1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF (TRUE * 1)
30 #define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
31 #define USE_NEW_COLLECT_COUNT (TRUE * USE_NEW_STUFF * 1)
39 /* for MovePlayer() */
40 #define MF_NO_ACTION 0
44 /* for ScrollPlayer() */
46 #define SCROLL_GO_ON 1
49 #define EX_PHASE_START 0
50 #define EX_TYPE_NONE 0
51 #define EX_TYPE_NORMAL (1 << 0)
52 #define EX_TYPE_CENTER (1 << 1)
53 #define EX_TYPE_BORDER (1 << 2)
54 #define EX_TYPE_CROSS (1 << 3)
55 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
57 /* special positions in the game control window (relative to control window) */
60 #define XX_EMERALDS 29
61 #define YY_EMERALDS 54
62 #define XX_DYNAMITE 29
63 #define YY_DYNAMITE 89
72 /* special positions in the game control window (relative to main window) */
73 #define DX_LEVEL (DX + XX_LEVEL)
74 #define DY_LEVEL (DY + YY_LEVEL)
75 #define DX_EMERALDS (DX + XX_EMERALDS)
76 #define DY_EMERALDS (DY + YY_EMERALDS)
77 #define DX_DYNAMITE (DX + XX_DYNAMITE)
78 #define DY_DYNAMITE (DY + YY_DYNAMITE)
79 #define DX_KEYS (DX + XX_KEYS)
80 #define DY_KEYS (DY + YY_KEYS)
81 #define DX_SCORE (DX + XX_SCORE)
82 #define DY_SCORE (DY + YY_SCORE)
83 #define DX_TIME1 (DX + XX_TIME1)
84 #define DX_TIME2 (DX + XX_TIME2)
85 #define DY_TIME (DY + YY_TIME)
87 /* values for initial player move delay (initial delay counter value) */
88 #define INITIAL_MOVE_DELAY_OFF -1
89 #define INITIAL_MOVE_DELAY_ON 0
91 /* values for player movement speed (which is in fact a delay value) */
92 #define MOVE_DELAY_NORMAL_SPEED 8
93 #define MOVE_DELAY_HIGH_SPEED 4
95 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
96 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
97 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
98 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
100 /* values for other actions */
101 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
102 #define MOVE_STEPSIZE_MIN (1)
103 #define MOVE_STEPSIZE_MAX (TILEX)
105 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
106 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
108 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
110 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
111 RND(element_info[e].push_delay_random))
112 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
113 RND(element_info[e].drop_delay_random))
114 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
115 RND(element_info[e].move_delay_random))
116 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
117 (element_info[e].move_delay_random))
118 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
119 RND((c)->delay_random * (c)->delay_frames))
121 #define GET_TARGET_ELEMENT(e, ch) \
122 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
123 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
125 #define GET_VALID_PLAYER_ELEMENT(e) \
126 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
128 #define CAN_GROW_INTO(e) \
129 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
131 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
132 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
135 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
137 (CAN_MOVE_INTO_ACID(e) && \
138 Feld[x][y] == EL_ACID) || \
141 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
142 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
143 (CAN_MOVE_INTO_ACID(e) && \
144 Feld[x][y] == EL_ACID) || \
147 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
148 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
150 (CAN_MOVE_INTO_ACID(e) && \
151 Feld[x][y] == EL_ACID) || \
152 (DONT_COLLIDE_WITH(e) && \
154 !PLAYER_ENEMY_PROTECTED(x, y))))
156 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
157 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
159 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
160 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
162 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
163 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
165 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
166 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
168 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
169 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
171 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
172 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
174 #define PIG_CAN_ENTER_FIELD(e, x, y) \
175 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
177 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
178 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
179 IS_FOOD_PENGUIN(Feld[x][y])))
180 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
181 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
183 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
184 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
186 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
187 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
189 #define GROUP_NR(e) ((e) - EL_GROUP_START)
190 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
191 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
192 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
194 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
195 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
197 #define CE_ENTER_FIELD_COND(e, x, y) \
198 (!IS_PLAYER(x, y) && \
199 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
201 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
202 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
204 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
205 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
207 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
208 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
209 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
210 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
212 /* game button identifiers */
213 #define GAME_CTRL_ID_STOP 0
214 #define GAME_CTRL_ID_PAUSE 1
215 #define GAME_CTRL_ID_PLAY 2
216 #define SOUND_CTRL_ID_MUSIC 3
217 #define SOUND_CTRL_ID_LOOPS 4
218 #define SOUND_CTRL_ID_SIMPLE 5
220 #define NUM_GAME_BUTTONS 6
223 /* forward declaration for internal use */
225 static void AdvanceFrameAndPlayerCounters(int);
227 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
228 static boolean MovePlayer(struct PlayerInfo *, int, int);
229 static void ScrollPlayer(struct PlayerInfo *, int);
230 static void ScrollScreen(struct PlayerInfo *, int);
232 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
234 static void InitBeltMovement(void);
235 static void CloseAllOpenTimegates(void);
236 static void CheckGravityMovement(struct PlayerInfo *);
237 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
238 static void KillHeroUnlessEnemyProtected(int, int);
239 static void KillHeroUnlessExplosionProtected(int, int);
241 static void TestIfPlayerTouchesCustomElement(int, int);
242 static void TestIfElementTouchesCustomElement(int, int);
243 static void TestIfElementHitsCustomElement(int, int, int);
245 static void TestIfElementSmashesCustomElement(int, int, int);
248 static void ChangeElement(int, int, int);
250 static boolean CheckTriggeredElementChangeExt(int, int, int,int,int);
251 #define CheckTriggeredElementChange(e, ev) \
252 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
253 #define CheckTriggeredElementChangeByPlayer(e, ev, p, s) \
254 CheckTriggeredElementChangeExt(e, ev, p, s, -1)
255 #define CheckTriggeredElementChangeBySide(e, ev, s) \
256 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, s, -1)
257 #define CheckTriggeredElementChangeByPage(e, ev, p) \
258 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
260 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
261 #define CheckElementChange(x, y, e, te, ev) \
262 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
263 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
264 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
265 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
266 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
268 static void PlayLevelSound(int, int, int);
269 static void PlayLevelSoundNearest(int, int, int);
270 static void PlayLevelSoundAction(int, int, int);
271 static void PlayLevelSoundElementAction(int, int, int, int);
272 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
273 static void PlayLevelSoundActionIfLoop(int, int, int);
274 static void StopLevelSoundActionIfLoop(int, int, int);
275 static void PlayLevelMusic();
277 static void MapGameButtons();
278 static void HandleGameButtons(struct GadgetInfo *);
280 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
283 /* ------------------------------------------------------------------------- */
284 /* definition of elements that automatically change to other elements after */
285 /* a specified time, eventually calling a function when changing */
286 /* ------------------------------------------------------------------------- */
288 /* forward declaration for changer functions */
289 static void InitBuggyBase(int x, int y);
290 static void WarnBuggyBase(int x, int y);
292 static void InitTrap(int x, int y);
293 static void ActivateTrap(int x, int y);
294 static void ChangeActiveTrap(int x, int y);
296 static void InitRobotWheel(int x, int y);
297 static void RunRobotWheel(int x, int y);
298 static void StopRobotWheel(int x, int y);
300 static void InitTimegateWheel(int x, int y);
301 static void RunTimegateWheel(int x, int y);
303 struct ChangingElementInfo
308 void (*pre_change_function)(int x, int y);
309 void (*change_function)(int x, int y);
310 void (*post_change_function)(int x, int y);
313 static struct ChangingElementInfo change_delay_list[] =
364 EL_SWITCHGATE_OPENING,
372 EL_SWITCHGATE_CLOSING,
373 EL_SWITCHGATE_CLOSED,
405 EL_ACID_SPLASH_RIGHT,
414 EL_SP_BUGGY_BASE_ACTIVATING,
421 EL_SP_BUGGY_BASE_ACTIVATING,
422 EL_SP_BUGGY_BASE_ACTIVE,
429 EL_SP_BUGGY_BASE_ACTIVE,
453 EL_ROBOT_WHEEL_ACTIVE,
461 EL_TIMEGATE_SWITCH_ACTIVE,
482 int push_delay_fixed, push_delay_random;
487 { EL_BALLOON, 0, 0 },
489 { EL_SOKOBAN_OBJECT, 2, 0 },
490 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
491 { EL_SATELLITE, 2, 0 },
492 { EL_SP_DISK_YELLOW, 2, 0 },
494 { EL_UNDEFINED, 0, 0 },
502 move_stepsize_list[] =
504 { EL_AMOEBA_DROP, 2 },
505 { EL_AMOEBA_DROPPING, 2 },
506 { EL_QUICKSAND_FILLING, 1 },
507 { EL_QUICKSAND_EMPTYING, 1 },
508 { EL_MAGIC_WALL_FILLING, 2 },
509 { EL_BD_MAGIC_WALL_FILLING, 2 },
510 { EL_MAGIC_WALL_EMPTYING, 2 },
511 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
521 collect_count_list[] =
524 { EL_BD_DIAMOND, 1 },
525 { EL_EMERALD_YELLOW, 1 },
526 { EL_EMERALD_RED, 1 },
527 { EL_EMERALD_PURPLE, 1 },
529 { EL_SP_INFOTRON, 1 },
541 access_direction_list[] =
543 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
544 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
545 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
546 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
547 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
548 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
549 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
550 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
551 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
552 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
553 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
555 { EL_SP_PORT_LEFT, MV_RIGHT },
556 { EL_SP_PORT_RIGHT, MV_LEFT },
557 { EL_SP_PORT_UP, MV_DOWN },
558 { EL_SP_PORT_DOWN, MV_UP },
559 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
560 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
561 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
562 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
563 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
564 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
565 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
566 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
567 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
568 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
569 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
570 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
571 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
572 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
573 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
575 { EL_UNDEFINED, MV_NO_MOVING }
578 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
580 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
581 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
582 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
583 IS_JUST_CHANGING(x, y))
585 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
588 void GetPlayerConfig()
590 if (!audio.sound_available)
591 setup.sound_simple = FALSE;
593 if (!audio.loops_available)
594 setup.sound_loops = FALSE;
596 if (!audio.music_available)
597 setup.sound_music = FALSE;
599 if (!video.fullscreen_available)
600 setup.fullscreen = FALSE;
602 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
604 SetAudioMode(setup.sound);
608 static int getBeltNrFromBeltElement(int element)
610 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
611 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
612 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
615 static int getBeltNrFromBeltActiveElement(int element)
617 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
618 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
619 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
622 static int getBeltNrFromBeltSwitchElement(int element)
624 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
625 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
626 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
629 static int getBeltDirNrFromBeltSwitchElement(int element)
631 static int belt_base_element[4] =
633 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
634 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
635 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
636 EL_CONVEYOR_BELT_4_SWITCH_LEFT
639 int belt_nr = getBeltNrFromBeltSwitchElement(element);
640 int belt_dir_nr = element - belt_base_element[belt_nr];
642 return (belt_dir_nr % 3);
645 static int getBeltDirFromBeltSwitchElement(int element)
647 static int belt_move_dir[3] =
654 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
656 return belt_move_dir[belt_dir_nr];
659 static void InitPlayerField(int x, int y, int element, boolean init_game)
661 if (element == EL_SP_MURPHY)
665 if (stored_player[0].present)
667 Feld[x][y] = EL_SP_MURPHY_CLONE;
673 stored_player[0].use_murphy_graphic = TRUE;
676 Feld[x][y] = EL_PLAYER_1;
682 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
683 int jx = player->jx, jy = player->jy;
685 player->present = TRUE;
687 player->block_last_field = (element == EL_SP_MURPHY ?
688 level.sp_block_last_field :
689 level.block_last_field);
691 /* ---------- initialize player's last field block delay --------------- */
693 /* always start with reliable default value (no adjustment needed) */
694 player->block_delay_adjustment = 0;
696 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
697 if (player->block_last_field && element == EL_SP_MURPHY)
698 player->block_delay_adjustment = 1;
700 /* special case 2: in game engines before 3.1.1, blocking was different */
701 if (game.use_block_last_field_bug)
702 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
704 if (!options.network || player->connected)
706 player->active = TRUE;
708 /* remove potentially duplicate players */
709 if (StorePlayer[jx][jy] == Feld[x][y])
710 StorePlayer[jx][jy] = 0;
712 StorePlayer[x][y] = Feld[x][y];
716 printf("Player %d activated.\n", player->element_nr);
717 printf("[Local player is %d and currently %s.]\n",
718 local_player->element_nr,
719 local_player->active ? "active" : "not active");
723 Feld[x][y] = EL_EMPTY;
725 player->jx = player->last_jx = x;
726 player->jy = player->last_jy = y;
730 static void InitField(int x, int y, boolean init_game)
732 int element = Feld[x][y];
741 InitPlayerField(x, y, element, init_game);
744 case EL_SOKOBAN_FIELD_PLAYER:
745 element = Feld[x][y] = EL_PLAYER_1;
746 InitField(x, y, init_game);
748 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
749 InitField(x, y, init_game);
752 case EL_SOKOBAN_FIELD_EMPTY:
753 local_player->sokobanfields_still_needed++;
757 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
758 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
759 else if (x > 0 && Feld[x-1][y] == EL_ACID)
760 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
761 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
762 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
763 else if (y > 0 && Feld[x][y-1] == EL_ACID)
764 Feld[x][y] = EL_ACID_POOL_BOTTOM;
765 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
766 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
774 case EL_SPACESHIP_RIGHT:
775 case EL_SPACESHIP_UP:
776 case EL_SPACESHIP_LEFT:
777 case EL_SPACESHIP_DOWN:
779 case EL_BD_BUTTERFLY_RIGHT:
780 case EL_BD_BUTTERFLY_UP:
781 case EL_BD_BUTTERFLY_LEFT:
782 case EL_BD_BUTTERFLY_DOWN:
783 case EL_BD_BUTTERFLY:
784 case EL_BD_FIREFLY_RIGHT:
785 case EL_BD_FIREFLY_UP:
786 case EL_BD_FIREFLY_LEFT:
787 case EL_BD_FIREFLY_DOWN:
789 case EL_PACMAN_RIGHT:
813 if (y == lev_fieldy - 1)
815 Feld[x][y] = EL_AMOEBA_GROWING;
816 Store[x][y] = EL_AMOEBA_WET;
820 case EL_DYNAMITE_ACTIVE:
821 case EL_SP_DISK_RED_ACTIVE:
822 case EL_DYNABOMB_PLAYER_1_ACTIVE:
823 case EL_DYNABOMB_PLAYER_2_ACTIVE:
824 case EL_DYNABOMB_PLAYER_3_ACTIVE:
825 case EL_DYNABOMB_PLAYER_4_ACTIVE:
830 local_player->lights_still_needed++;
834 local_player->friends_still_needed++;
839 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
842 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
843 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
844 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
845 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
846 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
847 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
848 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
849 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
850 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
851 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
852 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
853 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
856 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
857 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
858 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
860 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
862 game.belt_dir[belt_nr] = belt_dir;
863 game.belt_dir_nr[belt_nr] = belt_dir_nr;
865 else /* more than one switch -- set it like the first switch */
867 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
872 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
874 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
877 case EL_LIGHT_SWITCH_ACTIVE:
879 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
883 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
885 else if (IS_GROUP_ELEMENT(element))
887 struct ElementGroupInfo *group = element_info[element].group;
888 int last_anim_random_frame = gfx.anim_random_frame;
891 if (group->choice_mode == ANIM_RANDOM)
892 gfx.anim_random_frame = RND(group->num_elements_resolved);
894 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
895 group->choice_mode, 0,
898 if (group->choice_mode == ANIM_RANDOM)
899 gfx.anim_random_frame = last_anim_random_frame;
903 Feld[x][y] = group->element_resolved[element_pos];
905 InitField(x, y, init_game);
910 #if USE_NEW_COLLECT_COUNT
911 Count[x][y] = element_info[Feld[x][y]].collect_count_initial;
915 static inline void InitField_WithBug1(int x, int y, boolean init_game)
917 InitField(x, y, init_game);
919 /* not needed to call InitMovDir() -- already done by InitField()! */
920 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
921 CAN_MOVE(Feld[x][y]))
925 static inline void InitField_WithBug2(int x, int y, boolean init_game)
927 int old_element = Feld[x][y];
929 InitField(x, y, init_game);
931 /* not needed to call InitMovDir() -- already done by InitField()! */
932 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
933 CAN_MOVE(old_element) &&
934 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
937 /* this case is in fact a combination of not less than three bugs:
938 first, it calls InitMovDir() for elements that can move, although this is
939 already done by InitField(); then, it checks the element that was at this
940 field _before_ the call to InitField() (which can change it); lastly, it
941 was not called for "mole with direction" elements, which were treated as
942 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
946 inline void DrawGameValue_Emeralds(int value)
948 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
951 inline void DrawGameValue_Dynamite(int value)
953 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
956 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
960 /* currently only 4 of 8 possible keys are displayed */
961 for (i = 0; i < STD_NUM_KEYS; i++)
964 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
965 el2edimg(EL_KEY_1 + i));
967 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
968 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
969 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
973 inline void DrawGameValue_Score(int value)
975 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
978 inline void DrawGameValue_Time(int value)
981 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
983 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
986 inline void DrawGameValue_Level(int value)
989 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
992 /* misuse area for displaying emeralds to draw bigger level number */
993 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
994 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
996 /* now copy it to the area for displaying level number */
997 BlitBitmap(drawto, drawto,
998 DX_EMERALDS, DY_EMERALDS + 1,
999 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1000 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1001 DX_LEVEL - 1, DY_LEVEL + 1);
1003 /* restore the area for displaying emeralds */
1004 DrawGameValue_Emeralds(local_player->gems_still_needed);
1006 /* yes, this is all really ugly :-) */
1010 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1013 int key[MAX_NUM_KEYS];
1016 for (i = 0; i < MAX_NUM_KEYS; i++)
1017 key[i] = key_bits & (1 << i);
1019 DrawGameValue_Level(level_nr);
1021 DrawGameValue_Emeralds(emeralds);
1022 DrawGameValue_Dynamite(dynamite);
1023 DrawGameValue_Score(score);
1024 DrawGameValue_Time(time);
1026 DrawGameValue_Keys(key);
1029 void DrawGameDoorValues()
1033 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1035 DrawGameDoorValues_EM();
1040 DrawGameValue_Level(level_nr);
1042 DrawGameValue_Emeralds(local_player->gems_still_needed);
1043 DrawGameValue_Dynamite(local_player->inventory_size);
1044 DrawGameValue_Score(local_player->score);
1045 DrawGameValue_Time(TimeLeft);
1047 for (i = 0; i < MAX_PLAYERS; i++)
1048 DrawGameValue_Keys(stored_player[i].key);
1051 static void resolve_group_element(int group_element, int recursion_depth)
1053 static int group_nr;
1054 static struct ElementGroupInfo *group;
1055 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1058 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1060 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1061 group_element - EL_GROUP_START + 1);
1063 /* replace element which caused too deep recursion by question mark */
1064 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1069 if (recursion_depth == 0) /* initialization */
1071 group = element_info[group_element].group;
1072 group_nr = group_element - EL_GROUP_START;
1074 group->num_elements_resolved = 0;
1075 group->choice_pos = 0;
1078 for (i = 0; i < actual_group->num_elements; i++)
1080 int element = actual_group->element[i];
1082 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1085 if (IS_GROUP_ELEMENT(element))
1086 resolve_group_element(element, recursion_depth + 1);
1089 group->element_resolved[group->num_elements_resolved++] = element;
1090 element_info[element].in_group[group_nr] = TRUE;
1097 =============================================================================
1099 -----------------------------------------------------------------------------
1100 initialize game engine due to level / tape version number
1101 =============================================================================
1104 static void InitGameEngine()
1108 /* set game engine from tape file when re-playing, else from level file */
1109 game.engine_version = (tape.playing ? tape.engine_version :
1110 level.game_version);
1112 /* ---------------------------------------------------------------------- */
1113 /* set flags for bugs and changes according to active game engine version */
1114 /* ---------------------------------------------------------------------- */
1117 Summary of bugfix/change:
1118 Fixed handling for custom elements that change when pushed by the player.
1120 Fixed/changed in version:
1124 Before 3.1.0, custom elements that "change when pushing" changed directly
1125 after the player started pushing them (until then handled in "DigField()").
1126 Since 3.1.0, these custom elements are not changed until the "pushing"
1127 move of the element is finished (now handled in "ContinueMoving()").
1129 Affected levels/tapes:
1130 The first condition is generally needed for all levels/tapes before version
1131 3.1.0, which might use the old behaviour before it was changed; known tapes
1132 that are affected are some tapes from the level set "Walpurgis Gardens" by
1134 The second condition is an exception from the above case and is needed for
1135 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1136 above (including some development versions of 3.1.0), but before it was
1137 known that this change would break tapes like the above and was fixed in
1138 3.1.1, so that the changed behaviour was active although the engine version
1139 while recording maybe was before 3.1.0. There is at least one tape that is
1140 affected by this exception, which is the tape for the one-level set "Bug
1141 Machine" by Juergen Bonhagen.
1144 game.use_change_when_pushing_bug =
1145 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1147 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1148 tape.game_version < VERSION_IDENT(3,1,1,0)));
1151 Summary of bugfix/change:
1152 Fixed handling for blocking the field the player leaves when moving.
1154 Fixed/changed in version:
1158 Before 3.1.1, when "block last field when moving" was enabled, the field
1159 the player is leaving when moving was blocked for the time of the move,
1160 and was directly unblocked afterwards. This resulted in the last field
1161 being blocked for exactly one less than the number of frames of one player
1162 move. Additionally, even when blocking was disabled, the last field was
1163 blocked for exactly one frame.
1164 Since 3.1.1, due to changes in player movement handling, the last field
1165 is not blocked at all when blocking is disabled. When blocking is enabled,
1166 the last field is blocked for exactly the number of frames of one player
1167 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1168 last field is blocked for exactly one more than the number of frames of
1171 Affected levels/tapes:
1172 (!!! yet to be determined -- probably many !!!)
