
4202 SND_MAGIC_WALL_ACTIVATING :
4203 SND_BD_MAGIC_WALL_ACTIVATING));
4206 if (IS_PLAYER(x, y + 1))
4208 if (CAN_SMASH_PLAYER(element))
4210 KillHeroUnlessEnemyProtected(x, y + 1);
4214 else if (smashed == EL_PENGUIN)
4216 if (CAN_SMASH_PLAYER(element))
4222 else if (element == EL_BD_DIAMOND)
4224 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
4230 else if (((element == EL_SP_INFOTRON ||
4231 element == EL_SP_ZONK) &&
4232 (smashed == EL_SP_SNIKSNAK ||
4233 smashed == EL_SP_ELECTRON ||
4234 smashed == EL_SP_DISK_ORANGE)) ||
4235 (element == EL_SP_INFOTRON &&
4236 smashed == EL_SP_DISK_YELLOW))
4242 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
4248 else if (CAN_SMASH_EVERYTHING(element))
4250 if (IS_CLASSIC_ENEMY(smashed) ||
4251 CAN_EXPLODE_SMASHED(smashed))
4256 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4258 if (smashed == EL_LAMP ||
4259 smashed == EL_LAMP_ACTIVE)
4264 else if (smashed == EL_NUT)
4266 Feld[x][y + 1] = EL_NUT_BREAKING;
4267 PlayLevelSound(x, y, SND_NUT_BREAKING);
4268 RaiseScoreElement(EL_NUT);
4271 else if (smashed == EL_PEARL)
4273 ResetGfxAnimation(x, y);
4275 Feld[x][y + 1] = EL_PEARL_BREAKING;
4276 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4279 else if (smashed == EL_DIAMOND)
4281 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4282 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4285 else if (IS_BELT_SWITCH(smashed))
4287 ToggleBeltSwitch(x, y + 1);
4289 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4290 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4292 ToggleSwitchgateSwitch(x, y + 1);
4294 else if (smashed == EL_LIGHT_SWITCH ||
4295 smashed == EL_LIGHT_SWITCH_ACTIVE)
4297 ToggleLightSwitch(x, y + 1);
4302 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4305 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4308 /* !!! TEST ONLY !!! */
4309 CheckElementChangeBySide(x, y + 1, smashed, element,
4310 CE_SWITCHED, CH_SIDE_TOP);
4311 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4312 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4314 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4315 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4316 CheckElementChangeBySide(x, y + 1, smashed, element,
4317 CE_SWITCHED, CH_SIDE_TOP);
4323 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4328 /* play sound of magic wall / mill */
4330 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4331 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4333 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4334 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4335 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4336 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4341 /* play sound of object that hits the ground */
4342 if (lastline || object_hit)
4343 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4346 inline static void TurnRoundExt(int x, int y)
4358 { 0, 0 }, { 0, 0 }, { 0, 0 },
4363 int left, right, back;
4367 { MV_DOWN, MV_UP, MV_RIGHT },
4368 { MV_UP, MV_DOWN, MV_LEFT },
4370 { MV_LEFT, MV_RIGHT, MV_DOWN },
4374 { MV_RIGHT, MV_LEFT, MV_UP }
4377 int element = Feld[x][y];
4378 int move_pattern = element_info[element].move_pattern;
4380 int old_move_dir = MovDir[x][y];
4381 int left_dir = turn[old_move_dir].left;
4382 int right_dir = turn[old_move_dir].right;
4383 int back_dir = turn[old_move_dir].back;
4385 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4386 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4387 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4388 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4390 int left_x = x + left_dx, left_y = y + left_dy;
4391 int right_x = x + right_dx, right_y = y + right_dy;
4392 int move_x = x + move_dx, move_y = y + move_dy;
4396 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4398 TestIfBadThingTouchesOtherBadThing(x, y);
4400 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4401 MovDir[x][y] = right_dir;
4402 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4403 MovDir[x][y] = left_dir;
4405 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4407 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4411 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4412 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4414 TestIfBadThingTouchesOtherBadThing(x, y);
4416 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4417 MovDir[x][y] = left_dir;
4418 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4419 MovDir[x][y] = right_dir;
4421 if ((element == EL_SPACESHIP ||
4422 element == EL_SP_SNIKSNAK ||
4423 element == EL_SP_ELECTRON)
4424 && MovDir[x][y] != old_move_dir)
4426 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4430 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4432 TestIfBadThingTouchesOtherBadThing(x, y);
4434 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4435 MovDir[x][y] = left_dir;
4436 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4437 MovDir[x][y] = right_dir;
4439 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4441 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4444 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4446 TestIfBadThingTouchesOtherBadThing(x, y);
4448 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4449 MovDir[x][y] = left_dir;
4450 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4451 MovDir[x][y] = right_dir;
4453 if (MovDir[x][y] != old_move_dir)
4457 else if (element == EL_YAMYAM)
4459 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4460 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4462 if (can_turn_left && can_turn_right)
4463 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4464 else if (can_turn_left)
4465 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4466 else if (can_turn_right)
4467 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4469 MovDir[x][y] = back_dir;
4471 MovDelay[x][y] = 16 + 16 * RND(3);
4473 else if (element == EL_DARK_YAMYAM)
4475 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4477 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4480 if (can_turn_left && can_turn_right)
4481 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4482 else if (can_turn_left)
4483 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4484 else if (can_turn_right)
4485 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4487 MovDir[x][y] = back_dir;
4489 MovDelay[x][y] = 16 + 16 * RND(3);
4491 else if (element == EL_PACMAN)
4493 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4494 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4496 if (can_turn_left && can_turn_right)
4497 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4498 else if (can_turn_left)
4499 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4500 else if (can_turn_right)
4501 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4503 MovDir[x][y] = back_dir;
4505 MovDelay[x][y] = 6 + RND(40);
4507 else if (element == EL_PIG)
4509 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4510 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4511 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4512 boolean should_turn_left, should_turn_right, should_move_on;
4514 int rnd = RND(rnd_value);
4516 should_turn_left = (can_turn_left &&
4518 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4519 y + back_dy + left_dy)));
4520 should_turn_right = (can_turn_right &&
4522 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4523 y + back_dy + right_dy)));
4524 should_move_on = (can_move_on &&
4527 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4528 y + move_dy + left_dy) ||
4529 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4530 y + move_dy + right_dy)));
4532 if (should_turn_left || should_turn_right || should_move_on)
4534 if (should_turn_left && should_turn_right && should_move_on)
4535 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4536 rnd < 2 * rnd_value / 3 ? right_dir :
4538 else if (should_turn_left && should_turn_right)
4539 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4540 else if (should_turn_left && should_move_on)
4541 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4542 else if (should_turn_right && should_move_on)
4543 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4544 else if (should_turn_left)
4545 MovDir[x][y] = left_dir;
4546 else if (should_turn_right)
4547 MovDir[x][y] = right_dir;
4548 else if (should_move_on)
4549 MovDir[x][y] = old_move_dir;
4551 else if (can_move_on && rnd > rnd_value / 8)
4552 MovDir[x][y] = old_move_dir;
4553 else if (can_turn_left && can_turn_right)
4554 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4555 else if (can_turn_left && rnd > rnd_value / 8)
4556 MovDir[x][y] = left_dir;
4557 else if (can_turn_right && rnd > rnd_value/8)
4558 MovDir[x][y] = right_dir;
4560 MovDir[x][y] = back_dir;
4562 xx = x + move_xy[MovDir[x][y]].x;
4563 yy = y + move_xy[MovDir[x][y]].y;
4565 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4566 MovDir[x][y] = old_move_dir;
4570 else if (element == EL_DRAGON)
4572 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4573 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4574 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4576 int rnd = RND(rnd_value);
4579 if (FrameCounter < 1 && x == 0 && y == 29)
4580 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4583 if (can_move_on && rnd > rnd_value / 8)
4584 MovDir[x][y] = old_move_dir;
4585 else if (can_turn_left && can_turn_right)
4586 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4587 else if (can_turn_left && rnd > rnd_value / 8)
4588 MovDir[x][y] = left_dir;
4589 else if (can_turn_right && rnd > rnd_value / 8)
4590 MovDir[x][y] = right_dir;
4592 MovDir[x][y] = back_dir;
4594 xx = x + move_xy[MovDir[x][y]].x;
4595 yy = y + move_xy[MovDir[x][y]].y;
4598 if (FrameCounter < 1 && x == 0 && y == 29)
4599 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4600 xx, yy, Feld[xx][yy],
4605 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4606 MovDir[x][y] = old_move_dir;
4608 if (!IS_FREE(xx, yy))
4609 MovDir[x][y] = old_move_dir;
4613 if (FrameCounter < 1 && x == 0 && y == 29)
4614 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4619 else if (element == EL_MOLE)
4621 boolean can_move_on =
4622 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4623 IS_AMOEBOID(Feld[move_x][move_y]) ||
4624 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4627 boolean can_turn_left =
4628 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4629 IS_AMOEBOID(Feld[left_x][left_y])));
4631 boolean can_turn_right =
4632 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4633 IS_AMOEBOID(Feld[right_x][right_y])));
4635 if (can_turn_left && can_turn_right)
4636 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4637 else if (can_turn_left)
4638 MovDir[x][y] = left_dir;
4640 MovDir[x][y] = right_dir;
4643 if (MovDir[x][y] != old_move_dir)
4646 else if (element == EL_BALLOON)
4648 MovDir[x][y] = game.balloon_dir;
4651 else if (element == EL_SPRING)
4654 if (MovDir[x][y] & MV_HORIZONTAL &&
4655 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4656 MovDir[x][y] = MV_NO_MOVING;
4658 if (MovDir[x][y] & MV_HORIZONTAL &&
4659 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4660 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4661 MovDir[x][y] = MV_NO_MOVING;
4666 else if (element == EL_ROBOT ||
4667 element == EL_SATELLITE ||
4668 element == EL_PENGUIN)
4670 int attr_x = -1, attr_y = -1;
4681 for (i = 0; i < MAX_PLAYERS; i++)
4683 struct PlayerInfo *player = &stored_player[i];
4684 int jx = player->jx, jy = player->jy;
4686 if (!player->active)
4690 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4699 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4700 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4701 game.engine_version < VERSION_IDENT(3,1,0,0)))
4703 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4710 if (element == EL_PENGUIN)
4713 static int xy[4][2] =
4721 for (i = 0; i < NUM_DIRECTIONS; i++)
4723 int ex = x + xy[i][0];
4724 int ey = y + xy[i][1];
4726 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4735 MovDir[x][y] = MV_NO_MOVING;
4737 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4738 else if (attr_x > x)
4739 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4741 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4742 else if (attr_y > y)
4743 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4745 if (element == EL_ROBOT)
4749 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4750 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4751 Moving2Blocked(x, y, &newx, &newy);
4753 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4754 MovDelay[x][y] = 8 + 8 * !RND(3);
4756 MovDelay[x][y] = 16;
4758 else if (element == EL_PENGUIN)
4764 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4766 boolean first_horiz = RND(2);
4767 int new_move_dir = MovDir[x][y];
4770 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4771 Moving2Blocked(x, y, &newx, &newy);
4773 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4777 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4778 Moving2Blocked(x, y, &newx, &newy);
4780 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4783 MovDir[x][y] = old_move_dir;
4787 else /* (element == EL_SATELLITE) */
4793 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4795 boolean first_horiz = RND(2);
4796 int new_move_dir = MovDir[x][y];
4799 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4800 Moving2Blocked(x, y, &newx, &newy);
4802 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4806 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4807 Moving2Blocked(x, y, &newx, &newy);
4809 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4812 MovDir[x][y] = old_move_dir;
4817 else if (move_pattern == MV_TURNING_LEFT ||
4818 move_pattern == MV_TURNING_RIGHT ||
4819 move_pattern == MV_TURNING_LEFT_RIGHT ||
4820 move_pattern == MV_TURNING_RIGHT_LEFT ||
4821 move_pattern == MV_TURNING_RANDOM ||
4822 move_pattern == MV_ALL_DIRECTIONS)
4824 boolean can_turn_left =
4825 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4826 boolean can_turn_right =
4827 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4829 if (move_pattern == MV_TURNING_LEFT)
4830 MovDir[x][y] = left_dir;
4831 else if (move_pattern == MV_TURNING_RIGHT)
4832 MovDir[x][y] = right_dir;
4833 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4834 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4835 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4836 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4837 else if (move_pattern == MV_TURNING_RANDOM)
4838 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4839 can_turn_right && !can_turn_left ? right_dir :
4840 RND(2) ? left_dir : right_dir);
4841 else if (can_turn_left && can_turn_right)
4842 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4843 else if (can_turn_left)
4844 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4845 else if (can_turn_right)
4846 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4848 MovDir[x][y] = back_dir;
4850 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4852 else if (move_pattern == MV_HORIZONTAL ||
4853 move_pattern == MV_VERTICAL)
4855 if (move_pattern & old_move_dir)
4856 MovDir[x][y] = back_dir;
4857 else if (move_pattern == MV_HORIZONTAL)
4858 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4859 else if (move_pattern == MV_VERTICAL)
4860 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4862 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4864 else if (move_pattern & MV_ANY_DIRECTION)
4866 MovDir[x][y] = move_pattern;
4867 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4869 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4871 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4872 MovDir[x][y] = left_dir;
4873 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4874 MovDir[x][y] = right_dir;
4876 if (MovDir[x][y] != old_move_dir)
4877 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4879 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4881 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4882 MovDir[x][y] = right_dir;
4883 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4884 MovDir[x][y] = left_dir;
4886 if (MovDir[x][y] != old_move_dir)
4887 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4889 else if (move_pattern == MV_TOWARDS_PLAYER ||
4890 move_pattern == MV_AWAY_FROM_PLAYER)
4892 int attr_x = -1, attr_y = -1;
4894 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4905 for (i = 0; i < MAX_PLAYERS; i++)
4907 struct PlayerInfo *player = &stored_player[i];
4908 int jx = player->jx, jy = player->jy;
4910 if (!player->active)
4914 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4922 MovDir[x][y] = MV_NO_MOVING;
4924 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4925 else if (attr_x > x)
4926 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4928 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4929 else if (attr_y > y)
4930 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4932 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4934 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4936 boolean first_horiz = RND(2);
4937 int new_move_dir = MovDir[x][y];
4940 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4941 Moving2Blocked(x, y, &newx, &newy);
4943 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4947 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4948 Moving2Blocked(x, y, &newx, &newy);
4950 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4953 MovDir[x][y] = old_move_dir;
4956 else if (move_pattern == MV_WHEN_PUSHED ||
4957 move_pattern == MV_WHEN_DROPPED)
4959 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4960 MovDir[x][y] = MV_NO_MOVING;
4964 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4966 static int test_xy[7][2] =
4976 static int test_dir[7] =
4986 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4987 int move_preference = -1000000; /* start with very low preference */
4988 int new_move_dir = MV_NO_MOVING;
4989 int start_test = RND(4);
4992 for (i = 0; i < NUM_DIRECTIONS; i++)
4994 int move_dir = test_dir[start_test + i];
4995 int move_dir_preference;
4997 xx = x + test_xy[start_test + i][0];
4998 yy = y + test_xy[start_test + i][1];
5000 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
5001 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
5003 new_move_dir = move_dir;
5008 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
5011 move_dir_preference = -1 * RunnerVisit[xx][yy];
5012 if (hunter_mode && PlayerVisit[xx][yy] > 0)
5013 move_dir_preference = PlayerVisit[xx][yy];
5015 if (move_dir_preference > move_preference)
5017 /* prefer field that has not been visited for the longest time */
5018 move_preference = move_dir_preference;
5019 new_move_dir = move_dir;
5021 else if (move_dir_preference == move_preference &&
5022 move_dir == old_move_dir)
5024 /* prefer last direction when all directions are preferred equally */
5025 move_preference = move_dir_preference;
5026 new_move_dir = move_dir;
5030 MovDir[x][y] = new_move_dir;
5031 if (old_move_dir != new_move_dir)
5036 static void TurnRound(int x, int y)
5038 int direction = MovDir[x][y];
5041 GfxDir[x][y] = MovDir[x][y];
5047 GfxDir[x][y] = MovDir[x][y];
5050 if (direction != MovDir[x][y])
5055 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
5058 GfxAction[x][y] = ACTION_WAITING;
5062 static boolean JustBeingPushed(int x, int y)
5066 for (i = 0; i < MAX_PLAYERS; i++)
5068 struct PlayerInfo *player = &stored_player[i];
5070 if (player->active && player->is_pushing && player->MovPos)
5072 int next_jx = player->jx + (player->jx - player->last_jx);
5073 int next_jy = player->jy + (player->jy - player->last_jy);
5075 if (x == next_jx && y == next_jy)
5083 void StartMoving(int x, int y)
5086 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
5088 boolean started_moving = FALSE; /* some elements can fall _and_ move */
5089 int element = Feld[x][y];
5095 if (MovDelay[x][y] == 0)
5096 GfxAction[x][y] = ACTION_DEFAULT;
5098 /* !!! this should be handled more generic (not only for mole) !!! */
5099 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
5100 GfxAction[x][y] = ACTION_DEFAULT;
5103 if (CAN_FALL(element) && y < lev_fieldy - 1)
5105 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
5106 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
5107 if (JustBeingPushed(x, y))
5110 if (element == EL_QUICKSAND_FULL)
5112 if (IS_FREE(x, y + 1))
5114 InitMovingField(x, y, MV_DOWN);
5115 started_moving = TRUE;
5117 Feld[x][y] = EL_QUICKSAND_EMPTYING;
5118 Store[x][y] = EL_ROCK;
5120 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5122 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
5125 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5127 if (!MovDelay[x][y])
5128 MovDelay[x][y] = TILEY + 1;
5137 Feld[x][y] = EL_QUICKSAND_EMPTY;
5138 Feld[x][y + 1] = EL_QUICKSAND_FULL;
5139 Store[x][y + 1] = Store[x][y];
5142 PlayLevelSoundAction(x, y, ACTION_FILLING);
5144 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5148 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5149 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5151 InitMovingField(x, y, MV_DOWN);
5152 started_moving = TRUE;
5154 Feld[x][y] = EL_QUICKSAND_FILLING;
5155 Store[x][y] = element;
5157 PlayLevelSoundAction(x, y, ACTION_FILLING);
5159 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5162 else if (element == EL_MAGIC_WALL_FULL)
5164 if (IS_FREE(x, y + 1))
5166 InitMovingField(x, y, MV_DOWN);
5167 started_moving = TRUE;
5169 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
5170 Store[x][y] = EL_CHANGED(Store[x][y]);
5172 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5174 if (!MovDelay[x][y])
5175 MovDelay[x][y] = TILEY/4 + 1;
5184 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
5185 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
5186 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
5190 else if (element == EL_BD_MAGIC_WALL_FULL)
5192 if (IS_FREE(x, y + 1))
5194 InitMovingField(x, y, MV_DOWN);
5195 started_moving = TRUE;
5197 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
5198 Store[x][y] = EL_CHANGED2(Store[x][y]);
5200 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5202 if (!MovDelay[x][y])
5203 MovDelay[x][y] = TILEY/4 + 1;
5212 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
5213 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
5214 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
5218 else if (CAN_PASS_MAGIC_WALL(element) &&
5219 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5220 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
5222 InitMovingField(x, y, MV_DOWN);
5223 started_moving = TRUE;
5226 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
5227 EL_BD_MAGIC_WALL_FILLING);
5228 Store[x][y] = element;
5231 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
5233 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
5236 SplashAcid(x, y + 1);
5238 InitMovingField(x, y, MV_DOWN);
5239 started_moving = TRUE;
5241 Store[x][y] = EL_ACID;
5243 /* !!! TEST !!! better use "_FALLING" etc. !!! */
5244 GfxAction[x][y + 1] = ACTION_ACTIVE;
5248 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5249 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
5251 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5252 CAN_SMASH(element) && WasJustFalling[x][y] &&
5253 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
5255 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5256 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5257 (Feld[x][y + 1] == EL_BLOCKED)))
5261 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5262 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5263 WasJustMoving[x][y] && !Pushed[x][y + 1])
5265 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5266 WasJustMoving[x][y])
5271 /* this is needed for a special case not covered by calling "Impact()"
5272 from "ContinueMoving()": if an element moves to a tile directly below
5273 another element which was just falling on that tile (which was empty
5274 in the previous frame), the falling element above would just stop
5275 instead of smashing the element below (in previous version, the above
5276 element was just checked for "moving" instead of "falling", resulting
5277 in incorrect smashes caused by horizontal movement of the above
5278 element; also, the case of the player being the element to smash was
5279 simply not covered here... :-/ ) */
5282 WasJustMoving[x][y] = 0;
5283 WasJustFalling[x][y] = 0;
5286 CheckCollision[x][y] = 0;
5290 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5292 if (MovDir[x][y] == MV_NO_MOVING)
5294 InitMovingField(x, y, MV_DOWN);
5295 started_moving = TRUE;
5298 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5300 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5301 MovDir[x][y] = MV_DOWN;
5303 InitMovingField(x, y, MV_DOWN);
5304 started_moving = TRUE;
5306 else if (element == EL_AMOEBA_DROP)
5308 Feld[x][y] = EL_AMOEBA_GROWING;
5309 Store[x][y] = EL_AMOEBA_WET;
5311 /* Store[x][y + 1] must be zero, because:
5312 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5315 #if OLD_GAME_BEHAVIOUR
5316 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5318 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5319 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5320 element != EL_DX_SUPABOMB)
5323 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5324 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5325 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5326 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5329 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5330 (IS_FREE(x - 1, y + 1) ||
5331 Feld[x - 1][y + 1] == EL_ACID));
5332 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5333 (IS_FREE(x + 1, y + 1) ||
5334 Feld[x + 1][y + 1] == EL_ACID));
5335 boolean can_fall_any = (can_fall_left || can_fall_right);
5336 boolean can_fall_both = (can_fall_left && can_fall_right);
5338 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5340 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5342 if (slippery_type == SLIPPERY_ONLY_LEFT)
5343 can_fall_right = FALSE;
5344 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5345 can_fall_left = FALSE;
5346 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5347 can_fall_right = FALSE;
5348 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5349 can_fall_left = FALSE;
5351 can_fall_any = (can_fall_left || can_fall_right);
5352 can_fall_both = (can_fall_left && can_fall_right);
5357 if (can_fall_both &&
5358 (game.emulation != EMU_BOULDERDASH &&
5359 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5360 can_fall_left = !(can_fall_right = RND(2));
5362 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5363 started_moving = TRUE;
5367 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5369 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5372 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5373 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5374 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5375 int belt_dir = game.belt_dir[belt_nr];
5377 if ((belt_dir == MV_LEFT && left_is_free) ||
5378 (belt_dir == MV_RIGHT && right_is_free))
5381 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5384 InitMovingField(x, y, belt_dir);
5385 started_moving = TRUE;
5388 Pushed[x][y] = TRUE;
5389 Pushed[nextx][y] = TRUE;
5392 GfxAction[x][y] = ACTION_DEFAULT;
5396 MovDir[x][y] = 0; /* if element was moving, stop it */
5401 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5403 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
5405 if (CAN_MOVE(element) && !started_moving)
5408 int move_pattern = element_info[element].move_pattern;
5413 if (MovDir[x][y] == MV_NO_MOVING)
5415 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
5416 x, y, element, element_info[element].token_name);
5417 printf("StartMoving(): This should never happen!\n");
5422 Moving2Blocked(x, y, &newx, &newy);
5425 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5428 if ((element == EL_SATELLITE ||
5429 element == EL_BALLOON ||
5430 element == EL_SPRING)
5431 && JustBeingPushed(x, y))
5438 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5439 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5441 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5442 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5443 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5447 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5448 element, element_info[element].token_name,
5449 WasJustMoving[x][y],
5450 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5451 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5452 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5453 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5457 WasJustMoving[x][y] = 0;
5460 CheckCollision[x][y] = 0;
5462 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5465 if (Feld[x][y] != element) /* element has changed */
5467 element = Feld[x][y];
5468 move_pattern = element_info[element].move_pattern;
5470 if (!CAN_MOVE(element))
5474 if (Feld[x][y] != element) /* element has changed */
5482 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5483 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5485 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5487 Moving2Blocked(x, y, &newx, &newy);
5488 if (Feld[newx][newy] == EL_BLOCKED)
5489 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5495 if (FrameCounter < 1 && x == 0 && y == 29)
5496 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5499 if (!MovDelay[x][y]) /* start new movement phase */
5501 /* all objects that can change their move direction after each step
5502 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5504 if (element != EL_YAMYAM &&
5505 element != EL_DARK_YAMYAM &&
5506 element != EL_PACMAN &&
5507 !(move_pattern & MV_ANY_DIRECTION) &&
5508 move_pattern != MV_TURNING_LEFT &&
5509 move_pattern != MV_TURNING_RIGHT &&
5510 move_pattern != MV_TURNING_LEFT_RIGHT &&
5511 move_pattern != MV_TURNING_RIGHT_LEFT &&
5512 move_pattern != MV_TURNING_RANDOM)
5517 if (FrameCounter < 1 && x == 0 && y == 29)
5518 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5521 if (MovDelay[x][y] && (element == EL_BUG ||
5522 element == EL_SPACESHIP ||
5523 element == EL_SP_SNIKSNAK ||
5524 element == EL_SP_ELECTRON ||
5525 element == EL_MOLE))
5526 DrawLevelField(x, y);
5530 if (MovDelay[x][y]) /* wait some time before next movement */
5535 if (element == EL_YAMYAM)
5538 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5539 DrawLevelElementAnimation(x, y, element);
5543 if (MovDelay[x][y]) /* element still has to wait some time */
5546 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5547 ResetGfxAnimation(x, y);
5551 if (GfxAction[x][y] != ACTION_WAITING)
5552 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5554 GfxAction[x][y] = ACTION_WAITING;
5558 if (element == EL_ROBOT ||
5560 element == EL_PACMAN ||
5562 element == EL_YAMYAM ||
5563 element == EL_DARK_YAMYAM)
5566 DrawLevelElementAnimation(x, y, element);
5568 DrawLevelElementAnimationIfNeeded(x, y, element);
5570 PlayLevelSoundAction(x, y, ACTION_WAITING);
5572 else if (element == EL_SP_ELECTRON)
5573 DrawLevelElementAnimationIfNeeded(x, y, element);
5574 else if (element == EL_DRAGON)
5577 int dir = MovDir[x][y];
5578 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5579 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5580 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5581 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5582 dir == MV_UP ? IMG_FLAMES_1_UP :
5583 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5584 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5587 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5590 GfxAction[x][y] = ACTION_ATTACKING;
5592 if (IS_PLAYER(x, y))
5593 DrawPlayerField(x, y);
5595 DrawLevelField(x, y);
5597 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5599 for (i = 1; i <= 3; i++)
5601 int xx = x + i * dx;
5602 int yy = y + i * dy;
5603 int sx = SCREENX(xx);
5604 int sy = SCREENY(yy);
5605 int flame_graphic = graphic + (i - 1);
5607 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5612 int flamed = MovingOrBlocked2Element(xx, yy);
5616 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5618 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5619 RemoveMovingField(xx, yy);
5621 RemoveField(xx, yy);
5623 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5626 RemoveMovingField(xx, yy);
5630 if (ChangeDelay[xx][yy])
5631 printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
5632 Feld[xx][yy] == EL_BLOCKED));
5636 ChangeDelay[xx][yy] = 0;
5638 Feld[xx][yy] = EL_FLAMES;
5639 if (IN_SCR_FIELD(sx, sy))
5641 DrawLevelFieldCrumbledSand(xx, yy);
5642 DrawGraphic(sx, sy, flame_graphic, frame);
5647 if (Feld[xx][yy] == EL_FLAMES)
5648 Feld[xx][yy] = EL_EMPTY;
5649 DrawLevelField(xx, yy);
5654 if (MovDelay[x][y]) /* element still has to wait some time */
5656 PlayLevelSoundAction(x, y, ACTION_WAITING);
5662 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5663 for all other elements GfxAction will be set by InitMovingField() */
5664 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5665 GfxAction[x][y] = ACTION_MOVING;
5669 /* now make next step */
5671 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5673 if (DONT_COLLIDE_WITH(element) &&
5674 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5675 !PLAYER_ENEMY_PROTECTED(newx, newy))
5678 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5682 /* player killed by element which is deadly when colliding with */
5684 KillHero(PLAYERINFO(newx, newy));
5691 else if (CAN_MOVE_INTO_ACID(element) &&
5692 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5693 (MovDir[x][y] == MV_DOWN ||
5694 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5696 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5697 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5701 else if ((element == EL_PENGUIN ||
5702 element == EL_ROBOT ||
5703 element == EL_SATELLITE ||
5704 element == EL_BALLOON ||
5705 IS_CUSTOM_ELEMENT(element)) &&
5706 IN_LEV_FIELD(newx, newy) &&
5707 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5710 SplashAcid(newx, newy);
5711 Store[x][y] = EL_ACID;
5713 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5715 if (Feld[newx][newy] == EL_EXIT_OPEN)
5719 DrawLevelField(x, y);
5721 Feld[x][y] = EL_EMPTY;
5722 DrawLevelField(x, y);
5725 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5726 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5727 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5729 local_player->friends_still_needed--;
5730 if (!local_player->friends_still_needed &&
5731 !local_player->GameOver && AllPlayersGone)
5732 local_player->LevelSolved = local_player->GameOver = TRUE;
5736 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5738 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5739 DrawLevelField(newx, newy);
5741 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5743 else if (!IS_FREE(newx, newy))
5745 GfxAction[x][y] = ACTION_WAITING;
5747 if (IS_PLAYER(x, y))
5748 DrawPlayerField(x, y);
5750 DrawLevelField(x, y);
5755 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5757 if (IS_FOOD_PIG(Feld[newx][newy]))
5759 if (IS_MOVING(newx, newy))
5760 RemoveMovingField(newx, newy);
5763 Feld[newx][newy] = EL_EMPTY;
5764 DrawLevelField(newx, newy);
5767 PlayLevelSound(x, y, SND_PIG_DIGGING);
5769 else if (!IS_FREE(newx, newy))
5771 if (IS_PLAYER(x, y))
5772 DrawPlayerField(x, y);
5774 DrawLevelField(x, y);
5783 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5786 else if (IS_CUSTOM_ELEMENT(element) &&
5787 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5791 !IS_FREE(newx, newy)
5796 int new_element = Feld[newx][newy];
5799 printf("::: '%s' digs '%s' [%d]\n",
5800 element_info[element].token_name,
5801 element_info[Feld[newx][newy]].token_name,
5802 StorePlayer[newx][newy]);
5805 if (!IS_FREE(newx, newy))
5807 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5808 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5811 /* no element can dig solid indestructible elements */
5812 if (IS_INDESTRUCTIBLE(new_element) &&
5813 !IS_DIGGABLE(new_element) &&
5814 !IS_COLLECTIBLE(new_element))
5817 if (AmoebaNr[newx][newy] &&
5818 (new_element == EL_AMOEBA_FULL ||
5819 new_element == EL_BD_AMOEBA ||
5820 new_element == EL_AMOEBA_GROWING))
5822 AmoebaCnt[AmoebaNr[newx][newy]]--;
5823 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5826 if (IS_MOVING(newx, newy))
5827 RemoveMovingField(newx, newy);
5830 RemoveField(newx, newy);
5831 DrawLevelField(newx, newy);
5834 /* if digged element was about to explode, prevent the explosion */
5835 ExplodeField[newx][newy] = EX_TYPE_NONE;
5837 PlayLevelSoundAction(x, y, action);
5842 Store[newx][newy] = EL_EMPTY;
5843 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5844 Store[newx][newy] = element_info[element].move_leave_element;
5846 Store[newx][newy] = EL_EMPTY;
5847 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
5848 element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
5849 Store[newx][newy] = element_info[element].move_leave_element;
5852 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5853 element_info[element].can_leave_element = TRUE;
5856 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5858 RunnerVisit[x][y] = FrameCounter;
5859 PlayerVisit[x][y] /= 8; /* expire player visit path */
5865 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5867 if (!IS_FREE(newx, newy))
5869 if (IS_PLAYER(x, y))
5870 DrawPlayerField(x, y);
5872 DrawLevelField(x, y);
5878 boolean wanna_flame = !RND(10);
5879 int dx = newx - x, dy = newy - y;
5880 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5881 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5882 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5883 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5884 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5885 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5888 IS_CLASSIC_ENEMY(element1) ||
5889 IS_CLASSIC_ENEMY(element2)) &&
5890 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5891 element1 != EL_FLAMES && element2 != EL_FLAMES)
5894 ResetGfxAnimation(x, y);
5895 GfxAction[x][y] = ACTION_ATTACKING;
5898 if (IS_PLAYER(x, y))
5899 DrawPlayerField(x, y);
5901 DrawLevelField(x, y);
5903 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5905 MovDelay[x][y] = 50;
5909 RemoveField(newx, newy);
5911 Feld[newx][newy] = EL_FLAMES;
5912 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5915 RemoveField(newx1, newy1);
5917 Feld[newx1][newy1] = EL_FLAMES;
5919 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5922 RemoveField(newx2, newy2);
5924 Feld[newx2][newy2] = EL_FLAMES;
5931 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5932 Feld[newx][newy] == EL_DIAMOND)
5934 if (IS_MOVING(newx, newy))
5935 RemoveMovingField(newx, newy);
5938 Feld[newx][newy] = EL_EMPTY;
5939 DrawLevelField(newx, newy);
5942 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5944 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5945 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5947 if (AmoebaNr[newx][newy])
5949 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5950 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5951 Feld[newx][newy] == EL_BD_AMOEBA)
5952 AmoebaCnt[AmoebaNr[newx][newy]]--;
5957 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5959 if (IS_MOVING(newx, newy))
5962 RemoveMovingField(newx, newy);
5966 Feld[newx][newy] = EL_EMPTY;
5967 DrawLevelField(newx, newy);
5970 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5972 else if ((element == EL_PACMAN || element == EL_MOLE)
5973 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5975 if (AmoebaNr[newx][newy])
5977 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5978 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5979 Feld[newx][newy] == EL_BD_AMOEBA)
5980 AmoebaCnt[AmoebaNr[newx][newy]]--;
5983 if (element == EL_MOLE)
5985 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5986 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5988 ResetGfxAnimation(x, y);
5989 GfxAction[x][y] = ACTION_DIGGING;
5990 DrawLevelField(x, y);
5992 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5994 return; /* wait for shrinking amoeba */
5996 else /* element == EL_PACMAN */
5998 Feld[newx][newy] = EL_EMPTY;
5999 DrawLevelField(newx, newy);
6000 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
6003 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
6004 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
6005 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
6007 /* wait for shrinking amoeba to completely disappear */
6010 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
6012 /* object was running against a wall */
6017 if (move_pattern & MV_ANY_DIRECTION &&
6018 move_pattern == MovDir[x][y])
6020 int blocking_element =
6021 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
6024 printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
6025 element_info[element].token_name,
6026 element_info[blocking_element].token_name,
6030 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
6033 element = Feld[x][y]; /* element might have changed */
6038 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
6039 DrawLevelElementAnimation(x, y, element);
6041 if (element == EL_BUG ||
6042 element == EL_SPACESHIP ||
6043 element == EL_SP_SNIKSNAK)
6044 DrawLevelField(x, y);
6045 else if (element == EL_MOLE)
6046 DrawLevelField(x, y);
6047 else if (element == EL_BD_BUTTERFLY ||
6048 element == EL_BD_FIREFLY)
6049 DrawLevelElementAnimationIfNeeded(x, y, element);
6050 else if (element == EL_SATELLITE)
6051 DrawLevelElementAnimationIfNeeded(x, y, element);
6052 else if (element == EL_SP_ELECTRON)
6053 DrawLevelElementAnimationIfNeeded(x, y, element);
6056 if (DONT_TOUCH(element))
6057 TestIfBadThingTouchesHero(x, y);
6060 PlayLevelSoundAction(x, y, ACTION_WAITING);
6066 InitMovingField(x, y, MovDir[x][y]);
6068 PlayLevelSoundAction(x, y, ACTION_MOVING);
6072 ContinueMoving(x, y);
6075 void ContinueMoving(int x, int y)
6077 int element = Feld[x][y];
6078 int stored = Store[x][y];
6079 struct ElementInfo *ei = &element_info[element];
6080 int direction = MovDir[x][y];
6081 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
6082 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
6083 int newx = x + dx, newy = y + dy;
6085 int nextx = newx + dx, nexty = newy + dy;
6088 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
6089 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
6091 boolean pushed_by_player = Pushed[x][y];
6094 MovPos[x][y] += getElementMoveStepsize(x, y);
6097 if (pushed_by_player && IS_PLAYER(x, y))
6099 /* special case: moving object pushed by player */
6100 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6103 if (pushed_by_player) /* special case: moving object pushed by player */
6104 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6107 if (ABS(MovPos[x][y]) < TILEX)
6109 DrawLevelField(x, y);
6111 return; /* element is still moving */
6114 /* element reached destination field */
6116 Feld[x][y] = EL_EMPTY;
6117 Feld[newx][newy] = element;
6118 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
6121 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
6123 element = Feld[newx][newy] = EL_ACID;
6126 else if (element == EL_MOLE)
6128 Feld[x][y] = EL_SAND;
6130 DrawLevelFieldCrumbledSandNeighbours(x, y);
6132 else if (element == EL_QUICKSAND_FILLING)
6134 element = Feld[newx][newy] = get_next_element(element);
6135 Store[newx][newy] = Store[x][y];
6137 else if (element == EL_QUICKSAND_EMPTYING)
6139 Feld[x][y] = get_next_element(element);
6140 element = Feld[newx][newy] = Store[x][y];
6142 else if (element == EL_MAGIC_WALL_FILLING)
6144 element = Feld[newx][newy] = get_next_element(element);
6145 if (!game.magic_wall_active)
6146 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
6147 Store[newx][newy] = Store[x][y];
6149 else if (element == EL_MAGIC_WALL_EMPTYING)
6151 Feld[x][y] = get_next_element(element);
6152 if (!game.magic_wall_active)
6153 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6154 element = Feld[newx][newy] = Store[x][y];
6156 else if (element == EL_BD_MAGIC_WALL_FILLING)
6158 element = Feld[newx][newy] = get_next_element(element);
6159 if (!game.magic_wall_active)
6160 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
6161 Store[newx][newy] = Store[x][y];
6163 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
6165 Feld[x][y] = get_next_element(element);
6166 if (!game.magic_wall_active)
6167 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6168 element = Feld[newx][newy] = Store[x][y];
6170 else if (element == EL_AMOEBA_DROPPING)
6172 Feld[x][y] = get_next_element(element);
6173 element = Feld[newx][newy] = Store[x][y];
6175 else if (element == EL_SOKOBAN_OBJECT)
6178 Feld[x][y] = Back[x][y];
6180 if (Back[newx][newy])
6181 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
6183 Back[x][y] = Back[newx][newy] = 0;
6186 else if (Store[x][y] == EL_ACID)
6188 element = Feld[newx][newy] = EL_ACID;
6192 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6193 ei->move_leave_element != EL_EMPTY &&
6194 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6195 Store[x][y] != EL_EMPTY))
6197 /* some elements can leave other elements behind after moving */
6199 Feld[x][y] = ei->move_leave_element;
6200 InitField(x, y, FALSE);
6202 if (GFX_CRUMBLED(Feld[x][y]))
6203 DrawLevelFieldCrumbledSandNeighbours(x, y);
6207 Store[x][y] = EL_EMPTY;
6208 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
6209 MovDelay[newx][newy] = 0;
6211 if (CAN_CHANGE(element))
6213 /* copy element change control values to new field */
6214 ChangeDelay[newx][newy] = ChangeDelay[x][y];
6215 ChangePage[newx][newy] = ChangePage[x][y];
6216 Changed[newx][newy] = Changed[x][y];
6217 ChangeEvent[newx][newy] = ChangeEvent[x][y];
6220 ChangeDelay[x][y] = 0;
6221 ChangePage[x][y] = -1;
6222 Changed[x][y] = CE_BITMASK_DEFAULT;
6223 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
6225 /* copy animation control values to new field */
6226 GfxFrame[newx][newy] = GfxFrame[x][y];
6227 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
6228 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
6229 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