1175 game.use_block_last_field_bug =
1176 (game.engine_version < VERSION_IDENT(3,1,1,0));
1178 /* ---------------------------------------------------------------------- */
1180 /* dynamically adjust element properties according to game engine version */
1181 InitElementPropertiesEngine(game.engine_version);
1184 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1185 printf(" tape version == %06d [%s] [file: %06d]\n",
1186 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1188 printf(" => game.engine_version == %06d\n", game.engine_version);
1191 /* ---------- recursively resolve group elements ------------------------- */
1193 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1194 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1195 element_info[i].in_group[j] = FALSE;
1197 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1198 resolve_group_element(EL_GROUP_START + i, 0);
1200 /* ---------- initialize player's initial move delay --------------------- */
1202 /* dynamically adjust player properties according to level information */
1203 game.initial_move_delay_value =
1204 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1206 /* dynamically adjust player properties according to game engine version */
1207 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1208 game.initial_move_delay_value : 0);
1210 /* ---------- initialize player's initial push delay --------------------- */
1212 /* dynamically adjust player properties according to game engine version */
1213 game.initial_push_delay_value =
1214 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1216 /* ---------- initialize changing elements ------------------------------- */
1218 /* initialize changing elements information */
1219 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1221 struct ElementInfo *ei = &element_info[i];
1223 /* this pointer might have been changed in the level editor */
1224 ei->change = &ei->change_page[0];
1226 if (!IS_CUSTOM_ELEMENT(i))
1228 ei->change->target_element = EL_EMPTY_SPACE;
1229 ei->change->delay_fixed = 0;
1230 ei->change->delay_random = 0;
1231 ei->change->delay_frames = 1;
1234 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1236 ei->has_change_event[j] = FALSE;
1238 ei->event_page_nr[j] = 0;
1239 ei->event_page[j] = &ei->change_page[0];
1243 /* add changing elements from pre-defined list */
1244 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1246 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1247 struct ElementInfo *ei = &element_info[ch_delay->element];
1249 ei->change->target_element = ch_delay->target_element;
1250 ei->change->delay_fixed = ch_delay->change_delay;
1252 ei->change->pre_change_function = ch_delay->pre_change_function;
1253 ei->change->change_function = ch_delay->change_function;
1254 ei->change->post_change_function = ch_delay->post_change_function;
1256 ei->has_change_event[CE_DELAY] = TRUE;
1258 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1259 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1262 /* ---------- initialize internal run-time variables ------------- */
1264 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1266 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1268 for (j = 0; j < ei->num_change_pages; j++)
1270 ei->change_page[j].can_change_or_has_action =
1271 (ei->change_page[j].can_change |
1272 ei->change_page[j].has_action);
1276 /* add change events from custom element configuration */
1277 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1279 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1281 for (j = 0; j < ei->num_change_pages; j++)
1283 if (!ei->change_page[j].can_change_or_has_action)
1286 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1288 /* only add event page for the first page found with this event */
1289 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1291 ei->has_change_event[k] = TRUE;
1293 ei->event_page_nr[k] = j;
1294 ei->event_page[k] = &ei->change_page[j];
1300 /* ---------- initialize run-time trigger player and element ------------- */
1302 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1304 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1306 for (j = 0; j < ei->num_change_pages; j++)
1308 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1309 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1313 /* ---------- initialize trigger events ---------------------------------- */
1315 /* initialize trigger events information */
1316 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1317 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1318 trigger_events[i][j] = FALSE;
1320 /* add trigger events from element change event properties */
1321 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1323 struct ElementInfo *ei = &element_info[i];
1325 for (j = 0; j < ei->num_change_pages; j++)
1327 if (!ei->change_page[j].can_change_or_has_action)
1330 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1332 int trigger_element = ei->change_page[j].trigger_element;
1334 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1336 if (ei->change_page[j].has_event[k])
1338 if (IS_GROUP_ELEMENT(trigger_element))
1340 struct ElementGroupInfo *group =
1341 element_info[trigger_element].group;
1343 for (l = 0; l < group->num_elements_resolved; l++)
1344 trigger_events[group->element_resolved[l]][k] = TRUE;
1347 trigger_events[trigger_element][k] = TRUE;
1354 /* ---------- initialize push delay -------------------------------------- */
1356 /* initialize push delay values to default */
1357 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1359 if (!IS_CUSTOM_ELEMENT(i))
1361 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1362 element_info[i].push_delay_random = game.default_push_delay_random;
1366 /* set push delay value for certain elements from pre-defined list */
1367 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1369 int e = push_delay_list[i].element;
1371 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1372 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1375 /* set push delay value for Supaplex elements for newer engine versions */
1376 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1378 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1380 if (IS_SP_ELEMENT(i))
1382 /* set SP push delay to just enough to push under a falling zonk */
1383 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1385 element_info[i].push_delay_fixed = delay;
1386 element_info[i].push_delay_random = 0;
1391 /* ---------- initialize move stepsize ----------------------------------- */
1393 /* initialize move stepsize values to default */
1394 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1395 if (!IS_CUSTOM_ELEMENT(i))
1396 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1398 /* set move stepsize value for certain elements from pre-defined list */
1399 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1401 int e = move_stepsize_list[i].element;
1403 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1406 /* ---------- initialize collect score ----------------------------------- */
1408 /* initialize collect score values for custom elements from initial value */
1409 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1410 if (IS_CUSTOM_ELEMENT(i))
1411 element_info[i].collect_score = element_info[i].collect_score_initial;
1413 /* ---------- initialize collect count ----------------------------------- */
1415 /* initialize collect count values for non-custom elements */
1416 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1417 if (!IS_CUSTOM_ELEMENT(i))
1418 element_info[i].collect_count_initial = 0;
1420 /* add collect count values for all elements from pre-defined list */
1421 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1422 element_info[collect_count_list[i].element].collect_count_initial =
1423 collect_count_list[i].count;
1425 /* ---------- initialize access direction -------------------------------- */
1427 /* initialize access direction values to default (access from every side) */
1428 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1429 if (!IS_CUSTOM_ELEMENT(i))
1430 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1432 /* set access direction value for certain elements from pre-defined list */
1433 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1434 element_info[access_direction_list[i].element].access_direction =
1435 access_direction_list[i].direction;
1440 =============================================================================
1442 -----------------------------------------------------------------------------
1443 initialize and start new game
1444 =============================================================================
1449 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1450 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1451 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1456 /* don't play tapes over network */
1457 network_playing = (options.network && !tape.playing);
1459 for (i = 0; i < MAX_PLAYERS; i++)
1461 struct PlayerInfo *player = &stored_player[i];
1463 player->index_nr = i;
1464 player->index_bit = (1 << i);
1465 player->element_nr = EL_PLAYER_1 + i;
1467 player->present = FALSE;
1468 player->active = FALSE;
1471 player->effective_action = 0;
1472 player->programmed_action = 0;
1475 player->gems_still_needed = level.gems_needed;
1476 player->sokobanfields_still_needed = 0;
1477 player->lights_still_needed = 0;
1478 player->friends_still_needed = 0;
1480 for (j = 0; j < MAX_NUM_KEYS; j++)
1481 player->key[j] = FALSE;
1483 player->dynabomb_count = 0;
1484 player->dynabomb_size = 1;
1485 player->dynabombs_left = 0;
1486 player->dynabomb_xl = FALSE;
1488 player->MovDir = MV_NO_MOVING;
1491 player->GfxDir = MV_NO_MOVING;
1492 player->GfxAction = ACTION_DEFAULT;
1494 player->StepFrame = 0;
1496 player->use_murphy_graphic = FALSE;
1498 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1499 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1501 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1503 player->actual_frame_counter = 0;
1505 player->step_counter = 0;
1507 player->last_move_dir = MV_NO_MOVING;
1509 player->is_waiting = FALSE;
1510 player->is_moving = FALSE;
1511 player->is_auto_moving = FALSE;
1512 player->is_digging = FALSE;
1513 player->is_snapping = FALSE;
1514 player->is_collecting = FALSE;
1515 player->is_pushing = FALSE;
1516 player->is_switching = FALSE;
1517 player->is_dropping = FALSE;
1519 player->is_bored = FALSE;
1520 player->is_sleeping = FALSE;
1522 player->frame_counter_bored = -1;
1523 player->frame_counter_sleeping = -1;
1525 player->anim_delay_counter = 0;
1526 player->post_delay_counter = 0;
1528 player->action_waiting = ACTION_DEFAULT;
1529 player->last_action_waiting = ACTION_DEFAULT;
1530 player->special_action_bored = ACTION_DEFAULT;
1531 player->special_action_sleeping = ACTION_DEFAULT;
1533 player->num_special_action_bored = 0;
1534 player->num_special_action_sleeping = 0;
1536 /* determine number of special actions for bored and sleeping animation */
1537 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1539 boolean found = FALSE;
1541 for (k = 0; k < NUM_DIRECTIONS; k++)
1542 if (el_act_dir2img(player->element_nr, j, k) !=
1543 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1547 player->num_special_action_bored++;
1551 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1553 boolean found = FALSE;
1555 for (k = 0; k < NUM_DIRECTIONS; k++)
1556 if (el_act_dir2img(player->element_nr, j, k) !=
1557 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1561 player->num_special_action_sleeping++;
1566 player->switch_x = -1;
1567 player->switch_y = -1;
1569 player->drop_x = -1;
1570 player->drop_y = -1;
1572 player->show_envelope = 0;
1574 player->move_delay = game.initial_move_delay;
1575 player->move_delay_value = game.initial_move_delay_value;
1577 player->move_delay_reset_counter = 0;
1579 player->push_delay = -1; /* initialized when pushing starts */
1580 player->push_delay_value = game.initial_push_delay_value;
1582 player->drop_delay = 0;
1584 player->last_jx = player->last_jy = 0;
1585 player->jx = player->jy = 0;
1587 player->shield_normal_time_left = 0;
1588 player->shield_deadly_time_left = 0;
1590 player->inventory_infinite_element = EL_UNDEFINED;
1591 player->inventory_size = 0;
1593 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1594 SnapField(player, 0, 0);
1596 player->LevelSolved = FALSE;
1597 player->GameOver = FALSE;
1600 network_player_action_received = FALSE;
1602 #if defined(NETWORK_AVALIABLE)
1603 /* initial null action */
1604 if (network_playing)
1605 SendToServer_MovePlayer(MV_NO_MOVING);
1614 TimeLeft = level.time;
1617 ScreenMovDir = MV_NO_MOVING;
1621 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1623 AllPlayersGone = FALSE;
1625 game.yamyam_content_nr = 0;
1626 game.magic_wall_active = FALSE;
1627 game.magic_wall_time_left = 0;
1628 game.light_time_left = 0;
1629 game.timegate_time_left = 0;
1630 game.switchgate_pos = 0;
1631 game.balloon_dir = MV_NO_MOVING;
1632 game.gravity = level.initial_gravity;
1633 game.explosions_delayed = TRUE;
1635 game.envelope_active = FALSE;
1637 for (i = 0; i < NUM_BELTS; i++)
1639 game.belt_dir[i] = MV_NO_MOVING;
1640 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1643 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1644 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1646 for (x = 0; x < lev_fieldx; x++)
1648 for (y = 0; y < lev_fieldy; y++)
1650 Feld[x][y] = level.field[x][y];
1651 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1652 ChangeDelay[x][y] = 0;
1653 ChangePage[x][y] = -1;
1654 #if USE_NEW_COLLECT_COUNT
1655 Count[x][y] = 0; /* initialized in InitField() */
1657 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1659 WasJustMoving[x][y] = 0;
1660 WasJustFalling[x][y] = 0;
1661 CheckCollision[x][y] = 0;
1663 Pushed[x][y] = FALSE;
1665 Changed[x][y] = FALSE;
1666 ChangeEvent[x][y] = -1;
1668 ExplodePhase[x][y] = 0;
1669 ExplodeDelay[x][y] = 0;
1670 ExplodeField[x][y] = EX_TYPE_NONE;
1672 RunnerVisit[x][y] = 0;
1673 PlayerVisit[x][y] = 0;
1676 GfxRandom[x][y] = INIT_GFX_RANDOM();
1677 GfxElement[x][y] = EL_UNDEFINED;
1678 GfxAction[x][y] = ACTION_DEFAULT;
1679 GfxDir[x][y] = MV_NO_MOVING;
1683 for (y = 0; y < lev_fieldy; y++)
1685 for (x = 0; x < lev_fieldx; x++)
1687 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1689 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1691 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1694 InitField(x, y, TRUE);
1700 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1701 emulate_sb ? EMU_SOKOBAN :
1702 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1704 /* initialize explosion and ignition delay */
1705 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1707 if (!IS_CUSTOM_ELEMENT(i))
1710 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1711 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1712 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1713 int last_phase = (num_phase + 1) * delay;
1714 int half_phase = (num_phase / 2) * delay;
1716 element_info[i].explosion_delay = last_phase - 1;
1717 element_info[i].ignition_delay = half_phase;
1719 if (i == EL_BLACK_ORB)
1720 element_info[i].ignition_delay = 1;
1724 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1725 element_info[i].explosion_delay = 1;
1727 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1728 element_info[i].ignition_delay = 1;
1732 /* correct non-moving belts to start moving left */
1733 for (i = 0; i < NUM_BELTS; i++)
1734 if (game.belt_dir[i] == MV_NO_MOVING)
1735 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1737 /* check if any connected player was not found in playfield */
1738 for (i = 0; i < MAX_PLAYERS; i++)
1740 struct PlayerInfo *player = &stored_player[i];
1742 if (player->connected && !player->present)
1744 for (j = 0; j < MAX_PLAYERS; j++)
1746 struct PlayerInfo *some_player = &stored_player[j];
1747 int jx = some_player->jx, jy = some_player->jy;
1749 /* assign first free player found that is present in the playfield */
1750 if (some_player->present && !some_player->connected)
1752 player->present = TRUE;
1753 player->active = TRUE;
1755 some_player->present = FALSE;
1756 some_player->active = FALSE;
1759 player->element_nr = some_player->element_nr;
1762 player->block_last_field = some_player->block_last_field;
1763 player->block_delay_adjustment = some_player->block_delay_adjustment;
1765 StorePlayer[jx][jy] = player->element_nr;
1766 player->jx = player->last_jx = jx;
1767 player->jy = player->last_jy = jy;
1777 /* when playing a tape, eliminate all players which do not participate */
1779 for (i = 0; i < MAX_PLAYERS; i++)
1781 if (stored_player[i].active && !tape.player_participates[i])
1783 struct PlayerInfo *player = &stored_player[i];
1784 int jx = player->jx, jy = player->jy;
1786 player->active = FALSE;
1787 StorePlayer[jx][jy] = 0;
1788 Feld[jx][jy] = EL_EMPTY;
1792 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1794 /* when in single player mode, eliminate all but the first active player */
1796 for (i = 0; i < MAX_PLAYERS; i++)
1798 if (stored_player[i].active)
1800 for (j = i + 1; j < MAX_PLAYERS; j++)
1802 if (stored_player[j].active)
1804 struct PlayerInfo *player = &stored_player[j];
1805 int jx = player->jx, jy = player->jy;
1807 player->active = FALSE;
1808 player->present = FALSE;
1810 StorePlayer[jx][jy] = 0;
1811 Feld[jx][jy] = EL_EMPTY;
1818 /* when recording the game, store which players take part in the game */
1821 for (i = 0; i < MAX_PLAYERS; i++)
1822 if (stored_player[i].active)
1823 tape.player_participates[i] = TRUE;
1828 for (i = 0; i < MAX_PLAYERS; i++)
1830 struct PlayerInfo *player = &stored_player[i];
1832 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1837 if (local_player == player)
1838 printf("Player %d is local player.\n", i+1);
1842 if (BorderElement == EL_EMPTY)
1845 SBX_Right = lev_fieldx - SCR_FIELDX;
1847 SBY_Lower = lev_fieldy - SCR_FIELDY;
1852 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1854 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1857 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1858 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1860 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1861 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1863 /* if local player not found, look for custom element that might create
1864 the player (make some assumptions about the right custom element) */
1865 if (!local_player->present)
1867 int start_x = 0, start_y = 0;
1868 int found_rating = 0;
1869 int found_element = EL_UNDEFINED;
1871 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1873 int element = Feld[x][y];
1878 if (!IS_CUSTOM_ELEMENT(element))
1881 if (CAN_CHANGE(element))
1883 for (i = 0; i < element_info[element].num_change_pages; i++)
1885 content = element_info[element].change_page[i].target_element;
1886 is_player = ELEM_IS_PLAYER(content);
1888 if (is_player && (found_rating < 3 || element < found_element))
1894 found_element = element;
1899 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1901 content = element_info[element].content[xx][yy];
1902 is_player = ELEM_IS_PLAYER(content);
1904 if (is_player && (found_rating < 2 || element < found_element))
1906 start_x = x + xx - 1;
1907 start_y = y + yy - 1;
1910 found_element = element;
1913 if (!CAN_CHANGE(element))
1916 for (i = 0; i < element_info[element].num_change_pages; i++)
1918 content= element_info[element].change_page[i].target_content[xx][yy];
1919 is_player = ELEM_IS_PLAYER(content);
1921 if (is_player && (found_rating < 1 || element < found_element))
1923 start_x = x + xx - 1;
1924 start_y = y + yy - 1;
1927 found_element = element;
1933 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1934 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1937 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1938 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1943 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1944 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1945 local_player->jx - MIDPOSX);
1947 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1948 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1949 local_player->jy - MIDPOSY);
1952 if (!game.restart_level)
1953 CloseDoor(DOOR_CLOSE_1);
1955 /* !!! FIX THIS (START) !!! */
1956 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1958 InitGameEngine_EM();
1965 /* after drawing the level, correct some elements */
1966 if (game.timegate_time_left == 0)
1967 CloseAllOpenTimegates();
1969 if (setup.soft_scrolling)
1970 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1972 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1975 /* !!! FIX THIS (END) !!! */
1977 if (!game.restart_level)
1979 /* copy default game door content to main double buffer */
1980 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1981 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1984 DrawGameDoorValues();
1986 if (!game.restart_level)
1990 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1991 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1992 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1996 /* copy actual game door content to door double buffer for OpenDoor() */
1997 BlitBitmap(drawto, bitmap_db_door,
1998 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2000 OpenDoor(DOOR_OPEN_ALL);
2002 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2004 if (setup.sound_music)
2007 KeyboardAutoRepeatOffUnlessAutoplay();
2011 for (i = 0; i < MAX_PLAYERS; i++)
2012 printf("Player %d %sactive.\n",
2013 i + 1, (stored_player[i].active ? "" : "not "));
2017 game.restart_level = FALSE;
2020 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2022 /* this is used for non-R'n'D game engines to update certain engine values */
2024 /* needed to determine if sounds are played within the visible screen area */
2025 scroll_x = actual_scroll_x;
2026 scroll_y = actual_scroll_y;
2029 void InitMovDir(int x, int y)
2031 int i, element = Feld[x][y];
2032 static int xy[4][2] =
2039 static int direction[3][4] =
2041 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2042 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2043 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2052 Feld[x][y] = EL_BUG;
2053 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2056 case EL_SPACESHIP_RIGHT:
2057 case EL_SPACESHIP_UP:
2058 case EL_SPACESHIP_LEFT:
2059 case EL_SPACESHIP_DOWN:
2060 Feld[x][y] = EL_SPACESHIP;
2061 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2064 case EL_BD_BUTTERFLY_RIGHT:
2065 case EL_BD_BUTTERFLY_UP:
2066 case EL_BD_BUTTERFLY_LEFT:
2067 case EL_BD_BUTTERFLY_DOWN:
2068 Feld[x][y] = EL_BD_BUTTERFLY;
2069 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2072 case EL_BD_FIREFLY_RIGHT:
2073 case EL_BD_FIREFLY_UP:
2074 case EL_BD_FIREFLY_LEFT:
2075 case EL_BD_FIREFLY_DOWN:
2076 Feld[x][y] = EL_BD_FIREFLY;
2077 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2080 case EL_PACMAN_RIGHT:
2082 case EL_PACMAN_LEFT:
2083 case EL_PACMAN_DOWN:
2084 Feld[x][y] = EL_PACMAN;
2085 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2088 case EL_SP_SNIKSNAK:
2089 MovDir[x][y] = MV_UP;
2092 case EL_SP_ELECTRON:
2093 MovDir[x][y] = MV_LEFT;
2100 Feld[x][y] = EL_MOLE;
2101 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2105 if (IS_CUSTOM_ELEMENT(element))
2107 struct ElementInfo *ei = &element_info[element];
2108 int move_direction_initial = ei->move_direction_initial;
2109 int move_pattern = ei->move_pattern;
2111 if (move_direction_initial == MV_START_PREVIOUS)
2113 if (MovDir[x][y] != MV_NO_MOVING)
2116 move_direction_initial = MV_START_AUTOMATIC;
2119 if (move_direction_initial == MV_START_RANDOM)
2120 MovDir[x][y] = 1 << RND(4);
2121 else if (move_direction_initial & MV_ANY_DIRECTION)
2122 MovDir[x][y] = move_direction_initial;
2123 else if (move_pattern == MV_ALL_DIRECTIONS ||
2124 move_pattern == MV_TURNING_LEFT ||
2125 move_pattern == MV_TURNING_RIGHT ||
2126 move_pattern == MV_TURNING_LEFT_RIGHT ||
2127 move_pattern == MV_TURNING_RIGHT_LEFT ||
2128 move_pattern == MV_TURNING_RANDOM)
2129 MovDir[x][y] = 1 << RND(4);
2130 else if (move_pattern == MV_HORIZONTAL)
2131 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2132 else if (move_pattern == MV_VERTICAL)
2133 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2134 else if (move_pattern & MV_ANY_DIRECTION)
2135 MovDir[x][y] = element_info[element].move_pattern;
2136 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2137 move_pattern == MV_ALONG_RIGHT_SIDE)
2139 /* use random direction as default start direction */
2140 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2141 MovDir[x][y] = 1 << RND(4);
2143 for (i = 0; i < NUM_DIRECTIONS; i++)
2145 int x1 = x + xy[i][0];
2146 int y1 = y + xy[i][1];
2148 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2150 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2151 MovDir[x][y] = direction[0][i];
2153 MovDir[x][y] = direction[1][i];
2162 MovDir[x][y] = 1 << RND(4);
2164 if (element != EL_BUG &&
2165 element != EL_SPACESHIP &&
2166 element != EL_BD_BUTTERFLY &&
2167 element != EL_BD_FIREFLY)
2170 for (i = 0; i < NUM_DIRECTIONS; i++)
2172 int x1 = x + xy[i][0];
2173 int y1 = y + xy[i][1];
2175 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2177 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2179 MovDir[x][y] = direction[0][i];
2182 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2183 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2185 MovDir[x][y] = direction[1][i];
2194 GfxDir[x][y] = MovDir[x][y];
2197 void InitAmoebaNr(int x, int y)
2200 int group_nr = AmoebeNachbarNr(x, y);
2204 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2206 if (AmoebaCnt[i] == 0)
2214 AmoebaNr[x][y] = group_nr;
2215 AmoebaCnt[group_nr]++;
2216 AmoebaCnt2[group_nr]++;
2222 boolean raise_level = FALSE;
2224 if (local_player->MovPos)
2227 if (tape.auto_play) /* tape might already be stopped here */
2228 tape.auto_play_level_solved = TRUE;
2230 local_player->LevelSolved = FALSE;
2232 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2236 if (!tape.playing && setup.sound_loops)
2237 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2238 SND_CTRL_PLAY_LOOP);
2240 while (TimeLeft > 0)
2242 if (!tape.playing && !setup.sound_loops)
2243 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2244 if (TimeLeft > 0 && !(TimeLeft % 10))
2245 RaiseScore(level.score[SC_TIME_BONUS]);
2246 if (TimeLeft > 100 && !(TimeLeft % 10))
2251 DrawGameValue_Time(TimeLeft);
2259 if (!tape.playing && setup.sound_loops)
2260 StopSound(SND_GAME_LEVELTIME_BONUS);
2262 else if (level.time == 0) /* level without time limit */
2264 if (!tape.playing && setup.sound_loops)
2265 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2266 SND_CTRL_PLAY_LOOP);
2268 while (TimePlayed < 999)
2270 if (!tape.playing && !setup.sound_loops)
2271 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2272 if (TimePlayed < 999 && !(TimePlayed % 10))
2273 RaiseScore(level.score[SC_TIME_BONUS]);
2274 if (TimePlayed < 900 && !(TimePlayed % 10))
2279 DrawGameValue_Time(TimePlayed);
2287 if (!tape.playing && setup.sound_loops)
2288 StopSound(SND_GAME_LEVELTIME_BONUS);
2291 /* close exit door after last player */
2292 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2293 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2294 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2296 int element = Feld[ExitX][ExitY];
2298 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2299 EL_SP_EXIT_CLOSING);
2301 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2304 /* Hero disappears */
2305 if (ExitX >= 0 && ExitY >= 0)
2306 DrawLevelField(ExitX, ExitY);
2313 CloseDoor(DOOR_CLOSE_1);
2318 SaveTape(tape.level_nr); /* Ask to save tape */
2321 if (level_nr == leveldir_current->handicap_level)
2323 leveldir_current->handicap_level++;
2324 SaveLevelSetup_SeriesInfo();
2327 if (level_editor_test_game)
2328 local_player->score = -1; /* no highscore when playing from editor */
2329 else if (level_nr < leveldir_current->last_level)
2330 raise_level = TRUE; /* advance to next level */
2332 if ((hi_pos = NewHiScore()) >= 0)
2334 game_status = GAME_MODE_SCORES;
2335 DrawHallOfFame(hi_pos);
2344 game_status = GAME_MODE_MAIN;
2361 LoadScore(level_nr);
2363 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2364 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2367 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2369 if (local_player->score > highscore[k].Score)
2371 /* player has made it to the hall of fame */
2373 if (k < MAX_SCORE_ENTRIES - 1)
2375 int m = MAX_SCORE_ENTRIES - 1;
2378 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2379 if (!strcmp(setup.player_name, highscore[l].Name))
2381 if (m == k) /* player's new highscore overwrites his old one */
2385 for (l = m; l > k; l--)
2387 strcpy(highscore[l].Name, highscore[l - 1].Name);
2388 highscore[l].Score = highscore[l - 1].Score;
2395 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2396 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2397 highscore[k].Score = local_player->score;
2403 else if (!strncmp(setup.player_name, highscore[k].Name,