6231 Pushed[x][y] = Pushed[newx][newy] = FALSE;
6233 ResetGfxAnimation(x, y); /* reset animation values for old field */
6236 /* some elements can leave other elements behind after moving */
6238 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6239 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6240 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
6242 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6243 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6247 int move_leave_element = ei->move_leave_element;
6249 Feld[x][y] = move_leave_element;
6250 InitField(x, y, FALSE);
6252 if (GFX_CRUMBLED(Feld[x][y]))
6253 DrawLevelFieldCrumbledSandNeighbours(x, y);
6255 if (ELEM_IS_PLAYER(move_leave_element))
6256 RelocatePlayer(x, y, move_leave_element);
6261 /* some elements can leave other elements behind after moving */
6262 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6263 ei->move_leave_element != EL_EMPTY &&
6264 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6265 ei->can_leave_element_last))
6267 Feld[x][y] = ei->move_leave_element;
6268 InitField(x, y, FALSE);
6270 if (GFX_CRUMBLED(Feld[x][y]))
6271 DrawLevelFieldCrumbledSandNeighbours(x, y);
6274 ei->can_leave_element_last = ei->can_leave_element;
6275 ei->can_leave_element = FALSE;
6279 /* 2.1.1 (does not work correctly for spring) */
6280 if (!CAN_MOVE(element))
6281 MovDir[newx][newy] = 0;
6285 /* (does not work for falling objects that slide horizontally) */
6286 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
6287 MovDir[newx][newy] = 0;
6290 if (!CAN_MOVE(element) ||
6291 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
6292 MovDir[newx][newy] = 0;
6296 if (!CAN_MOVE(element) ||
6297 (CAN_FALL(element) && direction == MV_DOWN))
6298 GfxDir[x][y] = MovDir[newx][newy] = 0;
6300 if (!CAN_MOVE(element) ||
6301 (CAN_FALL(element) && direction == MV_DOWN &&
6302 (element == EL_SPRING ||
6303 element_info[element].move_pattern == MV_WHEN_PUSHED ||
6304 element_info[element].move_pattern == MV_WHEN_DROPPED)))
6305 GfxDir[x][y] = MovDir[newx][newy] = 0;
6311 DrawLevelField(x, y);
6312 DrawLevelField(newx, newy);
6314 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
6316 /* prevent pushed element from moving on in pushed direction */
6317 if (pushed_by_player && CAN_MOVE(element) &&
6318 element_info[element].move_pattern & MV_ANY_DIRECTION &&
6319 !(element_info[element].move_pattern & direction))
6320 TurnRound(newx, newy);
6323 /* prevent elements on conveyor belt from moving on in last direction */
6324 if (pushed_by_conveyor && CAN_FALL(element) &&
6325 direction & MV_HORIZONTAL)
6328 if (CAN_MOVE(element))
6329 InitMovDir(newx, newy);
6331 MovDir[newx][newy] = 0;
6333 MovDir[newx][newy] = 0;
6338 if (!pushed_by_player)
6340 int nextx = newx + dx, nexty = newy + dy;
6341 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
6343 WasJustMoving[newx][newy] = 3;
6345 if (CAN_FALL(element) && direction == MV_DOWN)
6346 WasJustFalling[newx][newy] = 3;
6348 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
6349 CheckCollision[newx][newy] = 2;
6352 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
6354 TestIfBadThingTouchesHero(newx, newy);
6355 TestIfBadThingTouchesFriend(newx, newy);
6357 if (!IS_CUSTOM_ELEMENT(element))
6358 TestIfBadThingTouchesOtherBadThing(newx, newy);
6360 else if (element == EL_PENGUIN)
6361 TestIfFriendTouchesBadThing(newx, newy);
6363 if (CAN_FALL(element) && direction == MV_DOWN &&
6364 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
6368 if (pushed_by_player)
6371 int dig_side = MV_DIR_OPPOSITE(direction);
6373 static int trigger_sides[4] =
6375 CH_SIDE_RIGHT, /* moving left */
6376 CH_SIDE_LEFT, /* moving right */
6377 CH_SIDE_BOTTOM, /* moving up */
6378 CH_SIDE_TOP, /* moving down */
6380 int dig_side = trigger_sides[MV_DIR_BIT(direction)];
6382 struct PlayerInfo *player = PLAYERINFO(x, y);
6384 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
6385 player->index_bit, dig_side);
6386 CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
6387 player->index_bit, dig_side);
6392 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
6396 if (ChangePage[newx][newy] != -1) /* delayed change */
6397 ChangeElement(newx, newy, ChangePage[newx][newy]);
6402 TestIfElementHitsCustomElement(newx, newy, direction);
6406 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
6408 int hitting_element = Feld[newx][newy];
6410 /* !!! fix side (direction) orientation here and elsewhere !!! */
6411 CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
6415 if (IN_LEV_FIELD(nextx, nexty))
6417 int opposite_direction = MV_DIR_OPPOSITE(direction);
6418 int hitting_side = direction;
6419 int touched_side = opposite_direction;
6420 int touched_element = MovingOrBlocked2Element(nextx, nexty);
6421 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
6422 MovDir[nextx][nexty] != direction ||
6423 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
6429 CheckElementChangeBySide(nextx, nexty, touched_element,
6430 CE_HIT_BY_SOMETHING, opposite_direction);
6432 if (IS_CUSTOM_ELEMENT(hitting_element) &&
6433 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
6435 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
6437 struct ElementChangeInfo *change =
6438 &element_info[hitting_element].change_page[i];
6440 if (change->can_change &&
6441 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
6442 change->trigger_side & touched_side &&
6443 change->trigger_element == touched_element)
6445 CheckElementChangeByPage(newx, newy, hitting_element,
6446 touched_element, CE_OTHER_IS_HITTING,i);
6452 if (IS_CUSTOM_ELEMENT(touched_element) &&
6453 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
6455 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
6457 struct ElementChangeInfo *change =
6458 &element_info[touched_element].change_page[i];
6460 if (change->can_change &&
6461 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
6462 change->trigger_side & hitting_side &&
6463 change->trigger_element == hitting_element)
6465 CheckElementChangeByPage(nextx, nexty, touched_element,
6466 hitting_element, CE_OTHER_GETS_HIT, i);
6477 TestIfPlayerTouchesCustomElement(newx, newy);
6478 TestIfElementTouchesCustomElement(newx, newy);
6481 int AmoebeNachbarNr(int ax, int ay)
6484 int element = Feld[ax][ay];
6486 static int xy[4][2] =
6494 for (i = 0; i < NUM_DIRECTIONS; i++)
6496 int x = ax + xy[i][0];
6497 int y = ay + xy[i][1];
6499 if (!IN_LEV_FIELD(x, y))
6502 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6503 group_nr = AmoebaNr[x][y];
6509 void AmoebenVereinigen(int ax, int ay)
6511 int i, x, y, xx, yy;
6512 int new_group_nr = AmoebaNr[ax][ay];
6513 static int xy[4][2] =
6521 if (new_group_nr == 0)
6524 for (i = 0; i < NUM_DIRECTIONS; i++)
6529 if (!IN_LEV_FIELD(x, y))
6532 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6533 Feld[x][y] == EL_BD_AMOEBA ||
6534 Feld[x][y] == EL_AMOEBA_DEAD) &&
6535 AmoebaNr[x][y] != new_group_nr)
6537 int old_group_nr = AmoebaNr[x][y];
6539 if (old_group_nr == 0)
6542 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6543 AmoebaCnt[old_group_nr] = 0;
6544 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6545 AmoebaCnt2[old_group_nr] = 0;
6547 for (yy = 0; yy < lev_fieldy; yy++)
6549 for (xx = 0; xx < lev_fieldx; xx++)
6551 if (AmoebaNr[xx][yy] == old_group_nr)
6552 AmoebaNr[xx][yy] = new_group_nr;
6559 void AmoebeUmwandeln(int ax, int ay)
6563 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6565 int group_nr = AmoebaNr[ax][ay];
6570 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6571 printf("AmoebeUmwandeln(): This should never happen!\n");
6576 for (y = 0; y < lev_fieldy; y++)
6578 for (x = 0; x < lev_fieldx; x++)
6580 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6583 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6587 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6588 SND_AMOEBA_TURNING_TO_GEM :
6589 SND_AMOEBA_TURNING_TO_ROCK));
6594 static int xy[4][2] =
6602 for (i = 0; i < NUM_DIRECTIONS; i++)
6607 if (!IN_LEV_FIELD(x, y))
6610 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6612 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6613 SND_AMOEBA_TURNING_TO_GEM :
6614 SND_AMOEBA_TURNING_TO_ROCK));
6621 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6624 int group_nr = AmoebaNr[ax][ay];
6625 boolean done = FALSE;
6630 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6631 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6636 for (y = 0; y < lev_fieldy; y++)
6638 for (x = 0; x < lev_fieldx; x++)
6640 if (AmoebaNr[x][y] == group_nr &&
6641 (Feld[x][y] == EL_AMOEBA_DEAD ||
6642 Feld[x][y] == EL_BD_AMOEBA ||
6643 Feld[x][y] == EL_AMOEBA_GROWING))
6646 Feld[x][y] = new_element;
6647 InitField(x, y, FALSE);
6648 DrawLevelField(x, y);
6655 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6656 SND_BD_AMOEBA_TURNING_TO_ROCK :
6657 SND_BD_AMOEBA_TURNING_TO_GEM));
6660 void AmoebeWaechst(int x, int y)
6662 static unsigned long sound_delay = 0;
6663 static unsigned long sound_delay_value = 0;
6665 if (!MovDelay[x][y]) /* start new growing cycle */
6669 if (DelayReached(&sound_delay, sound_delay_value))
6672 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6674 if (Store[x][y] == EL_BD_AMOEBA)
6675 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6677 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6679 sound_delay_value = 30;
6683 if (MovDelay[x][y]) /* wait some time before growing bigger */
6686 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6688 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6689 6 - MovDelay[x][y]);
6691 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6694 if (!MovDelay[x][y])
6696 Feld[x][y] = Store[x][y];
6698 DrawLevelField(x, y);
6703 void AmoebaDisappearing(int x, int y)
6705 static unsigned long sound_delay = 0;
6706 static unsigned long sound_delay_value = 0;
6708 if (!MovDelay[x][y]) /* start new shrinking cycle */
6712 if (DelayReached(&sound_delay, sound_delay_value))
6713 sound_delay_value = 30;
6716 if (MovDelay[x][y]) /* wait some time before shrinking */
6719 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6721 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6722 6 - MovDelay[x][y]);
6724 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6727 if (!MovDelay[x][y])
6729 Feld[x][y] = EL_EMPTY;
6730 DrawLevelField(x, y);
6732 /* don't let mole enter this field in this cycle;
6733 (give priority to objects falling to this field from above) */
6739 void AmoebeAbleger(int ax, int ay)
6742 int element = Feld[ax][ay];
6743 int graphic = el2img(element);
6744 int newax = ax, neway = ay;
6745 static int xy[4][2] =
6753 if (!level.amoeba_speed)
6755 Feld[ax][ay] = EL_AMOEBA_DEAD;
6756 DrawLevelField(ax, ay);
6760 if (IS_ANIMATED(graphic))
6761 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6763 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6764 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6766 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6769 if (MovDelay[ax][ay])
6773 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6776 int x = ax + xy[start][0];
6777 int y = ay + xy[start][1];
6779 if (!IN_LEV_FIELD(x, y))
6783 if (IS_FREE(x, y) ||
6784 CAN_GROW_INTO(Feld[x][y]) ||
6785 Feld[x][y] == EL_QUICKSAND_EMPTY)
6791 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6792 if (IS_FREE(x, y) ||
6793 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6800 if (newax == ax && neway == ay)
6803 else /* normal or "filled" (BD style) amoeba */
6806 boolean waiting_for_player = FALSE;
6808 for (i = 0; i < NUM_DIRECTIONS; i++)
6810 int j = (start + i) % 4;
6811 int x = ax + xy[j][0];
6812 int y = ay + xy[j][1];
6814 if (!IN_LEV_FIELD(x, y))
6818 if (IS_FREE(x, y) ||
6819 CAN_GROW_INTO(Feld[x][y]) ||
6820 Feld[x][y] == EL_QUICKSAND_EMPTY)
6827 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6828 if (IS_FREE(x, y) ||
6829 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6836 else if (IS_PLAYER(x, y))
6837 waiting_for_player = TRUE;
6840 if (newax == ax && neway == ay) /* amoeba cannot grow */
6843 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
6845 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6848 Feld[ax][ay] = EL_AMOEBA_DEAD;
6849 DrawLevelField(ax, ay);
6850 AmoebaCnt[AmoebaNr[ax][ay]]--;
6852 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6854 if (element == EL_AMOEBA_FULL)
6855 AmoebeUmwandeln(ax, ay);
6856 else if (element == EL_BD_AMOEBA)
6857 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6862 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6864 /* amoeba gets larger by growing in some direction */
6866 int new_group_nr = AmoebaNr[ax][ay];
6869 if (new_group_nr == 0)
6871 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6872 printf("AmoebeAbleger(): This should never happen!\n");
6877 AmoebaNr[newax][neway] = new_group_nr;
6878 AmoebaCnt[new_group_nr]++;
6879 AmoebaCnt2[new_group_nr]++;
6881 /* if amoeba touches other amoeba(s) after growing, unify them */
6882 AmoebenVereinigen(newax, neway);
6884 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6886 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6892 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6893 (neway == lev_fieldy - 1 && newax != ax))
6895 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6896 Store[newax][neway] = element;
6898 else if (neway == ay)
6900 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6902 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6904 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6909 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6910 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6911 Store[ax][ay] = EL_AMOEBA_DROP;
6912 ContinueMoving(ax, ay);
6916 DrawLevelField(newax, neway);
6919 void Life(int ax, int ay)
6922 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6924 int element = Feld[ax][ay];
6925 int graphic = el2img(element);
6926 boolean changed = FALSE;
6928 if (IS_ANIMATED(graphic))
6929 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6934 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6935 MovDelay[ax][ay] = life_time;
6937 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6940 if (MovDelay[ax][ay])
6944 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6946 int xx = ax+x1, yy = ay+y1;
6949 if (!IN_LEV_FIELD(xx, yy))
6952 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6954 int x = xx+x2, y = yy+y2;
6956 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6959 if (((Feld[x][y] == element ||
6960 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6962 (IS_FREE(x, y) && Stop[x][y]))
6966 if (xx == ax && yy == ay) /* field in the middle */
6968 if (nachbarn < life[0] || nachbarn > life[1])
6970 Feld[xx][yy] = EL_EMPTY;
6972 DrawLevelField(xx, yy);
6973 Stop[xx][yy] = TRUE;
6978 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6979 { /* free border field */
6980 if (nachbarn >= life[2] && nachbarn <= life[3])
6982 Feld[xx][yy] = element;
6983 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6985 DrawLevelField(xx, yy);
6986 Stop[xx][yy] = TRUE;
6991 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6992 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6993 { /* free border field */
6994 if (nachbarn >= life[2] && nachbarn <= life[3])
6996 Feld[xx][yy] = element;
6997 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6999 DrawLevelField(xx, yy);
7000 Stop[xx][yy] = TRUE;
7008 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
7009 SND_GAME_OF_LIFE_GROWING);
7012 static void InitRobotWheel(int x, int y)
7014 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7017 static void RunRobotWheel(int x, int y)
7019 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
7022 static void StopRobotWheel(int x, int y)
7024 if (ZX == x && ZY == y)
7028 static void InitTimegateWheel(int x, int y)
7031 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
7033 /* another brainless, "type style" bug ... :-( */
7034 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7038 static void RunTimegateWheel(int x, int y)
7040 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
7043 void CheckExit(int x, int y)
7045 if (local_player->gems_still_needed > 0 ||
7046 local_player->sokobanfields_still_needed > 0 ||
7047 local_player->lights_still_needed > 0)
7049 int element = Feld[x][y];
7050 int graphic = el2img(element);
7052 if (IS_ANIMATED(graphic))
7053 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7058 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7061 Feld[x][y] = EL_EXIT_OPENING;
7063 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
7066 void CheckExitSP(int x, int y)
7068 if (local_player->gems_still_needed > 0)
7070 int element = Feld[x][y];
7071 int graphic = el2img(element);
7073 if (IS_ANIMATED(graphic))
7074 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7079 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7082 Feld[x][y] = EL_SP_EXIT_OPENING;
7084 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
7087 static void CloseAllOpenTimegates()
7091 for (y = 0; y < lev_fieldy; y++)
7093 for (x = 0; x < lev_fieldx; x++)
7095 int element = Feld[x][y];
7097 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
7099 Feld[x][y] = EL_TIMEGATE_CLOSING;
7101 PlayLevelSoundAction(x, y, ACTION_CLOSING);
7103 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
7110 void EdelsteinFunkeln(int x, int y)
7112 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
7115 if (Feld[x][y] == EL_BD_DIAMOND)
7118 if (MovDelay[x][y] == 0) /* next animation frame */
7119 MovDelay[x][y] = 11 * !SimpleRND(500);
7121 if (MovDelay[x][y] != 0) /* wait some time before next frame */
7125 if (setup.direct_draw && MovDelay[x][y])
7126 SetDrawtoField(DRAW_BUFFERED);
7128 DrawLevelElementAnimation(x, y, Feld[x][y]);
7130 if (MovDelay[x][y] != 0)
7132 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
7133 10 - MovDelay[x][y]);
7135 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
7137 if (setup.direct_draw)
7141 dest_x = FX + SCREENX(x) * TILEX;
7142 dest_y = FY + SCREENY(y) * TILEY;
7144 BlitBitmap(drawto_field, window,
7145 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
7146 SetDrawtoField(DRAW_DIRECT);
7152 void MauerWaechst(int x, int y)
7156 if (!MovDelay[x][y]) /* next animation frame */
7157 MovDelay[x][y] = 3 * delay;
7159 if (MovDelay[x][y]) /* wait some time before next frame */
7163 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7165 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
7166 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
7168 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
7171 if (!MovDelay[x][y])
7173 if (MovDir[x][y] == MV_LEFT)
7175 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
7176 DrawLevelField(x - 1, y);
7178 else if (MovDir[x][y] == MV_RIGHT)
7180 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
7181 DrawLevelField(x + 1, y);
7183 else if (MovDir[x][y] == MV_UP)
7185 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
7186 DrawLevelField(x, y - 1);
7190 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
7191 DrawLevelField(x, y + 1);
7194 Feld[x][y] = Store[x][y];
7196 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
7197 DrawLevelField(x, y);
7202 void MauerAbleger(int ax, int ay)
7204 int element = Feld[ax][ay];
7205 int graphic = el2img(element);
7206 boolean oben_frei = FALSE, unten_frei = FALSE;
7207 boolean links_frei = FALSE, rechts_frei = FALSE;
7208 boolean oben_massiv = FALSE, unten_massiv = FALSE;
7209 boolean links_massiv = FALSE, rechts_massiv = FALSE;
7210 boolean new_wall = FALSE;
7212 if (IS_ANIMATED(graphic))
7213 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7215 if (!MovDelay[ax][ay]) /* start building new wall */
7216 MovDelay[ax][ay] = 6;
7218 if (MovDelay[ax][ay]) /* wait some time before building new wall */
7221 if (MovDelay[ax][ay])
7225 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
7227 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
7229 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
7231 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
7234 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
7235 element == EL_EXPANDABLE_WALL_ANY)
7239 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
7240 Store[ax][ay-1] = element;
7241 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
7242 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
7243 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
7244 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
7249 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
7250 Store[ax][ay+1] = element;
7251 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
7252 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
7253 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
7254 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
7259 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7260 element == EL_EXPANDABLE_WALL_ANY ||
7261 element == EL_EXPANDABLE_WALL)
7265 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
7266 Store[ax-1][ay] = element;
7267 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
7268 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
7269 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
7270 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
7276 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
7277 Store[ax+1][ay] = element;
7278 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
7279 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
7280 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
7281 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
7286 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
7287 DrawLevelField(ax, ay);
7289 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
7291 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
7292 unten_massiv = TRUE;
7293 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
7294 links_massiv = TRUE;
7295 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
7296 rechts_massiv = TRUE;
7298 if (((oben_massiv && unten_massiv) ||
7299 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7300 element == EL_EXPANDABLE_WALL) &&
7301 ((links_massiv && rechts_massiv) ||
7302 element == EL_EXPANDABLE_WALL_VERTICAL))
7303 Feld[ax][ay] = EL_WALL;
7307 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
7309 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
7313 void CheckForDragon(int x, int y)
7316 boolean dragon_found = FALSE;
7317 static int xy[4][2] =
7325 for (i = 0; i < NUM_DIRECTIONS; i++)
7327 for (j = 0; j < 4; j++)
7329 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7331 if (IN_LEV_FIELD(xx, yy) &&
7332 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
7334 if (Feld[xx][yy] == EL_DRAGON)
7335 dragon_found = TRUE;
7344 for (i = 0; i < NUM_DIRECTIONS; i++)
7346 for (j = 0; j < 3; j++)
7348 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7350 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
7352 Feld[xx][yy] = EL_EMPTY;
7353 DrawLevelField(xx, yy);
7362 static void InitBuggyBase(int x, int y)
7364 int element = Feld[x][y];
7365 int activating_delay = FRAMES_PER_SECOND / 4;
7368 (element == EL_SP_BUGGY_BASE ?