2404 MAX_PLAYER_NAME_LEN))
2405 break; /* player already there with a higher score */
2411 SaveScore(level_nr);
2416 inline static int getElementMoveStepsize(int x, int y)
2418 int element = Feld[x][y];
2419 int direction = MovDir[x][y];
2420 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2421 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2422 int horiz_move = (dx != 0);
2423 int sign = (horiz_move ? dx : dy);
2424 int step = sign * element_info[element].move_stepsize;
2426 /* special values for move stepsize for spring and things on conveyor belt */
2430 if (element == EL_SPRING)
2431 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2432 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2433 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2434 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2436 if (CAN_FALL(element) &&
2437 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2438 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2439 else if (element == EL_SPRING)
2440 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2447 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2449 if (player->GfxAction != action || player->GfxDir != dir)
2452 printf("Player frame reset! (%d => %d, %d => %d)\n",
2453 player->GfxAction, action, player->GfxDir, dir);
2456 player->GfxAction = action;
2457 player->GfxDir = dir;
2459 player->StepFrame = 0;
2463 static void ResetRandomAnimationValue(int x, int y)
2465 GfxRandom[x][y] = INIT_GFX_RANDOM();
2468 static void ResetGfxAnimation(int x, int y)
2471 GfxAction[x][y] = ACTION_DEFAULT;
2472 GfxDir[x][y] = MovDir[x][y];
2475 void InitMovingField(int x, int y, int direction)
2477 int element = Feld[x][y];
2478 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2479 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2483 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2484 ResetGfxAnimation(x, y);
2486 MovDir[x][y] = direction;
2487 GfxDir[x][y] = direction;
2488 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2489 ACTION_FALLING : ACTION_MOVING);
2491 /* this is needed for CEs with property "can move" / "not moving" */
2493 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2495 if (Feld[newx][newy] == EL_EMPTY)
2496 Feld[newx][newy] = EL_BLOCKED;
2498 MovDir[newx][newy] = MovDir[x][y];
2500 #if USE_NEW_COLLECT_COUNT
2501 Count[newx][newy] = Count[x][y];
2504 GfxFrame[newx][newy] = GfxFrame[x][y];
2505 GfxRandom[newx][newy] = GfxRandom[x][y];
2506 GfxAction[newx][newy] = GfxAction[x][y];
2507 GfxDir[newx][newy] = GfxDir[x][y];
2511 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2513 int direction = MovDir[x][y];
2514 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2515 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2521 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2523 int oldx = x, oldy = y;
2524 int direction = MovDir[x][y];
2526 if (direction == MV_LEFT)
2528 else if (direction == MV_RIGHT)
2530 else if (direction == MV_UP)
2532 else if (direction == MV_DOWN)
2535 *comes_from_x = oldx;
2536 *comes_from_y = oldy;
2539 int MovingOrBlocked2Element(int x, int y)
2541 int element = Feld[x][y];
2543 if (element == EL_BLOCKED)
2547 Blocked2Moving(x, y, &oldx, &oldy);
2548 return Feld[oldx][oldy];
2554 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2556 /* like MovingOrBlocked2Element(), but if element is moving
2557 and (x,y) is the field the moving element is just leaving,
2558 return EL_BLOCKED instead of the element value */
2559 int element = Feld[x][y];
2561 if (IS_MOVING(x, y))
2563 if (element == EL_BLOCKED)
2567 Blocked2Moving(x, y, &oldx, &oldy);
2568 return Feld[oldx][oldy];
2577 static void RemoveField(int x, int y)
2579 Feld[x][y] = EL_EMPTY;
2585 #if USE_NEW_COLLECT_COUNT
2590 ChangeDelay[x][y] = 0;
2591 ChangePage[x][y] = -1;
2592 Pushed[x][y] = FALSE;
2595 ExplodeField[x][y] = EX_TYPE_NONE;
2598 GfxElement[x][y] = EL_UNDEFINED;
2599 GfxAction[x][y] = ACTION_DEFAULT;
2600 GfxDir[x][y] = MV_NO_MOVING;
2603 void RemoveMovingField(int x, int y)
2605 int oldx = x, oldy = y, newx = x, newy = y;
2606 int element = Feld[x][y];
2607 int next_element = EL_UNDEFINED;
2609 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2612 if (IS_MOVING(x, y))
2614 Moving2Blocked(x, y, &newx, &newy);
2616 if (Feld[newx][newy] != EL_BLOCKED)
2618 /* element is moving, but target field is not free (blocked), but
2619 already occupied by something different (example: acid pool);
2620 in this case, only remove the moving field, but not the target */
2622 RemoveField(oldx, oldy);
2624 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2626 DrawLevelField(oldx, oldy);
2631 else if (element == EL_BLOCKED)
2633 Blocked2Moving(x, y, &oldx, &oldy);
2634 if (!IS_MOVING(oldx, oldy))
2638 if (element == EL_BLOCKED &&
2639 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2640 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2641 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2642 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2643 next_element = get_next_element(Feld[oldx][oldy]);
2645 RemoveField(oldx, oldy);
2646 RemoveField(newx, newy);
2648 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2650 if (next_element != EL_UNDEFINED)
2651 Feld[oldx][oldy] = next_element;
2653 DrawLevelField(oldx, oldy);
2654 DrawLevelField(newx, newy);
2657 void DrawDynamite(int x, int y)
2659 int sx = SCREENX(x), sy = SCREENY(y);
2660 int graphic = el2img(Feld[x][y]);
2663 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2666 if (IS_WALKABLE_INSIDE(Back[x][y]))
2670 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2671 else if (Store[x][y])
2672 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2674 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2676 if (Back[x][y] || Store[x][y])
2677 DrawGraphicThruMask(sx, sy, graphic, frame);
2679 DrawGraphic(sx, sy, graphic, frame);
2682 void CheckDynamite(int x, int y)
2684 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2688 if (MovDelay[x][y] != 0)
2691 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2697 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2702 void DrawRelocatePlayer(struct PlayerInfo *player)
2704 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2705 boolean no_delay = (tape.warp_forward);
2706 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2707 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2708 int jx = player->jx;
2709 int jy = player->jy;
2711 if (level.instant_relocation)
2713 int offset = (setup.scroll_delay ? 3 : 0);
2715 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2717 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2718 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2719 local_player->jx - MIDPOSX);
2721 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2722 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2723 local_player->jy - MIDPOSY);
2727 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2728 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2729 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2731 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2732 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2733 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2735 /* don't scroll over playfield boundaries */
2736 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2737 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2739 /* don't scroll over playfield boundaries */
2740 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2741 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2744 RedrawPlayfield(TRUE, 0,0,0,0);
2748 int scroll_xx = -999, scroll_yy = -999;
2750 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2752 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2755 int fx = FX, fy = FY;
2757 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2758 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2759 local_player->jx - MIDPOSX);
2761 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2762 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2763 local_player->jy - MIDPOSY);
2765 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2766 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2768 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2774 fx += dx * TILEX / 2;
2775 fy += dy * TILEY / 2;
2777 ScrollLevel(dx, dy);
2780 /* scroll in two steps of half tile size to make things smoother */
2781 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2783 Delay(wait_delay_value);
2785 /* scroll second step to align at full tile size */
2787 Delay(wait_delay_value);
2792 Delay(wait_delay_value);
2796 void RelocatePlayer(int jx, int jy, int el_player_raw)
2798 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2799 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2800 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2801 boolean no_delay = (tape.warp_forward);
2802 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2803 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2804 int old_jx = player->jx;
2805 int old_jy = player->jy;
2806 int old_element = Feld[old_jx][old_jy];
2807 int element = Feld[jx][jy];
2808 boolean player_relocated = (old_jx != jx || old_jy != jy);
2810 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2811 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2812 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2813 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2814 int leave_side_horiz = move_dir_horiz;
2815 int leave_side_vert = move_dir_vert;
2816 int enter_side = enter_side_horiz | enter_side_vert;
2817 int leave_side = leave_side_horiz | leave_side_vert;
2819 if (player->GameOver) /* do not reanimate dead player */
2822 if (!player_relocated) /* no need to relocate the player */
2825 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2827 RemoveField(jx, jy); /* temporarily remove newly placed player */
2828 DrawLevelField(jx, jy);
2831 if (player->present)
2833 while (player->MovPos)
2835 ScrollPlayer(player, SCROLL_GO_ON);
2836 ScrollScreen(NULL, SCROLL_GO_ON);
2838 AdvanceFrameAndPlayerCounters(player->index_nr);
2843 Delay(wait_delay_value);
2846 DrawPlayer(player); /* needed here only to cleanup last field */
2847 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2849 player->is_moving = FALSE;
2852 if (IS_CUSTOM_ELEMENT(old_element))
2853 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2855 player->index_bit, leave_side);
2857 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2858 player->index_bit, leave_side);
2860 Feld[jx][jy] = el_player;
2861 InitPlayerField(jx, jy, el_player, TRUE);
2863 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2865 Feld[jx][jy] = element;
2866 InitField(jx, jy, FALSE);
2869 if (player == local_player) /* only visually relocate local player */
2870 DrawRelocatePlayer(player);
2872 TestIfHeroTouchesBadThing(jx, jy);
2873 TestIfPlayerTouchesCustomElement(jx, jy);
2875 if (IS_CUSTOM_ELEMENT(element))
2876 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2877 player->index_bit, enter_side);
2879 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2880 player->index_bit, enter_side);
2883 void Explode(int ex, int ey, int phase, int mode)
2889 /* !!! eliminate this variable !!! */
2890 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2892 if (game.explosions_delayed)
2894 ExplodeField[ex][ey] = mode;
2898 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2900 int center_element = Feld[ex][ey];
2903 /* --- This is only really needed (and now handled) in "Impact()". --- */
2904 /* do not explode moving elements that left the explode field in time */
2905 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2906 center_element == EL_EMPTY &&
2907 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2911 if (mode == EX_TYPE_NORMAL ||
2912 mode == EX_TYPE_CENTER ||
2913 mode == EX_TYPE_CROSS)
2914 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2916 /* remove things displayed in background while burning dynamite */
2917 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2920 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2922 /* put moving element to center field (and let it explode there) */
2923 center_element = MovingOrBlocked2Element(ex, ey);
2924 RemoveMovingField(ex, ey);
2925 Feld[ex][ey] = center_element;
2928 last_phase = element_info[center_element].explosion_delay + 1;
2930 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2932 int xx = x - ex + 1;
2933 int yy = y - ey + 1;
2936 if (!IN_LEV_FIELD(x, y) ||
2937 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2938 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2941 element = Feld[x][y];
2943 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2945 element = MovingOrBlocked2Element(x, y);
2947 if (!IS_EXPLOSION_PROOF(element))
2948 RemoveMovingField(x, y);
2951 /* indestructible elements can only explode in center (but not flames) */
2952 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2953 mode == EX_TYPE_BORDER)) ||
2954 element == EL_FLAMES)
2957 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2958 behaviour, for example when touching a yamyam that explodes to rocks
2959 with active deadly shield, a rock is created under the player !!! */
2960 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2962 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
2963 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
2964 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
2966 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2969 if (IS_ACTIVE_BOMB(element))
2971 /* re-activate things under the bomb like gate or penguin */
2972 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
2979 /* save walkable background elements while explosion on same tile */
2980 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
2981 (x != ex || y != ey || mode == EX_TYPE_BORDER))
2982 Back[x][y] = element;
2984 /* ignite explodable elements reached by other explosion */
2985 if (element == EL_EXPLOSION)
2986 element = Store2[x][y];
2988 if (AmoebaNr[x][y] &&
2989 (element == EL_AMOEBA_FULL ||
2990 element == EL_BD_AMOEBA ||
2991 element == EL_AMOEBA_GROWING))
2993 AmoebaCnt[AmoebaNr[x][y]]--;
2994 AmoebaCnt2[AmoebaNr[x][y]]--;
2999 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3001 switch(StorePlayer[ex][ey])
3004 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3007 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3010 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3014 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3018 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3019 Store[x][y] = EL_EMPTY;
3021 else if (center_element == EL_MOLE)
3022 Store[x][y] = EL_EMERALD_RED;
3023 else if (center_element == EL_PENGUIN)
3024 Store[x][y] = EL_EMERALD_PURPLE;
3025 else if (center_element == EL_BUG)
3026 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3027 else if (center_element == EL_BD_BUTTERFLY)
3028 Store[x][y] = EL_BD_DIAMOND;
3029 else if (center_element == EL_SP_ELECTRON)
3030 Store[x][y] = EL_SP_INFOTRON;
3031 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3032 Store[x][y] = level.amoeba_content;
3033 else if (center_element == EL_YAMYAM)
3034 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3035 else if (IS_CUSTOM_ELEMENT(center_element) &&
3036 element_info[center_element].content[xx][yy] != EL_EMPTY)
3037 Store[x][y] = element_info[center_element].content[xx][yy];
3038 else if (element == EL_WALL_EMERALD)
3039 Store[x][y] = EL_EMERALD;
3040 else if (element == EL_WALL_DIAMOND)
3041 Store[x][y] = EL_DIAMOND;
3042 else if (element == EL_WALL_BD_DIAMOND)
3043 Store[x][y] = EL_BD_DIAMOND;
3044 else if (element == EL_WALL_EMERALD_YELLOW)
3045 Store[x][y] = EL_EMERALD_YELLOW;
3046 else if (element == EL_WALL_EMERALD_RED)
3047 Store[x][y] = EL_EMERALD_RED;
3048 else if (element == EL_WALL_EMERALD_PURPLE)
3049 Store[x][y] = EL_EMERALD_PURPLE;
3050 else if (element == EL_WALL_PEARL)
3051 Store[x][y] = EL_PEARL;
3052 else if (element == EL_WALL_CRYSTAL)
3053 Store[x][y] = EL_CRYSTAL;
3054 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3055 Store[x][y] = element_info[element].content[1][1];
3057 Store[x][y] = EL_EMPTY;
3059 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3060 center_element == EL_AMOEBA_TO_DIAMOND)
3061 Store2[x][y] = element;
3063 Feld[x][y] = EL_EXPLOSION;
3064 GfxElement[x][y] = center_element;
3066 ExplodePhase[x][y] = 1;
3067 ExplodeDelay[x][y] = last_phase;
3072 if (center_element == EL_YAMYAM)
3073 game.yamyam_content_nr =
3074 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3086 GfxFrame[x][y] = 0; /* restart explosion animation */
3088 last_phase = ExplodeDelay[x][y];
3090 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3094 /* activate this even in non-DEBUG version until cause for crash in
3095 getGraphicAnimationFrame() (see below) is found and eliminated */
3100 if (GfxElement[x][y] == EL_UNDEFINED)
3103 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3104 printf("Explode(): This should never happen!\n");
3107 GfxElement[x][y] = EL_EMPTY;
3111 border_element = Store2[x][y];
3112 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3113 border_element = StorePlayer[x][y];
3115 if (phase == element_info[border_element].ignition_delay ||
3116 phase == last_phase)
3118 boolean border_explosion = FALSE;
3120 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3121 !PLAYER_EXPLOSION_PROTECTED(x, y))
3123 KillHeroUnlessExplosionProtected(x, y);
3124 border_explosion = TRUE;
3126 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3128 Feld[x][y] = Store2[x][y];
3131 border_explosion = TRUE;
3133 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3135 AmoebeUmwandeln(x, y);
3137 border_explosion = TRUE;
3140 /* if an element just explodes due to another explosion (chain-reaction),
3141 do not immediately end the new explosion when it was the last frame of
3142 the explosion (as it would be done in the following "if"-statement!) */
3143 if (border_explosion && phase == last_phase)
3147 if (phase == last_phase)
3151 element = Feld[x][y] = Store[x][y];
3152 Store[x][y] = Store2[x][y] = 0;
3153 GfxElement[x][y] = EL_UNDEFINED;
3155 /* player can escape from explosions and might therefore be still alive */
3156 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3157 element <= EL_PLAYER_IS_EXPLODING_4)
3158 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3160 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3161 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3162 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3165 /* restore probably existing indestructible background element */
3166 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3167 element = Feld[x][y] = Back[x][y];
3170 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3171 GfxDir[x][y] = MV_NO_MOVING;
3172 ChangeDelay[x][y] = 0;
3173 ChangePage[x][y] = -1;
3175 #if USE_NEW_COLLECT_COUNT
3179 InitField_WithBug2(x, y, FALSE);
3181 DrawLevelField(x, y);
3183 TestIfElementTouchesCustomElement(x, y);
3185 if (GFX_CRUMBLED(element))
3186 DrawLevelFieldCrumbledSandNeighbours(x, y);
3188 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3189 StorePlayer[x][y] = 0;
3191 if (ELEM_IS_PLAYER(element))
3192 RelocatePlayer(x, y, element);
3194 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3196 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3197 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3200 DrawLevelFieldCrumbledSand(x, y);
3202 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3204 DrawLevelElement(x, y, Back[x][y]);
3205 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3207 else if (IS_WALKABLE_UNDER(Back[x][y]))
3209 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3210 DrawLevelElementThruMask(x, y, Back[x][y]);
3212 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3213 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3217 void DynaExplode(int ex, int ey)
3220 int dynabomb_element = Feld[ex][ey];
3221 int dynabomb_size = 1;
3222 boolean dynabomb_xl = FALSE;
3223 struct PlayerInfo *player;
3224 static int xy[4][2] =
3232 if (IS_ACTIVE_BOMB(dynabomb_element))
3234 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3235 dynabomb_size = player->dynabomb_size;
3236 dynabomb_xl = player->dynabomb_xl;
3237 player->dynabombs_left++;
3240 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3242 for (i = 0; i < NUM_DIRECTIONS; i++)
3244 for (j = 1; j <= dynabomb_size; j++)
3246 int x = ex + j * xy[i][0];
3247 int y = ey + j * xy[i][1];
3250 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3253 element = Feld[x][y];
3255 /* do not restart explosions of fields with active bombs */
3256 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3259 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3261 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3262 !IS_DIGGABLE(element) && !dynabomb_xl)
3268 void Bang(int x, int y)
3270 int element = MovingOrBlocked2Element(x, y);
3272 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3274 struct PlayerInfo *player = PLAYERINFO(x, y);
3276 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3277 player->element_nr);
3284 case EL_BD_BUTTERFLY:
3287 case EL_DARK_YAMYAM:
3291 RaiseScoreElement(element);
3292 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3294 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3295 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3296 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3297 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3298 case EL_DYNABOMB_INCREASE_NUMBER:
3299 case EL_DYNABOMB_INCREASE_SIZE:
3300 case EL_DYNABOMB_INCREASE_POWER:
3305 case EL_LAMP_ACTIVE:
3306 case EL_AMOEBA_TO_DIAMOND:
3307 if (IS_PLAYER(x, y))
3308 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3310 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3313 if (element_info[element].explosion_type == EXPLODES_CROSS)
3314 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3315 else if (element_info[element].explosion_type == EXPLODES_1X1)
3316 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3318 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3322 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3325 void SplashAcid(int x, int y)
3327 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3328 (!IN_LEV_FIELD(x - 1, y - 2) ||
3329 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3330 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3332 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3333 (!IN_LEV_FIELD(x + 1, y - 2) ||
3334 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3335 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3337 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3340 static void InitBeltMovement()
3342 static int belt_base_element[4] =
3344 EL_CONVEYOR_BELT_1_LEFT,
3345 EL_CONVEYOR_BELT_2_LEFT,
3346 EL_CONVEYOR_BELT_3_LEFT,
3347 EL_CONVEYOR_BELT_4_LEFT
3349 static int belt_base_active_element[4] =
3351 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3352 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3353 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3354 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3359 /* set frame order for belt animation graphic according to belt direction */
3360 for (i = 0; i < NUM_BELTS; i++)
3364 for (j = 0; j < NUM_BELT_PARTS; j++)
3366 int element = belt_base_active_element[belt_nr] + j;
3367 int graphic = el2img(element);
3369 if (game.belt_dir[i] == MV_LEFT)
3370 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3372 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3376 for (y = 0; y < lev_fieldy; y++)
3378 for (x = 0; x < lev_fieldx; x++)
3380 int element = Feld[x][y];
3382 for (i = 0; i < NUM_BELTS; i++)
3384 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3386 int e_belt_nr = getBeltNrFromBeltElement(element);
3389 if (e_belt_nr == belt_nr)
3391 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3393 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3401 static void ToggleBeltSwitch(int x, int y)
3403 static int belt_base_element[4] =
3405 EL_CONVEYOR_BELT_1_LEFT,
3406 EL_CONVEYOR_BELT_2_LEFT,
3407 EL_CONVEYOR_BELT_3_LEFT,
3408 EL_CONVEYOR_BELT_4_LEFT
3410 static int belt_base_active_element[4] =
3412 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3413 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3414 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3415 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3417 static int belt_base_switch_element[4] =
3419 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3420 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3421 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3422 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3424 static int belt_move_dir[4] =
3432 int element = Feld[x][y];
3433 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3434 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3435 int belt_dir = belt_move_dir[belt_dir_nr];
3438 if (!IS_BELT_SWITCH(element))
3441 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3442 game.belt_dir[belt_nr] = belt_dir;
3444 if (belt_dir_nr == 3)
3447 /* set frame order for belt animation graphic according to belt direction */
3448 for (i = 0; i < NUM_BELT_PARTS; i++)
3450 int element = belt_base_active_element[belt_nr] + i;
3451 int graphic = el2img(element);
3453 if (belt_dir == MV_LEFT)
3454 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3456 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3459 for (yy = 0; yy < lev_fieldy; yy++)
3461 for (xx = 0; xx < lev_fieldx; xx++)
3463 int element = Feld[xx][yy];
3465 if (IS_BELT_SWITCH(element))
3467 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3469 if (e_belt_nr == belt_nr)
3471 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3472 DrawLevelField(xx, yy);
3475 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3477 int e_belt_nr = getBeltNrFromBeltElement(element);
3479 if (e_belt_nr == belt_nr)
3481 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3483 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3484 DrawLevelField(xx, yy);
3487 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3489 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3491 if (e_belt_nr == belt_nr)
3493 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3495 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3496 DrawLevelField(xx, yy);
3503 static void ToggleSwitchgateSwitch(int x, int y)
3507 game.switchgate_pos = !game.switchgate_pos;
3509 for (yy = 0; yy < lev_fieldy; yy++)
3511 for (xx = 0; xx < lev_fieldx; xx++)
3513 int element = Feld[xx][yy];
3515 if (element == EL_SWITCHGATE_SWITCH_UP ||
3516 element == EL_SWITCHGATE_SWITCH_DOWN)
3518 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3519 DrawLevelField(xx, yy);
3521 else if (element == EL_SWITCHGATE_OPEN ||
3522 element == EL_SWITCHGATE_OPENING)
3524 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3526 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3528 else if (element == EL_SWITCHGATE_CLOSED ||
3529 element == EL_SWITCHGATE_CLOSING)
3531 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3533 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3539 static int getInvisibleActiveFromInvisibleElement(int element)
3541 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3542 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3543 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3547 static int getInvisibleFromInvisibleActiveElement(int element)
3549 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3550 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3551 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3555 static void RedrawAllLightSwitchesAndInvisibleElements()
3559 for (y = 0; y < lev_fieldy; y++)
3561 for (x = 0; x < lev_fieldx; x++)
3563 int element = Feld[x][y];
3565 if (element == EL_LIGHT_SWITCH &&
3566 game.light_time_left > 0)
3568 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3569 DrawLevelField(x, y);
3571 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3572 game.light_time_left == 0)
3574 Feld[x][y] = EL_LIGHT_SWITCH;
3575 DrawLevelField(x, y);
3577 else if (element == EL_INVISIBLE_STEELWALL ||
3578 element == EL_INVISIBLE_WALL ||
3579 element == EL_INVISIBLE_SAND)
3581 if (game.light_time_left > 0)
3582 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3584 DrawLevelField(x, y);
3586 /* uncrumble neighbour fields, if needed */
3587 if (element == EL_INVISIBLE_SAND)
3588 DrawLevelFieldCrumbledSandNeighbours(x, y);
3590 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3591 element == EL_INVISIBLE_WALL_ACTIVE ||
3592 element == EL_INVISIBLE_SAND_ACTIVE)
3594 if (game.light_time_left == 0)
3595 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3597 DrawLevelField(x, y);
3599 /* re-crumble neighbour fields, if needed */
3600 if (element == EL_INVISIBLE_SAND)
3601 DrawLevelFieldCrumbledSandNeighbours(x, y);
3607 static void ToggleLightSwitch(int x, int y)
3609 int element = Feld[x][y];
3611 game.light_time_left =
3612 (element == EL_LIGHT_SWITCH ?
3613 level.time_light * FRAMES_PER_SECOND : 0);
3615 RedrawAllLightSwitchesAndInvisibleElements();
3618 static void ActivateTimegateSwitch(int x, int y)
3622 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3624 for (yy = 0; yy < lev_fieldy; yy++)
3626 for (xx = 0; xx < lev_fieldx; xx++)
3628 int element = Feld[xx][yy];
3630 if (element == EL_TIMEGATE_CLOSED ||
3631 element == EL_TIMEGATE_CLOSING)
3633 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3634 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3638 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3640 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3641 DrawLevelField(xx, yy);
3648 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3651 void Impact(int x, int y)
3653 boolean last_line = (y == lev_fieldy - 1);
3654 boolean object_hit = FALSE;
3655 boolean impact = (last_line || object_hit);
3656 int element = Feld[x][y];
3657 int smashed = EL_STEELWALL;
3659 if (!last_line) /* check if element below was hit */
3661 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3664 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3665 MovDir[x][y + 1] != MV_DOWN ||
3666 MovPos[x][y + 1] <= TILEY / 2));
3668 /* do not smash moving elements that left the smashed field in time */
3669 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3670 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3674 smashed = MovingOrBlocked2Element(x, y + 1);
3676 impact = (last_line || object_hit);
3679 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3681 SplashAcid(x, y + 1);
3685 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3686 /* only reset graphic animation if graphic really changes after impact */
3688 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3690 ResetGfxAnimation(x, y);
3691 DrawLevelField(x, y);
3694 if (impact && CAN_EXPLODE_IMPACT(element))
3699 else if (impact && element == EL_PEARL)
3701 ResetGfxAnimation(x, y);
3703 Feld[x][y] = EL_PEARL_BREAKING;
3704 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3707 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3709 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3714 if (impact && element == EL_AMOEBA_DROP)
3716 if (object_hit && IS_PLAYER(x, y + 1))
3717 KillHeroUnlessEnemyProtected(x, y + 1);
3718 else if (object_hit && smashed == EL_PENGUIN)
3722 Feld[x][y] = EL_AMOEBA_GROWING;
3723 Store[x][y] = EL_AMOEBA_WET;
3725 ResetRandomAnimationValue(x, y);
3730 if (object_hit) /* check which object was hit */
3732 if (CAN_PASS_MAGIC_WALL(element) &&
3733 (smashed == EL_MAGIC_WALL ||
3734 smashed == EL_BD_MAGIC_WALL))
3737 int activated_magic_wall =
3738 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3739 EL_BD_MAGIC_WALL_ACTIVE);
3741 /* activate magic wall / mill */
3742 for (yy = 0; yy < lev_fieldy; yy++)
3743 for (xx = 0; xx < lev_fieldx; xx++)
3744 if (Feld[xx][yy] == smashed)
3745 Feld[xx][yy] = activated_magic_wall;
3747 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3748 game.magic_wall_active = TRUE;
3750 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3751 SND_MAGIC_WALL_ACTIVATING :
3752 SND_BD_MAGIC_WALL_ACTIVATING));
3755 if (IS_PLAYER(x, y + 1))
3757 if (CAN_SMASH_PLAYER(element))
3759 KillHeroUnlessEnemyProtected(x, y + 1);
3763 else if (smashed == EL_PENGUIN)
3765 if (CAN_SMASH_PLAYER(element))
3771 else if (element == EL_BD_DIAMOND)
3773 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3779 else if (((element == EL_SP_INFOTRON ||
3780 element == EL_SP_ZONK) &&
3781 (smashed == EL_SP_SNIKSNAK ||
3782 smashed == EL_SP_ELECTRON ||
3783 smashed == EL_SP_DISK_ORANGE)) ||
3784 (element == EL_SP_INFOTRON &&
3785 smashed == EL_SP_DISK_YELLOW))
3790 else if (CAN_SMASH_EVERYTHING(element))
3792 if (IS_CLASSIC_ENEMY(smashed) ||
3793 CAN_EXPLODE_SMASHED(smashed))
3798 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3800 if (smashed == EL_LAMP ||
3801 smashed == EL_LAMP_ACTIVE)
3806 else if (smashed == EL_NUT)
3808 Feld[x][y + 1] = EL_NUT_BREAKING;
3809 PlayLevelSound(x, y, SND_NUT_BREAKING);
3810 RaiseScoreElement(EL_NUT);
3813 else if (smashed == EL_PEARL)
3815 ResetGfxAnimation(x, y);
3817 Feld[x][y + 1] = EL_PEARL_BREAKING;
3818 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3821 else if (smashed == EL_DIAMOND)
3823 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3824 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3827 else if (IS_BELT_SWITCH(smashed))
3829 ToggleBeltSwitch(x, y + 1);
3831 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3832 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3834 ToggleSwitchgateSwitch(x, y + 1);
3836 else if (smashed == EL_LIGHT_SWITCH ||
3837 smashed == EL_LIGHT_SWITCH_ACTIVE)
3839 ToggleLightSwitch(x, y + 1);
3844 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3847 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3849 CheckElementChangeBySide(x, y + 1, smashed, element,
3850 CE_SWITCHED, CH_SIDE_TOP);
3851 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3857 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3862 /* play sound of magic wall / mill */
3864 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3865 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3867 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3868 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3869 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3870 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3875 /* play sound of object that hits the ground */
3876 if (last_line || object_hit)
3877 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3880 inline static void TurnRoundExt(int x, int y)
3892 { 0, 0 }, { 0, 0 }, { 0, 0 },
3897 int left, right, back;
3901 { MV_DOWN, MV_UP, MV_RIGHT },
3902 { MV_UP, MV_DOWN, MV_LEFT },
3904 { MV_LEFT, MV_RIGHT, MV_DOWN },
3908 { MV_RIGHT, MV_LEFT, MV_UP }
3911 int element = Feld[x][y];
3912 int move_pattern = element_info[element].move_pattern;
3914 int old_move_dir = MovDir[x][y];
3915 int left_dir = turn[old_move_dir].left;
3916 int right_dir = turn[old_move_dir].right;
3917 int back_dir = turn[old_move_dir].back;
3919 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3920 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3921 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3922 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3924 int left_x = x + left_dx, left_y = y + left_dy;
3925 int right_x = x + right_dx, right_y = y + right_dy;
3926 int move_x = x + move_dx, move_y = y + move_dy;
3930 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3932 TestIfBadThingTouchesOtherBadThing(x, y);
3934 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3935 MovDir[x][y] = right_dir;
3936 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3937 MovDir[x][y] = left_dir;
3939 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3941 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3944 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3946 TestIfBadThingTouchesOtherBadThing(x, y);
3948 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3949 MovDir[x][y] = left_dir;
3950 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3951 MovDir[x][y] = right_dir;
3953 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3955 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3958 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3960 TestIfBadThingTouchesOtherBadThing(x, y);
3962 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
3963 MovDir[x][y] = left_dir;
3964 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
3965 MovDir[x][y] = right_dir;
3967 if (MovDir[x][y] != old_move_dir)
3970 else if (element == EL_YAMYAM)
3972 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
3973 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
3975 if (can_turn_left && can_turn_right)
3976 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3977 else if (can_turn_left)
3978 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3979 else if (can_turn_right)
3980 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3982 MovDir[x][y] = back_dir;
3984 MovDelay[x][y] = 16 + 16 * RND(3);
3986 else if (element == EL_DARK_YAMYAM)
3988 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
3990 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
3993 if (can_turn_left && can_turn_right)
3994 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3995 else if (can_turn_left)
3996 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3997 else if (can_turn_right)
3998 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4000 MovDir[x][y] = back_dir;
4002 MovDelay[x][y] = 16 + 16 * RND(3);
4004 else if (element == EL_PACMAN)
4006 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4007 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4009 if (can_turn_left && can_turn_right)
4010 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4011 else if (can_turn_left)
4012 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4013 else if (can_turn_right)
4014 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4016 MovDir[x][y] = back_dir;
4018 MovDelay[x][y] = 6 + RND(40);
4020 else if (element == EL_PIG)
4022 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4023 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4024 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4025 boolean should_turn_left, should_turn_right, should_move_on;
4027 int rnd = RND(rnd_value);
4029 should_turn_left = (can_turn_left &&
4031 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4032 y + back_dy + left_dy)));
4033 should_turn_right = (can_turn_right &&
4035 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4036 y + back_dy + right_dy)));
4037 should_move_on = (can_move_on &&
4040 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4041 y + move_dy + left_dy) ||
4042 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4043 y + move_dy + right_dy)));
4045 if (should_turn_left || should_turn_right || should_move_on)
4047 if (should_turn_left && should_turn_right && should_move_on)
4048 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4049 rnd < 2 * rnd_value / 3 ? right_dir :
4051 else if (should_turn_left && should_turn_right)
4052 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4053 else if (should_turn_left && should_move_on)
4054 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4055 else if (should_turn_right && should_move_on)
4056 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4057 else if (should_turn_left)
4058 MovDir[x][y] = left_dir;
4059 else if (should_turn_right)
4060 MovDir[x][y] = right_dir;
4061 else if (should_move_on)
4062 MovDir[x][y] = old_move_dir;
4064 else if (can_move_on && rnd > rnd_value / 8)
4065 MovDir[x][y] = old_move_dir;
4066 else if (can_turn_left && can_turn_right)
4067 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4068 else if (can_turn_left && rnd > rnd_value / 8)
4069 MovDir[x][y] = left_dir;
4070 else if (can_turn_right && rnd > rnd_value/8)
4071 MovDir[x][y] = right_dir;
4073 MovDir[x][y] = back_dir;
4075 xx = x + move_xy[MovDir[x][y]].x;
4076 yy = y + move_xy[MovDir[x][y]].y;
4078 if (!IN_LEV_FIELD(xx, yy) ||
4079 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4080 MovDir[x][y] = old_move_dir;
4084 else if (element == EL_DRAGON)
4086 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4087 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4088 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4090 int rnd = RND(rnd_value);
4092 if (can_move_on && rnd > rnd_value / 8)
4093 MovDir[x][y] = old_move_dir;
4094 else if (can_turn_left && can_turn_right)
4095 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4096 else if (can_turn_left && rnd > rnd_value / 8)
4097 MovDir[x][y] = left_dir;
4098 else if (can_turn_right && rnd > rnd_value / 8)
4099 MovDir[x][y] = right_dir;
4101 MovDir[x][y] = back_dir;
4103 xx = x + move_xy[MovDir[x][y]].x;
4104 yy = y + move_xy[MovDir[x][y]].y;
4106 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4107 MovDir[x][y] = old_move_dir;
4111 else if (element == EL_MOLE)
4113 boolean can_move_on =
4114 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4115 IS_AMOEBOID(Feld[move_x][move_y]) ||
4116 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4119 boolean can_turn_left =
4120 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4121 IS_AMOEBOID(Feld[left_x][left_y])));
4123 boolean can_turn_right =
4124 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4125 IS_AMOEBOID(Feld[right_x][right_y])));
4127 if (can_turn_left && can_turn_right)
4128 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4129 else if (can_turn_left)
4130 MovDir[x][y] = left_dir;
4132 MovDir[x][y] = right_dir;
4135 if (MovDir[x][y] != old_move_dir)
4138 else if (element == EL_BALLOON)
4140 MovDir[x][y] = game.balloon_dir;
4143 else if (element == EL_SPRING)
4145 if (MovDir[x][y] & MV_HORIZONTAL &&
4146 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4147 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4148 MovDir[x][y] = MV_NO_MOVING;
4152 else if (element == EL_ROBOT ||
4153 element == EL_SATELLITE ||
4154 element == EL_PENGUIN)
4156 int attr_x = -1, attr_y = -1;
4167 for (i = 0; i < MAX_PLAYERS; i++)
4169 struct PlayerInfo *player = &stored_player[i];
4170 int jx = player->jx, jy = player->jy;
4172 if (!player->active)
4176 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4184 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4185 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4186 game.engine_version < VERSION_IDENT(3,1,0,0)))
4192 if (element == EL_PENGUIN)
4195 static int xy[4][2] =
4203 for (i = 0; i < NUM_DIRECTIONS; i++)
4205 int ex = x + xy[i][0];
4206 int ey = y + xy[i][1];
4208 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4217 MovDir[x][y] = MV_NO_MOVING;
4219 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4220 else if (attr_x > x)
4221 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4223 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4224 else if (attr_y > y)
4225 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4227 if (element == EL_ROBOT)
4231 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4232 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4233 Moving2Blocked(x, y, &newx, &newy);
4235 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4236 MovDelay[x][y] = 8 + 8 * !RND(3);
4238 MovDelay[x][y] = 16;
4240 else if (element == EL_PENGUIN)
4246 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4248 boolean first_horiz = RND(2);
4249 int new_move_dir = MovDir[x][y];
4252 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4253 Moving2Blocked(x, y, &newx, &newy);
4255 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4259 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4260 Moving2Blocked(x, y, &newx, &newy);
4262 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4265 MovDir[x][y] = old_move_dir;
4269 else /* (element == EL_SATELLITE) */
4275 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4277 boolean first_horiz = RND(2);
4278 int new_move_dir = MovDir[x][y];
4281 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4282 Moving2Blocked(x, y, &newx, &newy);
4284 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4288 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4289 Moving2Blocked(x, y, &newx, &newy);
4291 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4294 MovDir[x][y] = old_move_dir;
4299 else if (move_pattern == MV_TURNING_LEFT ||
4300 move_pattern == MV_TURNING_RIGHT ||
4301 move_pattern == MV_TURNING_LEFT_RIGHT ||
4302 move_pattern == MV_TURNING_RIGHT_LEFT ||
4303 move_pattern == MV_TURNING_RANDOM ||
4304 move_pattern == MV_ALL_DIRECTIONS)
4306 boolean can_turn_left =
4307 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4308 boolean can_turn_right =
4309 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4311 if (element_info[element].move_stepsize == 0) /* "not moving" */
4314 if (move_pattern == MV_TURNING_LEFT)
4315 MovDir[x][y] = left_dir;
4316 else if (move_pattern == MV_TURNING_RIGHT)
4317 MovDir[x][y] = right_dir;
4318 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4319 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4320 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4321 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4322 else if (move_pattern == MV_TURNING_RANDOM)
4323 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4324 can_turn_right && !can_turn_left ? right_dir :
4325 RND(2) ? left_dir : right_dir);
4326 else if (can_turn_left && can_turn_right)
4327 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4328 else if (can_turn_left)
4329 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4330 else if (can_turn_right)
4331 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4333 MovDir[x][y] = back_dir;
4335 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4337 else if (move_pattern == MV_HORIZONTAL ||
4338 move_pattern == MV_VERTICAL)
4340 if (move_pattern & old_move_dir)
4341 MovDir[x][y] = back_dir;
4342 else if (move_pattern == MV_HORIZONTAL)
4343 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4344 else if (move_pattern == MV_VERTICAL)
4345 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4347 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4349 else if (move_pattern & MV_ANY_DIRECTION)
4351 MovDir[x][y] = move_pattern;
4352 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4354 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4356 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4357 MovDir[x][y] = left_dir;
4358 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4359 MovDir[x][y] = right_dir;
4361 if (MovDir[x][y] != old_move_dir)
4362 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4364 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4366 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4367 MovDir[x][y] = right_dir;
4368 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4369 MovDir[x][y] = left_dir;
4371 if (MovDir[x][y] != old_move_dir)
4372 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4374 else if (move_pattern == MV_TOWARDS_PLAYER ||
4375 move_pattern == MV_AWAY_FROM_PLAYER)
4377 int attr_x = -1, attr_y = -1;
4379 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4390 for (i = 0; i < MAX_PLAYERS; i++)
4392 struct PlayerInfo *player = &stored_player[i];
4393 int jx = player->jx, jy = player->jy;
4395 if (!player->active)
4399 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4407 MovDir[x][y] = MV_NO_MOVING;
4409 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4410 else if (attr_x > x)
4411 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4413 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4414 else if (attr_y > y)
4415 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4417 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4419 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4421 boolean first_horiz = RND(2);
4422 int new_move_dir = MovDir[x][y];
4424 if (element_info[element].move_stepsize == 0) /* "not moving" */
4426 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4427 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4433 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4434 Moving2Blocked(x, y, &newx, &newy);
4436 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4440 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4441 Moving2Blocked(x, y, &newx, &newy);
4443 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4446 MovDir[x][y] = old_move_dir;
4449 else if (move_pattern == MV_WHEN_PUSHED ||
4450 move_pattern == MV_WHEN_DROPPED)
4452 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4453 MovDir[x][y] = MV_NO_MOVING;
4457 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4459 static int test_xy[7][2] =
4469 static int test_dir[7] =
4479 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4480 int move_preference = -1000000; /* start with very low preference */
4481 int new_move_dir = MV_NO_MOVING;
4482 int start_test = RND(4);
4485 for (i = 0; i < NUM_DIRECTIONS; i++)
4487 int move_dir = test_dir[start_test + i];
4488 int move_dir_preference;
4490 xx = x + test_xy[start_test + i][0];
4491 yy = y + test_xy[start_test + i][1];
4493 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4494 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4496 new_move_dir = move_dir;
4501 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4504 move_dir_preference = -1 * RunnerVisit[xx][yy];
4505 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4506 move_dir_preference = PlayerVisit[xx][yy];
4508 if (move_dir_preference > move_preference)
4510 /* prefer field that has not been visited for the longest time */
4511 move_preference = move_dir_preference;
4512 new_move_dir = move_dir;
4514 else if (move_dir_preference == move_preference &&
4515 move_dir == old_move_dir)
4517 /* prefer last direction when all directions are preferred equally */
4518 move_preference = move_dir_preference;
4519 new_move_dir = move_dir;
4523 MovDir[x][y] = new_move_dir;
4524 if (old_move_dir != new_move_dir)
4525 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4529 static void TurnRound(int x, int y)
4531 int direction = MovDir[x][y];
4535 GfxDir[x][y] = MovDir[x][y];
4537 if (direction != MovDir[x][y])
4541 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4544 static boolean JustBeingPushed(int x, int y)
4548 for (i = 0; i < MAX_PLAYERS; i++)
4550 struct PlayerInfo *player = &stored_player[i];
4552 if (player->active && player->is_pushing && player->MovPos)
4554 int next_jx = player->jx + (player->jx - player->last_jx);
4555 int next_jy = player->jy + (player->jy - player->last_jy);
4557 if (x == next_jx && y == next_jy)
4565 void StartMoving(int x, int y)
4567 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4568 int element = Feld[x][y];
4573 if (MovDelay[x][y] == 0)
4574 GfxAction[x][y] = ACTION_DEFAULT;
4576 if (CAN_FALL(element) && y < lev_fieldy - 1)
4578 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4579 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4580 if (JustBeingPushed(x, y))
4583 if (element == EL_QUICKSAND_FULL)
4585 if (IS_FREE(x, y + 1))
4587 InitMovingField(x, y, MV_DOWN);
4588 started_moving = TRUE;
4590 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4591 Store[x][y] = EL_ROCK;
4593 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4595 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4597 if (!MovDelay[x][y])
4598 MovDelay[x][y] = TILEY + 1;
4607 Feld[x][y] = EL_QUICKSAND_EMPTY;
4608 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4609 Store[x][y + 1] = Store[x][y];
4612 PlayLevelSoundAction(x, y, ACTION_FILLING);
4615 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4616 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4618 InitMovingField(x, y, MV_DOWN);
4619 started_moving = TRUE;
4621 Feld[x][y] = EL_QUICKSAND_FILLING;
4622 Store[x][y] = element;
4624 PlayLevelSoundAction(x, y, ACTION_FILLING);
4626 else if (element == EL_MAGIC_WALL_FULL)
4628 if (IS_FREE(x, y + 1))
4630 InitMovingField(x, y, MV_DOWN);
4631 started_moving = TRUE;
4633 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4634 Store[x][y] = EL_CHANGED(Store[x][y]);
4636 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4638 if (!MovDelay[x][y])
4639 MovDelay[x][y] = TILEY/4 + 1;
4648 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4649 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4650 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4654 else if (element == EL_BD_MAGIC_WALL_FULL)
4656 if (IS_FREE(x, y + 1))
4658 InitMovingField(x, y, MV_DOWN);
4659 started_moving = TRUE;
4661 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4662 Store[x][y] = EL_CHANGED2(Store[x][y]);
4664 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4666 if (!MovDelay[x][y])
4667 MovDelay[x][y] = TILEY/4 + 1;
4676 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4677 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4678 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4682 else if (CAN_PASS_MAGIC_WALL(element) &&
4683 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4684 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4686 InitMovingField(x, y, MV_DOWN);
4687 started_moving = TRUE;
4690 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4691 EL_BD_MAGIC_WALL_FILLING);
4692 Store[x][y] = element;
4694 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4696 SplashAcid(x, y + 1);
4698 InitMovingField(x, y, MV_DOWN);
4699 started_moving = TRUE;
4701 Store[x][y] = EL_ACID;
4703 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4704 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4706 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4707 CAN_FALL(element) && WasJustFalling[x][y] &&
4708 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4710 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4711 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4712 (Feld[x][y + 1] == EL_BLOCKED)))
4714 /* this is needed for a special case not covered by calling "Impact()"
4715 from "ContinueMoving()": if an element moves to a tile directly below
4716 another element which was just falling on that tile (which was empty
4717 in the previous frame), the falling element above would just stop
4718 instead of smashing the element below (in previous version, the above
4719 element was just checked for "moving" instead of "falling", resulting
4720 in incorrect smashes caused by horizontal movement of the above
4721 element; also, the case of the player being the element to smash was
4722 simply not covered here... :-/ ) */
4724 CheckCollision[x][y] = 0;
4728 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4730 if (MovDir[x][y] == MV_NO_MOVING)
4732 InitMovingField(x, y, MV_DOWN);
4733 started_moving = TRUE;
4736 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4738 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4739 MovDir[x][y] = MV_DOWN;
4741 InitMovingField(x, y, MV_DOWN);
4742 started_moving = TRUE;
4744 else if (element == EL_AMOEBA_DROP)
4746 Feld[x][y] = EL_AMOEBA_GROWING;
4747 Store[x][y] = EL_AMOEBA_WET;
4749 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4750 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4751 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4752 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4754 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4755 (IS_FREE(x - 1, y + 1) ||
4756 Feld[x - 1][y + 1] == EL_ACID));
4757 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4758 (IS_FREE(x + 1, y + 1) ||
4759 Feld[x + 1][y + 1] == EL_ACID));
4760 boolean can_fall_any = (can_fall_left || can_fall_right);
4761 boolean can_fall_both = (can_fall_left && can_fall_right);
4763 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4765 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4767 if (slippery_type == SLIPPERY_ONLY_LEFT)
4768 can_fall_right = FALSE;
4769 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4770 can_fall_left = FALSE;
4771 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4772 can_fall_right = FALSE;
4773 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4774 can_fall_left = FALSE;
4776 can_fall_any = (can_fall_left || can_fall_right);
4777 can_fall_both = (can_fall_left && can_fall_right);
4780 #if USE_NEW_SP_SLIPPERY
4781 /* !!! better use the same properties as for custom elements here !!! */
4782 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4783 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4785 can_fall_right = FALSE; /* slip down on left side */
4786 can_fall_both = FALSE;
4792 if (game.emulation == EMU_BOULDERDASH ||
4793 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4794 can_fall_right = FALSE; /* slip down on left side */
4796 can_fall_left = !(can_fall_right = RND(2));
4798 can_fall_both = FALSE;
4803 /* if not determined otherwise, prefer left side for slipping down */
4804 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4805 started_moving = TRUE;
4809 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4811 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4814 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4815 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4816 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4817 int belt_dir = game.belt_dir[belt_nr];
4819 if ((belt_dir == MV_LEFT && left_is_free) ||
4820 (belt_dir == MV_RIGHT && right_is_free))
4822 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4824 InitMovingField(x, y, belt_dir);
4825 started_moving = TRUE;
4827 Pushed[x][y] = TRUE;
4828 Pushed[nextx][y] = TRUE;
4830 GfxAction[x][y] = ACTION_DEFAULT;
4834 MovDir[x][y] = 0; /* if element was moving, stop it */
4839 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4841 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4843 if (CAN_MOVE(element) && !started_moving)
4846 int move_pattern = element_info[element].move_pattern;
4851 if (MovDir[x][y] == MV_NO_MOVING)
4853 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4854 x, y, element, element_info[element].token_name);
4855 printf("StartMoving(): This should never happen!\n");
4860 Moving2Blocked(x, y, &newx, &newy);
4862 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4865 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4866 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4868 WasJustMoving[x][y] = 0;
4869 CheckCollision[x][y] = 0;
4871 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4873 if (Feld[x][y] != element) /* element has changed */
4877 if (!MovDelay[x][y]) /* start new movement phase */
4879 /* all objects that can change their move direction after each step
4880 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4882 if (element != EL_YAMYAM &&
4883 element != EL_DARK_YAMYAM &&
4884 element != EL_PACMAN &&
4885 !(move_pattern & MV_ANY_DIRECTION) &&
4886 move_pattern != MV_TURNING_LEFT &&
4887 move_pattern != MV_TURNING_RIGHT &&
4888 move_pattern != MV_TURNING_LEFT_RIGHT &&
4889 move_pattern != MV_TURNING_RIGHT_LEFT &&
4890 move_pattern != MV_TURNING_RANDOM)
4894 if (MovDelay[x][y] && (element == EL_BUG ||
4895 element == EL_SPACESHIP ||
4896 element == EL_SP_SNIKSNAK ||
4897 element == EL_SP_ELECTRON ||
4898 element == EL_MOLE))
4899 DrawLevelField(x, y);
4903 if (MovDelay[x][y]) /* wait some time before next movement */
4907 if (element == EL_ROBOT ||
4908 element == EL_YAMYAM ||
4909 element == EL_DARK_YAMYAM)
4911 DrawLevelElementAnimationIfNeeded(x, y, element);
4912 PlayLevelSoundAction(x, y, ACTION_WAITING);
4914 else if (element == EL_SP_ELECTRON)
4915 DrawLevelElementAnimationIfNeeded(x, y, element);
4916 else if (element == EL_DRAGON)
4919 int dir = MovDir[x][y];
4920 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4921 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4922 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4923 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4924 dir == MV_UP ? IMG_FLAMES_1_UP :
4925 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4926 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4928 GfxAction[x][y] = ACTION_ATTACKING;
4930 if (IS_PLAYER(x, y))
4931 DrawPlayerField(x, y);
4933 DrawLevelField(x, y);
4935 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4937 for (i = 1; i <= 3; i++)
4939 int xx = x + i * dx;
4940 int yy = y + i * dy;
4941 int sx = SCREENX(xx);
4942 int sy = SCREENY(yy);
4943 int flame_graphic = graphic + (i - 1);
4945 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4950 int flamed = MovingOrBlocked2Element(xx, yy);
4954 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
4956 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
4957 RemoveMovingField(xx, yy);
4959 RemoveField(xx, yy);
4961 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
4964 RemoveMovingField(xx, yy);
4967 ChangeDelay[xx][yy] = 0;
4969 Feld[xx][yy] = EL_FLAMES;
4971 if (IN_SCR_FIELD(sx, sy))
4973 DrawLevelFieldCrumbledSand(xx, yy);
4974 DrawGraphic(sx, sy, flame_graphic, frame);
4979 if (Feld[xx][yy] == EL_FLAMES)
4980 Feld[xx][yy] = EL_EMPTY;
4981 DrawLevelField(xx, yy);
4986 if (MovDelay[x][y]) /* element still has to wait some time */
4988 PlayLevelSoundAction(x, y, ACTION_WAITING);
4994 /* now make next step */
4996 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4998 if (DONT_COLLIDE_WITH(element) &&
4999 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5000 !PLAYER_ENEMY_PROTECTED(newx, newy))
5002 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5007 else if (CAN_MOVE_INTO_ACID(element) &&
5008 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5009 (MovDir[x][y] == MV_DOWN ||
5010 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5012 SplashAcid(newx, newy);
5013 Store[x][y] = EL_ACID;
5015 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5017 if (Feld[newx][newy] == EL_EXIT_OPEN)
5020 DrawLevelField(x, y);
5022 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5023 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5024 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5026 local_player->friends_still_needed--;
5027 if (!local_player->friends_still_needed &&
5028 !local_player->GameOver && AllPlayersGone)
5029 local_player->LevelSolved = local_player->GameOver = TRUE;
5033 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5035 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5036 DrawLevelField(newx, newy);
5038 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5040 else if (!IS_FREE(newx, newy))
5042 GfxAction[x][y] = ACTION_WAITING;
5044 if (IS_PLAYER(x, y))
5045 DrawPlayerField(x, y);
5047 DrawLevelField(x, y);
5052 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5054 if (IS_FOOD_PIG(Feld[newx][newy]))