7369 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
7370 element == EL_SP_BUGGY_BASE_ACTIVATING ?
7372 element == EL_SP_BUGGY_BASE_ACTIVE ?
7373 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
7376 static void WarnBuggyBase(int x, int y)
7379 static int xy[4][2] =
7387 for (i = 0; i < NUM_DIRECTIONS; i++)
7389 int xx = x + xy[i][0], yy = y + xy[i][1];
7391 if (IS_PLAYER(xx, yy))
7393 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
7400 static void InitTrap(int x, int y)
7402 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
7405 static void ActivateTrap(int x, int y)
7407 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
7410 static void ChangeActiveTrap(int x, int y)
7412 int graphic = IMG_TRAP_ACTIVE;
7414 /* if new animation frame was drawn, correct crumbled sand border */
7415 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
7416 DrawLevelFieldCrumbledSand(x, y);
7419 static void ChangeElementNowExt(int x, int y, int target_element)
7421 int previous_move_direction = MovDir[x][y];
7423 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7424 IS_WALKABLE(Feld[x][y]));
7426 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7427 IS_WALKABLE(Feld[x][y]) &&
7431 /* check if element under player changes from accessible to unaccessible
7432 (needed for special case of dropping element which then changes) */
7433 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
7434 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
7445 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
7446 RemoveMovingField(x, y);
7450 Feld[x][y] = target_element;
7453 Feld[x][y] = target_element;
7456 ResetGfxAnimation(x, y);
7457 ResetRandomAnimationValue(x, y);
7459 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7460 MovDir[x][y] = previous_move_direction;
7463 InitField_WithBug1(x, y, FALSE);
7465 InitField(x, y, FALSE);
7466 if (CAN_MOVE(Feld[x][y]))
7470 DrawLevelField(x, y);
7472 if (GFX_CRUMBLED(Feld[x][y]))
7473 DrawLevelFieldCrumbledSandNeighbours(x, y);
7477 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7481 TestIfBadThingTouchesHero(x, y);
7482 TestIfPlayerTouchesCustomElement(x, y);
7483 TestIfElementTouchesCustomElement(x, y);
7486 /* "Changed[][]" not set yet to allow "entered by player" change one time */
7487 if (ELEM_IS_PLAYER(target_element))
7488 RelocatePlayer(x, y, target_element);
7491 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7495 TestIfBadThingTouchesHero(x, y);
7496 TestIfPlayerTouchesCustomElement(x, y);
7497 TestIfElementTouchesCustomElement(x, y);
7501 static boolean ChangeElementNow(int x, int y, int element, int page)
7503 struct ElementChangeInfo *change = &element_info[element].change_page[page];
7505 int old_element = Feld[x][y];
7507 /* always use default change event to prevent running into a loop */
7508 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
7509 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
7511 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
7513 /* reset actual trigger element and player */
7514 change->actual_trigger_element = EL_EMPTY;
7515 change->actual_trigger_player = EL_PLAYER_1;
7518 /* do not change already changed elements with same change event */
7520 if (Changed[x][y] & ChangeEvent[x][y])
7527 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7530 /* !!! indirect change before direct change !!! */
7531 CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
7534 if (change->explode)
7541 if (change->use_target_content)
7543 boolean complete_replace = TRUE;
7544 boolean can_replace[3][3];
7547 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7550 boolean is_walkable;
7551 boolean is_diggable;
7552 boolean is_collectible;
7553 boolean is_removable;
7554 boolean is_destructible;
7555 int ex = x + xx - 1;
7556 int ey = y + yy - 1;
7557 int content_element = change->target_content[xx][yy];
7560 can_replace[xx][yy] = TRUE;
7562 if (ex == x && ey == y) /* do not check changing element itself */
7565 if (content_element == EL_EMPTY_SPACE)
7567 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7572 if (!IN_LEV_FIELD(ex, ey))
7574 can_replace[xx][yy] = FALSE;
7575 complete_replace = FALSE;
7581 if (Changed[ex][ey]) /* do not change already changed elements */
7583 can_replace[xx][yy] = FALSE;
7584 complete_replace = FALSE;
7592 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7593 e = MovingOrBlocked2Element(ex, ey);
7598 is_empty = (IS_FREE(ex, ey) ||
7599 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
7600 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
7601 !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
7605 is_empty = (IS_FREE(ex, ey) ||
7606 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7608 is_empty = (IS_FREE(ex, ey) ||
7609 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7613 is_walkable = (is_empty || IS_WALKABLE(e));
7614 is_diggable = (is_empty || IS_DIGGABLE(e));
7615 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7616 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7617 is_removable = (is_diggable || is_collectible);
7619 can_replace[xx][yy] =
7620 ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7621 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7622 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7623 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7624 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7625 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
7627 if (!can_replace[xx][yy])
7628 complete_replace = FALSE;
7630 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
7631 IS_WALKABLE(content_element)));
7633 half_destructible = (empty_for_element || IS_DIGGABLE(e));
7635 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
7638 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
7639 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
7640 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
7642 can_replace[xx][yy] = FALSE;
7643 complete_replace = FALSE;
7648 if (!change->only_if_complete || complete_replace)
7650 boolean something_has_changed = FALSE;
7652 if (change->only_if_complete && change->use_random_replace &&
7653 RND(100) < change->random_percentage)
7656 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7658 int ex = x + xx - 1;
7659 int ey = y + yy - 1;
7660 int content_element;
7662 if (can_replace[xx][yy] && (!change->use_random_replace ||
7663 RND(100) < change->random_percentage))
7665 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7666 RemoveMovingField(ex, ey);
7668 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7670 content_element = change->target_content[xx][yy];
7671 target_element = GET_TARGET_ELEMENT(content_element, change);
7673 ChangeElementNowExt(ex, ey, target_element);
7675 something_has_changed = TRUE;
7677 /* for symmetry reasons, freeze newly created border elements */
7678 if (ex != x || ey != y)
7679 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7683 if (something_has_changed)
7684 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7689 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7691 ChangeElementNowExt(x, y, target_element);
7693 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7697 /* this uses direct change before indirect change */
7698 CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
7704 static void ChangeElement(int x, int y, int page)
7706 int element = MovingOrBlocked2Element(x, y);
7707 struct ElementInfo *ei = &element_info[element];
7708 struct ElementChangeInfo *change = &ei->change_page[page];
7711 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7714 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7715 x, y, element, element_info[element].token_name);
7716 printf("ChangeElement(): This should never happen!\n");
7721 /* this can happen with classic bombs on walkable, changing elements */
7722 if (!CAN_CHANGE(element))
7725 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7726 ChangeDelay[x][y] = 0;
7732 if (ChangeDelay[x][y] == 0) /* initialize element change */
7734 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7735 RND(change->delay_random * change->delay_frames)) + 1;
7737 ResetGfxAnimation(x, y);
7738 ResetRandomAnimationValue(x, y);
7740 if (change->pre_change_function)
7741 change->pre_change_function(x, y);
7744 ChangeDelay[x][y]--;
7746 if (ChangeDelay[x][y] != 0) /* continue element change */
7748 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7750 if (IS_ANIMATED(graphic))
7751 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7753 if (change->change_function)
7754 change->change_function(x, y);
7756 else /* finish element change */
7758 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7760 page = ChangePage[x][y];
7761 ChangePage[x][y] = -1;
7763 change = &ei->change_page[page];
7767 if (IS_MOVING(x, y) && !change->explode)
7769 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7772 ChangeDelay[x][y] = 1; /* try change after next move step */
7773 ChangePage[x][y] = page; /* remember page to use for change */
7778 if (ChangeElementNow(x, y, element, page))
7780 if (change->post_change_function)
7781 change->post_change_function(x, y);
7786 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7787 int trigger_element,
7794 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7796 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7799 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7801 int element = EL_CUSTOM_START + i;
7803 boolean change_element = FALSE;
7806 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7809 for (j = 0; j < element_info[element].num_change_pages; j++)
7811 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7813 if (change->can_change &&
7814 change->events & CH_EVENT_BIT(trigger_event) &&
7815 change->trigger_side & trigger_side &&
7816 change->trigger_player & trigger_player &&
7817 change->trigger_page & trigger_page_bits &&
7818 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7821 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7822 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7823 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7826 change_element = TRUE;
7829 change->actual_trigger_element = trigger_element;
7830 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7836 if (!change_element)
7839 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7842 if (x == lx && y == ly) /* do not change trigger element itself */
7846 if (Feld[x][y] == element)
7848 ChangeDelay[x][y] = 1;
7849 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7850 ChangeElement(x, y, page);
7858 static boolean CheckElementChangeExt(int x, int y,
7860 int trigger_element,
7866 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7869 if (Feld[x][y] == EL_BLOCKED)
7871 Blocked2Moving(x, y, &x, &y);
7872 element = Feld[x][y];
7876 if (Feld[x][y] != element) /* check if element has already changed */
7879 printf("::: %d ('%s') != %d ('%s') [%d]\n",
7880 Feld[x][y], element_info[Feld[x][y]].token_name,
7881 element, element_info[element].token_name,
7890 if (trigger_page < 0)
7892 boolean change_element = FALSE;
7895 for (i = 0; i < element_info[element].num_change_pages; i++)
7897 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7899 if (change->can_change &&
7900 change->events & CH_EVENT_BIT(trigger_event) &&
7901 change->trigger_side & trigger_side &&
7902 change->trigger_player & trigger_player)
7904 change_element = TRUE;
7907 change->actual_trigger_element = trigger_element;
7908 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7914 if (!change_element)
7919 struct ElementInfo *ei = &element_info[element];
7920 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7922 change->actual_trigger_element = trigger_element;
7923 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7928 /* !!! this check misses pages with same event, but different side !!! */
7930 if (trigger_page < 0)
7931 trigger_page = element_info[element].event_page_nr[trigger_event];
7933 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7937 ChangeDelay[x][y] = 1;
7938 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7939 ChangeElement(x, y, trigger_page);
7944 static void PlayPlayerSound(struct PlayerInfo *player)
7946 int jx = player->jx, jy = player->jy;
7947 int element = player->element_nr;
7948 int last_action = player->last_action_waiting;
7949 int action = player->action_waiting;
7951 if (player->is_waiting)
7953 if (action != last_action)
7954 PlayLevelSoundElementAction(jx, jy, element, action);
7956 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7960 if (action != last_action)
7961 StopSound(element_info[element].sound[last_action]);
7963 if (last_action == ACTION_SLEEPING)
7964 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7968 static void PlayAllPlayersSound()
7972 for (i = 0; i < MAX_PLAYERS; i++)
7973 if (stored_player[i].active)
7974 PlayPlayerSound(&stored_player[i]);
7977 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7979 boolean last_waiting = player->is_waiting;
7980 int move_dir = player->MovDir;
7982 player->last_action_waiting = player->action_waiting;
7986 if (!last_waiting) /* not waiting -> waiting */
7988 player->is_waiting = TRUE;
7990 player->frame_counter_bored =
7992 game.player_boring_delay_fixed +
7993 SimpleRND(game.player_boring_delay_random);
7994 player->frame_counter_sleeping =
7996 game.player_sleeping_delay_fixed +
7997 SimpleRND(game.player_sleeping_delay_random);
7999 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
8002 if (game.player_sleeping_delay_fixed +
8003 game.player_sleeping_delay_random > 0 &&
8004 player->anim_delay_counter == 0 &&
8005 player->post_delay_counter == 0 &&
8006 FrameCounter >= player->frame_counter_sleeping)
8007 player->is_sleeping = TRUE;
8008 else if (game.player_boring_delay_fixed +
8009 game.player_boring_delay_random > 0 &&
8010 FrameCounter >= player->frame_counter_bored)
8011 player->is_bored = TRUE;
8013 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
8014 player->is_bored ? ACTION_BORING :
8017 if (player->is_sleeping)
8019 if (player->num_special_action_sleeping > 0)
8021 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8023 int last_special_action = player->special_action_sleeping;
8024 int num_special_action = player->num_special_action_sleeping;
8025 int special_action =
8026 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
8027 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
8028 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
8029 last_special_action + 1 : ACTION_SLEEPING);
8030 int special_graphic =
8031 el_act_dir2img(player->element_nr, special_action, move_dir);
8033 player->anim_delay_counter =
8034 graphic_info[special_graphic].anim_delay_fixed +
8035 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8036 player->post_delay_counter =
8037 graphic_info[special_graphic].post_delay_fixed +
8038 SimpleRND(graphic_info[special_graphic].post_delay_random);
8040 player->special_action_sleeping = special_action;
8043 if (player->anim_delay_counter > 0)
8045 player->action_waiting = player->special_action_sleeping;
8046 player->anim_delay_counter--;
8048 else if (player->post_delay_counter > 0)
8050 player->post_delay_counter--;
8054 else if (player->is_bored)
8056 if (player->num_special_action_bored > 0)
8058 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8060 int special_action =
8061 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
8062 int special_graphic =
8063 el_act_dir2img(player->element_nr, special_action, move_dir);
8065 player->anim_delay_counter =
8066 graphic_info[special_graphic].anim_delay_fixed +
8067 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8068 player->post_delay_counter =
8069 graphic_info[special_graphic].post_delay_fixed +
8070 SimpleRND(graphic_info[special_graphic].post_delay_random);
8072 player->special_action_bored = special_action;
8075 if (player->anim_delay_counter > 0)
8077 player->action_waiting = player->special_action_bored;
8078 player->anim_delay_counter--;
8080 else if (player->post_delay_counter > 0)
8082 player->post_delay_counter--;
8087 else if (last_waiting) /* waiting -> not waiting */
8089 player->is_waiting = FALSE;
8090 player->is_bored = FALSE;
8091 player->is_sleeping = FALSE;
8093 player->frame_counter_bored = -1;
8094 player->frame_counter_sleeping = -1;
8096 player->anim_delay_counter = 0;
8097 player->post_delay_counter = 0;
8099 player->action_waiting = ACTION_DEFAULT;
8101 player->special_action_bored = ACTION_DEFAULT;
8102 player->special_action_sleeping = ACTION_DEFAULT;
8107 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
8110 static byte stored_player_action[MAX_PLAYERS];
8111 static int num_stored_actions = 0;
8113 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8114 int left = player_action & JOY_LEFT;
8115 int right = player_action & JOY_RIGHT;
8116 int up = player_action & JOY_UP;
8117 int down = player_action & JOY_DOWN;
8118 int button1 = player_action & JOY_BUTTON_1;
8119 int button2 = player_action & JOY_BUTTON_2;
8120 int dx = (left ? -1 : right ? 1 : 0);
8121 int dy = (up ? -1 : down ? 1 : 0);
8124 stored_player_action[player->index_nr] = 0;
8125 num_stored_actions++;
8129 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8132 if (!player->active || tape.pausing)
8136 printf("::: [%d %d %d %d] [%d %d]\n",
8137 left, right, up, down, button1, button2);
8143 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8148 if (player->MovPos == 0)
8149 CheckGravityMovement(player);
8152 snapped = SnapField(player, dx, dy);
8156 dropped = DropElement(player);
8158 moved = MovePlayer(player, dx, dy);
8161 if (tape.single_step && tape.recording && !tape.pausing)
8163 if (button1 || (dropped && !moved))
8165 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8166 SnapField(player, 0, 0); /* stop snapping */
8170 SetPlayerWaiting(player, FALSE);
8173 return player_action;
8175 stored_player_action[player->index_nr] = player_action;
8181 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8184 /* no actions for this player (no input at player's configured device) */
8186 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8187 SnapField(player, 0, 0);
8188 CheckGravityMovementWhenNotMoving(player);
8190 if (player->MovPos == 0)
8191 SetPlayerWaiting(player, TRUE);
8193 if (player->MovPos == 0) /* needed for tape.playing */
8194 player->is_moving = FALSE;
8196 player->is_dropping = FALSE;
8202 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8204 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8206 TapeRecordAction(stored_player_action);
8207 num_stored_actions = 0;
8214 static void PlayerActions(struct PlayerInfo *player, byte player_action)
8216 static byte stored_player_action[MAX_PLAYERS];
8217 static int num_stored_actions = 0;
8218 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8219 int left = player_action & JOY_LEFT;
8220 int right = player_action & JOY_RIGHT;
8221 int up = player_action & JOY_UP;
8222 int down = player_action & JOY_DOWN;
8223 int button1 = player_action & JOY_BUTTON_1;
8224 int button2 = player_action & JOY_BUTTON_2;
8225 int dx = (left ? -1 : right ? 1 : 0);
8226 int dy = (up ? -1 : down ? 1 : 0);
8228 stored_player_action[player->index_nr] = 0;
8229 num_stored_actions++;
8231 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8233 if (!player->active || tape.pausing)
8238 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8241 snapped = SnapField(player, dx, dy);
8245 dropped = DropElement(player);
8247 moved = MovePlayer(player, dx, dy);
8250 if (tape.single_step && tape.recording && !tape.pausing)
8252 if (button1 || (dropped && !moved))
8254 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8255 SnapField(player, 0, 0); /* stop snapping */
8259 stored_player_action[player->index_nr] = player_action;
8263 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8265 /* no actions for this player (no input at player's configured device) */
8267 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8268 SnapField(player, 0, 0);
8269 CheckGravityMovementWhenNotMoving(player);
8271 if (player->MovPos == 0)
8272 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
8274 if (player->MovPos == 0) /* needed for tape.playing */
8275 player->is_moving = FALSE;
8278 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8280 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8282 TapeRecordAction(stored_player_action);
8283 num_stored_actions = 0;
8290 static unsigned long action_delay = 0;
8291 unsigned long action_delay_value;
8292 int magic_wall_x = 0, magic_wall_y = 0;
8293 int i, x, y, element, graphic;
8294 byte *recorded_player_action;
8295 byte summarized_player_action = 0;
8297 byte tape_action[MAX_PLAYERS];
8300 if (game_status != GAME_MODE_PLAYING)
8303 action_delay_value =
8304 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
8306 if (tape.playing && tape.warp_forward && !tape.pausing)
8307 action_delay_value = 0;
8309 /* ---------- main game synchronization point ---------- */
8311 WaitUntilDelayReached(&action_delay, action_delay_value);
8313 if (network_playing && !network_player_action_received)
8317 printf("DEBUG: try to get network player actions in time\n");
8321 #if defined(NETWORK_AVALIABLE)
8322 /* last chance to get network player actions without main loop delay */
8326 if (game_status != GAME_MODE_PLAYING)
8329 if (!network_player_action_received)
8333 printf("DEBUG: failed to get network player actions in time\n");
8344 printf("::: getting new tape action [%d]\n", FrameCounter);
8347 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
8350 if (recorded_player_action == NULL && tape.pausing)
8355 printf("::: %d\n", stored_player[0].action);
8359 if (recorded_player_action != NULL)
8360 for (i = 0; i < MAX_PLAYERS; i++)
8361 stored_player[i].action = recorded_player_action[i];
8364 for (i = 0; i < MAX_PLAYERS; i++)
8366 summarized_player_action |= stored_player[i].action;
8368 if (!network_playing)
8369 stored_player[i].effective_action = stored_player[i].action;
8372 #if defined(NETWORK_AVALIABLE)
8373 if (network_playing)
8374 SendToServer_MovePlayer(summarized_player_action);
8377 if (!options.network && !setup.team_mode)
8378 local_player->effective_action = summarized_player_action;
8381 if (recorded_player_action != NULL)
8382 for (i = 0; i < MAX_PLAYERS; i++)
8383 stored_player[i].effective_action = recorded_player_action[i];
8387 for (i = 0; i < MAX_PLAYERS; i++)
8389 tape_action[i] = stored_player[i].effective_action;
8391 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8392 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8395 /* only save actions from input devices, but not programmed actions */
8397 TapeRecordAction(tape_action);
8400 for (i = 0; i < MAX_PLAYERS; i++)
8402 int actual_player_action = stored_player[i].effective_action;
8405 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
8406 - rnd_equinox_tetrachloride 048
8407 - rnd_equinox_tetrachloride_ii 096
8408 - rnd_emanuel_schmieg 002
8409 - doctor_sloan_ww 001, 020
8411 if (stored_player[i].MovPos == 0)
8412 CheckGravityMovement(&stored_player[i]);
8416 /* overwrite programmed action with tape action */
8417 if (stored_player[i].programmed_action)
8418 actual_player_action = stored_player[i].programmed_action;
8422 if (stored_player[i].programmed_action)
8423 printf("::: %d\n", stored_player[i].programmed_action);
8426 if (recorded_player_action)
8429 if (stored_player[i].programmed_action &&
8430 stored_player[i].programmed_action != recorded_player_action[i])
8431 printf("::: %d: %d <-> %d\n", i,
8432 stored_player[i].programmed_action, recorded_player_action[i]);
8436 actual_player_action = recorded_player_action[i];
8441 /* overwrite tape action with programmed action */
8442 if (stored_player[i].programmed_action)
8443 actual_player_action = stored_player[i].programmed_action;
8448 printf("::: action: %d: %x [%d]\n",
8449 stored_player[i].MovPos, actual_player_action, FrameCounter);
8453 PlayerActions(&stored_player[i], actual_player_action);
8455 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
8457 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8458 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8461 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
8466 TapeRecordAction(tape_action);
8469 network_player_action_received = FALSE;
8471 ScrollScreen(NULL, SCROLL_GO_ON);
8477 for (i = 0; i < MAX_PLAYERS; i++)
8478 stored_player[i].Frame++;
8482 /* for downwards compatibility, the following code emulates a fixed bug that
8483 occured when pushing elements (causing elements that just made their last
8484 pushing step to already (if possible) make their first falling step in the
8485 same game frame, which is bad); this code is also needed to use the famous
8486 "spring push bug" which is used in older levels and might be wanted to be
8487 used also in newer levels, but in this case the buggy pushing code is only
8488 affecting the "spring" element and no other elements */
8491 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
8493 if (game.engine_version < VERSION_IDENT(2,2,0,7))
8496 for (i = 0; i < MAX_PLAYERS; i++)
8498 struct PlayerInfo *player = &stored_player[i];
8503 if (player->active && player->is_pushing && player->is_moving &&
8505 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
8506 Feld[x][y] == EL_SPRING))
8508 if (player->active && player->is_pushing && player->is_moving &&
8512 ContinueMoving(x, y);
8514 /* continue moving after pushing (this is actually a bug) */
8515 if (!IS_MOVING(x, y))
8524 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8526 Changed[x][y] = CE_BITMASK_DEFAULT;
8527 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
8530 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
8532 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
8533 printf("GameActions(): This should never happen!\n");
8535 ChangePage[x][y] = -1;
8540 if (WasJustMoving[x][y] > 0)
8541 WasJustMoving[x][y]--;
8542 if (WasJustFalling[x][y] > 0)
8543 WasJustFalling[x][y]--;
8544 if (CheckCollision[x][y] > 0)
8545 CheckCollision[x][y]--;
8550 /* reset finished pushing action (not done in ContinueMoving() to allow
8551 continous pushing animation for elements with zero push delay) */
8552 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
8554 ResetGfxAnimation(x, y);
8555 DrawLevelField(x, y);
8560 if (IS_BLOCKED(x, y))
8564 Blocked2Moving(x, y, &oldx, &oldy);
8565 if (!IS_MOVING(oldx, oldy))
8567 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
8568 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
8569 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
8570 printf("GameActions(): This should never happen!\n");
8576 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8578 element = Feld[x][y];
8580 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8582 graphic = el2img(element);
8588 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
8590 element = graphic = 0;
8594 if (graphic_info[graphic].anim_global_sync)
8595 GfxFrame[x][y] = FrameCounter;
8597 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
8598 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
8599 ResetRandomAnimationValue(x, y);
8601 SetRandomAnimationValue(x, y);
8604 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
8607 if (IS_INACTIVE(element))
8609 if (IS_ANIMATED(graphic))
8610 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8616 /* this may take place after moving, so 'element' may have changed */
8618 if (IS_CHANGING(x, y))
8620 if (IS_CHANGING(x, y) &&
8621 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8625 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
8626 element_info[element].event_page_nr[CE_DELAY]);
8628 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
8631 element = Feld[x][y];
8632 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8636 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8641 element = Feld[x][y];
8642 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8644 if (element == EL_MOLE)
8645 printf("::: %d, %d, %d [%d]\n",
8646 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
8650 if (element == EL_YAMYAM)
8651 printf("::: %d, %d, %d\n",
8652 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
8656 if (IS_ANIMATED(graphic) &&
8660 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8663 if (element == EL_BUG)
8664 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8668 if (element == EL_MOLE)
8669 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8673 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8674 EdelsteinFunkeln(x, y);
8676 else if ((element == EL_ACID ||
8677 element == EL_EXIT_OPEN ||
8678 element == EL_SP_EXIT_OPEN ||
8679 element == EL_SP_TERMINAL ||
8680 element == EL_SP_TERMINAL_ACTIVE ||
8681 element == EL_EXTRA_TIME ||
8682 element == EL_SHIELD_NORMAL ||
8683 element == EL_SHIELD_DEADLY) &&
8684 IS_ANIMATED(graphic))
8685 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8686 else if (IS_MOVING(x, y))
8687 ContinueMoving(x, y);
8688 else if (IS_ACTIVE_BOMB(element))
8689 CheckDynamite(x, y);
8691 else if (element == EL_EXPLOSION && !game.explosions_delayed)
8692 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8694 else if (element == EL_AMOEBA_GROWING)
8695 AmoebeWaechst(x, y);
8696 else if (element == EL_AMOEBA_SHRINKING)
8697 AmoebaDisappearing(x, y);
8699 #if !USE_NEW_AMOEBA_CODE
8700 else if (IS_AMOEBALIVE(element))
8701 AmoebeAbleger(x, y);
8704 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8706 else if (element == EL_EXIT_CLOSED)
8708 else if (element == EL_SP_EXIT_CLOSED)
8710 else if (element == EL_EXPANDABLE_WALL_GROWING)
8712 else if (element == EL_EXPANDABLE_WALL ||
8713 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8714 element == EL_EXPANDABLE_WALL_VERTICAL ||
8715 element == EL_EXPANDABLE_WALL_ANY)
8717 else if (element == EL_FLAMES)
8718 CheckForDragon(x, y);
8720 else if (IS_AUTO_CHANGING(element))
8721 ChangeElement(x, y);
8723 else if (element == EL_EXPLOSION)
8724 ; /* drawing of correct explosion animation is handled separately */
8725 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8726 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8729 /* this may take place after moving, so 'element' may have changed */
8730 if (IS_AUTO_CHANGING(Feld[x][y]))
8731 ChangeElement(x, y);
8734 if (IS_BELT_ACTIVE(element))
8735 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8737 if (game.magic_wall_active)
8739 int jx = local_player->jx, jy = local_player->jy;
8741 /* play the element sound at the position nearest to the player */
8742 if ((element == EL_MAGIC_WALL_FULL ||
8743 element == EL_MAGIC_WALL_ACTIVE ||
8744 element == EL_MAGIC_WALL_EMPTYING ||
8745 element == EL_BD_MAGIC_WALL_FULL ||
8746 element == EL_BD_MAGIC_WALL_ACTIVE ||
8747 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8748 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8756 #if USE_NEW_AMOEBA_CODE
8757 /* new experimental amoeba growth stuff */
8759 if (!(FrameCounter % 8))
8762 static unsigned long random = 1684108901;
8764 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8767 x = (random >> 10) % lev_fieldx;
8768 y = (random >> 20) % lev_fieldy;
8770 x = RND(lev_fieldx);
8771 y = RND(lev_fieldy);
8773 element = Feld[x][y];
8776 if (!IS_PLAYER(x,y) &&
8777 (element == EL_EMPTY ||
8778 CAN_GROW_INTO(element) ||
8779 element == EL_QUICKSAND_EMPTY ||
8780 element == EL_ACID_SPLASH_LEFT ||
8781 element == EL_ACID_SPLASH_RIGHT))
8783 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8784 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8785 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8786 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8787 Feld[x][y] = EL_AMOEBA_DROP;
8790 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8791 if (!IS_PLAYER(x,y) &&
8792 (element == EL_EMPTY ||
8793 element == EL_SAND ||
8794 element == EL_QUICKSAND_EMPTY ||
8795 element == EL_ACID_SPLASH_LEFT ||
8796 element == EL_ACID_SPLASH_RIGHT))
8798 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8799 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8800 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8801 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8802 Feld[x][y] = EL_AMOEBA_DROP;
8806 random = random * 129 + 1;
8812 if (game.explosions_delayed)
8815 game.explosions_delayed = FALSE;
8817 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8819 element = Feld[x][y];
8821 if (ExplodeField[x][y])
8822 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8823 else if (element == EL_EXPLOSION)
8824 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8826 ExplodeField[x][y] = EX_TYPE_NONE;
8829 game.explosions_delayed = TRUE;
8832 if (game.magic_wall_active)
8834 if (!(game.magic_wall_time_left % 4))
8836 int element = Feld[magic_wall_x][magic_wall_y];
8838 if (element == EL_BD_MAGIC_WALL_FULL ||
8839 element == EL_BD_MAGIC_WALL_ACTIVE ||
8840 element == EL_BD_MAGIC_WALL_EMPTYING)
8841 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8843 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8846 if (game.magic_wall_time_left > 0)
8848 game.magic_wall_time_left--;
8849 if (!game.magic_wall_time_left)
8851 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8853 element = Feld[x][y];
8855 if (element == EL_MAGIC_WALL_ACTIVE ||
8856 element == EL_MAGIC_WALL_FULL)
8858 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8859 DrawLevelField(x, y);
8861 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8862 element == EL_BD_MAGIC_WALL_FULL)
8864 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8865 DrawLevelField(x, y);
8869 game.magic_wall_active = FALSE;
8874 if (game.light_time_left > 0)
8876 game.light_time_left--;
8878 if (game.light_time_left == 0)
8879 RedrawAllLightSwitchesAndInvisibleElements();
8882 if (game.timegate_time_left > 0)
8884 game.timegate_time_left--;
8886 if (game.timegate_time_left == 0)
8887 CloseAllOpenTimegates();
8890 for (i = 0; i < MAX_PLAYERS; i++)
8892 struct PlayerInfo *player = &stored_player[i];
8894 if (SHIELD_ON(player))
8896 if (player->shield_deadly_time_left)
8897 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8898 else if (player->shield_normal_time_left)
8899 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8903 if (TimeFrames >= FRAMES_PER_SECOND)
8908 for (i = 0; i < MAX_PLAYERS; i++)
8910 struct PlayerInfo *player = &stored_player[i];
8912 if (SHIELD_ON(player))
8914 player->shield_normal_time_left--;
8916 if (player->shield_deadly_time_left > 0)
8917 player->shield_deadly_time_left--;
8921 if (!level.use_step_counter)
8929 if (TimeLeft <= 10 && setup.time_limit)
8930 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8932 DrawGameValue_Time(TimeLeft);
8934 if (!TimeLeft && setup.time_limit)
8935 for (i = 0; i < MAX_PLAYERS; i++)
8936 KillHero(&stored_player[i]);
8938 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8939 DrawGameValue_Time(TimePlayed);
8942 if (tape.recording || tape.playing)
8943 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8947 PlayAllPlayersSound();
8949 if (options.debug) /* calculate frames per second */
8951 static unsigned long fps_counter = 0;
8952 static int fps_frames = 0;
8953 unsigned long fps_delay_ms = Counter() - fps_counter;
8957 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8959 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8962 fps_counter = Counter();
8965 redraw_mask |= REDRAW_FPS;
8969 if (stored_player[0].jx != stored_player[0].last_jx ||
8970 stored_player[0].jy != stored_player[0].last_jy)
8971 printf("::: %d, %d, %d, %d, %d\n",
8972 stored_player[0].MovDir,
8973 stored_player[0].MovPos,
8974 stored_player[0].GfxPos,
8975 stored_player[0].Frame,
8976 stored_player[0].StepFrame);
8983 for (i = 0; i < MAX_PLAYERS; i++)
8986 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8988 stored_player[i].Frame += move_frames;
8990 if (stored_player[i].MovPos != 0)
8991 stored_player[i].StepFrame += move_frames;
8993 if (stored_player[i].drop_delay > 0)
8994 stored_player[i].drop_delay--;
8999 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
9001 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
9003 local_player->show_envelope = 0;
9008 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
9010 int min_x = x, min_y = y, max_x = x, max_y = y;
9013 for (i = 0; i < MAX_PLAYERS; i++)
9015 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9017 if (!stored_player[i].active || &stored_player[i] == player)
9020 min_x = MIN(min_x, jx);
9021 min_y = MIN(min_y, jy);
9022 max_x = MAX(max_x, jx);
9023 max_y = MAX(max_y, jy);
9026 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
9029 static boolean AllPlayersInVisibleScreen()
9033 for (i = 0; i < MAX_PLAYERS; i++)
9035 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9037 if (!stored_player[i].active)
9040 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9047 void ScrollLevel(int dx, int dy)
9049 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
9052 BlitBitmap(drawto_field, drawto_field,
9053 FX + TILEX * (dx == -1) - softscroll_offset,
9054 FY + TILEY * (dy == -1) - softscroll_offset,
9055 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
9056 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
9057 FX + TILEX * (dx == 1) - softscroll_offset,
9058 FY + TILEY * (dy == 1) - softscroll_offset);
9062 x = (dx == 1 ? BX1 : BX2);
9063 for (y = BY1; y <= BY2; y++)
9064 DrawScreenField(x, y);
9069 y = (dy == 1 ? BY1 : BY2);
9070 for (x = BX1; x <= BX2; x++)
9071 DrawScreenField(x, y);
9074 redraw_mask |= REDRAW_FIELD;
9078 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
9080 int nextx = x + dx, nexty = y + dy;
9081 int element = Feld[x][y];
9084 element != EL_SP_PORT_LEFT &&
9085 element != EL_SP_GRAVITY_PORT_LEFT &&
9086 element != EL_SP_PORT_HORIZONTAL &&
9087 element != EL_SP_PORT_ANY) ||
9089 element != EL_SP_PORT_RIGHT &&
9090 element != EL_SP_GRAVITY_PORT_RIGHT &&
9091 element != EL_SP_PORT_HORIZONTAL &&
9092 element != EL_SP_PORT_ANY) ||
9094 element != EL_SP_PORT_UP &&
9095 element != EL_SP_GRAVITY_PORT_UP &&
9096 element != EL_SP_PORT_VERTICAL &&
9097 element != EL_SP_PORT_ANY) ||
9099 element != EL_SP_PORT_DOWN &&
9100 element != EL_SP_GRAVITY_PORT_DOWN &&
9101 element != EL_SP_PORT_VERTICAL &&
9102 element != EL_SP_PORT_ANY) ||
9103 !IN_LEV_FIELD(nextx, nexty) ||
9104 !IS_FREE(nextx, nexty))
9111 static boolean canFallDown(struct PlayerInfo *player)
9113 int jx = player->jx, jy = player->jy;
9115 return (IN_LEV_FIELD(jx, jy + 1) &&
9116 (IS_FREE(jx, jy + 1) ||
9117 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
9118 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
9119 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
9122 static boolean canPassField(int x, int y, int move_dir)
9124 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9125 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9126 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9129 int element = Feld[x][y];
9131 return (IS_PASSABLE_FROM(element, opposite_dir) &&
9132 !CAN_MOVE(element) &&
9133 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9134 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9135 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
9138 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
9140 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9141 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9142 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9146 int nextx = newx + dx;
9147 int nexty = newy + dy;
9151 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9152 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9154 (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
9156 (IS_DIGGABLE(Feld[newx][newy]) ||
9157 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9158 canPassField(newx, newy, move_dir)));
9161 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9162 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9163 (IS_DIGGABLE(Feld[newx][newy]) ||
9164 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9165 canPassField(newx, newy, move_dir)));
9168 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9169 (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
9170 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9171 canPassField(newx, newy, move_dir)));
9173 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9174 (IS_DIGGABLE(Feld[newx][newy]) ||
9175 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9176 (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
9177 !CAN_MOVE(Feld[newx][newy]) &&
9178 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9179 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9180 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
9186 static void CheckGravityMovement(struct PlayerInfo *player)
9188 if (game.gravity && !player->programmed_action)
9191 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
9192 int move_dir_vertical = player->effective_action & MV_VERTICAL;
9194 int move_dir_horizontal = player->action & MV_HORIZONTAL;
9195 int move_dir_vertical = player->action & MV_VERTICAL;
9199 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
9201 boolean player_is_snapping = player->action & JOY_BUTTON_1;
9204 int jx = player->jx, jy = player->jy;
9206 boolean player_is_moving_to_valid_field =
9207 (!player_is_snapping &&
9208 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
9209 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
9213 (player->last_move_dir & MV_HORIZONTAL ?