5056 if (IS_MOVING(newx, newy))
5057 RemoveMovingField(newx, newy);
5060 Feld[newx][newy] = EL_EMPTY;
5061 DrawLevelField(newx, newy);
5064 PlayLevelSound(x, y, SND_PIG_DIGGING);
5066 else if (!IS_FREE(newx, newy))
5068 if (IS_PLAYER(x, y))
5069 DrawPlayerField(x, y);
5071 DrawLevelField(x, y);
5076 else if (IS_CUSTOM_ELEMENT(element) &&
5077 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5079 int new_element = Feld[newx][newy];
5081 if (!IS_FREE(newx, newy))
5083 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5084 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5087 /* no element can dig solid indestructible elements */
5088 if (IS_INDESTRUCTIBLE(new_element) &&
5089 !IS_DIGGABLE(new_element) &&
5090 !IS_COLLECTIBLE(new_element))
5093 if (AmoebaNr[newx][newy] &&
5094 (new_element == EL_AMOEBA_FULL ||
5095 new_element == EL_BD_AMOEBA ||
5096 new_element == EL_AMOEBA_GROWING))
5098 AmoebaCnt[AmoebaNr[newx][newy]]--;
5099 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5102 if (IS_MOVING(newx, newy))
5103 RemoveMovingField(newx, newy);
5106 RemoveField(newx, newy);
5107 DrawLevelField(newx, newy);
5110 /* if digged element was about to explode, prevent the explosion */
5111 ExplodeField[newx][newy] = EX_TYPE_NONE;
5113 PlayLevelSoundAction(x, y, action);
5116 Store[newx][newy] = EL_EMPTY;
5117 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5119 int move_leave_element = element_info[element].move_leave_element;
5121 /* this makes it possible to leave the removed element again */
5122 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5123 new_element : move_leave_element);
5126 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5128 RunnerVisit[x][y] = FrameCounter;
5129 PlayerVisit[x][y] /= 8; /* expire player visit path */
5132 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5134 if (!IS_FREE(newx, newy))
5136 if (IS_PLAYER(x, y))
5137 DrawPlayerField(x, y);
5139 DrawLevelField(x, y);
5145 boolean wanna_flame = !RND(10);
5146 int dx = newx - x, dy = newy - y;
5147 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5148 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5149 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5150 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5151 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5152 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5155 IS_CLASSIC_ENEMY(element1) ||
5156 IS_CLASSIC_ENEMY(element2)) &&
5157 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5158 element1 != EL_FLAMES && element2 != EL_FLAMES)
5160 ResetGfxAnimation(x, y);
5161 GfxAction[x][y] = ACTION_ATTACKING;
5163 if (IS_PLAYER(x, y))
5164 DrawPlayerField(x, y);
5166 DrawLevelField(x, y);
5168 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5170 MovDelay[x][y] = 50;
5174 RemoveField(newx, newy);
5176 Feld[newx][newy] = EL_FLAMES;
5177 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5180 RemoveField(newx1, newy1);
5182 Feld[newx1][newy1] = EL_FLAMES;
5184 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5187 RemoveField(newx2, newy2);
5189 Feld[newx2][newy2] = EL_FLAMES;
5196 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5197 Feld[newx][newy] == EL_DIAMOND)
5199 if (IS_MOVING(newx, newy))
5200 RemoveMovingField(newx, newy);
5203 Feld[newx][newy] = EL_EMPTY;
5204 DrawLevelField(newx, newy);
5207 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5209 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5210 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5212 if (AmoebaNr[newx][newy])
5214 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5215 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5216 Feld[newx][newy] == EL_BD_AMOEBA)
5217 AmoebaCnt[AmoebaNr[newx][newy]]--;
5222 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5224 RemoveMovingField(newx, newy);
5227 if (IS_MOVING(newx, newy))
5229 RemoveMovingField(newx, newy);
5234 Feld[newx][newy] = EL_EMPTY;
5235 DrawLevelField(newx, newy);
5238 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5240 else if ((element == EL_PACMAN || element == EL_MOLE)
5241 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5243 if (AmoebaNr[newx][newy])
5245 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5246 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5247 Feld[newx][newy] == EL_BD_AMOEBA)
5248 AmoebaCnt[AmoebaNr[newx][newy]]--;
5251 if (element == EL_MOLE)
5253 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5254 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5256 ResetGfxAnimation(x, y);
5257 GfxAction[x][y] = ACTION_DIGGING;
5258 DrawLevelField(x, y);
5260 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5262 return; /* wait for shrinking amoeba */
5264 else /* element == EL_PACMAN */
5266 Feld[newx][newy] = EL_EMPTY;
5267 DrawLevelField(newx, newy);
5268 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5271 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5272 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5273 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5275 /* wait for shrinking amoeba to completely disappear */
5278 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5280 /* object was running against a wall */
5285 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5286 if (move_pattern & MV_ANY_DIRECTION &&
5287 move_pattern == MovDir[x][y])
5289 int blocking_element =
5290 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5292 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5295 element = Feld[x][y]; /* element might have changed */
5299 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5300 DrawLevelElementAnimation(x, y, element);
5302 if (DONT_TOUCH(element))
5303 TestIfBadThingTouchesHero(x, y);
5308 InitMovingField(x, y, MovDir[x][y]);
5310 PlayLevelSoundAction(x, y, ACTION_MOVING);
5314 ContinueMoving(x, y);
5317 /* (emacs is confused here for some reason; this makes it happy again ;-) ) */
5322 void ContinueMoving(int x, int y)
5324 int element = Feld[x][y];
5325 int stored = Store[x][y];
5326 struct ElementInfo *ei = &element_info[element];
5327 int direction = MovDir[x][y];
5328 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5329 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5330 int newx = x + dx, newy = y + dy;
5331 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5332 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5333 boolean last_line = (newy == lev_fieldy - 1);
5335 MovPos[x][y] += getElementMoveStepsize(x, y);
5337 if (pushed_by_player) /* special case: moving object pushed by player */
5338 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5340 if (ABS(MovPos[x][y]) < TILEX)
5342 DrawLevelField(x, y);
5344 return; /* element is still moving */
5347 /* element reached destination field */
5349 Feld[x][y] = EL_EMPTY;
5350 Feld[newx][newy] = element;
5351 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5353 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5355 element = Feld[newx][newy] = EL_ACID;
5357 else if (element == EL_MOLE)
5359 Feld[x][y] = EL_SAND;
5361 DrawLevelFieldCrumbledSandNeighbours(x, y);
5363 else if (element == EL_QUICKSAND_FILLING)
5365 element = Feld[newx][newy] = get_next_element(element);
5366 Store[newx][newy] = Store[x][y];
5368 else if (element == EL_QUICKSAND_EMPTYING)
5370 Feld[x][y] = get_next_element(element);
5371 element = Feld[newx][newy] = Store[x][y];
5373 else if (element == EL_MAGIC_WALL_FILLING)
5375 element = Feld[newx][newy] = get_next_element(element);
5376 if (!game.magic_wall_active)
5377 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5378 Store[newx][newy] = Store[x][y];
5380 else if (element == EL_MAGIC_WALL_EMPTYING)
5382 Feld[x][y] = get_next_element(element);
5383 if (!game.magic_wall_active)
5384 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5385 element = Feld[newx][newy] = Store[x][y];
5387 #if USE_NEW_COLLECT_COUNT
5388 InitField(newx, newy, FALSE);
5391 else if (element == EL_BD_MAGIC_WALL_FILLING)
5393 element = Feld[newx][newy] = get_next_element(element);
5394 if (!game.magic_wall_active)
5395 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5396 Store[newx][newy] = Store[x][y];
5398 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5400 Feld[x][y] = get_next_element(element);
5401 if (!game.magic_wall_active)
5402 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5403 element = Feld[newx][newy] = Store[x][y];
5405 #if USE_NEW_COLLECT_COUNT
5406 InitField(newx, newy, FALSE);
5409 else if (element == EL_AMOEBA_DROPPING)
5411 Feld[x][y] = get_next_element(element);
5412 element = Feld[newx][newy] = Store[x][y];
5414 else if (element == EL_SOKOBAN_OBJECT)
5417 Feld[x][y] = Back[x][y];
5419 if (Back[newx][newy])
5420 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5422 Back[x][y] = Back[newx][newy] = 0;
5425 Store[x][y] = EL_EMPTY;
5430 MovDelay[newx][newy] = 0;
5432 if (CAN_CHANGE(element))
5434 /* copy element change control values to new field */
5435 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5436 ChangePage[newx][newy] = ChangePage[x][y];
5437 Changed[newx][newy] = Changed[x][y];
5438 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5440 #if USE_NEW_COLLECT_COUNT
5441 Count[newx][newy] = Count[x][y];
5445 ChangeDelay[x][y] = 0;
5446 ChangePage[x][y] = -1;
5447 Changed[x][y] = FALSE;
5448 ChangeEvent[x][y] = -1;
5450 #if USE_NEW_COLLECT_COUNT
5454 /* copy animation control values to new field */
5455 GfxFrame[newx][newy] = GfxFrame[x][y];
5456 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5457 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5458 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5460 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5462 /* some elements can leave other elements behind after moving */
5463 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5464 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5465 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5467 int move_leave_element = ei->move_leave_element;
5469 /* this makes it possible to leave the removed element again */
5470 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5471 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5472 move_leave_element = stored;
5474 Feld[x][y] = move_leave_element;
5476 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5477 MovDir[x][y] = direction;
5479 InitField(x, y, FALSE);
5481 if (GFX_CRUMBLED(Feld[x][y]))
5482 DrawLevelFieldCrumbledSandNeighbours(x, y);
5484 if (ELEM_IS_PLAYER(move_leave_element))
5485 RelocatePlayer(x, y, move_leave_element);
5488 /* do this after checking for left-behind element */
5489 ResetGfxAnimation(x, y); /* reset animation values for old field */
5491 if (!CAN_MOVE(element) ||
5492 (CAN_FALL(element) && direction == MV_DOWN &&
5493 (element == EL_SPRING ||
5494 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5495 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5496 GfxDir[x][y] = MovDir[newx][newy] = 0;
5498 DrawLevelField(x, y);
5499 DrawLevelField(newx, newy);
5501 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5503 /* prevent pushed element from moving on in pushed direction */
5504 if (pushed_by_player && CAN_MOVE(element) &&
5505 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5506 !(element_info[element].move_pattern & direction))
5507 TurnRound(newx, newy);
5509 /* prevent elements on conveyor belt from moving on in last direction */
5510 if (pushed_by_conveyor && CAN_FALL(element) &&
5511 direction & MV_HORIZONTAL)
5512 MovDir[newx][newy] = 0;
5514 if (!pushed_by_player)
5516 int nextx = newx + dx, nexty = newy + dy;
5517 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5519 WasJustMoving[newx][newy] = 3;
5521 if (CAN_FALL(element) && direction == MV_DOWN)
5522 WasJustFalling[newx][newy] = 3;
5524 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5525 CheckCollision[newx][newy] = 2;
5528 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5530 TestIfBadThingTouchesHero(newx, newy);
5531 TestIfBadThingTouchesFriend(newx, newy);
5533 if (!IS_CUSTOM_ELEMENT(element))
5534 TestIfBadThingTouchesOtherBadThing(newx, newy);
5536 else if (element == EL_PENGUIN)
5537 TestIfFriendTouchesBadThing(newx, newy);
5539 /* give the player one last chance (one more frame) to move away */
5540 if (CAN_FALL(element) && direction == MV_DOWN &&
5541 (last_line || (!IS_FREE(x, newy + 1) &&
5542 (!IS_PLAYER(x, newy + 1) ||
5543 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5546 if (pushed_by_player && !game.use_change_when_pushing_bug)
5548 int dig_side = MV_DIR_OPPOSITE(direction);
5549 struct PlayerInfo *player = PLAYERINFO(x, y);
5551 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5552 player->index_bit, dig_side);
5553 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5554 player->index_bit, dig_side);
5557 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5559 TestIfElementHitsCustomElement(newx, newy, direction);
5560 TestIfPlayerTouchesCustomElement(newx, newy);
5561 TestIfElementTouchesCustomElement(newx, newy);
5564 int AmoebeNachbarNr(int ax, int ay)
5567 int element = Feld[ax][ay];
5569 static int xy[4][2] =
5577 for (i = 0; i < NUM_DIRECTIONS; i++)
5579 int x = ax + xy[i][0];
5580 int y = ay + xy[i][1];
5582 if (!IN_LEV_FIELD(x, y))
5585 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5586 group_nr = AmoebaNr[x][y];
5592 void AmoebenVereinigen(int ax, int ay)
5594 int i, x, y, xx, yy;
5595 int new_group_nr = AmoebaNr[ax][ay];
5596 static int xy[4][2] =
5604 if (new_group_nr == 0)
5607 for (i = 0; i < NUM_DIRECTIONS; i++)
5612 if (!IN_LEV_FIELD(x, y))
5615 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5616 Feld[x][y] == EL_BD_AMOEBA ||
5617 Feld[x][y] == EL_AMOEBA_DEAD) &&
5618 AmoebaNr[x][y] != new_group_nr)
5620 int old_group_nr = AmoebaNr[x][y];
5622 if (old_group_nr == 0)
5625 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5626 AmoebaCnt[old_group_nr] = 0;
5627 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5628 AmoebaCnt2[old_group_nr] = 0;
5630 for (yy = 0; yy < lev_fieldy; yy++)
5632 for (xx = 0; xx < lev_fieldx; xx++)
5634 if (AmoebaNr[xx][yy] == old_group_nr)
5635 AmoebaNr[xx][yy] = new_group_nr;
5642 void AmoebeUmwandeln(int ax, int ay)
5646 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5648 int group_nr = AmoebaNr[ax][ay];
5653 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5654 printf("AmoebeUmwandeln(): This should never happen!\n");
5659 for (y = 0; y < lev_fieldy; y++)
5661 for (x = 0; x < lev_fieldx; x++)
5663 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5666 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5670 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5671 SND_AMOEBA_TURNING_TO_GEM :
5672 SND_AMOEBA_TURNING_TO_ROCK));
5677 static int xy[4][2] =
5685 for (i = 0; i < NUM_DIRECTIONS; i++)
5690 if (!IN_LEV_FIELD(x, y))
5693 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5695 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5696 SND_AMOEBA_TURNING_TO_GEM :
5697 SND_AMOEBA_TURNING_TO_ROCK));
5704 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5707 int group_nr = AmoebaNr[ax][ay];
5708 boolean done = FALSE;
5713 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5714 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5719 for (y = 0; y < lev_fieldy; y++)
5721 for (x = 0; x < lev_fieldx; x++)
5723 if (AmoebaNr[x][y] == group_nr &&
5724 (Feld[x][y] == EL_AMOEBA_DEAD ||
5725 Feld[x][y] == EL_BD_AMOEBA ||
5726 Feld[x][y] == EL_AMOEBA_GROWING))
5729 Feld[x][y] = new_element;
5730 InitField(x, y, FALSE);
5731 DrawLevelField(x, y);
5738 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5739 SND_BD_AMOEBA_TURNING_TO_ROCK :
5740 SND_BD_AMOEBA_TURNING_TO_GEM));
5743 void AmoebeWaechst(int x, int y)
5745 static unsigned long sound_delay = 0;
5746 static unsigned long sound_delay_value = 0;
5748 if (!MovDelay[x][y]) /* start new growing cycle */
5752 if (DelayReached(&sound_delay, sound_delay_value))
5754 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5755 sound_delay_value = 30;
5759 if (MovDelay[x][y]) /* wait some time before growing bigger */
5762 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5764 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5765 6 - MovDelay[x][y]);
5767 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5770 if (!MovDelay[x][y])
5772 Feld[x][y] = Store[x][y];
5774 DrawLevelField(x, y);
5779 void AmoebaDisappearing(int x, int y)
5781 static unsigned long sound_delay = 0;
5782 static unsigned long sound_delay_value = 0;
5784 if (!MovDelay[x][y]) /* start new shrinking cycle */
5788 if (DelayReached(&sound_delay, sound_delay_value))
5789 sound_delay_value = 30;
5792 if (MovDelay[x][y]) /* wait some time before shrinking */
5795 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5797 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5798 6 - MovDelay[x][y]);
5800 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5803 if (!MovDelay[x][y])
5805 Feld[x][y] = EL_EMPTY;
5806 DrawLevelField(x, y);
5808 /* don't let mole enter this field in this cycle;
5809 (give priority to objects falling to this field from above) */
5815 void AmoebeAbleger(int ax, int ay)
5818 int element = Feld[ax][ay];
5819 int graphic = el2img(element);
5820 int newax = ax, neway = ay;
5821 static int xy[4][2] =
5829 if (!level.amoeba_speed)
5831 Feld[ax][ay] = EL_AMOEBA_DEAD;
5832 DrawLevelField(ax, ay);
5836 if (IS_ANIMATED(graphic))
5837 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5839 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5840 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5842 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5845 if (MovDelay[ax][ay])
5849 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5852 int x = ax + xy[start][0];
5853 int y = ay + xy[start][1];
5855 if (!IN_LEV_FIELD(x, y))
5858 if (IS_FREE(x, y) ||
5859 CAN_GROW_INTO(Feld[x][y]) ||
5860 Feld[x][y] == EL_QUICKSAND_EMPTY)
5866 if (newax == ax && neway == ay)
5869 else /* normal or "filled" (BD style) amoeba */
5872 boolean waiting_for_player = FALSE;
5874 for (i = 0; i < NUM_DIRECTIONS; i++)
5876 int j = (start + i) % 4;
5877 int x = ax + xy[j][0];
5878 int y = ay + xy[j][1];
5880 if (!IN_LEV_FIELD(x, y))
5883 if (IS_FREE(x, y) ||
5884 CAN_GROW_INTO(Feld[x][y]) ||
5885 Feld[x][y] == EL_QUICKSAND_EMPTY)
5891 else if (IS_PLAYER(x, y))
5892 waiting_for_player = TRUE;
5895 if (newax == ax && neway == ay) /* amoeba cannot grow */
5897 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5899 Feld[ax][ay] = EL_AMOEBA_DEAD;
5900 DrawLevelField(ax, ay);
5901 AmoebaCnt[AmoebaNr[ax][ay]]--;
5903 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5905 if (element == EL_AMOEBA_FULL)
5906 AmoebeUmwandeln(ax, ay);
5907 else if (element == EL_BD_AMOEBA)
5908 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5913 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5915 /* amoeba gets larger by growing in some direction */
5917 int new_group_nr = AmoebaNr[ax][ay];
5920 if (new_group_nr == 0)
5922 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5923 printf("AmoebeAbleger(): This should never happen!\n");
5928 AmoebaNr[newax][neway] = new_group_nr;
5929 AmoebaCnt[new_group_nr]++;
5930 AmoebaCnt2[new_group_nr]++;
5932 /* if amoeba touches other amoeba(s) after growing, unify them */
5933 AmoebenVereinigen(newax, neway);
5935 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
5937 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
5943 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
5944 (neway == lev_fieldy - 1 && newax != ax))
5946 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
5947 Store[newax][neway] = element;
5949 else if (neway == ay)
5951 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
5953 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
5957 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
5958 Feld[ax][ay] = EL_AMOEBA_DROPPING;
5959 Store[ax][ay] = EL_AMOEBA_DROP;
5960 ContinueMoving(ax, ay);
5964 DrawLevelField(newax, neway);
5967 void Life(int ax, int ay)
5970 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
5972 int element = Feld[ax][ay];
5973 int graphic = el2img(element);
5974 boolean changed = FALSE;
5976 if (IS_ANIMATED(graphic))
5977 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5982 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5983 MovDelay[ax][ay] = life_time;
5985 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5988 if (MovDelay[ax][ay])
5992 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
5994 int xx = ax+x1, yy = ay+y1;
5997 if (!IN_LEV_FIELD(xx, yy))
6000 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6002 int x = xx+x2, y = yy+y2;
6004 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6007 if (((Feld[x][y] == element ||
6008 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6010 (IS_FREE(x, y) && Stop[x][y]))
6014 if (xx == ax && yy == ay) /* field in the middle */
6016 if (nachbarn < life[0] || nachbarn > life[1])
6018 Feld[xx][yy] = EL_EMPTY;
6020 DrawLevelField(xx, yy);
6021 Stop[xx][yy] = TRUE;
6025 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6026 { /* free border field */
6027 if (nachbarn >= life[2] && nachbarn <= life[3])
6029 Feld[xx][yy] = element;
6030 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6032 DrawLevelField(xx, yy);
6033 Stop[xx][yy] = TRUE;
6040 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6041 SND_GAME_OF_LIFE_GROWING);
6044 static void InitRobotWheel(int x, int y)
6046 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6049 static void RunRobotWheel(int x, int y)
6051 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6054 static void StopRobotWheel(int x, int y)
6056 if (ZX == x && ZY == y)
6060 static void InitTimegateWheel(int x, int y)
6062 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6065 static void RunTimegateWheel(int x, int y)
6067 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6070 void CheckExit(int x, int y)
6072 if (local_player->gems_still_needed > 0 ||
6073 local_player->sokobanfields_still_needed > 0 ||
6074 local_player->lights_still_needed > 0)
6076 int element = Feld[x][y];
6077 int graphic = el2img(element);
6079 if (IS_ANIMATED(graphic))
6080 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6085 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6088 Feld[x][y] = EL_EXIT_OPENING;
6090 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6093 void CheckExitSP(int x, int y)
6095 if (local_player->gems_still_needed > 0)
6097 int element = Feld[x][y];
6098 int graphic = el2img(element);
6100 if (IS_ANIMATED(graphic))
6101 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6106 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6109 Feld[x][y] = EL_SP_EXIT_OPENING;
6111 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6114 static void CloseAllOpenTimegates()
6118 for (y = 0; y < lev_fieldy; y++)
6120 for (x = 0; x < lev_fieldx; x++)
6122 int element = Feld[x][y];
6124 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6126 Feld[x][y] = EL_TIMEGATE_CLOSING;
6128 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6134 void EdelsteinFunkeln(int x, int y)
6136 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6139 if (Feld[x][y] == EL_BD_DIAMOND)
6142 if (MovDelay[x][y] == 0) /* next animation frame */
6143 MovDelay[x][y] = 11 * !SimpleRND(500);
6145 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6149 if (setup.direct_draw && MovDelay[x][y])
6150 SetDrawtoField(DRAW_BUFFERED);
6152 DrawLevelElementAnimation(x, y, Feld[x][y]);
6154 if (MovDelay[x][y] != 0)
6156 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6157 10 - MovDelay[x][y]);
6159 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6161 if (setup.direct_draw)
6165 dest_x = FX + SCREENX(x) * TILEX;
6166 dest_y = FY + SCREENY(y) * TILEY;
6168 BlitBitmap(drawto_field, window,
6169 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6170 SetDrawtoField(DRAW_DIRECT);
6176 void MauerWaechst(int x, int y)
6180 if (!MovDelay[x][y]) /* next animation frame */
6181 MovDelay[x][y] = 3 * delay;
6183 if (MovDelay[x][y]) /* wait some time before next frame */
6187 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6189 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6190 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6192 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6195 if (!MovDelay[x][y])
6197 if (MovDir[x][y] == MV_LEFT)
6199 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6200 DrawLevelField(x - 1, y);
6202 else if (MovDir[x][y] == MV_RIGHT)
6204 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6205 DrawLevelField(x + 1, y);
6207 else if (MovDir[x][y] == MV_UP)
6209 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6210 DrawLevelField(x, y - 1);
6214 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6215 DrawLevelField(x, y + 1);
6218 Feld[x][y] = Store[x][y];
6220 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6221 DrawLevelField(x, y);
6226 void MauerAbleger(int ax, int ay)
6228 int element = Feld[ax][ay];
6229 int graphic = el2img(element);
6230 boolean oben_frei = FALSE, unten_frei = FALSE;
6231 boolean links_frei = FALSE, rechts_frei = FALSE;
6232 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6233 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6234 boolean new_wall = FALSE;
6236 if (IS_ANIMATED(graphic))
6237 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6239 if (!MovDelay[ax][ay]) /* start building new wall */
6240 MovDelay[ax][ay] = 6;
6242 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6245 if (MovDelay[ax][ay])
6249 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6251 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6253 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6255 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6258 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6259 element == EL_EXPANDABLE_WALL_ANY)
6263 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6264 Store[ax][ay-1] = element;
6265 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6266 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6267 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6268 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6273 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6274 Store[ax][ay+1] = element;
6275 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6276 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6277 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6278 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6283 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6284 element == EL_EXPANDABLE_WALL_ANY ||
6285 element == EL_EXPANDABLE_WALL)
6289 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6290 Store[ax-1][ay] = element;
6291 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6292 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6293 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6294 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6300 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6301 Store[ax+1][ay] = element;
6302 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6303 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6304 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6305 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6310 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6311 DrawLevelField(ax, ay);
6313 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6315 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6316 unten_massiv = TRUE;
6317 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6318 links_massiv = TRUE;
6319 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6320 rechts_massiv = TRUE;
6322 if (((oben_massiv && unten_massiv) ||
6323 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6324 element == EL_EXPANDABLE_WALL) &&
6325 ((links_massiv && rechts_massiv) ||
6326 element == EL_EXPANDABLE_WALL_VERTICAL))
6327 Feld[ax][ay] = EL_WALL;
6330 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6333 void CheckForDragon(int x, int y)
6336 boolean dragon_found = FALSE;
6337 static int xy[4][2] =
6345 for (i = 0; i < NUM_DIRECTIONS; i++)
6347 for (j = 0; j < 4; j++)
6349 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6351 if (IN_LEV_FIELD(xx, yy) &&
6352 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6354 if (Feld[xx][yy] == EL_DRAGON)
6355 dragon_found = TRUE;
6364 for (i = 0; i < NUM_DIRECTIONS; i++)
6366 for (j = 0; j < 3; j++)
6368 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6370 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6372 Feld[xx][yy] = EL_EMPTY;
6373 DrawLevelField(xx, yy);
6382 static void InitBuggyBase(int x, int y)
6384 int element = Feld[x][y];
6385 int activating_delay = FRAMES_PER_SECOND / 4;
6388 (element == EL_SP_BUGGY_BASE ?
6389 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6390 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6392 element == EL_SP_BUGGY_BASE_ACTIVE ?
6393 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6396 static void WarnBuggyBase(int x, int y)
6399 static int xy[4][2] =
6407 for (i = 0; i < NUM_DIRECTIONS; i++)
6409 int xx = x + xy[i][0], yy = y + xy[i][1];
6411 if (IS_PLAYER(xx, yy))
6413 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6420 static void InitTrap(int x, int y)
6422 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6425 static void ActivateTrap(int x, int y)
6427 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6430 static void ChangeActiveTrap(int x, int y)
6432 int graphic = IMG_TRAP_ACTIVE;
6434 /* if new animation frame was drawn, correct crumbled sand border */
6435 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6436 DrawLevelFieldCrumbledSand(x, y);
6439 static int getSpecialActionElement(int element, int number, int base_element)
6441 return (element != EL_EMPTY ? element :
6442 number != -1 ? base_element + number - 1 :
6446 static int getModifiedActionNumber(int value_old, int operator, int operand,
6447 int value_min, int value_max)
6449 int value_new = (operator == CA_MODE_ADD ? value_old + operand :
6450 operator == CA_MODE_SUBTRACT ? value_old - operand :
6451 operator == CA_MODE_MULTIPLY ? value_old * operand :
6452 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6453 operator == CA_MODE_SET ? operand :
6456 return (value_new < value_min ? value_min :
6457 value_new > value_max ? value_max :
6461 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6463 struct ElementInfo *ei = &element_info[element];
6464 struct ElementChangeInfo *change = &ei->change_page[page];
6465 int action_type = change->action_type;
6466 int action_mode = change->action_mode;
6467 int action_arg = change->action_arg;
6470 if (!change->has_action)
6473 /* ---------- determine action paramater values ---------- */
6475 int action_arg_element =
6476 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6477 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6478 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6481 int action_arg_number_min =
6482 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6485 int action_arg_number_max =
6486 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6487 action_type == CA_SET_GEMS ? 999 :
6488 action_type == CA_SET_TIME ? 9999 :
6489 action_type == CA_SET_SCORE ? 99999 :
6490 action_type == CA_SET_CE_SCORE ? 9999 :
6491 action_type == CA_SET_CE_COUNT ? 9999 :
6494 int action_arg_number_reset =
6495 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6496 action_type == CA_SET_GEMS ? level.gems_needed :
6497 action_type == CA_SET_TIME ? level.time :
6498 action_type == CA_SET_SCORE ? 0 :
6499 action_type == CA_SET_CE_SCORE ? 0 :
6500 action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
6503 int action_arg_number_normal =
6504 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
6505 action_arg_number_reset);
6507 int action_arg_number =
6508 (action_arg <= CA_ARG_MAX ? action_arg :
6509 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6510 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6511 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6512 action_arg == CA_ARG_NUMBER_NORMAL ? action_arg_number_normal :
6513 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6514 #if USE_NEW_COLLECT_COUNT
6515 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6517 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
6519 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6522 int action_arg_number_old =
6523 (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
6524 action_type == CA_SET_TIME ? TimeLeft :
6525 action_type == CA_SET_SCORE ? local_player->score :
6526 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6527 action_type == CA_SET_CE_COUNT ? Count[x][y] :
6530 int action_arg_number_new =
6531 getModifiedActionNumber(action_arg_number_old,
6532 action_mode, action_arg_number,
6533 action_arg_number_min, action_arg_number_max);
6535 /* (for explicit player choice, set invalid value to "no player") */
6536 int action_arg_player_bits =
6537 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
6538 action_arg >= CA_ARG_PLAYER_1 &&
6539 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6540 action_arg >= CA_ARG_1 &&
6541 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
6542 action_arg_element >= EL_PLAYER_1 &&
6543 action_arg_element <= EL_PLAYER_4 ?
6544 (1 << (action_arg_element - EL_PLAYER_1)) :
6547 /* (for implicit player choice, set invalid value to "all players") */
6548 int trigger_player_bits =
6549 (change->actual_trigger_player >= EL_PLAYER_1 &&
6550 change->actual_trigger_player <= EL_PLAYER_4 ?
6551 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6554 /* ---------- execute action ---------- */
6563 case CA_EXIT_PLAYER:
6565 for (i = 0; i < MAX_PLAYERS; i++)
6566 if (action_arg_player_bits & (1 << i))
6567 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6572 case CA_KILL_PLAYER:
6574 for (i = 0; i < MAX_PLAYERS; i++)
6575 if (action_arg_player_bits & (1 << i))
6576 KillHero(&stored_player[i]);
6581 case CA_RESTART_LEVEL:
6583 game.restart_level = TRUE;
6588 case CA_SHOW_ENVELOPE:
6590 int element = getSpecialActionElement(action_arg_element,
6591 action_arg_number, EL_ENVELOPE_1);
6593 if (IS_ENVELOPE(element))
6594 local_player->show_envelope = element;
6601 int element = getSpecialActionElement(action_arg_element,
6602 action_arg_number, EL_KEY_1);
6604 if (IS_KEY(element))
6606 for (i = 0; i < MAX_PLAYERS; i++)
6608 if (trigger_player_bits & (1 << i))
6610 stored_player[i].key[KEY_NR(element)] = TRUE;
6612 DrawGameValue_Keys(stored_player[i].key);
6614 redraw_mask |= REDRAW_DOOR_1;
6624 int element = getSpecialActionElement(action_arg_element,
6625 action_arg_number, EL_KEY_1);
6627 if (IS_KEY(element))
6629 for (i = 0; i < MAX_PLAYERS; i++)
6631 if (trigger_player_bits & (1 << i))
6633 stored_player[i].key[KEY_NR(element)] = FALSE;
6635 DrawGameValue_Keys(stored_player[i].key);
6637 redraw_mask |= REDRAW_DOOR_1;
6645 case CA_SET_PLAYER_SPEED:
6647 for (i = 0; i < MAX_PLAYERS; i++)
6649 if (trigger_player_bits & (1 << i))
6651 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6654 getModifiedActionNumber(move_stepsize,
6657 action_arg_number_min,
6658 action_arg_number_max);
6660 /* make sure that value is power of 2 */
6661 move_stepsize = (1 << log_2(move_stepsize));
6663 stored_player[i].move_delay_value = TILEX / move_stepsize;
6666 printf("::: move_delay_value == %d\n",
6667 stored_player[i].move_delay_value);
6677 local_player->gems_still_needed = action_arg_number_new;
6679 DrawGameValue_Emeralds(local_player->gems_still_needed);
6686 if (level.time > 0) /* only modify limited time value */
6688 TimeLeft = action_arg_number_new;
6690 DrawGameValue_Time(TimeLeft);
6692 if (!TimeLeft && setup.time_limit)
6693 for (i = 0; i < MAX_PLAYERS; i++)
6694 KillHero(&stored_player[i]);
6702 local_player->score = action_arg_number_new;
6704 DrawGameValue_Score(local_player->score);
6709 case CA_SET_CE_SCORE:
6711 ei->collect_score = action_arg_number_new;
6716 case CA_SET_CE_COUNT:
6718 #if USE_NEW_COLLECT_COUNT
6719 int count_last = Count[x][y];
6721 Count[x][y] = action_arg_number_new;
6724 printf("::: Count == %d\n", Count[x][y]);
6727 if (Count[x][y] == 0 && count_last > 0)
6730 printf("::: CE_COUNT_AT_ZERO\n");
6733 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6734 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6741 case CA_SET_DYNABOMB_NUMBER:
6743 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6748 case CA_SET_DYNABOMB_SIZE:
6750 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6755 case CA_SET_DYNABOMB_POWER:
6757 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6762 case CA_TOGGLE_PLAYER_GRAVITY:
6764 game.gravity = !game.gravity;
6769 case CA_ENABLE_PLAYER_GRAVITY:
6771 game.gravity = TRUE;
6776 case CA_DISABLE_PLAYER_GRAVITY:
6778 game.gravity = FALSE;
6788 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6789 int x, int y, int target_element)
6791 int previous_move_direction = MovDir[x][y];
6792 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6793 IS_WALKABLE(Feld[x][y]));
6795 /* check if element under player changes from accessible to unaccessible
6796 (needed for special case of dropping element which then changes) */
6797 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6798 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6806 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6807 RemoveMovingField(x, y);
6811 Feld[x][y] = target_element;
6813 ResetGfxAnimation(x, y);
6814 ResetRandomAnimationValue(x, y);
6816 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6817 MovDir[x][y] = previous_move_direction;
6819 InitField_WithBug1(x, y, FALSE);
6821 DrawLevelField(x, y);
6823 if (GFX_CRUMBLED(Feld[x][y]))
6824 DrawLevelFieldCrumbledSandNeighbours(x, y);
6827 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6828 if (ELEM_IS_PLAYER(target_element))
6829 RelocatePlayer(x, y, target_element);
6832 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6834 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6837 TestIfBadThingTouchesHero(x, y);
6838 TestIfPlayerTouchesCustomElement(x, y);
6839 TestIfElementTouchesCustomElement(x, y);
6842 static boolean ChangeElementNow(int x, int y, int element, int page)
6844 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6846 int old_element = Feld[x][y];
6848 /* always use default change event to prevent running into a loop */
6849 if (ChangeEvent[x][y] == -1)
6850 ChangeEvent[x][y] = CE_DELAY;
6852 if (ChangeEvent[x][y] == CE_DELAY)
6854 /* reset actual trigger element, trigger player and action element */
6855 change->actual_trigger_element = EL_EMPTY;
6856 change->actual_trigger_player = EL_PLAYER_1;
6860 /* do not change any elements that have already changed in this frame */
6864 /* do not change already changed elements with same change event */
6865 if (Changed[x][y] & ChangeEvent[x][y])
6870 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6872 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6875 if (change->explode)
6882 if (change->use_target_content)
6884 boolean complete_replace = TRUE;
6885 boolean can_replace[3][3];
6888 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6891 boolean is_walkable;
6892 boolean is_diggable;
6893 boolean is_collectible;
6894 boolean is_removable;
6895 boolean is_destructible;
6896 int ex = x + xx - 1;
6897 int ey = y + yy - 1;
6898 int content_element = change->target_content[xx][yy];
6901 can_replace[xx][yy] = TRUE;
6903 if (ex == x && ey == y) /* do not check changing element itself */
6906 if (content_element == EL_EMPTY_SPACE)
6908 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6913 if (!IN_LEV_FIELD(ex, ey))
6915 can_replace[xx][yy] = FALSE;
6916 complete_replace = FALSE;
6923 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6924 e = MovingOrBlocked2Element(ex, ey);
6926 is_empty = (IS_FREE(ex, ey) ||
6927 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
6929 is_walkable = (is_empty || IS_WALKABLE(e));
6930 is_diggable = (is_empty || IS_DIGGABLE(e));
6931 is_collectible = (is_empty || IS_COLLECTIBLE(e));
6932 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
6933 is_removable = (is_diggable || is_collectible);
6935 can_replace[xx][yy] =
6936 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
6937 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
6938 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
6939 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
6940 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
6941 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
6942 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
6944 if (!can_replace[xx][yy])
6945 complete_replace = FALSE;
6948 if (!change->only_if_complete || complete_replace)
6950 boolean something_has_changed = FALSE;
6952 if (change->only_if_complete && change->use_random_replace &&
6953 RND(100) < change->random_percentage)
6956 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6958 int ex = x + xx - 1;
6959 int ey = y + yy - 1;
6960 int content_element;
6962 if (can_replace[xx][yy] && (!change->use_random_replace ||
6963 RND(100) < change->random_percentage))
6965 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6966 RemoveMovingField(ex, ey);
6968 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6970 content_element = change->target_content[xx][yy];
6971 target_element = GET_TARGET_ELEMENT(content_element, change);
6973 ChangeElementNowExt(change, ex, ey, target_element);
6975 something_has_changed = TRUE;
6977 /* for symmetry reasons, freeze newly created border elements */
6978 if (ex != x || ey != y)
6979 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6983 if (something_has_changed)
6984 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6989 target_element = GET_TARGET_ELEMENT(change->target_element, change);
6991 ChangeElementNowExt(change, x, y, target_element);
6993 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6996 /* this uses direct change before indirect change */
6997 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
7002 static void ChangeElement(int x, int y, int page)
7004 int element = MovingOrBlocked2Element(x, y);
7005 struct ElementInfo *ei = &element_info[element];
7006 struct ElementChangeInfo *change = &ei->change_page[page];
7009 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7012 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7013 x, y, element, element_info[element].token_name);
7014 printf("ChangeElement(): This should never happen!\n");
7019 /* this can happen with classic bombs on walkable, changing elements */
7020 if (!CAN_CHANGE(element))
7023 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7024 ChangeDelay[x][y] = 0;
7030 if (ChangeDelay[x][y] == 0) /* initialize element change */
7032 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7034 ResetGfxAnimation(x, y);
7035 ResetRandomAnimationValue(x, y);
7037 if (change->pre_change_function)
7038 change->pre_change_function(x, y);
7041 ChangeDelay[x][y]--;
7043 if (ChangeDelay[x][y] != 0) /* continue element change */
7045 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7047 if (IS_ANIMATED(graphic))
7048 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7050 if (change->change_function)
7051 change->change_function(x, y);
7053 else /* finish element change */
7055 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7057 page = ChangePage[x][y];
7058 ChangePage[x][y] = -1;
7060 change = &ei->change_page[page];
7063 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7065 ChangeDelay[x][y] = 1; /* try change after next move step */
7066 ChangePage[x][y] = page; /* remember page to use for change */
7071 if (ChangeElementNow(x, y, element, page))
7073 if (change->post_change_function)
7074 change->post_change_function(x, y);
7079 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7085 boolean change_done_any = FALSE;
7086 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7089 if (!(trigger_events[trigger_element][trigger_event]))
7092 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7094 int element = EL_CUSTOM_START + i;
7095 boolean change_done = FALSE;
7098 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7099 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7102 for (p = 0; p < element_info[element].num_change_pages; p++)
7104 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7106 if (change->can_change_or_has_action &&
7107 change->has_event[trigger_event] &&
7108 change->trigger_side & trigger_side &&
7109 change->trigger_player & trigger_player &&
7110 change->trigger_page & trigger_page_bits &&
7111 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7113 change->actual_trigger_element = trigger_element;
7114 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7116 if ((change->can_change && !change_done) || change->has_action)
7120 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7122 if (Feld[x][y] == element)
7124 if (change->can_change && !change_done)
7126 ChangeDelay[x][y] = 1;
7127 ChangeEvent[x][y] = trigger_event;
7128 ChangeElement(x, y, p);
7131 if (change->has_action)
7132 ExecuteCustomElementAction(x, y, element, p);
7136 if (change->can_change)
7139 change_done_any = TRUE;
7146 return change_done_any;
7149 static boolean CheckElementChangeExt(int x, int y,
7151 int trigger_element,
7156 boolean change_done = FALSE;
7159 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7160 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7163 if (Feld[x][y] == EL_BLOCKED)
7165 Blocked2Moving(x, y, &x, &y);
7166 element = Feld[x][y];
7169 if (Feld[x][y] != element) /* check if element has already changed */
7172 for (p = 0; p < element_info[element].num_change_pages; p++)
7174 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7176 boolean check_trigger_element =
7177 (trigger_event == CE_TOUCHING_X ||
7178 trigger_event == CE_HITTING_X ||
7179 trigger_event == CE_HIT_BY_X);
7181 if (change->can_change_or_has_action &&
7182 change->has_event[trigger_event] &&
7183 change->trigger_side & trigger_side &&
7184 change->trigger_player & trigger_player &&
7185 (!check_trigger_element ||
7186 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7188 change->actual_trigger_element = trigger_element;
7189 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7191 if (change->can_change && !change_done)
7193 ChangeDelay[x][y] = 1;
7194 ChangeEvent[x][y] = trigger_event;
7195 ChangeElement(x, y, p);
7200 if (change->has_action)
7201 ExecuteCustomElementAction(x, y, element, p);
7208 static void PlayPlayerSound(struct PlayerInfo *player)
7210 int jx = player->jx, jy = player->jy;
7211 int element = player->element_nr;
7212 int last_action = player->last_action_waiting;
7213 int action = player->action_waiting;
7215 if (player->is_waiting)
7217 if (action != last_action)
7218 PlayLevelSoundElementAction(jx, jy, element, action);
7220 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7224 if (action != last_action)
7225 StopSound(element_info[element].sound[last_action]);
7227 if (last_action == ACTION_SLEEPING)
7228 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7232 static void PlayAllPlayersSound()
7236 for (i = 0; i < MAX_PLAYERS; i++)
7237 if (stored_player[i].active)
7238 PlayPlayerSound(&stored_player[i]);
7241 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7243 boolean last_waiting = player->is_waiting;
7244 int move_dir = player->MovDir;
7246 player->last_action_waiting = player->action_waiting;
7250 if (!last_waiting) /* not waiting -> waiting */
7252 player->is_waiting = TRUE;
7254 player->frame_counter_bored =
7256 game.player_boring_delay_fixed +
7257 SimpleRND(game.player_boring_delay_random);
7258 player->frame_counter_sleeping =
7260 game.player_sleeping_delay_fixed +
7261 SimpleRND(game.player_sleeping_delay_random);
7263 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7266 if (game.player_sleeping_delay_fixed +
7267 game.player_sleeping_delay_random > 0 &&
7268 player->anim_delay_counter == 0 &&
7269 player->post_delay_counter == 0 &&
7270 FrameCounter >= player->frame_counter_sleeping)
7271 player->is_sleeping = TRUE;
7272 else if (game.player_boring_delay_fixed +
7273 game.player_boring_delay_random > 0 &&
7274 FrameCounter >= player->frame_counter_bored)
7275 player->is_bored = TRUE;
7277 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7278 player->is_bored ? ACTION_BORING :
7281 if (player->is_sleeping)
7283 if (player->num_special_action_sleeping > 0)
7285 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7287 int last_special_action = player->special_action_sleeping;
7288 int num_special_action = player->num_special_action_sleeping;
7289 int special_action =
7290 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7291 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7292 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7293 last_special_action + 1 : ACTION_SLEEPING);
7294 int special_graphic =
7295 el_act_dir2img(player->element_nr, special_action, move_dir);
7297 player->anim_delay_counter =
7298 graphic_info[special_graphic].anim_delay_fixed +
7299 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7300 player->post_delay_counter =
7301 graphic_info[special_graphic].post_delay_fixed +
7302 SimpleRND(graphic_info[special_graphic].post_delay_random);
7304 player->special_action_sleeping = special_action;
7307 if (player->anim_delay_counter > 0)
7309 player->action_waiting = player->special_action_sleeping;
7310 player->anim_delay_counter--;
7312 else if (player->post_delay_counter > 0)
7314 player->post_delay_counter--;
7318 else if (player->is_bored)
7320 if (player->num_special_action_bored > 0)
7322 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7324 int special_action =
7325 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7326 int special_graphic =
7327 el_act_dir2img(player->element_nr, special_action, move_dir);
7329 player->anim_delay_counter =
7330 graphic_info[special_graphic].anim_delay_fixed +
7331 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7332 player->post_delay_counter =
7333 graphic_info[special_graphic].post_delay_fixed +
7334 SimpleRND(graphic_info[special_graphic].post_delay_random);
7336 player->special_action_bored = special_action;
7339 if (player->anim_delay_counter > 0)
7341 player->action_waiting = player->special_action_bored;
7342 player->anim_delay_counter--;
7344 else if (player->post_delay_counter > 0)
7346 player->post_delay_counter--;
7351 else if (last_waiting) /* waiting -> not waiting */
7353 player->is_waiting = FALSE;
7354 player->is_bored = FALSE;
7355 player->is_sleeping = FALSE;
7357 player->frame_counter_bored = -1;
7358 player->frame_counter_sleeping = -1;
7360 player->anim_delay_counter = 0;
7361 player->post_delay_counter = 0;
7363 player->action_waiting = ACTION_DEFAULT;
7365 player->special_action_bored = ACTION_DEFAULT;
7366 player->special_action_sleeping = ACTION_DEFAULT;
7370 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7372 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7373 int left = player_action & JOY_LEFT;
7374 int right = player_action & JOY_RIGHT;
7375 int up = player_action & JOY_UP;
7376 int down = player_action & JOY_DOWN;
7377 int button1 = player_action & JOY_BUTTON_1;
7378 int button2 = player_action & JOY_BUTTON_2;
7379 int dx = (left ? -1 : right ? 1 : 0);
7380 int dy = (up ? -1 : down ? 1 : 0);
7382 if (!player->active || tape.pausing)
7388 snapped = SnapField(player, dx, dy);
7392 dropped = DropElement(player);
7394 moved = MovePlayer(player, dx, dy);
7397 if (tape.single_step && tape.recording && !tape.pausing)
7399 if (button1 || (dropped && !moved))
7401 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7402 SnapField(player, 0, 0); /* stop snapping */
7406 SetPlayerWaiting(player, FALSE);
7408 return player_action;
7412 /* no actions for this player (no input at player's configured device) */
7414 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7415 SnapField(player, 0, 0);
7416 CheckGravityMovementWhenNotMoving(player);
7418 if (player->MovPos == 0)
7419 SetPlayerWaiting(player, TRUE);
7421 if (player->MovPos == 0) /* needed for tape.playing */
7422 player->is_moving = FALSE;
7424 player->is_dropping = FALSE;
7430 void AdvanceFrameAndPlayerCounters(int player_nr)
7434 /* advance frame counters (global frame counter and time frame counter) */
7438 /* advance player counters (counters for move delay, move animation etc.) */
7439 for (i = 0; i < MAX_PLAYERS; i++)
7441 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7443 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
7445 if (!advance_player_counters) /* not all players may be affected */
7448 stored_player[i].Frame += move_frames;
7450 if (stored_player[i].MovPos != 0)
7451 stored_player[i].StepFrame += move_frames;
7453 if (stored_player[i].move_delay > 0)
7454 stored_player[i].move_delay--;
7456 /* due to bugs in previous versions, counter must count up, not down */
7457 if (stored_player[i].push_delay != -1)
7458 stored_player[i].push_delay++;
7460 if (stored_player[i].drop_delay > 0)
7461 stored_player[i].drop_delay--;
7467 static unsigned long game_frame_delay = 0;
7468 unsigned long game_frame_delay_value;
7469 int magic_wall_x = 0, magic_wall_y = 0;
7470 int i, x, y, element, graphic;
7471 byte *recorded_player_action;
7472 byte summarized_player_action = 0;
7473 byte tape_action[MAX_PLAYERS];
7475 if (game_status != GAME_MODE_PLAYING)
7478 game_frame_delay_value =
7479 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7481 if (tape.playing && tape.warp_forward && !tape.pausing)
7482 game_frame_delay_value = 0;
7484 /* ---------- main game synchronization point ---------- */
7486 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7488 if (network_playing && !network_player_action_received)
7490 /* try to get network player actions in time */
7492 #if defined(NETWORK_AVALIABLE)
7493 /* last chance to get network player actions without main loop delay */
7497 /* game was quit by network peer */
7498 if (game_status != GAME_MODE_PLAYING)
7501 if (!network_player_action_received)
7502 return; /* failed to get network player actions in time */
7508 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7511 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7512 if (recorded_player_action == NULL && tape.pausing)
7516 for (i = 0; i < MAX_PLAYERS; i++)
7518 summarized_player_action |= stored_player[i].action;
7520 if (!network_playing)
7521 stored_player[i].effective_action = stored_player[i].action;
7524 #if defined(NETWORK_AVALIABLE)
7525 if (network_playing)
7526 SendToServer_MovePlayer(summarized_player_action);
7529 if (!options.network && !setup.team_mode)
7530 local_player->effective_action = summarized_player_action;
7532 if (recorded_player_action != NULL)
7533 for (i = 0; i < MAX_PLAYERS; i++)
7534 stored_player[i].effective_action = recorded_player_action[i];
7536 for (i = 0; i < MAX_PLAYERS; i++)
7538 tape_action[i] = stored_player[i].effective_action;
7540 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7541 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7544 /* only save actions from input devices, but not programmed actions */
7546 TapeRecordAction(tape_action);
7548 for (i = 0; i < MAX_PLAYERS; i++)
7550 int actual_player_action = stored_player[i].effective_action;
7553 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7554 - rnd_equinox_tetrachloride 048
7555 - rnd_equinox_tetrachloride_ii 096
7556 - rnd_emanuel_schmieg 002
7557 - doctor_sloan_ww 001, 020
7559 if (stored_player[i].MovPos == 0)
7560 CheckGravityMovement(&stored_player[i]);
7563 /* overwrite programmed action with tape action */
7564 if (stored_player[i].programmed_action)
7565 actual_player_action = stored_player[i].programmed_action;
7568 PlayerActions(&stored_player[i], actual_player_action);
7570 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7572 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7573 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7576 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7579 network_player_action_received = FALSE;
7581 ScrollScreen(NULL, SCROLL_GO_ON);
7583 /* for backwards compatibility, the following code emulates a fixed bug that
7584 occured when pushing elements (causing elements that just made their last
7585 pushing step to already (if possible) make their first falling step in the
7586 same game frame, which is bad); this code is also needed to use the famous
7587 "spring push bug" which is used in older levels and might be wanted to be
7588 used also in newer levels, but in this case the buggy pushing code is only
7589 affecting the "spring" element and no other elements */
7591 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7593 for (i = 0; i < MAX_PLAYERS; i++)
7595 struct PlayerInfo *player = &stored_player[i];
7599 if (player->active && player->is_pushing && player->is_moving &&
7601 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7602 Feld[x][y] == EL_SPRING))
7604 ContinueMoving(x, y);
7606 /* continue moving after pushing (this is actually a bug) */
7607 if (!IS_MOVING(x, y))
7615 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7617 Changed[x][y] = FALSE;
7618 ChangeEvent[x][y] = -1;
7620 /* this must be handled before main playfield loop */
7621 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7624 if (MovDelay[x][y] <= 0)
7629 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7631 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7632 printf("GameActions(): This should never happen!\n");
7634 ChangePage[x][y] = -1;
7639 if (WasJustMoving[x][y] > 0)
7640 WasJustMoving[x][y]--;
7641 if (WasJustFalling[x][y] > 0)
7642 WasJustFalling[x][y]--;
7643 if (CheckCollision[x][y] > 0)
7644 CheckCollision[x][y]--;
7648 /* reset finished pushing action (not done in ContinueMoving() to allow
7649 continous pushing animation for elements with zero push delay) */
7650 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7652 ResetGfxAnimation(x, y);
7653 DrawLevelField(x, y);
7657 if (IS_BLOCKED(x, y))
7661 Blocked2Moving(x, y, &oldx, &oldy);
7662 if (!IS_MOVING(oldx, oldy))
7664 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7665 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7666 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7667 printf("GameActions(): This should never happen!\n");
7673 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7675 element = Feld[x][y];
7676 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7678 if (graphic_info[graphic].anim_global_sync)
7679 GfxFrame[x][y] = FrameCounter;
7681 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7682 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7683 ResetRandomAnimationValue(x, y);
7685 SetRandomAnimationValue(x, y);
7687 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7689 if (IS_INACTIVE(element))
7691 if (IS_ANIMATED(graphic))
7692 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7697 /* this may take place after moving, so 'element' may have changed */
7698 if (IS_CHANGING(x, y) &&
7699 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7702 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7703 element_info[element].event_page_nr[CE_DELAY]);
7705 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7708 element = Feld[x][y];
7709 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7712 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7716 element = Feld[x][y];
7717 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7719 if (IS_ANIMATED(graphic) &&
7722 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7724 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7725 EdelsteinFunkeln(x, y);
7727 else if ((element == EL_ACID ||
7728 element == EL_EXIT_OPEN ||
7729 element == EL_SP_EXIT_OPEN ||
7730 element == EL_SP_TERMINAL ||
7731 element == EL_SP_TERMINAL_ACTIVE ||
7732 element == EL_EXTRA_TIME ||
7733 element == EL_SHIELD_NORMAL ||
7734 element == EL_SHIELD_DEADLY) &&
7735 IS_ANIMATED(graphic))
7736 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7737 else if (IS_MOVING(x, y))
7738 ContinueMoving(x, y);
7739 else if (IS_ACTIVE_BOMB(element))
7740 CheckDynamite(x, y);
7741 else if (element == EL_AMOEBA_GROWING)
7742 AmoebeWaechst(x, y);
7743 else if (element == EL_AMOEBA_SHRINKING)
7744 AmoebaDisappearing(x, y);
7746 #if !USE_NEW_AMOEBA_CODE
7747 else if (IS_AMOEBALIVE(element))
7748 AmoebeAbleger(x, y);
7751 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7753 else if (element == EL_EXIT_CLOSED)
7755 else if (element == EL_SP_EXIT_CLOSED)
7757 else if (element == EL_EXPANDABLE_WALL_GROWING)
7759 else if (element == EL_EXPANDABLE_WALL ||
7760 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7761 element == EL_EXPANDABLE_WALL_VERTICAL ||
7762 element == EL_EXPANDABLE_WALL_ANY)
7764 else if (element == EL_FLAMES)
7765 CheckForDragon(x, y);
7766 else if (element == EL_EXPLOSION)
7767 ; /* drawing of correct explosion animation is handled separately */
7768 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7769 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7771 if (IS_BELT_ACTIVE(element))
7772 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7774 if (game.magic_wall_active)
7776 int jx = local_player->jx, jy = local_player->jy;
7778 /* play the element sound at the position nearest to the player */
7779 if ((element == EL_MAGIC_WALL_FULL ||
7780 element == EL_MAGIC_WALL_ACTIVE ||
7781 element == EL_MAGIC_WALL_EMPTYING ||
7782 element == EL_BD_MAGIC_WALL_FULL ||
7783 element == EL_BD_MAGIC_WALL_ACTIVE ||
7784 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7785 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7793 #if USE_NEW_AMOEBA_CODE
7794 /* new experimental amoeba growth stuff */
7795 if (!(FrameCounter % 8))
7797 static unsigned long random = 1684108901;
7799 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7801 x = RND(lev_fieldx);
7802 y = RND(lev_fieldy);
7803 element = Feld[x][y];
7805 if (!IS_PLAYER(x,y) &&
7806 (element == EL_EMPTY ||
7807 CAN_GROW_INTO(element) ||
7808 element == EL_QUICKSAND_EMPTY ||
7809 element == EL_ACID_SPLASH_LEFT ||
7810 element == EL_ACID_SPLASH_RIGHT))
7812 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7813 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7814 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7815 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7816 Feld[x][y] = EL_AMOEBA_DROP;
7819 random = random * 129 + 1;
7825 if (game.explosions_delayed)
7828 game.explosions_delayed = FALSE;
7830 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7832 element = Feld[x][y];
7834 if (ExplodeField[x][y])
7835 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7836 else if (element == EL_EXPLOSION)
7837 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
7839 ExplodeField[x][y] = EX_TYPE_NONE;
7842 game.explosions_delayed = TRUE;
7845 if (game.magic_wall_active)
7847 if (!(game.magic_wall_time_left % 4))
7849 int element = Feld[magic_wall_x][magic_wall_y];
7851 if (element == EL_BD_MAGIC_WALL_FULL ||
7852 element == EL_BD_MAGIC_WALL_ACTIVE ||
7853 element == EL_BD_MAGIC_WALL_EMPTYING)
7854 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7856 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7859 if (game.magic_wall_time_left > 0)
7861 game.magic_wall_time_left--;