9214 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
9215 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
9219 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9220 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9221 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9222 int new_jx = jx + dx, new_jy = jy + dy;
9223 int nextx = new_jx + dx, nexty = new_jy + dy;
9229 boolean player_can_fall_down = canFallDown(player);
9231 boolean player_can_fall_down =
9232 (IN_LEV_FIELD(jx, jy + 1) &&
9233 (IS_FREE(jx, jy + 1) ||
9234 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
9238 boolean player_can_fall_down =
9239 (IN_LEV_FIELD(jx, jy + 1) &&
9240 (IS_FREE(jx, jy + 1)));
9244 boolean player_is_moving_to_valid_field =
9247 !player_is_snapping &&
9251 IN_LEV_FIELD(new_jx, new_jy) &&
9252 (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
9253 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9254 element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
9255 IN_LEV_FIELD(nextx, nexty) &&
9256 element_info[Feld[nextx][nexty]].access_direction & move_dir))
9258 IN_LEV_FIELD(new_jx, new_jy) &&
9259 (Feld[new_jx][new_jy] == EL_SP_BASE ||
9260 Feld[new_jx][new_jy] == EL_SAND ||
9261 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9262 canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
9263 /* !!! extend EL_SAND to anything diggable !!! */
9269 boolean player_is_standing_on_valid_field =
9270 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9271 (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
9275 printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
9276 player_can_fall_down,
9277 player_is_standing_on_valid_field,
9278 player_is_moving_to_valid_field,
9279 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
9280 player->effective_action,
9281 player->can_fall_into_acid);
9284 if (player_can_fall_down &&
9286 !player_is_standing_on_valid_field &&
9288 !player_is_moving_to_valid_field)
9291 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
9292 jx, jy, FrameCounter);
9295 player->programmed_action = MV_DOWN;
9300 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
9303 return CheckGravityMovement(player);
9306 if (game.gravity && !player->programmed_action)
9308 int jx = player->jx, jy = player->jy;
9309 boolean field_under_player_is_free =
9310 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
9311 boolean player_is_standing_on_valid_field =
9312 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9313 (IS_WALKABLE(Feld[jx][jy]) &&
9314 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
9316 if (field_under_player_is_free && !player_is_standing_on_valid_field)
9317 player->programmed_action = MV_DOWN;
9323 -----------------------------------------------------------------------------
9324 dx, dy: direction (non-diagonal) to try to move the player to
9325 real_dx, real_dy: direction as read from input device (can be diagonal)
9328 boolean MovePlayerOneStep(struct PlayerInfo *player,
9329 int dx, int dy, int real_dx, int real_dy)
9332 static int trigger_sides[4][2] =
9334 /* enter side leave side */
9335 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9336 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9337 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9338 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9340 int move_direction = (dx == -1 ? MV_LEFT :
9341 dx == +1 ? MV_RIGHT :
9343 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9344 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9345 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9347 int jx = player->jx, jy = player->jy;
9348 int new_jx = jx + dx, new_jy = jy + dy;
9352 if (!player->active || (!dx && !dy))
9353 return MF_NO_ACTION;
9355 player->MovDir = (dx < 0 ? MV_LEFT :
9358 dy > 0 ? MV_DOWN : MV_NO_MOVING);
9360 if (!IN_LEV_FIELD(new_jx, new_jy))
9361 return MF_NO_ACTION;
9363 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
9364 return MF_NO_ACTION;
9367 element = MovingOrBlocked2Element(new_jx, new_jy);
9369 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
9372 if (DONT_RUN_INTO(element))
9374 if (element == EL_ACID && dx == 0 && dy == 1)
9376 SplashAcid(new_jx, new_jy);
9377 Feld[jx][jy] = EL_PLAYER_1;
9378 InitMovingField(jx, jy, MV_DOWN);
9379 Store[jx][jy] = EL_ACID;
9380 ContinueMoving(jx, jy);
9384 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
9389 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
9390 if (can_move != MF_MOVING)
9393 /* check if DigField() has caused relocation of the player */
9394 if (player->jx != jx || player->jy != jy)
9395 return MF_NO_ACTION;
9397 StorePlayer[jx][jy] = 0;
9398 player->last_jx = jx;
9399 player->last_jy = jy;
9400 player->jx = new_jx;
9401 player->jy = new_jy;
9402 StorePlayer[new_jx][new_jy] = player->element_nr;
9405 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
9407 player->step_counter++;
9410 player->drop_delay = 0;
9413 PlayerVisit[jx][jy] = FrameCounter;
9415 ScrollPlayer(player, SCROLL_INIT);
9418 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9420 CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
9422 CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
9425 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
9427 CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9428 CE_OTHER_GETS_ENTERED, enter_side);
9429 CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9430 CE_ENTERED_BY_PLAYER, enter_side);
9437 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
9439 int jx = player->jx, jy = player->jy;
9440 int old_jx = jx, old_jy = jy;
9441 int moved = MF_NO_ACTION;
9444 if (!player->active)
9449 if (player->MovPos == 0)
9451 player->is_moving = FALSE;
9452 player->is_digging = FALSE;
9453 player->is_collecting = FALSE;
9454 player->is_snapping = FALSE;
9455 player->is_pushing = FALSE;
9461 if (!player->active || (!dx && !dy))
9466 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9472 if (!FrameReached(&player->move_delay, player->move_delay_value))
9475 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9476 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
9482 /* store if player is automatically moved to next field */
9483 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
9485 /* remove the last programmed player action */
9486 player->programmed_action = 0;
9490 /* should only happen if pre-1.2 tape recordings are played */
9491 /* this is only for backward compatibility */
9493 int original_move_delay_value = player->move_delay_value;
9496 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
9500 /* scroll remaining steps with finest movement resolution */
9501 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
9503 while (player->MovPos)
9505 ScrollPlayer(player, SCROLL_GO_ON);
9506 ScrollScreen(NULL, SCROLL_GO_ON);
9512 player->move_delay_value = original_move_delay_value;
9515 if (player->last_move_dir & MV_HORIZONTAL)
9517 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
9518 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
9522 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
9523 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
9529 if (moved & MF_MOVING && !ScreenMovPos &&
9530 (player == local_player || !options.network))
9532 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
9533 int offset = (setup.scroll_delay ? 3 : 0);
9535 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9537 /* actual player has left the screen -- scroll in that direction */
9538 if (jx != old_jx) /* player has moved horizontally */
9539 scroll_x += (jx - old_jx);
9540 else /* player has moved vertically */
9541 scroll_y += (jy - old_jy);
9545 if (jx != old_jx) /* player has moved horizontally */
9547 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
9548 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
9549 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
9551 /* don't scroll over playfield boundaries */
9552 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
9553 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
9555 /* don't scroll more than one field at a time */
9556 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
9558 /* don't scroll against the player's moving direction */
9559 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
9560 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
9561 scroll_x = old_scroll_x;
9563 else /* player has moved vertically */
9565 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
9566 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
9567 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
9569 /* don't scroll over playfield boundaries */
9570 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
9571 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
9573 /* don't scroll more than one field at a time */
9574 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
9576 /* don't scroll against the player's moving direction */
9577 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
9578 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
9579 scroll_y = old_scroll_y;
9583 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
9585 if (!options.network && !AllPlayersInVisibleScreen())
9587 scroll_x = old_scroll_x;
9588 scroll_y = old_scroll_y;
9592 ScrollScreen(player, SCROLL_INIT);
9593 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
9600 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
9602 if (!(moved & MF_MOVING) && !player->is_pushing)
9607 player->StepFrame = 0;
9609 if (moved & MF_MOVING)
9611 if (old_jx != jx && old_jy == jy)
9612 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
9613 else if (old_jx == jx && old_jy != jy)
9614 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
9616 DrawLevelField(jx, jy); /* for "crumbled sand" */
9618 player->last_move_dir = player->MovDir;
9619 player->is_moving = TRUE;
9621 player->is_snapping = FALSE;
9625 player->is_switching = FALSE;
9628 player->is_dropping = FALSE;
9632 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
9635 if (game.engine_version < VERSION_IDENT(3,1,0,0))
9638 int move_direction = player->MovDir;
9640 int enter_side = MV_DIR_OPPOSITE(move_direction);
9641 int leave_side = move_direction;
9643 static int trigger_sides[4][2] =
9645 /* enter side leave side */
9646 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9647 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9648 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9649 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9651 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9652 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9654 int old_element = Feld[old_jx][old_jy];
9655 int new_element = Feld[jx][jy];
9658 /* !!! TEST ONLY !!! */
9659 if (IS_CUSTOM_ELEMENT(old_element))
9660 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
9662 player->index_bit, leave_side);
9664 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
9666 player->index_bit, leave_side);
9668 if (IS_CUSTOM_ELEMENT(new_element))
9669 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
9670 player->index_bit, enter_side);
9672 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
9673 CE_OTHER_GETS_ENTERED,
9674 player->index_bit, enter_side);
9684 CheckGravityMovementWhenNotMoving(player);
9687 player->last_move_dir = MV_NO_MOVING;
9689 player->is_moving = FALSE;
9692 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9694 TestIfHeroTouchesBadThing(jx, jy);
9695 TestIfPlayerTouchesCustomElement(jx, jy);
9698 if (!player->active)
9704 void ScrollPlayer(struct PlayerInfo *player, int mode)
9706 int jx = player->jx, jy = player->jy;
9707 int last_jx = player->last_jx, last_jy = player->last_jy;
9708 int move_stepsize = TILEX / player->move_delay_value;
9710 if (!player->active || !player->MovPos)
9713 if (mode == SCROLL_INIT)
9715 player->actual_frame_counter = FrameCounter;
9716 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9718 if (Feld[last_jx][last_jy] == EL_EMPTY)
9719 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
9727 else if (!FrameReached(&player->actual_frame_counter, 1))
9730 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
9731 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9733 if (!player->block_last_field &&
9734 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9735 Feld[last_jx][last_jy] = EL_EMPTY;
9737 /* before DrawPlayer() to draw correct player graphic for this case */
9738 if (player->MovPos == 0)
9739 CheckGravityMovement(player);
9742 DrawPlayer(player); /* needed here only to cleanup last field */
9745 if (player->MovPos == 0) /* player reached destination field */
9748 if (player->move_delay_reset_counter > 0)
9750 player->move_delay_reset_counter--;
9752 if (player->move_delay_reset_counter == 0)
9754 /* continue with normal speed after quickly moving through gate */
9755 HALVE_PLAYER_SPEED(player);
9757 /* be able to make the next move without delay */
9758 player->move_delay = 0;
9762 if (IS_PASSABLE(Feld[last_jx][last_jy]))
9764 /* continue with normal speed after quickly moving through gate */
9765 HALVE_PLAYER_SPEED(player);
9767 /* be able to make the next move without delay */
9768 player->move_delay = 0;
9772 if (player->block_last_field &&
9773 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9774 Feld[last_jx][last_jy] = EL_EMPTY;
9776 player->last_jx = jx;
9777 player->last_jy = jy;
9779 if (Feld[jx][jy] == EL_EXIT_OPEN ||
9780 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
9781 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
9783 DrawPlayer(player); /* needed here only to cleanup last field */
9786 if (local_player->friends_still_needed == 0 ||
9787 IS_SP_ELEMENT(Feld[jx][jy]))
9788 player->LevelSolved = player->GameOver = TRUE;
9792 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
9793 /* this breaks one level: "machine", level 000 */
9795 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9798 int move_direction = player->MovDir;
9800 int enter_side = MV_DIR_OPPOSITE(move_direction);
9801 int leave_side = move_direction;
9803 static int trigger_sides[4][2] =
9805 /* enter side leave side */
9806 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9807 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9808 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9809 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9811 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9812 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9814 int old_jx = last_jx;
9815 int old_jy = last_jy;
9816 int old_element = Feld[old_jx][old_jy];
9817 int new_element = Feld[jx][jy];
9820 /* !!! TEST ONLY !!! */
9821 if (IS_CUSTOM_ELEMENT(old_element))
9822 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
9824 player->index_bit, leave_side);
9826 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
9828 player->index_bit, leave_side);
9830 if (IS_CUSTOM_ELEMENT(new_element))
9831 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
9832 player->index_bit, enter_side);
9834 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
9835 CE_OTHER_GETS_ENTERED,
9836 player->index_bit, enter_side);
9842 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9844 TestIfHeroTouchesBadThing(jx, jy);
9845 TestIfPlayerTouchesCustomElement(jx, jy);
9848 /* needed because pushed element has not yet reached its destination,
9849 so it would trigger a change event at its previous field location */
9850 if (!player->is_pushing)
9852 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
9855 if (!player->active)
9859 if (level.use_step_counter)
9869 if (TimeLeft <= 10 && setup.time_limit)
9870 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9872 DrawGameValue_Time(TimeLeft);
9874 if (!TimeLeft && setup.time_limit)
9875 for (i = 0; i < MAX_PLAYERS; i++)
9876 KillHero(&stored_player[i]);
9878 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9879 DrawGameValue_Time(TimePlayed);
9882 if (tape.single_step && tape.recording && !tape.pausing &&
9883 !player->programmed_action)
9884 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9888 void ScrollScreen(struct PlayerInfo *player, int mode)
9890 static unsigned long screen_frame_counter = 0;
9892 if (mode == SCROLL_INIT)
9894 /* set scrolling step size according to actual player's moving speed */
9895 ScrollStepSize = TILEX / player->move_delay_value;
9897 screen_frame_counter = FrameCounter;
9898 ScreenMovDir = player->MovDir;
9899 ScreenMovPos = player->MovPos;
9900 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9903 else if (!FrameReached(&screen_frame_counter, 1))
9908 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
9909 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9910 redraw_mask |= REDRAW_FIELD;
9913 ScreenMovDir = MV_NO_MOVING;
9916 void TestIfPlayerTouchesCustomElement(int x, int y)
9918 static int xy[4][2] =
9925 static int trigger_sides[4][2] =
9927 /* center side border side */
9928 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9929 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9930 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9931 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9933 static int touch_dir[4] =
9940 int center_element = Feld[x][y]; /* should always be non-moving! */
9943 for (i = 0; i < NUM_DIRECTIONS; i++)
9945 int xx = x + xy[i][0];
9946 int yy = y + xy[i][1];
9947 int center_side = trigger_sides[i][0];
9948 int border_side = trigger_sides[i][1];
9951 if (!IN_LEV_FIELD(xx, yy))
9954 if (IS_PLAYER(x, y))
9956 struct PlayerInfo *player = PLAYERINFO(x, y);
9958 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9959 border_element = Feld[xx][yy]; /* may be moving! */
9960 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9961 border_element = Feld[xx][yy];
9962 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9963 border_element = MovingOrBlocked2Element(xx, yy);
9965 continue; /* center and border element do not touch */
9968 /* !!! TEST ONLY !!! */
9969 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9970 player->index_bit, border_side);
9971 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
9972 CE_OTHER_GETS_TOUCHED,
9973 player->index_bit, border_side);
9975 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
9976 CE_OTHER_GETS_TOUCHED,
9977 player->index_bit, border_side);
9978 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9979 player->index_bit, border_side);
9982 else if (IS_PLAYER(xx, yy))
9984 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9986 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9988 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9989 continue; /* center and border element do not touch */
9993 /* !!! TEST ONLY !!! */
9994 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9995 player->index_bit, center_side);
9996 CheckTriggeredElementChangeByPlayer(x, y, center_element,
9997 CE_OTHER_GETS_TOUCHED,
9998 player->index_bit, center_side);
10000 CheckTriggeredElementChangeByPlayer(x, y, center_element,
10001 CE_OTHER_GETS_TOUCHED,
10002 player->index_bit, center_side);
10003 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
10004 player->index_bit, center_side);
10012 void TestIfElementTouchesCustomElement(int x, int y)
10014 static int xy[4][2] =
10021 static int trigger_sides[4][2] =
10023 /* center side border side */
10024 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
10025 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
10026 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
10027 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10029 static int touch_dir[4] =
10031 MV_LEFT | MV_RIGHT,
10036 boolean change_center_element = FALSE;
10037 int center_element_change_page = 0;
10038 int center_element = Feld[x][y]; /* should always be non-moving! */
10039 int border_trigger_element;
10042 for (i = 0; i < NUM_DIRECTIONS; i++)
10044 int xx = x + xy[i][0];
10045 int yy = y + xy[i][1];
10046 int center_side = trigger_sides[i][0];
10047 int border_side = trigger_sides[i][1];
10048 int border_element;
10050 if (!IN_LEV_FIELD(xx, yy))
10053 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10054 border_element = Feld[xx][yy]; /* may be moving! */
10055 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10056 border_element = Feld[xx][yy];
10057 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10058 border_element = MovingOrBlocked2Element(xx, yy);
10060 continue; /* center and border element do not touch */
10062 /* check for change of center element (but change it only once) */
10063 if (IS_CUSTOM_ELEMENT(center_element) &&
10064 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
10065 !change_center_element)
10067 for (j = 0; j < element_info[center_element].num_change_pages; j++)
10069 struct ElementChangeInfo *change =
10070 &element_info[center_element].change_page[j];
10072 if (change->can_change &&
10073 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10074 change->trigger_side & border_side &&
10076 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
10078 change->trigger_element == border_element
10082 change_center_element = TRUE;
10083 center_element_change_page = j;
10084 border_trigger_element = border_element;
10091 /* check for change of border element */
10092 if (IS_CUSTOM_ELEMENT(border_element) &&
10093 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
10095 for (j = 0; j < element_info[border_element].num_change_pages; j++)
10097 struct ElementChangeInfo *change =
10098 &element_info[border_element].change_page[j];
10100 if (change->can_change &&
10101 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10102 change->trigger_side & center_side &&
10104 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
10106 change->trigger_element == center_element
10111 printf("::: border_element %d, %d\n", x, y);
10114 CheckElementChangeByPage(xx, yy, border_element, center_element,
10115 CE_OTHER_IS_TOUCHING, j);
10122 if (change_center_element)
10125 printf("::: center_element %d, %d\n", x, y);
10128 CheckElementChangeByPage(x, y, center_element, border_trigger_element,
10129 CE_OTHER_IS_TOUCHING, center_element_change_page);
10133 void TestIfElementHitsCustomElement(int x, int y, int direction)
10135 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10136 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10137 int hitx = x + dx, hity = y + dy;
10138 int hitting_element = Feld[x][y];
10139 int touched_element;
10141 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10142 !IS_FREE(hitx, hity) &&
10143 (!IS_MOVING(hitx, hity) ||
10144 MovDir[hitx][hity] != direction ||
10145 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10148 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10152 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10156 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10157 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10159 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10160 CE_HITTING_SOMETHING, direction);
10162 if (IN_LEV_FIELD(hitx, hity))
10164 int opposite_direction = MV_DIR_OPPOSITE(direction);
10165 int hitting_side = direction;
10166 int touched_side = opposite_direction;
10168 int touched_element = MovingOrBlocked2Element(hitx, hity);
10171 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10172 MovDir[hitx][hity] != direction ||
10173 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10182 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10183 CE_HIT_BY_SOMETHING, opposite_direction);
10185 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10186 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
10188 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10190 struct ElementChangeInfo *change =
10191 &element_info[hitting_element].change_page[i];
10193 if (change->can_change &&
10194 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
10195 change->trigger_side & touched_side &&
10198 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10200 change->trigger_element == touched_element
10204 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10205 CE_OTHER_IS_HITTING, i);
10211 if (IS_CUSTOM_ELEMENT(touched_element) &&
10212 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
10214 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10216 struct ElementChangeInfo *change =
10217 &element_info[touched_element].change_page[i];
10219 if (change->can_change &&
10220 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
10221 change->trigger_side & hitting_side &&
10223 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10225 change->trigger_element == hitting_element
10229 CheckElementChangeByPage(hitx, hity, touched_element,
10230 hitting_element, CE_OTHER_GETS_HIT, i);
10240 void TestIfElementSmashesCustomElement(int x, int y, int direction)
10242 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10243 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10244 int hitx = x + dx, hity = y + dy;
10245 int hitting_element = Feld[x][y];
10246 int touched_element;
10248 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10249 !IS_FREE(hitx, hity) &&
10250 (!IS_MOVING(hitx, hity) ||
10251 MovDir[hitx][hity] != direction ||
10252 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10255 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10259 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10263 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10264 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10266 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10267 EP_CAN_SMASH_EVERYTHING, direction);
10269 if (IN_LEV_FIELD(hitx, hity))
10271 int opposite_direction = MV_DIR_OPPOSITE(direction);
10272 int hitting_side = direction;
10273 int touched_side = opposite_direction;
10275 int touched_element = MovingOrBlocked2Element(hitx, hity);
10278 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10279 MovDir[hitx][hity] != direction ||
10280 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10289 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10290 CE_SMASHED_BY_SOMETHING, opposite_direction);
10292 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10293 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
10295 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10297 struct ElementChangeInfo *change =
10298 &element_info[hitting_element].change_page[i];
10300 if (change->can_change &&
10301 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
10302 change->trigger_side & touched_side &&
10305 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10307 change->trigger_element == touched_element
10311 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10312 CE_OTHER_IS_SMASHING, i);
10318 if (IS_CUSTOM_ELEMENT(touched_element) &&
10319 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
10321 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10323 struct ElementChangeInfo *change =
10324 &element_info[touched_element].change_page[i];
10326 if (change->can_change &&
10327 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
10328 change->trigger_side & hitting_side &&
10330 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10332 change->trigger_element == hitting_element
10336 CheckElementChangeByPage(hitx, hity, touched_element,
10337 hitting_element, CE_OTHER_GETS_SMASHED,i);
10347 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
10349 int i, kill_x = -1, kill_y = -1;
10350 int bad_element = -1;
10351 static int test_xy[4][2] =
10358 static int test_dir[4] =
10366 for (i = 0; i < NUM_DIRECTIONS; i++)
10368 int test_x, test_y, test_move_dir, test_element;
10370 test_x = good_x + test_xy[i][0];
10371 test_y = good_y + test_xy[i][1];
10373 if (!IN_LEV_FIELD(test_x, test_y))
10377 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10380 test_element = Feld[test_x][test_y];
10382 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
10385 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10386 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10388 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
10389 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
10393 bad_element = test_element;
10399 if (kill_x != -1 || kill_y != -1)
10401 if (IS_PLAYER(good_x, good_y))
10403 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
10406 if (player->shield_deadly_time_left > 0 &&
10407 !IS_INDESTRUCTIBLE(bad_element))
10408 Bang(kill_x, kill_y);
10409 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10412 if (player->shield_deadly_time_left > 0)
10413 Bang(kill_x, kill_y);
10414 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10419 Bang(good_x, good_y);
10423 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
10425 int i, kill_x = -1, kill_y = -1;
10426 int bad_element = Feld[bad_x][bad_y];
10427 static int test_xy[4][2] =
10434 static int touch_dir[4] =
10436 MV_LEFT | MV_RIGHT,
10441 static int test_dir[4] =
10449 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
10452 for (i = 0; i < NUM_DIRECTIONS; i++)
10454 int test_x, test_y, test_move_dir, test_element;
10456 test_x = bad_x + test_xy[i][0];
10457 test_y = bad_y + test_xy[i][1];
10458 if (!IN_LEV_FIELD(test_x, test_y))
10462 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10464 test_element = Feld[test_x][test_y];
10466 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10467 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10469 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
10470 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
10472 /* good thing is player or penguin that does not move away */
10473 if (IS_PLAYER(test_x, test_y))
10475 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
10477 if (bad_element == EL_ROBOT && player->is_moving)
10478 continue; /* robot does not kill player if he is moving */
10480 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10482 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
10483 continue; /* center and border element do not touch */
10490 else if (test_element == EL_PENGUIN)
10499 if (kill_x != -1 || kill_y != -1)
10501 if (IS_PLAYER(kill_x, kill_y))
10503 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
10506 if (player->shield_deadly_time_left > 0 &&
10507 !IS_INDESTRUCTIBLE(bad_element))
10508 Bang(bad_x, bad_y);
10509 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10512 if (player->shield_deadly_time_left > 0)
10513 Bang(bad_x, bad_y);
10514 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10519 Bang(kill_x, kill_y);
10523 void TestIfHeroTouchesBadThing(int x, int y)
10525 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10528 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
10530 TestIfGoodThingHitsBadThing(x, y, move_dir);
10533 void TestIfBadThingTouchesHero(int x, int y)
10535 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10538 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
10540 TestIfBadThingHitsGoodThing(x, y, move_dir);
10543 void TestIfFriendTouchesBadThing(int x, int y)
10545 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10548 void TestIfBadThingTouchesFriend(int x, int y)
10550 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10553 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
10555 int i, kill_x = bad_x, kill_y = bad_y;
10556 static int xy[4][2] =
10564 for (i = 0; i < NUM_DIRECTIONS; i++)
10568 x = bad_x + xy[i][0];
10569 y = bad_y + xy[i][1];
10570 if (!IN_LEV_FIELD(x, y))
10573 element = Feld[x][y];
10574 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
10575 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
10583 if (kill_x != bad_x || kill_y != bad_y)
10584 Bang(bad_x, bad_y);
10587 void KillHero(struct PlayerInfo *player)
10589 int jx = player->jx, jy = player->jy;
10591 if (!player->active)
10594 /* remove accessible field at the player's position */
10595 Feld[jx][jy] = EL_EMPTY;
10597 /* deactivate shield (else Bang()/Explode() would not work right) */
10598 player->shield_normal_time_left = 0;
10599 player->shield_deadly_time_left = 0;
10605 static void KillHeroUnlessEnemyProtected(int x, int y)
10607 if (!PLAYER_ENEMY_PROTECTED(x, y))
10608 KillHero(PLAYERINFO(x, y));
10611 static void KillHeroUnlessExplosionProtected(int x, int y)
10613 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
10614 KillHero(PLAYERINFO(x, y));
10617 void BuryHero(struct PlayerInfo *player)
10619 int jx = player->jx, jy = player->jy;
10621 if (!player->active)
10625 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
10627 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
10629 PlayLevelSound(jx, jy, SND_GAME_LOSING);
10631 player->GameOver = TRUE;
10632 RemoveHero(player);
10635 void RemoveHero(struct PlayerInfo *player)
10637 int jx = player->jx, jy = player->jy;
10638 int i, found = FALSE;
10640 player->present = FALSE;
10641 player->active = FALSE;
10643 if (!ExplodeField[jx][jy])
10644 StorePlayer[jx][jy] = 0;
10646 for (i = 0; i < MAX_PLAYERS; i++)
10647 if (stored_player[i].active)
10651 AllPlayersGone = TRUE;
10658 =============================================================================
10659 checkDiagonalPushing()
10660 -----------------------------------------------------------------------------
10661 check if diagonal input device direction results in pushing of object
10662 (by checking if the alternative direction is walkable, diggable, ...)