7862 if (!game.magic_wall_time_left)
7864 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7866 element = Feld[x][y];
7868 if (element == EL_MAGIC_WALL_ACTIVE ||
7869 element == EL_MAGIC_WALL_FULL)
7871 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7872 DrawLevelField(x, y);
7874 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7875 element == EL_BD_MAGIC_WALL_FULL)
7877 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7878 DrawLevelField(x, y);
7882 game.magic_wall_active = FALSE;
7887 if (game.light_time_left > 0)
7889 game.light_time_left--;
7891 if (game.light_time_left == 0)
7892 RedrawAllLightSwitchesAndInvisibleElements();
7895 if (game.timegate_time_left > 0)
7897 game.timegate_time_left--;
7899 if (game.timegate_time_left == 0)
7900 CloseAllOpenTimegates();
7903 for (i = 0; i < MAX_PLAYERS; i++)
7905 struct PlayerInfo *player = &stored_player[i];
7907 if (SHIELD_ON(player))
7909 if (player->shield_deadly_time_left)
7910 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7911 else if (player->shield_normal_time_left)
7912 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
7916 if (TimeFrames >= FRAMES_PER_SECOND)
7921 for (i = 0; i < MAX_PLAYERS; i++)
7923 struct PlayerInfo *player = &stored_player[i];
7925 if (SHIELD_ON(player))
7927 player->shield_normal_time_left--;
7929 if (player->shield_deadly_time_left > 0)
7930 player->shield_deadly_time_left--;
7934 if (!level.use_step_counter)
7942 if (TimeLeft <= 10 && setup.time_limit)
7943 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
7945 DrawGameValue_Time(TimeLeft);
7947 if (!TimeLeft && setup.time_limit)
7948 for (i = 0; i < MAX_PLAYERS; i++)
7949 KillHero(&stored_player[i]);
7951 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
7952 DrawGameValue_Time(TimePlayed);
7955 if (tape.recording || tape.playing)
7956 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
7960 PlayAllPlayersSound();
7962 if (options.debug) /* calculate frames per second */
7964 static unsigned long fps_counter = 0;
7965 static int fps_frames = 0;
7966 unsigned long fps_delay_ms = Counter() - fps_counter;
7970 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
7972 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
7975 fps_counter = Counter();
7978 redraw_mask |= REDRAW_FPS;
7981 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
7983 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
7985 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
7987 local_player->show_envelope = 0;
7990 /* use random number generator in every frame to make it less predictable */
7991 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
7995 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
7997 int min_x = x, min_y = y, max_x = x, max_y = y;
8000 for (i = 0; i < MAX_PLAYERS; i++)
8002 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8004 if (!stored_player[i].active || &stored_player[i] == player)
8007 min_x = MIN(min_x, jx);
8008 min_y = MIN(min_y, jy);
8009 max_x = MAX(max_x, jx);
8010 max_y = MAX(max_y, jy);
8013 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8016 static boolean AllPlayersInVisibleScreen()
8020 for (i = 0; i < MAX_PLAYERS; i++)
8022 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8024 if (!stored_player[i].active)
8027 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8034 void ScrollLevel(int dx, int dy)
8036 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8039 BlitBitmap(drawto_field, drawto_field,
8040 FX + TILEX * (dx == -1) - softscroll_offset,
8041 FY + TILEY * (dy == -1) - softscroll_offset,
8042 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8043 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8044 FX + TILEX * (dx == 1) - softscroll_offset,
8045 FY + TILEY * (dy == 1) - softscroll_offset);
8049 x = (dx == 1 ? BX1 : BX2);
8050 for (y = BY1; y <= BY2; y++)
8051 DrawScreenField(x, y);
8056 y = (dy == 1 ? BY1 : BY2);
8057 for (x = BX1; x <= BX2; x++)
8058 DrawScreenField(x, y);
8061 redraw_mask |= REDRAW_FIELD;
8064 static boolean canFallDown(struct PlayerInfo *player)
8066 int jx = player->jx, jy = player->jy;
8068 return (IN_LEV_FIELD(jx, jy + 1) &&
8069 (IS_FREE(jx, jy + 1) ||
8070 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8071 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8072 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8075 static boolean canPassField(int x, int y, int move_dir)
8077 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8078 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8079 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8082 int element = Feld[x][y];
8084 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8085 !CAN_MOVE(element) &&
8086 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8087 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8088 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8091 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8093 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8094 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8095 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8099 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8100 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8101 (IS_DIGGABLE(Feld[newx][newy]) ||
8102 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8103 canPassField(newx, newy, move_dir)));
8106 static void CheckGravityMovement(struct PlayerInfo *player)
8108 if (game.gravity && !player->programmed_action)
8110 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8111 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8112 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8113 int jx = player->jx, jy = player->jy;
8114 boolean player_is_moving_to_valid_field =
8115 (!player_is_snapping &&
8116 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8117 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8118 boolean player_can_fall_down = canFallDown(player);
8120 if (player_can_fall_down &&
8121 !player_is_moving_to_valid_field)
8122 player->programmed_action = MV_DOWN;
8126 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8128 return CheckGravityMovement(player);
8130 if (game.gravity && !player->programmed_action)
8132 int jx = player->jx, jy = player->jy;
8133 boolean field_under_player_is_free =
8134 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8135 boolean player_is_standing_on_valid_field =
8136 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8137 (IS_WALKABLE(Feld[jx][jy]) &&
8138 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8140 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8141 player->programmed_action = MV_DOWN;
8147 -----------------------------------------------------------------------------
8148 dx, dy: direction (non-diagonal) to try to move the player to
8149 real_dx, real_dy: direction as read from input device (can be diagonal)
8152 boolean MovePlayerOneStep(struct PlayerInfo *player,
8153 int dx, int dy, int real_dx, int real_dy)
8155 int jx = player->jx, jy = player->jy;
8156 int new_jx = jx + dx, new_jy = jy + dy;
8160 if (!player->active || (!dx && !dy))
8161 return MF_NO_ACTION;
8163 player->MovDir = (dx < 0 ? MV_LEFT :
8166 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8168 if (!IN_LEV_FIELD(new_jx, new_jy))
8169 return MF_NO_ACTION;
8171 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8172 return MF_NO_ACTION;
8174 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8176 if (DONT_RUN_INTO(element))
8178 if (element == EL_ACID && dx == 0 && dy == 1)
8180 SplashAcid(new_jx, new_jy);
8181 Feld[jx][jy] = EL_PLAYER_1;
8182 InitMovingField(jx, jy, MV_DOWN);
8183 Store[jx][jy] = EL_ACID;
8184 ContinueMoving(jx, jy);
8188 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8193 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8194 if (can_move != MF_MOVING)
8197 /* check if DigField() has caused relocation of the player */
8198 if (player->jx != jx || player->jy != jy)
8199 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8201 StorePlayer[jx][jy] = 0;
8202 player->last_jx = jx;
8203 player->last_jy = jy;
8204 player->jx = new_jx;
8205 player->jy = new_jy;
8206 StorePlayer[new_jx][new_jy] = player->element_nr;
8209 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8211 player->step_counter++;
8213 PlayerVisit[jx][jy] = FrameCounter;
8215 ScrollPlayer(player, SCROLL_INIT);
8220 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8222 int jx = player->jx, jy = player->jy;
8223 int old_jx = jx, old_jy = jy;
8224 int moved = MF_NO_ACTION;
8226 if (!player->active)
8231 if (player->MovPos == 0)
8233 player->is_moving = FALSE;
8234 player->is_digging = FALSE;
8235 player->is_collecting = FALSE;
8236 player->is_snapping = FALSE;
8237 player->is_pushing = FALSE;
8243 if (player->move_delay > 0)
8246 player->move_delay = -1; /* set to "uninitialized" value */
8248 /* store if player is automatically moved to next field */
8249 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8251 /* remove the last programmed player action */
8252 player->programmed_action = 0;
8256 /* should only happen if pre-1.2 tape recordings are played */
8257 /* this is only for backward compatibility */
8259 int original_move_delay_value = player->move_delay_value;
8262 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8266 /* scroll remaining steps with finest movement resolution */
8267 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8269 while (player->MovPos)
8271 ScrollPlayer(player, SCROLL_GO_ON);
8272 ScrollScreen(NULL, SCROLL_GO_ON);
8274 AdvanceFrameAndPlayerCounters(player->index_nr);
8280 player->move_delay_value = original_move_delay_value;
8283 if (player->last_move_dir & MV_HORIZONTAL)
8285 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8286 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8290 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8291 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8297 if (moved & MF_MOVING && !ScreenMovPos &&
8298 (player == local_player || !options.network))
8300 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8301 int offset = (setup.scroll_delay ? 3 : 0);
8303 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8305 /* actual player has left the screen -- scroll in that direction */
8306 if (jx != old_jx) /* player has moved horizontally */
8307 scroll_x += (jx - old_jx);
8308 else /* player has moved vertically */
8309 scroll_y += (jy - old_jy);
8313 if (jx != old_jx) /* player has moved horizontally */
8315 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8316 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8317 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8319 /* don't scroll over playfield boundaries */
8320 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8321 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8323 /* don't scroll more than one field at a time */
8324 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8326 /* don't scroll against the player's moving direction */
8327 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8328 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8329 scroll_x = old_scroll_x;
8331 else /* player has moved vertically */
8333 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8334 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8335 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8337 /* don't scroll over playfield boundaries */
8338 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8339 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8341 /* don't scroll more than one field at a time */
8342 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8344 /* don't scroll against the player's moving direction */
8345 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8346 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8347 scroll_y = old_scroll_y;
8351 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8353 if (!options.network && !AllPlayersInVisibleScreen())
8355 scroll_x = old_scroll_x;
8356 scroll_y = old_scroll_y;
8360 ScrollScreen(player, SCROLL_INIT);
8361 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8366 player->StepFrame = 0;
8368 if (moved & MF_MOVING)
8370 if (old_jx != jx && old_jy == jy)
8371 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8372 else if (old_jx == jx && old_jy != jy)
8373 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8375 DrawLevelField(jx, jy); /* for "crumbled sand" */
8377 player->last_move_dir = player->MovDir;
8378 player->is_moving = TRUE;
8379 player->is_snapping = FALSE;
8380 player->is_switching = FALSE;
8381 player->is_dropping = FALSE;
8385 CheckGravityMovementWhenNotMoving(player);
8387 player->is_moving = FALSE;
8389 /* at this point, the player is allowed to move, but cannot move right now
8390 (e.g. because of something blocking the way) -- ensure that the player
8391 is also allowed to move in the next frame (in old versions before 3.1.1,
8392 the player was forced to wait again for eight frames before next try) */
8394 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8395 player->move_delay = 0; /* allow direct movement in the next frame */
8398 if (player->move_delay == -1) /* not yet initialized by DigField() */
8399 player->move_delay = player->move_delay_value;
8401 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8403 TestIfHeroTouchesBadThing(jx, jy);
8404 TestIfPlayerTouchesCustomElement(jx, jy);
8407 if (!player->active)
8413 void ScrollPlayer(struct PlayerInfo *player, int mode)
8415 int jx = player->jx, jy = player->jy;
8416 int last_jx = player->last_jx, last_jy = player->last_jy;
8417 int move_stepsize = TILEX / player->move_delay_value;
8419 if (!player->active || !player->MovPos)
8422 if (mode == SCROLL_INIT)
8424 player->actual_frame_counter = FrameCounter;
8425 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8427 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8428 Feld[last_jx][last_jy] == EL_EMPTY)
8430 int last_field_block_delay = 0; /* start with no blocking at all */
8431 int block_delay_adjustment = player->block_delay_adjustment;
8433 /* if player blocks last field, add delay for exactly one move */
8434 if (player->block_last_field)
8436 last_field_block_delay += player->move_delay_value;
8438 /* when blocking enabled, prevent moving up despite gravity */
8439 if (game.gravity && player->MovDir == MV_UP)
8440 block_delay_adjustment = -1;
8443 /* add block delay adjustment (also possible when not blocking) */
8444 last_field_block_delay += block_delay_adjustment;
8446 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8447 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8452 else if (!FrameReached(&player->actual_frame_counter, 1))
8455 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8456 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8458 /* before DrawPlayer() to draw correct player graphic for this case */
8459 if (player->MovPos == 0)
8460 CheckGravityMovement(player);
8462 if (player->MovPos == 0) /* player reached destination field */
8464 if (player->move_delay_reset_counter > 0)
8466 player->move_delay_reset_counter--;
8468 if (player->move_delay_reset_counter == 0)
8470 /* continue with normal speed after quickly moving through gate */
8471 HALVE_PLAYER_SPEED(player);
8473 /* be able to make the next move without delay */
8474 player->move_delay = 0;
8478 player->last_jx = jx;
8479 player->last_jy = jy;
8481 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8482 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8483 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8485 DrawPlayer(player); /* needed here only to cleanup last field */
8488 if (local_player->friends_still_needed == 0 ||
8489 IS_SP_ELEMENT(Feld[jx][jy]))
8490 player->LevelSolved = player->GameOver = TRUE;
8493 /* this breaks one level: "machine", level 000 */
8495 int move_direction = player->MovDir;
8496 int enter_side = MV_DIR_OPPOSITE(move_direction);
8497 int leave_side = move_direction;
8498 int old_jx = last_jx;
8499 int old_jy = last_jy;
8500 int old_element = Feld[old_jx][old_jy];
8501 int new_element = Feld[jx][jy];
8503 if (IS_CUSTOM_ELEMENT(old_element))
8504 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8506 player->index_bit, leave_side);
8508 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8509 player->index_bit, leave_side);
8511 if (IS_CUSTOM_ELEMENT(new_element))
8512 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8513 player->index_bit, enter_side);
8515 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8516 player->index_bit, enter_side);
8519 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8521 TestIfHeroTouchesBadThing(jx, jy);
8522 TestIfPlayerTouchesCustomElement(jx, jy);
8524 /* needed because pushed element has not yet reached its destination,
8525 so it would trigger a change event at its previous field location */
8526 if (!player->is_pushing)
8527 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8529 if (!player->active)
8533 if (level.use_step_counter)
8543 if (TimeLeft <= 10 && setup.time_limit)
8544 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8546 DrawGameValue_Time(TimeLeft);
8548 if (!TimeLeft && setup.time_limit)
8549 for (i = 0; i < MAX_PLAYERS; i++)
8550 KillHero(&stored_player[i]);
8552 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8553 DrawGameValue_Time(TimePlayed);
8556 if (tape.single_step && tape.recording && !tape.pausing &&
8557 !player->programmed_action)
8558 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8562 void ScrollScreen(struct PlayerInfo *player, int mode)
8564 static unsigned long screen_frame_counter = 0;
8566 if (mode == SCROLL_INIT)
8568 /* set scrolling step size according to actual player's moving speed */
8569 ScrollStepSize = TILEX / player->move_delay_value;
8571 screen_frame_counter = FrameCounter;
8572 ScreenMovDir = player->MovDir;
8573 ScreenMovPos = player->MovPos;
8574 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8577 else if (!FrameReached(&screen_frame_counter, 1))
8582 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8583 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8584 redraw_mask |= REDRAW_FIELD;
8587 ScreenMovDir = MV_NO_MOVING;
8590 void TestIfPlayerTouchesCustomElement(int x, int y)
8592 static int xy[4][2] =
8599 static int trigger_sides[4][2] =
8601 /* center side border side */
8602 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8603 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8604 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8605 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8607 static int touch_dir[4] =
8614 int center_element = Feld[x][y]; /* should always be non-moving! */
8617 for (i = 0; i < NUM_DIRECTIONS; i++)
8619 int xx = x + xy[i][0];
8620 int yy = y + xy[i][1];
8621 int center_side = trigger_sides[i][0];
8622 int border_side = trigger_sides[i][1];
8625 if (!IN_LEV_FIELD(xx, yy))
8628 if (IS_PLAYER(x, y))
8630 struct PlayerInfo *player = PLAYERINFO(x, y);
8632 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8633 border_element = Feld[xx][yy]; /* may be moving! */
8634 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8635 border_element = Feld[xx][yy];
8636 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8637 border_element = MovingOrBlocked2Element(xx, yy);
8639 continue; /* center and border element do not touch */
8641 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8642 player->index_bit, border_side);
8643 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8644 player->index_bit, border_side);
8646 else if (IS_PLAYER(xx, yy))
8648 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8650 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8652 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8653 continue; /* center and border element do not touch */
8656 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8657 player->index_bit, center_side);
8658 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8659 player->index_bit, center_side);
8665 void TestIfElementTouchesCustomElement(int x, int y)
8667 static int xy[4][2] =
8674 static int trigger_sides[4][2] =
8676 /* center side border side */
8677 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8678 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8679 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8680 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8682 static int touch_dir[4] =
8689 boolean change_center_element = FALSE;
8690 int center_element = Feld[x][y]; /* should always be non-moving! */
8693 for (i = 0; i < NUM_DIRECTIONS; i++)
8695 int xx = x + xy[i][0];
8696 int yy = y + xy[i][1];
8697 int center_side = trigger_sides[i][0];
8698 int border_side = trigger_sides[i][1];
8701 if (!IN_LEV_FIELD(xx, yy))
8704 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8705 border_element = Feld[xx][yy]; /* may be moving! */
8706 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8707 border_element = Feld[xx][yy];
8708 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8709 border_element = MovingOrBlocked2Element(xx, yy);
8711 continue; /* center and border element do not touch */
8713 /* check for change of center element (but change it only once) */
8714 if (!change_center_element)
8715 change_center_element =
8716 CheckElementChangeBySide(x, y, center_element, border_element,
8717 CE_TOUCHING_X, border_side);
8719 /* check for change of border element */
8720 CheckElementChangeBySide(xx, yy, border_element, center_element,
8721 CE_TOUCHING_X, center_side);
8725 void TestIfElementHitsCustomElement(int x, int y, int direction)
8727 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8728 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8729 int hitx = x + dx, hity = y + dy;
8730 int hitting_element = Feld[x][y];
8731 int touched_element;
8733 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8736 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8737 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8739 if (IN_LEV_FIELD(hitx, hity))
8741 int opposite_direction = MV_DIR_OPPOSITE(direction);
8742 int hitting_side = direction;
8743 int touched_side = opposite_direction;
8744 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8745 MovDir[hitx][hity] != direction ||
8746 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8752 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8753 CE_HITTING_X, touched_side);
8755 CheckElementChangeBySide(hitx, hity, touched_element,
8756 hitting_element, CE_HIT_BY_X, hitting_side);
8758 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8759 CE_HIT_BY_SOMETHING, opposite_direction);
8763 /* "hitting something" is also true when hitting the playfield border */
8764 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8765 CE_HITTING_SOMETHING, direction);
8769 void TestIfElementSmashesCustomElement(int x, int y, int direction)
8771 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8772 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8773 int hitx = x + dx, hity = y + dy;
8774 int hitting_element = Feld[x][y];
8775 int touched_element;
8777 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8778 !IS_FREE(hitx, hity) &&
8779 (!IS_MOVING(hitx, hity) ||
8780 MovDir[hitx][hity] != direction ||
8781 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8784 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8788 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8792 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8793 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8795 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8796 EP_CAN_SMASH_EVERYTHING, direction);
8798 if (IN_LEV_FIELD(hitx, hity))
8800 int opposite_direction = MV_DIR_OPPOSITE(direction);
8801 int hitting_side = direction;
8802 int touched_side = opposite_direction;
8804 int touched_element = MovingOrBlocked2Element(hitx, hity);
8807 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8808 MovDir[hitx][hity] != direction ||
8809 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8818 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8819 CE_SMASHED_BY_SOMETHING, opposite_direction);
8821 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8822 CE_OTHER_IS_SMASHING, touched_side);
8824 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8825 CE_OTHER_GETS_SMASHED, hitting_side);
8831 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8833 int i, kill_x = -1, kill_y = -1;
8834 int bad_element = -1;
8835 static int test_xy[4][2] =
8842 static int test_dir[4] =
8850 for (i = 0; i < NUM_DIRECTIONS; i++)
8852 int test_x, test_y, test_move_dir, test_element;
8854 test_x = good_x + test_xy[i][0];
8855 test_y = good_y + test_xy[i][1];
8857 if (!IN_LEV_FIELD(test_x, test_y))
8861 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8863 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8865 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8866 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8868 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8869 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8873 bad_element = test_element;
8879 if (kill_x != -1 || kill_y != -1)
8881 if (IS_PLAYER(good_x, good_y))
8883 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
8885 if (player->shield_deadly_time_left > 0 &&
8886 !IS_INDESTRUCTIBLE(bad_element))
8887 Bang(kill_x, kill_y);
8888 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
8892 Bang(good_x, good_y);
8896 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
8898 int i, kill_x = -1, kill_y = -1;
8899 int bad_element = Feld[bad_x][bad_y];
8900 static int test_xy[4][2] =
8907 static int touch_dir[4] =
8914 static int test_dir[4] =
8922 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
8925 for (i = 0; i < NUM_DIRECTIONS; i++)
8927 int test_x, test_y, test_move_dir, test_element;
8929 test_x = bad_x + test_xy[i][0];
8930 test_y = bad_y + test_xy[i][1];
8931 if (!IN_LEV_FIELD(test_x, test_y))
8935 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8937 test_element = Feld[test_x][test_y];
8939 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8940 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8942 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
8943 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
8945 /* good thing is player or penguin that does not move away */
8946 if (IS_PLAYER(test_x, test_y))
8948 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
8950 if (bad_element == EL_ROBOT && player->is_moving)
8951 continue; /* robot does not kill player if he is moving */
8953 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8955 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8956 continue; /* center and border element do not touch */
8963 else if (test_element == EL_PENGUIN)
8972 if (kill_x != -1 || kill_y != -1)
8974 if (IS_PLAYER(kill_x, kill_y))
8976 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
8978 if (player->shield_deadly_time_left > 0 &&
8979 !IS_INDESTRUCTIBLE(bad_element))
8981 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
8985 Bang(kill_x, kill_y);
8989 void TestIfHeroTouchesBadThing(int x, int y)
8991 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
8994 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
8996 TestIfGoodThingHitsBadThing(x, y, move_dir);
8999 void TestIfBadThingTouchesHero(int x, int y)
9001 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9004 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9006 TestIfBadThingHitsGoodThing(x, y, move_dir);
9009 void TestIfFriendTouchesBadThing(int x, int y)
9011 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9014 void TestIfBadThingTouchesFriend(int x, int y)
9016 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9019 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9021 int i, kill_x = bad_x, kill_y = bad_y;
9022 static int xy[4][2] =
9030 for (i = 0; i < NUM_DIRECTIONS; i++)
9034 x = bad_x + xy[i][0];
9035 y = bad_y + xy[i][1];
9036 if (!IN_LEV_FIELD(x, y))
9039 element = Feld[x][y];
9040 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9041 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9049 if (kill_x != bad_x || kill_y != bad_y)
9053 void KillHero(struct PlayerInfo *player)
9055 int jx = player->jx, jy = player->jy;
9057 if (!player->active)
9060 /* remove accessible field at the player's position */
9061 Feld[jx][jy] = EL_EMPTY;
9063 /* deactivate shield (else Bang()/Explode() would not work right) */
9064 player->shield_normal_time_left = 0;
9065 player->shield_deadly_time_left = 0;
9071 static void KillHeroUnlessEnemyProtected(int x, int y)
9073 if (!PLAYER_ENEMY_PROTECTED(x, y))
9074 KillHero(PLAYERINFO(x, y));
9077 static void KillHeroUnlessExplosionProtected(int x, int y)
9079 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9080 KillHero(PLAYERINFO(x, y));
9083 void BuryHero(struct PlayerInfo *player)
9085 int jx = player->jx, jy = player->jy;
9087 if (!player->active)
9090 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9091 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9093 player->GameOver = TRUE;
9097 void RemoveHero(struct PlayerInfo *player)
9099 int jx = player->jx, jy = player->jy;
9100 int i, found = FALSE;
9102 player->present = FALSE;
9103 player->active = FALSE;
9105 if (!ExplodeField[jx][jy])
9106 StorePlayer[jx][jy] = 0;
9108 for (i = 0; i < MAX_PLAYERS; i++)
9109 if (stored_player[i].active)
9113 AllPlayersGone = TRUE;
9120 =============================================================================
9121 checkDiagonalPushing()
9122 -----------------------------------------------------------------------------
9123 check if diagonal input device direction results in pushing of object
9124 (by checking if the alternative direction is walkable, diggable, ...)