10663 =============================================================================
10666 static boolean checkDiagonalPushing(struct PlayerInfo *player,
10667 int x, int y, int real_dx, int real_dy)
10669 int jx, jy, dx, dy, xx, yy;
10671 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
10674 /* diagonal direction: check alternative direction */
10679 xx = jx + (dx == 0 ? real_dx : 0);
10680 yy = jy + (dy == 0 ? real_dy : 0);
10682 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
10686 =============================================================================
10688 -----------------------------------------------------------------------------
10689 x, y: field next to player (non-diagonal) to try to dig to
10690 real_dx, real_dy: direction as read from input device (can be diagonal)
10691 =============================================================================
10694 int DigField(struct PlayerInfo *player,
10695 int oldx, int oldy, int x, int y,
10696 int real_dx, int real_dy, int mode)
10699 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
10701 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
10702 boolean player_was_pushing = player->is_pushing;
10703 int jx = oldx, jy = oldy;
10704 int dx = x - jx, dy = y - jy;
10705 int nextx = x + dx, nexty = y + dy;
10706 int move_direction = (dx == -1 ? MV_LEFT :
10707 dx == +1 ? MV_RIGHT :
10709 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10710 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
10712 int dig_side = MV_DIR_OPPOSITE(move_direction);
10714 static int trigger_sides[4] =
10716 CH_SIDE_RIGHT, /* moving left */
10717 CH_SIDE_LEFT, /* moving right */
10718 CH_SIDE_BOTTOM, /* moving up */
10719 CH_SIDE_TOP, /* moving down */
10721 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
10723 int old_element = Feld[jx][jy];
10726 if (is_player) /* function can also be called by EL_PENGUIN */
10728 if (player->MovPos == 0)
10730 player->is_digging = FALSE;
10731 player->is_collecting = FALSE;
10734 if (player->MovPos == 0) /* last pushing move finished */
10735 player->is_pushing = FALSE;
10737 if (mode == DF_NO_PUSH) /* player just stopped pushing */
10739 player->is_switching = FALSE;
10740 player->push_delay = 0;
10742 return MF_NO_ACTION;
10746 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
10747 return MF_NO_ACTION;
10752 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
10754 if (IS_TUBE(Feld[jx][jy]) ||
10755 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
10759 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
10760 int tube_leave_directions[][2] =
10762 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10763 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10764 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10765 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
10766 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
10767 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
10768 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
10769 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
10770 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
10771 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
10772 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
10773 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
10776 while (tube_leave_directions[i][0] != tube_element)
10779 if (tube_leave_directions[i][0] == -1) /* should not happen */
10783 if (!(tube_leave_directions[i][1] & move_direction))
10784 return MF_NO_ACTION; /* tube has no opening in this direction */
10789 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
10790 old_element = Back[jx][jy];
10794 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
10795 return MF_NO_ACTION; /* field has no opening in this direction */
10797 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
10798 return MF_NO_ACTION; /* field has no opening in this direction */
10800 element = Feld[x][y];
10802 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
10803 return MF_NO_ACTION;
10805 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
10806 game.engine_version >= VERSION_IDENT(2,2,0,0))
10807 return MF_NO_ACTION;
10810 if (game.gravity && is_player && !player->is_auto_moving &&
10811 canFallDown(player) && move_direction != MV_DOWN &&
10812 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
10813 return MF_NO_ACTION; /* player cannot walk here due to gravity */
10817 if (element == EL_EMPTY_SPACE &&
10818 game.gravity && !player->is_auto_moving &&
10819 canFallDown(player) && move_direction != MV_DOWN)
10820 return MF_NO_ACTION; /* player cannot walk here due to gravity */
10826 case EL_SP_PORT_LEFT:
10827 case EL_SP_PORT_RIGHT:
10828 case EL_SP_PORT_UP:
10829 case EL_SP_PORT_DOWN:
10830 case EL_SP_PORT_HORIZONTAL:
10831 case EL_SP_PORT_VERTICAL:
10832 case EL_SP_PORT_ANY:
10833 case EL_SP_GRAVITY_PORT_LEFT:
10834 case EL_SP_GRAVITY_PORT_RIGHT:
10835 case EL_SP_GRAVITY_PORT_UP:
10836 case EL_SP_GRAVITY_PORT_DOWN:
10838 if (!canEnterSupaplexPort(x, y, dx, dy))
10839 return MF_NO_ACTION;
10842 element != EL_SP_PORT_LEFT &&
10843 element != EL_SP_GRAVITY_PORT_LEFT &&
10844 element != EL_SP_PORT_HORIZONTAL &&
10845 element != EL_SP_PORT_ANY) ||
10847 element != EL_SP_PORT_RIGHT &&
10848 element != EL_SP_GRAVITY_PORT_RIGHT &&
10849 element != EL_SP_PORT_HORIZONTAL &&
10850 element != EL_SP_PORT_ANY) ||
10852 element != EL_SP_PORT_UP &&
10853 element != EL_SP_GRAVITY_PORT_UP &&
10854 element != EL_SP_PORT_VERTICAL &&
10855 element != EL_SP_PORT_ANY) ||
10857 element != EL_SP_PORT_DOWN &&
10858 element != EL_SP_GRAVITY_PORT_DOWN &&
10859 element != EL_SP_PORT_VERTICAL &&
10860 element != EL_SP_PORT_ANY) ||
10861 !IN_LEV_FIELD(nextx, nexty) ||
10862 !IS_FREE(nextx, nexty))
10863 return MF_NO_ACTION;
10866 if (element == EL_SP_GRAVITY_PORT_LEFT ||
10867 element == EL_SP_GRAVITY_PORT_RIGHT ||
10868 element == EL_SP_GRAVITY_PORT_UP ||
10869 element == EL_SP_GRAVITY_PORT_DOWN)
10870 game.gravity = !game.gravity;
10872 /* automatically move to the next field with double speed */
10873 player->programmed_action = move_direction;
10875 if (player->move_delay_reset_counter == 0)
10877 player->move_delay_reset_counter = 2; /* two double speed steps */
10879 DOUBLE_PLAYER_SPEED(player);
10882 player->move_delay_reset_counter = 2;
10884 DOUBLE_PLAYER_SPEED(player);
10888 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
10891 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
10897 case EL_TUBE_VERTICAL:
10898 case EL_TUBE_HORIZONTAL:
10899 case EL_TUBE_VERTICAL_LEFT:
10900 case EL_TUBE_VERTICAL_RIGHT:
10901 case EL_TUBE_HORIZONTAL_UP:
10902 case EL_TUBE_HORIZONTAL_DOWN:
10903 case EL_TUBE_LEFT_UP:
10904 case EL_TUBE_LEFT_DOWN:
10905 case EL_TUBE_RIGHT_UP:
10906 case EL_TUBE_RIGHT_DOWN:
10909 int tube_enter_directions[][2] =
10911 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10912 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10913 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10914 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
10915 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
10916 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
10917 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
10918 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
10919 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
10920 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
10921 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
10922 { -1, MV_NO_MOVING }
10925 while (tube_enter_directions[i][0] != element)
10928 if (tube_enter_directions[i][0] == -1) /* should not happen */
10932 if (!(tube_enter_directions[i][1] & move_direction))
10933 return MF_NO_ACTION; /* tube has no opening in this direction */
10935 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
10943 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
10945 if (IS_WALKABLE(element))
10948 int sound_element = SND_ELEMENT(element);
10949 int sound_action = ACTION_WALKING;
10952 if (!ACCESS_FROM(element, opposite_direction))
10953 return MF_NO_ACTION; /* field not accessible from this direction */
10957 if (element == EL_EMPTY_SPACE &&
10958 game.gravity && !player->is_auto_moving &&
10959 canFallDown(player) && move_direction != MV_DOWN)
10960 return MF_NO_ACTION; /* player cannot walk here due to gravity */
10963 if (IS_GATE(element))
10965 if (!player->key[element - EL_GATE_1])
10966 return MF_NO_ACTION;
10968 else if (IS_GATE_GRAY(element))
10970 if (!player->key[element - EL_GATE_1_GRAY])
10971 return MF_NO_ACTION;
10973 else if (element == EL_EXIT_OPEN ||
10974 element == EL_SP_EXIT_OPEN ||
10975 element == EL_SP_EXIT_OPENING)
10977 sound_action = ACTION_PASSING; /* player is passing exit */
10979 else if (element == EL_EMPTY)
10981 sound_action = ACTION_MOVING; /* nothing to walk on */
10984 /* play sound from background or player, whatever is available */
10985 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
10986 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
10988 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
10993 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
10995 else if (IS_PASSABLE(element))
10999 if (!canPassField(x, y, move_direction))
11000 return MF_NO_ACTION;
11005 if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
11006 !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
11007 (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
11008 return MF_NO_ACTION;
11010 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
11011 return MF_NO_ACTION;
11016 if (!ACCESS_FROM(element, opposite_direction))
11017 return MF_NO_ACTION; /* field not accessible from this direction */
11019 if (IS_CUSTOM_ELEMENT(element) &&
11020 !ACCESS_FROM(element, opposite_direction))
11021 return MF_NO_ACTION; /* field not accessible from this direction */
11025 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
11026 return MF_NO_ACTION;
11031 if (IS_EM_GATE(element))
11033 if (!player->key[element - EL_EM_GATE_1])
11034 return MF_NO_ACTION;
11036 else if (IS_EM_GATE_GRAY(element))
11038 if (!player->key[element - EL_EM_GATE_1_GRAY])
11039 return MF_NO_ACTION;
11041 else if (IS_SP_PORT(element))
11043 if (element == EL_SP_GRAVITY_PORT_LEFT ||
11044 element == EL_SP_GRAVITY_PORT_RIGHT ||
11045 element == EL_SP_GRAVITY_PORT_UP ||
11046 element == EL_SP_GRAVITY_PORT_DOWN)
11047 game.gravity = !game.gravity;
11050 /* automatically move to the next field with double speed */
11051 player->programmed_action = move_direction;
11053 if (player->move_delay_reset_counter == 0)
11055 player->move_delay_reset_counter = 2; /* two double speed steps */
11057 DOUBLE_PLAYER_SPEED(player);
11060 player->move_delay_reset_counter = 2;
11062 DOUBLE_PLAYER_SPEED(player);
11065 PlayLevelSoundAction(x, y, ACTION_PASSING);
11069 else if (IS_DIGGABLE(element))
11073 if (mode != DF_SNAP)
11076 GfxElement[x][y] = GFX_ELEMENT(element);
11079 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
11081 player->is_digging = TRUE;
11084 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
11086 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
11087 player->index_bit, dig_side);
11090 if (mode == DF_SNAP)
11091 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11096 else if (IS_COLLECTIBLE(element))
11100 if (is_player && mode != DF_SNAP)
11102 GfxElement[x][y] = element;
11103 player->is_collecting = TRUE;
11106 if (element == EL_SPEED_PILL)
11107 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
11108 else if (element == EL_EXTRA_TIME && level.time > 0)
11111 DrawGameValue_Time(TimeLeft);
11113 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
11115 player->shield_normal_time_left += 10;
11116 if (element == EL_SHIELD_DEADLY)
11117 player->shield_deadly_time_left += 10;
11119 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
11121 if (player->inventory_size < MAX_INVENTORY_SIZE)
11122 player->inventory_element[player->inventory_size++] = element;
11124 DrawGameValue_Dynamite(local_player->inventory_size);
11126 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
11128 player->dynabomb_count++;
11129 player->dynabombs_left++;
11131 else if (element == EL_DYNABOMB_INCREASE_SIZE)
11133 player->dynabomb_size++;
11135 else if (element == EL_DYNABOMB_INCREASE_POWER)
11137 player->dynabomb_xl = TRUE;
11139 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
11140 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
11142 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
11143 element - EL_KEY_1 : element - EL_EM_KEY_1);
11145 player->key[key_nr] = TRUE;
11147 DrawGameValue_Keys(player);
11149 redraw_mask |= REDRAW_DOOR_1;
11151 else if (IS_ENVELOPE(element))
11154 player->show_envelope = element;
11156 ShowEnvelope(element - EL_ENVELOPE_1);
11159 else if (IS_DROPPABLE(element) ||
11160 IS_THROWABLE(element)) /* can be collected and dropped */
11164 if (element_info[element].collect_count == 0)
11165 player->inventory_infinite_element = element;
11167 for (i = 0; i < element_info[element].collect_count; i++)
11168 if (player->inventory_size < MAX_INVENTORY_SIZE)
11169 player->inventory_element[player->inventory_size++] = element;
11171 DrawGameValue_Dynamite(local_player->inventory_size);
11173 else if (element_info[element].collect_count > 0)
11175 local_player->gems_still_needed -=
11176 element_info[element].collect_count;
11177 if (local_player->gems_still_needed < 0)
11178 local_player->gems_still_needed = 0;
11180 DrawGameValue_Emeralds(local_player->gems_still_needed);
11183 RaiseScoreElement(element);
11184 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
11187 CheckTriggeredElementChangeByPlayer(x, y, element,
11188 CE_OTHER_GETS_COLLECTED,
11189 player->index_bit, dig_side);
11192 if (mode == DF_SNAP)
11193 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11198 else if (IS_PUSHABLE(element))
11200 if (mode == DF_SNAP && element != EL_BD_ROCK)
11201 return MF_NO_ACTION;
11203 if (CAN_FALL(element) && dy)
11204 return MF_NO_ACTION;
11206 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
11207 !(element == EL_SPRING && level.use_spring_bug))
11208 return MF_NO_ACTION;
11211 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
11212 ((move_direction & MV_VERTICAL &&
11213 ((element_info[element].move_pattern & MV_LEFT &&
11214 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
11215 (element_info[element].move_pattern & MV_RIGHT &&
11216 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
11217 (move_direction & MV_HORIZONTAL &&
11218 ((element_info[element].move_pattern & MV_UP &&
11219 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
11220 (element_info[element].move_pattern & MV_DOWN &&
11221 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
11222 return MF_NO_ACTION;
11226 /* do not push elements already moving away faster than player */
11227 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
11228 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
11229 return MF_NO_ACTION;
11231 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
11232 return MF_NO_ACTION;
11238 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
11240 if (player->push_delay_value == -1 || !player_was_pushing)
11241 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11243 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11245 if (player->push_delay_value == -1)
11246 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11249 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11251 if (player->push_delay_value == -1 || !player_was_pushing)
11252 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11255 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
11257 if (!player->is_pushing)
11258 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11262 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
11263 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
11264 !player_is_pushing))
11265 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11268 if (!player->is_pushing &&
11269 game.engine_version >= VERSION_IDENT(2,2,0,7))
11270 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11274 printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
11275 player->push_delay, player->push_delay_value,
11276 FrameCounter, game.engine_version,
11277 player_was_pushing, player->is_pushing,
11278 element, element_info[element].token_name,
11279 GET_NEW_PUSH_DELAY(element));
11282 player->is_pushing = TRUE;
11284 if (!(IN_LEV_FIELD(nextx, nexty) &&
11285 (IS_FREE(nextx, nexty) ||
11286 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
11287 IS_SB_ELEMENT(element)))))
11288 return MF_NO_ACTION;
11290 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
11291 return MF_NO_ACTION;
11293 if (player->push_delay == 0) /* new pushing; restart delay */
11294 player->push_delay = FrameCounter;
11296 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
11297 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11298 element != EL_SPRING && element != EL_BALLOON)
11300 /* make sure that there is no move delay before next try to push */
11301 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11302 player->move_delay = INITIAL_MOVE_DELAY_OFF;
11304 return MF_NO_ACTION;
11308 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
11311 if (IS_SB_ELEMENT(element))
11313 if (element == EL_SOKOBAN_FIELD_FULL)
11315 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
11316 local_player->sokobanfields_still_needed++;
11319 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
11321 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
11322 local_player->sokobanfields_still_needed--;
11325 Feld[x][y] = EL_SOKOBAN_OBJECT;
11327 if (Back[x][y] == Back[nextx][nexty])
11328 PlayLevelSoundAction(x, y, ACTION_PUSHING);
11329 else if (Back[x][y] != 0)
11330 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
11333 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
11336 if (local_player->sokobanfields_still_needed == 0 &&
11337 game.emulation == EMU_SOKOBAN)
11339 player->LevelSolved = player->GameOver = TRUE;
11340 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
11344 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
11346 InitMovingField(x, y, move_direction);
11347 GfxAction[x][y] = ACTION_PUSHING;
11349 if (mode == DF_SNAP)
11350 ContinueMoving(x, y);
11352 MovPos[x][y] = (dx != 0 ? dx : dy);
11354 Pushed[x][y] = TRUE;
11355 Pushed[nextx][nexty] = TRUE;
11357 if (game.engine_version < VERSION_IDENT(2,2,0,7))
11358 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11360 player->push_delay_value = -1; /* get new value later */
11363 /* check for element change _after_ element has been pushed! */
11367 /* !!! TEST ONLY !!! */
11368 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11369 player->index_bit, dig_side);
11370 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11371 player->index_bit, dig_side);
11373 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11374 player->index_bit, dig_side);
11375 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11376 player->index_bit, dig_side);
11382 else if (IS_SWITCHABLE(element))
11384 if (PLAYER_SWITCHING(player, x, y))
11386 CheckTriggeredElementChangeByPlayer(x,y, element,
11387 CE_OTHER_GETS_PRESSED,
11388 player->index_bit, dig_side);
11393 player->is_switching = TRUE;
11394 player->switch_x = x;
11395 player->switch_y = y;
11397 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
11399 if (element == EL_ROBOT_WHEEL)
11401 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
11405 DrawLevelField(x, y);
11407 else if (element == EL_SP_TERMINAL)
11411 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