9125 =============================================================================
9128 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9129 int x, int y, int real_dx, int real_dy)
9131 int jx, jy, dx, dy, xx, yy;
9133 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9136 /* diagonal direction: check alternative direction */
9141 xx = jx + (dx == 0 ? real_dx : 0);
9142 yy = jy + (dy == 0 ? real_dy : 0);
9144 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9148 =============================================================================
9150 -----------------------------------------------------------------------------
9151 x, y: field next to player (non-diagonal) to try to dig to
9152 real_dx, real_dy: direction as read from input device (can be diagonal)
9153 =============================================================================
9156 int DigField(struct PlayerInfo *player,
9157 int oldx, int oldy, int x, int y,
9158 int real_dx, int real_dy, int mode)
9160 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9161 boolean player_was_pushing = player->is_pushing;
9162 int jx = oldx, jy = oldy;
9163 int dx = x - jx, dy = y - jy;
9164 int nextx = x + dx, nexty = y + dy;
9165 int move_direction = (dx == -1 ? MV_LEFT :
9166 dx == +1 ? MV_RIGHT :
9168 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9169 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9170 int dig_side = MV_DIR_OPPOSITE(move_direction);
9171 int old_element = Feld[jx][jy];
9175 if (is_player) /* function can also be called by EL_PENGUIN */
9177 if (player->MovPos == 0)
9179 player->is_digging = FALSE;
9180 player->is_collecting = FALSE;
9183 if (player->MovPos == 0) /* last pushing move finished */
9184 player->is_pushing = FALSE;
9186 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9188 player->is_switching = FALSE;
9189 player->push_delay = -1;
9191 return MF_NO_ACTION;
9195 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9196 return MF_NO_ACTION;
9198 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9199 old_element = Back[jx][jy];
9201 /* in case of element dropped at player position, check background */
9202 else if (Back[jx][jy] != EL_EMPTY &&
9203 game.engine_version >= VERSION_IDENT(2,2,0,0))
9204 old_element = Back[jx][jy];
9206 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9207 return MF_NO_ACTION; /* field has no opening in this direction */
9209 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9210 return MF_NO_ACTION; /* field has no opening in this direction */
9212 element = Feld[x][y];
9213 #if USE_NEW_COLLECT_COUNT
9214 collect_count = Count[x][y];
9216 collect_count = element_info[element].collect_count_initial;
9220 if (element != EL_BLOCKED &&
9221 Count[x][y] != element_info[element].collect_count_initial)
9222 printf("::: %d: %d != %d\n",
9225 element_info[element].collect_count_initial);
9228 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9229 return MF_NO_ACTION;
9231 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9232 game.engine_version >= VERSION_IDENT(2,2,0,0))
9233 return MF_NO_ACTION;
9235 if (game.gravity && is_player && !player->is_auto_moving &&
9236 canFallDown(player) && move_direction != MV_DOWN &&
9237 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9238 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9240 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9242 int sound_element = SND_ELEMENT(element);
9243 int sound_action = ACTION_WALKING;
9245 if (IS_RND_GATE(element))
9247 if (!player->key[RND_GATE_NR(element)])
9248 return MF_NO_ACTION;
9250 else if (IS_RND_GATE_GRAY(element))
9252 if (!player->key[RND_GATE_GRAY_NR(element)])
9253 return MF_NO_ACTION;
9255 else if (element == EL_EXIT_OPEN ||
9256 element == EL_SP_EXIT_OPEN ||
9257 element == EL_SP_EXIT_OPENING)
9259 sound_action = ACTION_PASSING; /* player is passing exit */
9261 else if (element == EL_EMPTY)
9263 sound_action = ACTION_MOVING; /* nothing to walk on */
9266 /* play sound from background or player, whatever is available */
9267 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9268 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9270 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9272 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9274 if (!ACCESS_FROM(element, opposite_direction))
9275 return MF_NO_ACTION; /* field not accessible from this direction */
9277 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9278 return MF_NO_ACTION;
9280 if (IS_EM_GATE(element))
9282 if (!player->key[EM_GATE_NR(element)])
9283 return MF_NO_ACTION;
9285 else if (IS_EM_GATE_GRAY(element))
9287 if (!player->key[EM_GATE_GRAY_NR(element)])
9288 return MF_NO_ACTION;
9290 else if (IS_SP_PORT(element))
9292 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9293 element == EL_SP_GRAVITY_PORT_RIGHT ||
9294 element == EL_SP_GRAVITY_PORT_UP ||
9295 element == EL_SP_GRAVITY_PORT_DOWN)
9296 game.gravity = !game.gravity;
9297 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9298 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9299 element == EL_SP_GRAVITY_ON_PORT_UP ||
9300 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9301 game.gravity = TRUE;
9302 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9303 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9304 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9305 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9306 game.gravity = FALSE;
9309 /* automatically move to the next field with double speed */
9310 player->programmed_action = move_direction;
9312 if (player->move_delay_reset_counter == 0)
9314 player->move_delay_reset_counter = 2; /* two double speed steps */
9316 DOUBLE_PLAYER_SPEED(player);
9319 PlayLevelSoundAction(x, y, ACTION_PASSING);
9321 else if (IS_DIGGABLE(element))
9325 if (mode != DF_SNAP)
9327 GfxElement[x][y] = GFX_ELEMENT(element);
9328 player->is_digging = TRUE;
9331 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9333 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9334 player->index_bit, dig_side);
9336 if (mode == DF_SNAP)
9337 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9339 else if (IS_COLLECTIBLE(element))
9343 if (is_player && mode != DF_SNAP)
9345 GfxElement[x][y] = element;
9346 player->is_collecting = TRUE;
9349 if (element == EL_SPEED_PILL)
9351 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9353 else if (element == EL_EXTRA_TIME && level.time > 0)
9356 DrawGameValue_Time(TimeLeft);
9358 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9360 player->shield_normal_time_left += 10;
9361 if (element == EL_SHIELD_DEADLY)
9362 player->shield_deadly_time_left += 10;
9364 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9366 if (player->inventory_size < MAX_INVENTORY_SIZE)
9367 player->inventory_element[player->inventory_size++] = element;
9369 DrawGameValue_Dynamite(local_player->inventory_size);
9371 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9373 player->dynabomb_count++;
9374 player->dynabombs_left++;
9376 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9378 player->dynabomb_size++;
9380 else if (element == EL_DYNABOMB_INCREASE_POWER)
9382 player->dynabomb_xl = TRUE;
9384 else if (IS_KEY(element))
9386 player->key[KEY_NR(element)] = TRUE;
9388 DrawGameValue_Keys(player->key);
9390 redraw_mask |= REDRAW_DOOR_1;
9392 else if (IS_ENVELOPE(element))
9394 player->show_envelope = element;
9396 else if (IS_DROPPABLE(element) ||
9397 IS_THROWABLE(element)) /* can be collected and dropped */
9401 if (collect_count == 0)
9402 player->inventory_infinite_element = element;
9404 for (i = 0; i < collect_count; i++)
9405 if (player->inventory_size < MAX_INVENTORY_SIZE)
9406 player->inventory_element[player->inventory_size++] = element;
9408 DrawGameValue_Dynamite(local_player->inventory_size);
9410 else if (collect_count > 0)
9412 local_player->gems_still_needed -= collect_count;
9413 if (local_player->gems_still_needed < 0)
9414 local_player->gems_still_needed = 0;
9416 DrawGameValue_Emeralds(local_player->gems_still_needed);
9419 RaiseScoreElement(element);
9420 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9423 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9424 player->index_bit, dig_side);
9426 if (mode == DF_SNAP)
9427 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9429 else if (IS_PUSHABLE(element))
9431 if (mode == DF_SNAP && element != EL_BD_ROCK)
9432 return MF_NO_ACTION;
9434 if (CAN_FALL(element) && dy)
9435 return MF_NO_ACTION;
9437 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9438 !(element == EL_SPRING && level.use_spring_bug))
9439 return MF_NO_ACTION;
9441 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9442 ((move_direction & MV_VERTICAL &&
9443 ((element_info[element].move_pattern & MV_LEFT &&
9444 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9445 (element_info[element].move_pattern & MV_RIGHT &&
9446 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9447 (move_direction & MV_HORIZONTAL &&
9448 ((element_info[element].move_pattern & MV_UP &&
9449 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9450 (element_info[element].move_pattern & MV_DOWN &&
9451 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9452 return MF_NO_ACTION;
9454 /* do not push elements already moving away faster than player */
9455 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9456 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9457 return MF_NO_ACTION;
9459 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9461 if (player->push_delay_value == -1 || !player_was_pushing)
9462 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9464 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9466 if (player->push_delay_value == -1)
9467 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9469 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9471 if (!player->is_pushing)
9472 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9475 player->is_pushing = TRUE;
9477 if (!(IN_LEV_FIELD(nextx, nexty) &&
9478 (IS_FREE(nextx, nexty) ||
9479 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9480 IS_SB_ELEMENT(element)))))
9481 return MF_NO_ACTION;
9483 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9484 return MF_NO_ACTION;
9486 if (player->push_delay == -1) /* new pushing; restart delay */
9487 player->push_delay = 0;
9489 if (player->push_delay < player->push_delay_value &&
9490 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9491 element != EL_SPRING && element != EL_BALLOON)
9493 /* make sure that there is no move delay before next try to push */
9494 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9495 player->move_delay = 0;
9497 return MF_NO_ACTION;
9500 if (IS_SB_ELEMENT(element))
9502 if (element == EL_SOKOBAN_FIELD_FULL)
9504 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9505 local_player->sokobanfields_still_needed++;
9508 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9510 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9511 local_player->sokobanfields_still_needed--;
9514 Feld[x][y] = EL_SOKOBAN_OBJECT;
9516 if (Back[x][y] == Back[nextx][nexty])
9517 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9518 else if (Back[x][y] != 0)
9519 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9522 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9525 if (local_player->sokobanfields_still_needed == 0 &&
9526 game.emulation == EMU_SOKOBAN)
9528 player->LevelSolved = player->GameOver = TRUE;
9529 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9533 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9535 InitMovingField(x, y, move_direction);
9536 GfxAction[x][y] = ACTION_PUSHING;
9538 if (mode == DF_SNAP)
9539 ContinueMoving(x, y);
9541 MovPos[x][y] = (dx != 0 ? dx : dy);
9543 Pushed[x][y] = TRUE;
9544 Pushed[nextx][nexty] = TRUE;
9546 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9547 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9549 player->push_delay_value = -1; /* get new value later */
9551 /* check for element change _after_ element has been pushed */
9552 if (game.use_change_when_pushing_bug)
9554 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9555 player->index_bit, dig_side);
9556 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9557 player->index_bit, dig_side);
9560 else if (IS_SWITCHABLE(element))
9562 if (PLAYER_SWITCHING(player, x, y))
9564 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9565 player->index_bit, dig_side);
9570 player->is_switching = TRUE;
9571 player->switch_x = x;
9572 player->switch_y = y;
9574 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9576 if (element == EL_ROBOT_WHEEL)
9578 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9582 DrawLevelField(x, y);
9584 else if (element == EL_SP_TERMINAL)
9588 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9590 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9592 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9593 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9596 else if (IS_BELT_SWITCH(element))
9598 ToggleBeltSwitch(x, y);
9600 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9601 element == EL_SWITCHGATE_SWITCH_DOWN)
9603 ToggleSwitchgateSwitch(x, y);
9605 else if (element == EL_LIGHT_SWITCH ||
9606 element == EL_LIGHT_SWITCH_ACTIVE)
9608 ToggleLightSwitch(x, y);
9610 else if (element == EL_TIMEGATE_SWITCH)
9612 ActivateTimegateSwitch(x, y);
9614 else if (element == EL_BALLOON_SWITCH_LEFT ||
9615 element == EL_BALLOON_SWITCH_RIGHT ||
9616 element == EL_BALLOON_SWITCH_UP ||
9617 element == EL_BALLOON_SWITCH_DOWN ||
9618 element == EL_BALLOON_SWITCH_ANY)
9620 if (element == EL_BALLOON_SWITCH_ANY)
9621 game.balloon_dir = move_direction;
9623 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9624 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9625 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9626 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9629 else if (element == EL_LAMP)
9631 Feld[x][y] = EL_LAMP_ACTIVE;
9632 local_player->lights_still_needed--;
9634 ResetGfxAnimation(x, y);
9635 DrawLevelField(x, y);
9637 else if (element == EL_TIME_ORB_FULL)
9639 Feld[x][y] = EL_TIME_ORB_EMPTY;
9641 DrawGameValue_Time(TimeLeft);
9643 ResetGfxAnimation(x, y);
9644 DrawLevelField(x, y);
9647 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9648 player->index_bit, dig_side);
9650 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9651 player->index_bit, dig_side);
9657 if (!PLAYER_SWITCHING(player, x, y))
9659 player->is_switching = TRUE;
9660 player->switch_x = x;
9661 player->switch_y = y;
9663 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9664 player->index_bit, dig_side);
9665 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9666 player->index_bit, dig_side);
9669 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9670 player->index_bit, dig_side);
9671 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9672 player->index_bit, dig_side);
9674 return MF_NO_ACTION;
9677 player->push_delay = -1;
9679 if (is_player) /* function can also be called by EL_PENGUIN */
9681 if (Feld[x][y] != element) /* really digged/collected something */
9682 player->is_collecting = !player->is_digging;
9688 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9690 int jx = player->jx, jy = player->jy;
9691 int x = jx + dx, y = jy + dy;
9692 int snap_direction = (dx == -1 ? MV_LEFT :
9693 dx == +1 ? MV_RIGHT :
9695 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9697 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9700 if (!player->active || !IN_LEV_FIELD(x, y))
9708 if (player->MovPos == 0)
9709 player->is_pushing = FALSE;
9711 player->is_snapping = FALSE;
9713 if (player->MovPos == 0)
9715 player->is_moving = FALSE;
9716 player->is_digging = FALSE;
9717 player->is_collecting = FALSE;
9723 if (player->is_snapping)
9726 player->MovDir = snap_direction;
9728 if (player->MovPos == 0)
9730 player->is_moving = FALSE;
9731 player->is_digging = FALSE;
9732 player->is_collecting = FALSE;
9735 player->is_dropping = FALSE;
9737 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9740 player->is_snapping = TRUE;
9742 if (player->MovPos == 0)
9744 player->is_moving = FALSE;
9745 player->is_digging = FALSE;
9746 player->is_collecting = FALSE;
9749 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
9750 DrawLevelField(player->last_jx, player->last_jy);
9752 DrawLevelField(x, y);
9757 boolean DropElement(struct PlayerInfo *player)
9759 int old_element, new_element;
9760 int dropx = player->jx, dropy = player->jy;
9761 int drop_direction = player->MovDir;
9762 int drop_side = drop_direction;
9763 int drop_element = (player->inventory_size > 0 ?
9764 player->inventory_element[player->inventory_size - 1] :
9765 player->inventory_infinite_element != EL_UNDEFINED ?
9766 player->inventory_infinite_element :
9767 player->dynabombs_left > 0 ?
9768 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
9771 /* do not drop an element on top of another element; when holding drop key
9772 pressed without moving, dropped element must move away before the next
9773 element can be dropped (this is especially important if the next element
9774 is dynamite, which can be placed on background for historical reasons) */
9775 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
9778 if (IS_THROWABLE(drop_element))
9780 dropx += GET_DX_FROM_DIR(drop_direction);
9781 dropy += GET_DY_FROM_DIR(drop_direction);
9783 if (!IN_LEV_FIELD(dropx, dropy))
9787 old_element = Feld[dropx][dropy]; /* old element at dropping position */
9788 new_element = drop_element; /* default: no change when dropping */
9790 /* check if player is active, not moving and ready to drop */
9791 if (!player->active || player->MovPos || player->drop_delay > 0)
9794 /* check if player has anything that can be dropped */
9795 if (new_element == EL_UNDEFINED)
9798 /* check if anything can be dropped at the current position */
9799 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9802 /* collected custom elements can only be dropped on empty fields */
9803 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
9806 if (old_element != EL_EMPTY)
9807 Back[dropx][dropy] = old_element; /* store old element on this field */
9809 ResetGfxAnimation(dropx, dropy);
9810 ResetRandomAnimationValue(dropx, dropy);
9812 if (player->inventory_size > 0 ||
9813 player->inventory_infinite_element != EL_UNDEFINED)
9815 if (player->inventory_size > 0)
9817 player->inventory_size--;
9819 DrawGameValue_Dynamite(local_player->inventory_size);
9821 if (new_element == EL_DYNAMITE)
9822 new_element = EL_DYNAMITE_ACTIVE;
9823 else if (new_element == EL_SP_DISK_RED)
9824 new_element = EL_SP_DISK_RED_ACTIVE;
9827 Feld[dropx][dropy] = new_element;
9829 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9830 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9831 el2img(Feld[dropx][dropy]), 0);
9833 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9835 /* needed if previous element just changed to "empty" in the last frame */
9836 Changed[dropx][dropy] = FALSE; /* allow another change */
9838 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
9839 player->index_bit, drop_side);
9840 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
9841 player->index_bit, drop_side);
9843 TestIfElementTouchesCustomElement(dropx, dropy);
9845 else /* player is dropping a dyna bomb */
9847 player->dynabombs_left--;
9849 Feld[dropx][dropy] = new_element;
9851 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9852 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9853 el2img(Feld[dropx][dropy]), 0);
9855 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9858 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
9859 InitField_WithBug1(dropx, dropy, FALSE);
9861 new_element = Feld[dropx][dropy]; /* element might have changed */
9863 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
9864 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
9866 int move_direction, nextx, nexty;
9868 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
9869 MovDir[dropx][dropy] = drop_direction;
9871 move_direction = MovDir[dropx][dropy];
9872 nextx = dropx + GET_DX_FROM_DIR(move_direction);
9873 nexty = dropy + GET_DY_FROM_DIR(move_direction);
9875 Changed[dropx][dropy] = FALSE; /* allow another change */
9876 CheckCollision[dropx][dropy] = 2;
9879 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
9880 player->is_dropping = TRUE;
9882 player->drop_x = dropx;
9883 player->drop_y = dropy;
9888 /* ------------------------------------------------------------------------- */
9889 /* game sound playing functions */
9890 /* ------------------------------------------------------------------------- */
9892 static int *loop_sound_frame = NULL;
9893 static int *loop_sound_volume = NULL;
9895 void InitPlayLevelSound()
9897 int num_sounds = getSoundListSize();
9899 checked_free(loop_sound_frame);
9900 checked_free(loop_sound_volume);
9902 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
9903 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
9906 static void PlayLevelSound(int x, int y, int nr)
9908 int sx = SCREENX(x), sy = SCREENY(y);
9909 int volume, stereo_position;
9910 int max_distance = 8;
9911 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
9913 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
9914 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
9917 if (!IN_LEV_FIELD(x, y) ||
9918 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
9919 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
9922 volume = SOUND_MAX_VOLUME;
9924 if (!IN_SCR_FIELD(sx, sy))
9926 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
9927 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
9929 volume -= volume * (dx > dy ? dx : dy) / max_distance;
9932 stereo_position = (SOUND_MAX_LEFT +
9933 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
9934 (SCR_FIELDX + 2 * max_distance));
9936 if (IS_LOOP_SOUND(nr))
9938 /* This assures that quieter loop sounds do not overwrite louder ones,
9939 while restarting sound volume comparison with each new game frame. */
9941 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
9944 loop_sound_volume[nr] = volume;
9945 loop_sound_frame[nr] = FrameCounter;
9948 PlaySoundExt(nr, volume, stereo_position, type);
9951 static void PlayLevelSoundNearest(int x, int y, int sound_action)
9953 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
9954 x > LEVELX(BX2) ? LEVELX(BX2) : x,
9955 y < LEVELY(BY1) ? LEVELY(BY1) :
9956 y > LEVELY(BY2) ? LEVELY(BY2) : y,
9960 static void PlayLevelSoundAction(int x, int y, int action)
9962 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
9965 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
9967 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
9969 if (sound_effect != SND_UNDEFINED)
9970 PlayLevelSound(x, y, sound_effect);
9973 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
9976 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
9978 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
9979 PlayLevelSound(x, y, sound_effect);
9982 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
9984 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
9986 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
9987 PlayLevelSound(x, y, sound_effect);
9990 static void StopLevelSoundActionIfLoop(int x, int y, int action)
9992 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
9994 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
9995 StopSound(sound_effect);
9998 static void PlayLevelMusic()
10000 if (levelset.music[level_nr] != MUS_UNDEFINED)
10001 PlayMusic(levelset.music[level_nr]); /* from config file */
10003 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10006 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10008 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10013 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10017 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10021 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10025 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10029 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10033 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10037 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10040 case SAMPLE_android_clone:
10041 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10044 case SAMPLE_android_move:
10045 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10048 case SAMPLE_spring:
10049 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10053 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10057 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10060 case SAMPLE_eater_eat:
10061 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10065 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10068 case SAMPLE_collect:
10069 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10072 case SAMPLE_diamond:
10073 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10076 case SAMPLE_squash:
10077 /* !!! CHECK THIS !!! */
10079 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10081 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10085 case SAMPLE_wonderfall:
10086 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10090 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10094 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10098 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10102 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10106 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10110 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10113 case SAMPLE_wonder:
10114 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10118 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10121 case SAMPLE_exit_open:
10122 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10125 case SAMPLE_exit_leave:
10126 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10129 case SAMPLE_dynamite:
10130 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10134 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10138 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10142 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10146 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10150 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10154 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10158 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10163 void RaiseScore(int value)
10165 local_player->score += value;
10167 DrawGameValue_Score(local_player->score);
10170 void RaiseScoreElement(int element)
10175 case EL_BD_DIAMOND:
10176 case EL_EMERALD_YELLOW:
10177 case EL_EMERALD_RED:
10178 case EL_EMERALD_PURPLE:
10179 case EL_SP_INFOTRON:
10180 RaiseScore(level.score[SC_EMERALD]);
10183 RaiseScore(level.score[SC_DIAMOND]);
10186 RaiseScore(level.score[SC_CRYSTAL]);
10189 RaiseScore(level.score[SC_PEARL]);
10192 case EL_BD_BUTTERFLY:
10193 case EL_SP_ELECTRON:
10194 RaiseScore(level.score[SC_BUG]);
10197 case EL_BD_FIREFLY:
10198 case EL_SP_SNIKSNAK:
10199 RaiseScore(level.score[SC_SPACESHIP]);
10202 case EL_DARK_YAMYAM:
10203 RaiseScore(level.score[SC_YAMYAM]);
10206 RaiseScore(level.score[SC_ROBOT]);
10209 RaiseScore(level.score[SC_PACMAN]);
10212 RaiseScore(level.score[SC_NUT]);
10215 case EL_SP_DISK_RED:
10216 case EL_DYNABOMB_INCREASE_NUMBER:
10217 case EL_DYNABOMB_INCREASE_SIZE:
10218 case EL_DYNABOMB_INCREASE_POWER:
10219 RaiseScore(level.score[SC_DYNAMITE]);
10221 case EL_SHIELD_NORMAL:
10222 case EL_SHIELD_DEADLY:
10223 RaiseScore(level.score[SC_SHIELD]);
10225 case EL_EXTRA_TIME:
10226 RaiseScore(level.score[SC_TIME_BONUS]);
10240 RaiseScore(level.score[SC_KEY]);
10243 RaiseScore(element_info[element].collect_score);
10248 void RequestQuitGame(boolean ask_if_really_quit)
10250 if (AllPlayersGone ||
10251 !ask_if_really_quit ||
10252 level_editor_test_game ||
10253 Request("Do you really want to quit the game ?",
10254 REQ_ASK | REQ_STAY_CLOSED))
10256 #if defined(NETWORK_AVALIABLE)
10257 if (options.network)
10258 SendToServer_StopPlaying();
10262 game_status = GAME_MODE_MAIN;
10268 if (tape.playing && tape.deactivate_display)
10269 TapeDeactivateDisplayOff(TRUE);
10271 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10273 if (tape.playing && tape.deactivate_display)
10274 TapeDeactivateDisplayOn();
10279 /* ---------- new game button stuff ---------------------------------------- */
10281 /* graphic position values for game buttons */
10282 #define GAME_BUTTON_XSIZE 30
10283 #define GAME_BUTTON_YSIZE 30
10284 #define GAME_BUTTON_XPOS 5
10285 #define GAME_BUTTON_YPOS 215
10286 #define SOUND_BUTTON_XPOS 5
10287 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10289 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10290 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10291 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10292 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10293 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10294 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10301 } gamebutton_info[NUM_GAME_BUTTONS] =
10304 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10309 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10310 GAME_CTRL_ID_PAUSE,
10314 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10319 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10320 SOUND_CTRL_ID_MUSIC,
10321 "background music on/off"
10324 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10325 SOUND_CTRL_ID_LOOPS,
10326 "sound loops on/off"
10329 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10330 SOUND_CTRL_ID_SIMPLE,
10331 "normal sounds on/off"
10335 void CreateGameButtons()
10339 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10341 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10342 struct GadgetInfo *gi;
10345 unsigned long event_mask;
10346 int gd_xoffset, gd_yoffset;
10347 int gd_x1, gd_x2, gd_y1, gd_y2;
10350 gd_xoffset = gamebutton_info[i].x;
10351 gd_yoffset = gamebutton_info[i].y;
10352 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10353 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10355 if (id == GAME_CTRL_ID_STOP ||
10356 id == GAME_CTRL_ID_PAUSE ||
10357 id == GAME_CTRL_ID_PLAY)
10359 button_type = GD_TYPE_NORMAL_BUTTON;
10361 event_mask = GD_EVENT_RELEASED;
10362 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10363 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10367 button_type = GD_TYPE_CHECK_BUTTON;
10369 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10370 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10371 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10372 event_mask = GD_EVENT_PRESSED;
10373 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10374 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10377 gi = CreateGadget(GDI_CUSTOM_ID, id,
10378 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10379 GDI_X, DX + gd_xoffset,
10380 GDI_Y, DY + gd_yoffset,
10381 GDI_WIDTH, GAME_BUTTON_XSIZE,
10382 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10383 GDI_TYPE, button_type,
10384 GDI_STATE, GD_BUTTON_UNPRESSED,
10385 GDI_CHECKED, checked,
10386 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10387 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10388 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10389 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10390 GDI_EVENT_MASK, event_mask,
10391 GDI_CALLBACK_ACTION, HandleGameButtons,
10395 Error(ERR_EXIT, "cannot create gadget");
10397 game_gadget[id] = gi;
10401 void FreeGameButtons()
10405 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10406 FreeGadget(game_gadget[i]);
10409 static void MapGameButtons()
10413 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10414 MapGadget(game_gadget[i]);
10417 void UnmapGameButtons()
10421 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10422 UnmapGadget(game_gadget[i]);
10425 static void HandleGameButtons(struct GadgetInfo *gi)
10427 int id = gi->custom_id;
10429 if (game_status != GAME_MODE_PLAYING)
10434 case GAME_CTRL_ID_STOP:
10435 RequestQuitGame(TRUE);
10438 case GAME_CTRL_ID_PAUSE:
10439 if (options.network)
10441 #if defined(NETWORK_AVALIABLE)
10443 SendToServer_ContinuePlaying();
10445 SendToServer_PausePlaying();
10449 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10452 case GAME_CTRL_ID_PLAY:
10455 #if defined(NETWORK_AVALIABLE)
10456 if (options.network)
10457 SendToServer_ContinuePlaying();
10461 tape.pausing = FALSE;
10462 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10467 case SOUND_CTRL_ID_MUSIC:
10468 if (setup.sound_music)
10470 setup.sound_music = FALSE;
10473 else if (audio.music_available)
10475 setup.sound = setup.sound_music = TRUE;
10477 SetAudioMode(setup.sound);
10483 case SOUND_CTRL_ID_LOOPS:
10484 if (setup.sound_loops)
10485 setup.sound_loops = FALSE;
10486 else if (audio.loops_available)
10488 setup.sound = setup.sound_loops = TRUE;
10489 SetAudioMode(setup.sound);
10493 case SOUND_CTRL_ID_SIMPLE:
10494 if (setup.sound_simple)
10495 setup.sound_simple = FALSE;
10496 else if (audio.sound_available)
10498 setup.sound = setup.sound_simple = TRUE;
10499 SetAudioMode(setup.sound);