11413 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
11415 else if (Feld[xx][yy] == EL_SP_TERMINAL)
11416 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
11419 else if (IS_BELT_SWITCH(element))
11421 ToggleBeltSwitch(x, y);
11423 else if (element == EL_SWITCHGATE_SWITCH_UP ||
11424 element == EL_SWITCHGATE_SWITCH_DOWN)
11426 ToggleSwitchgateSwitch(x, y);
11428 else if (element == EL_LIGHT_SWITCH ||
11429 element == EL_LIGHT_SWITCH_ACTIVE)
11431 ToggleLightSwitch(x, y);
11434 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
11435 SND_LIGHT_SWITCH_ACTIVATING :
11436 SND_LIGHT_SWITCH_DEACTIVATING);
11439 else if (element == EL_TIMEGATE_SWITCH)
11441 ActivateTimegateSwitch(x, y);
11443 else if (element == EL_BALLOON_SWITCH_LEFT ||
11444 element == EL_BALLOON_SWITCH_RIGHT ||
11445 element == EL_BALLOON_SWITCH_UP ||
11446 element == EL_BALLOON_SWITCH_DOWN ||
11447 element == EL_BALLOON_SWITCH_ANY)
11449 if (element == EL_BALLOON_SWITCH_ANY)
11450 game.balloon_dir = move_direction;
11452 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
11453 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
11454 element == EL_BALLOON_SWITCH_UP ? MV_UP :
11455 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
11458 else if (element == EL_LAMP)
11460 Feld[x][y] = EL_LAMP_ACTIVE;
11461 local_player->lights_still_needed--;
11463 DrawLevelField(x, y);
11465 else if (element == EL_TIME_ORB_FULL)
11467 Feld[x][y] = EL_TIME_ORB_EMPTY;
11469 DrawGameValue_Time(TimeLeft);
11471 DrawLevelField(x, y);
11474 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
11478 CheckTriggeredElementChangeByPlayer(x, y, element,
11479 CE_OTHER_IS_SWITCHING,
11480 player->index_bit, dig_side);
11482 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11483 player->index_bit, dig_side);
11489 if (!PLAYER_SWITCHING(player, x, y))
11491 player->is_switching = TRUE;
11492 player->switch_x = x;
11493 player->switch_y = y;
11496 /* !!! TEST ONLY !!! */
11497 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11498 player->index_bit, dig_side);
11499 CheckTriggeredElementChangeByPlayer(x, y, element,
11500 CE_OTHER_IS_SWITCHING,
11501 player->index_bit, dig_side);
11503 CheckTriggeredElementChangeByPlayer(x, y, element,
11504 CE_OTHER_IS_SWITCHING,
11505 player->index_bit, dig_side);
11506 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11507 player->index_bit, dig_side);
11512 /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
11513 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11514 player->index_bit, dig_side);
11515 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11516 player->index_bit, dig_side);
11518 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11519 player->index_bit, dig_side);
11520 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11521 player->index_bit, dig_side);
11525 return MF_NO_ACTION;
11528 player->push_delay = 0;
11530 if (Feld[x][y] != element) /* really digged/collected something */
11531 player->is_collecting = !player->is_digging;
11536 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
11538 int jx = player->jx, jy = player->jy;
11539 int x = jx + dx, y = jy + dy;
11540 int snap_direction = (dx == -1 ? MV_LEFT :
11541 dx == +1 ? MV_RIGHT :
11543 dy == +1 ? MV_DOWN : MV_NO_MOVING);
11546 if (player->MovPos != 0)
11549 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
11553 if (!player->active || !IN_LEV_FIELD(x, y))
11561 if (player->MovPos == 0)
11562 player->is_pushing = FALSE;
11564 player->is_snapping = FALSE;
11566 if (player->MovPos == 0)
11568 player->is_moving = FALSE;
11569 player->is_digging = FALSE;
11570 player->is_collecting = FALSE;
11576 if (player->is_snapping)
11579 player->MovDir = snap_direction;
11582 if (player->MovPos == 0)
11585 player->is_moving = FALSE;
11586 player->is_digging = FALSE;
11587 player->is_collecting = FALSE;
11590 player->is_dropping = FALSE;
11592 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
11595 player->is_snapping = TRUE;
11598 if (player->MovPos == 0)
11601 player->is_moving = FALSE;
11602 player->is_digging = FALSE;
11603 player->is_collecting = FALSE;
11607 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
11608 DrawLevelField(player->last_jx, player->last_jy);
11611 DrawLevelField(x, y);
11620 boolean DropElement(struct PlayerInfo *player)
11622 int old_element, new_element;
11623 int dropx = player->jx, dropy = player->jy;
11624 int drop_direction = player->MovDir;
11626 int drop_side = drop_direction;
11628 static int trigger_sides[4] =
11630 CH_SIDE_LEFT, /* dropping left */
11631 CH_SIDE_RIGHT, /* dropping right */
11632 CH_SIDE_TOP, /* dropping up */
11633 CH_SIDE_BOTTOM, /* dropping down */
11635 int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
11637 int drop_element = (player->inventory_size > 0 ?
11638 player->inventory_element[player->inventory_size - 1] :
11639 player->inventory_infinite_element != EL_UNDEFINED ?
11640 player->inventory_infinite_element :
11641 player->dynabombs_left > 0 ?
11642 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
11645 if (IS_THROWABLE(drop_element))
11647 dropx += GET_DX_FROM_DIR(drop_direction);
11648 dropy += GET_DY_FROM_DIR(drop_direction);
11650 if (!IN_LEV_FIELD(dropx, dropy))
11654 old_element = Feld[dropx][dropy]; /* old element at dropping position */
11655 new_element = drop_element; /* default: no change when dropping */
11657 /* check if player is active, not moving and ready to drop */
11658 if (!player->active || player->MovPos || player->drop_delay > 0)
11661 /* check if player has anything that can be dropped */
11663 if (new_element == EL_UNDEFINED)
11666 if (player->inventory_size == 0 &&
11667 player->inventory_infinite_element == EL_UNDEFINED &&
11668 player->dynabombs_left == 0)
11672 /* check if anything can be dropped at the current position */
11673 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
11676 /* collected custom elements can only be dropped on empty fields */
11678 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
11681 if (player->inventory_size > 0 &&
11682 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
11683 && old_element != EL_EMPTY)
11687 if (old_element != EL_EMPTY)
11688 Back[dropx][dropy] = old_element; /* store old element on this field */
11690 ResetGfxAnimation(dropx, dropy);
11691 ResetRandomAnimationValue(dropx, dropy);
11693 if (player->inventory_size > 0 ||
11694 player->inventory_infinite_element != EL_UNDEFINED)
11696 if (player->inventory_size > 0)
11698 player->inventory_size--;
11701 new_element = player->inventory_element[player->inventory_size];
11704 DrawGameValue_Dynamite(local_player->inventory_size);
11706 if (new_element == EL_DYNAMITE)
11707 new_element = EL_DYNAMITE_ACTIVE;
11708 else if (new_element == EL_SP_DISK_RED)
11709 new_element = EL_SP_DISK_RED_ACTIVE;
11712 Feld[dropx][dropy] = new_element;
11714 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
11715 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
11716 el2img(Feld[dropx][dropy]), 0);
11718 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
11721 /* needed if previous element just changed to "empty" in the last frame */
11722 Changed[dropx][dropy] = 0; /* allow another change */
11726 /* !!! TEST ONLY !!! */
11727 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
11728 player->index_bit, drop_side);
11729 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
11730 CE_OTHER_GETS_DROPPED,
11731 player->index_bit, drop_side);
11733 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
11734 CE_OTHER_GETS_DROPPED,
11735 player->index_bit, drop_side);
11736 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
11737 player->index_bit, drop_side);
11740 TestIfElementTouchesCustomElement(dropx, dropy);
11742 else /* player is dropping a dyna bomb */
11744 player->dynabombs_left--;
11747 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
11750 Feld[dropx][dropy] = new_element;
11752 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
11753 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
11754 el2img(Feld[dropx][dropy]), 0);
11756 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
11763 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
11766 InitField_WithBug1(dropx, dropy, FALSE);
11768 InitField(dropx, dropy, FALSE);
11769 if (CAN_MOVE(Feld[dropx][dropy]))
11770 InitMovDir(dropx, dropy);
11774 new_element = Feld[dropx][dropy]; /* element might have changed */
11776 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
11777 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
11780 int move_stepsize = element_info[new_element].move_stepsize;
11782 int move_direction, nextx, nexty;
11784 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
11785 MovDir[dropx][dropy] = drop_direction;
11787 move_direction = MovDir[dropx][dropy];
11788 nextx = dropx + GET_DX_FROM_DIR(move_direction);
11789 nexty = dropy + GET_DY_FROM_DIR(move_direction);
11792 Changed[dropx][dropy] = 0; /* allow another change */
11793 CheckCollision[dropx][dropy] = 2;
11796 if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
11799 WasJustMoving[dropx][dropy] = 3;
11802 InitMovingField(dropx, dropy, move_direction);
11803 ContinueMoving(dropx, dropy);
11808 /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
11811 Changed[dropx][dropy] = 0; /* allow another change */
11814 TestIfElementHitsCustomElement(dropx, dropy, move_direction);
11816 CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
11817 CE_HITTING_SOMETHING, move_direction);
11825 player->drop_delay = 2 * TILEX / move_stepsize + 1;
11830 player->drop_delay = 8 + 8 + 8;
11834 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
11839 player->is_dropping = TRUE;
11845 /* ------------------------------------------------------------------------- */
11846 /* game sound playing functions */
11847 /* ------------------------------------------------------------------------- */
11849 static int *loop_sound_frame = NULL;
11850 static int *loop_sound_volume = NULL;
11852 void InitPlayLevelSound()
11854 int num_sounds = getSoundListSize();
11856 checked_free(loop_sound_frame);
11857 checked_free(loop_sound_volume);
11859 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
11860 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
11863 static void PlayLevelSound(int x, int y, int nr)
11865 int sx = SCREENX(x), sy = SCREENY(y);
11866 int volume, stereo_position;
11867 int max_distance = 8;
11868 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
11870 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
11871 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
11874 if (!IN_LEV_FIELD(x, y) ||
11875 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
11876 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
11879 volume = SOUND_MAX_VOLUME;
11881 if (!IN_SCR_FIELD(sx, sy))
11883 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
11884 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
11886 volume -= volume * (dx > dy ? dx : dy) / max_distance;
11889 stereo_position = (SOUND_MAX_LEFT +
11890 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
11891 (SCR_FIELDX + 2 * max_distance));
11893 if (IS_LOOP_SOUND(nr))
11895 /* This assures that quieter loop sounds do not overwrite louder ones,
11896 while restarting sound volume comparison with each new game frame. */
11898 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
11901 loop_sound_volume[nr] = volume;
11902 loop_sound_frame[nr] = FrameCounter;
11905 PlaySoundExt(nr, volume, stereo_position, type);
11908 static void PlayLevelSoundNearest(int x, int y, int sound_action)
11910 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
11911 x > LEVELX(BX2) ? LEVELX(BX2) : x,
11912 y < LEVELY(BY1) ? LEVELY(BY1) :
11913 y > LEVELY(BY2) ? LEVELY(BY2) : y,
11917 static void PlayLevelSoundAction(int x, int y, int action)
11919 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
11922 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
11924 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
11926 if (sound_effect != SND_UNDEFINED)
11927 PlayLevelSound(x, y, sound_effect);
11930 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
11933 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
11935 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11936 PlayLevelSound(x, y, sound_effect);
11939 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
11941 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
11943 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11944 PlayLevelSound(x, y, sound_effect);
11947 static void StopLevelSoundActionIfLoop(int x, int y, int action)
11949 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
11951 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11952 StopSound(sound_effect);
11955 static void PlayLevelMusic()
11957 if (levelset.music[level_nr] != MUS_UNDEFINED)
11958 PlayMusic(levelset.music[level_nr]); /* from config file */
11960 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
11963 void RaiseScore(int value)
11965 local_player->score += value;
11967 DrawGameValue_Score(local_player->score);
11970 void RaiseScoreElement(int element)
11975 case EL_BD_DIAMOND:
11976 case EL_EMERALD_YELLOW:
11977 case EL_EMERALD_RED:
11978 case EL_EMERALD_PURPLE:
11979 case EL_SP_INFOTRON:
11980 RaiseScore(level.score[SC_EMERALD]);
11983 RaiseScore(level.score[SC_DIAMOND]);
11986 RaiseScore(level.score[SC_CRYSTAL]);
11989 RaiseScore(level.score[SC_PEARL]);
11992 case EL_BD_BUTTERFLY:
11993 case EL_SP_ELECTRON:
11994 RaiseScore(level.score[SC_BUG]);
11997 case EL_BD_FIREFLY:
11998 case EL_SP_SNIKSNAK:
11999 RaiseScore(level.score[SC_SPACESHIP]);
12002 case EL_DARK_YAMYAM:
12003 RaiseScore(level.score[SC_YAMYAM]);
12006 RaiseScore(level.score[SC_ROBOT]);
12009 RaiseScore(level.score[SC_PACMAN]);
12012 RaiseScore(level.score[SC_NUT]);
12015 case EL_SP_DISK_RED:
12016 case EL_DYNABOMB_INCREASE_NUMBER:
12017 case EL_DYNABOMB_INCREASE_SIZE:
12018 case EL_DYNABOMB_INCREASE_POWER:
12019 RaiseScore(level.score[SC_DYNAMITE]);
12021 case EL_SHIELD_NORMAL:
12022 case EL_SHIELD_DEADLY:
12023 RaiseScore(level.score[SC_SHIELD]);
12025 case EL_EXTRA_TIME:
12026 RaiseScore(level.score[SC_TIME_BONUS]);
12032 RaiseScore(level.score[SC_KEY]);
12035 RaiseScore(element_info[element].collect_score);
12040 void RequestQuitGame(boolean ask_if_really_quit)
12042 if (AllPlayersGone ||
12043 !ask_if_really_quit ||
12044 level_editor_test_game ||
12045 Request("Do you really want to quit the game ?",
12046 REQ_ASK | REQ_STAY_CLOSED))
12048 #if defined(NETWORK_AVALIABLE)
12049 if (options.network)
12050 SendToServer_StopPlaying();
12054 game_status = GAME_MODE_MAIN;
12062 if (tape.playing && tape.deactivate_display)
12063 TapeDeactivateDisplayOff(TRUE);
12066 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
12069 if (tape.playing && tape.deactivate_display)
12070 TapeDeactivateDisplayOn();
12077 /* ---------- new game button stuff ---------------------------------------- */
12079 /* graphic position values for game buttons */
12080 #define GAME_BUTTON_XSIZE 30
12081 #define GAME_BUTTON_YSIZE 30
12082 #define GAME_BUTTON_XPOS 5
12083 #define GAME_BUTTON_YPOS 215
12084 #define SOUND_BUTTON_XPOS 5
12085 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
12087 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12088 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12089 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12090 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12091 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12092 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12099 } gamebutton_info[NUM_GAME_BUTTONS] =
12102 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
12107 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
12108 GAME_CTRL_ID_PAUSE,
12112 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
12117 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
12118 SOUND_CTRL_ID_MUSIC,
12119 "background music on/off"
12122 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
12123 SOUND_CTRL_ID_LOOPS,
12124 "sound loops on/off"
12127 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
12128 SOUND_CTRL_ID_SIMPLE,
12129 "normal sounds on/off"
12133 void CreateGameButtons()
12137 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12139 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
12140 struct GadgetInfo *gi;
12143 unsigned long event_mask;
12144 int gd_xoffset, gd_yoffset;
12145 int gd_x1, gd_x2, gd_y1, gd_y2;
12148 gd_xoffset = gamebutton_info[i].x;
12149 gd_yoffset = gamebutton_info[i].y;
12150 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
12151 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
12153 if (id == GAME_CTRL_ID_STOP ||
12154 id == GAME_CTRL_ID_PAUSE ||
12155 id == GAME_CTRL_ID_PLAY)
12157 button_type = GD_TYPE_NORMAL_BUTTON;
12159 event_mask = GD_EVENT_RELEASED;
12160 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12161 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12165 button_type = GD_TYPE_CHECK_BUTTON;
12167 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
12168 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
12169 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
12170 event_mask = GD_EVENT_PRESSED;
12171 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
12172 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12175 gi = CreateGadget(GDI_CUSTOM_ID, id,
12176 GDI_INFO_TEXT, gamebutton_info[i].infotext,
12177 GDI_X, DX + gd_xoffset,
12178 GDI_Y, DY + gd_yoffset,
12179 GDI_WIDTH, GAME_BUTTON_XSIZE,
12180 GDI_HEIGHT, GAME_BUTTON_YSIZE,
12181 GDI_TYPE, button_type,
12182 GDI_STATE, GD_BUTTON_UNPRESSED,
12183 GDI_CHECKED, checked,
12184 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
12185 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
12186 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
12187 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
12188 GDI_EVENT_MASK, event_mask,
12189 GDI_CALLBACK_ACTION, HandleGameButtons,
12193 Error(ERR_EXIT, "cannot create gadget");
12195 game_gadget[id] = gi;
12199 void FreeGameButtons()
12203 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12204 FreeGadget(game_gadget[i]);
12207 static void MapGameButtons()
12211 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12212 MapGadget(game_gadget[i]);
12215 void UnmapGameButtons()
12219 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12220 UnmapGadget(game_gadget[i]);
12223 static void HandleGameButtons(struct GadgetInfo *gi)
12225 int id = gi->custom_id;
12227 if (game_status != GAME_MODE_PLAYING)
12232 case GAME_CTRL_ID_STOP:
12233 RequestQuitGame(TRUE);
12236 case GAME_CTRL_ID_PAUSE:
12237 if (options.network)
12239 #if defined(NETWORK_AVALIABLE)
12241 SendToServer_ContinuePlaying();
12243 SendToServer_PausePlaying();
12247 TapeTogglePause(TAPE_TOGGLE_MANUAL);
12250 case GAME_CTRL_ID_PLAY:
12253 #if defined(NETWORK_AVALIABLE)
12254 if (options.network)
12255 SendToServer_ContinuePlaying();
12259 tape.pausing = FALSE;
12260 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
12265 case SOUND_CTRL_ID_MUSIC:
12266 if (setup.sound_music)
12268 setup.sound_music = FALSE;
12271 else if (audio.music_available)
12273 setup.sound = setup.sound_music = TRUE;
12275 SetAudioMode(setup.sound);
12281 case SOUND_CTRL_ID_LOOPS:
12282 if (setup.sound_loops)
12283 setup.sound_loops = FALSE;
12284 else if (audio.loops_available)
12286 setup.sound = setup.sound_loops = TRUE;
12287 SetAudioMode(setup.sound);
12291 case SOUND_CTRL_ID_SIMPLE:
12292 if (setup.sound_simple)
12293 setup.sound_simple = FALSE;
12294 else if (audio.sound_available)
12296 setup.sound = setup.sound_simple = TRUE;
12297 SetAudioMode(setup.sound);