1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME1 (DX + XX_TIME1)
78 #define DX_TIME2 (DX + XX_TIME2)
79 #define DY_TIME (DY + YY_TIME)
81 /* values for initial player move delay (initial delay counter value) */
82 #define INITIAL_MOVE_DELAY_OFF -1
83 #define INITIAL_MOVE_DELAY_ON 0
85 /* values for player movement speed (which is in fact a delay value) */
86 #define MOVE_DELAY_NORMAL_SPEED 8
87 #define MOVE_DELAY_HIGH_SPEED 4
89 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
90 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
91 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
92 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
94 /* values for other actions */
95 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
97 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
99 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
100 RND(element_info[e].push_delay_random))
101 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 RND(element_info[e].move_delay_random))
103 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 (element_info[e].move_delay_random))
106 #define GET_TARGET_ELEMENT(e, ch) \
107 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
108 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
110 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
111 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
114 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
115 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
116 (CAN_MOVE_INTO_ACID(e) && \
117 Feld[x][y] == EL_ACID) || \
120 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
121 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
122 (CAN_MOVE_INTO_ACID(e) && \
123 Feld[x][y] == EL_ACID) || \
126 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
127 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
129 (CAN_MOVE_INTO_ACID(e) && \
130 Feld[x][y] == EL_ACID) || \
131 (DONT_COLLIDE_WITH(e) && \
133 !PLAYER_ENEMY_PROTECTED(x, y))))
136 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
137 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
139 (DONT_COLLIDE_WITH(e) && \
141 !PLAYER_ENEMY_PROTECTED(x, y))))
144 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
145 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
148 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
149 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
151 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
152 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
156 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
159 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
160 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
164 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
165 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
167 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
168 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
170 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
171 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
173 #define PIG_CAN_ENTER_FIELD(e, x, y) \
174 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
176 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
177 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
178 IS_FOOD_PENGUIN(Feld[x][y])))
179 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
180 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
182 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
183 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
185 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
186 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
190 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
191 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
192 (CAN_MOVE_INTO_ACID(e) && \
193 Feld[x][y] == EL_ACID) || \
194 Feld[x][y] == EL_DIAMOND))
196 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
197 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
198 (CAN_MOVE_INTO_ACID(e) && \
199 Feld[x][y] == EL_ACID) || \
200 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
202 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
203 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
204 (CAN_MOVE_INTO_ACID(e) && \
205 Feld[x][y] == EL_ACID) || \
206 IS_AMOEBOID(Feld[x][y])))
208 #define PIG_CAN_ENTER_FIELD(e, x, y) \
209 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
210 (CAN_MOVE_INTO_ACID(e) && \
211 Feld[x][y] == EL_ACID) || \
212 IS_FOOD_PIG(Feld[x][y])))
214 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
215 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
216 (CAN_MOVE_INTO_ACID(e) && \
217 Feld[x][y] == EL_ACID) || \
218 IS_FOOD_PENGUIN(Feld[x][y]) || \
219 Feld[x][y] == EL_EXIT_OPEN))
221 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
222 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
223 (CAN_MOVE_INTO_ACID(e) && \
224 Feld[x][y] == EL_ACID)))
226 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
227 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
228 (CAN_MOVE_INTO_ACID(e) && \
229 Feld[x][y] == EL_ACID) || \
232 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
233 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
234 (CAN_MOVE_INTO_ACID(e) && \
235 Feld[x][y] == EL_ACID)))
239 #define GROUP_NR(e) ((e) - EL_GROUP_START)
240 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
241 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
242 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
244 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
245 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
248 #define CE_ENTER_FIELD_COND(e, x, y) \
249 (!IS_PLAYER(x, y) && \
250 (Feld[x][y] == EL_ACID || \
251 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
253 #define CE_ENTER_FIELD_COND(e, x, y) \
254 (!IS_PLAYER(x, y) && \
255 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
258 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
259 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
261 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
262 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
264 /* game button identifiers */
265 #define GAME_CTRL_ID_STOP 0
266 #define GAME_CTRL_ID_PAUSE 1
267 #define GAME_CTRL_ID_PLAY 2
268 #define SOUND_CTRL_ID_MUSIC 3
269 #define SOUND_CTRL_ID_LOOPS 4
270 #define SOUND_CTRL_ID_SIMPLE 5
272 #define NUM_GAME_BUTTONS 6
275 /* forward declaration for internal use */
277 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
278 static boolean MovePlayer(struct PlayerInfo *, int, int);
279 static void ScrollPlayer(struct PlayerInfo *, int);
280 static void ScrollScreen(struct PlayerInfo *, int);
282 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
284 static void InitBeltMovement(void);
285 static void CloseAllOpenTimegates(void);
286 static void CheckGravityMovement(struct PlayerInfo *);
287 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
288 static void KillHeroUnlessEnemyProtected(int, int);
289 static void KillHeroUnlessExplosionProtected(int, int);
291 static void TestIfPlayerTouchesCustomElement(int, int);
292 static void TestIfElementTouchesCustomElement(int, int);
293 static void TestIfElementHitsCustomElement(int, int, int);
295 static void TestIfElementSmashesCustomElement(int, int, int);
298 static void ChangeElement(int, int, int);
300 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
301 #define CheckTriggeredElementChange(x, y, e, ev) \
302 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
304 #define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
305 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
306 #define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
307 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
308 #define CheckTriggeredElementChangePage(x, y, e, ev, p) \
309 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
312 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
313 #define CheckElementChange(x, y, e, te, ev) \
314 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
315 #define CheckElementChangePlayer(x, y, e, ev, p, s) \
316 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
317 #define CheckElementChangeSide(x, y, e, te, ev, s) \
318 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
319 #define CheckElementChangePage(x, y, e, te, ev, p) \
320 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
322 static void PlayLevelSound(int, int, int);
323 static void PlayLevelSoundNearest(int, int, int);
324 static void PlayLevelSoundAction(int, int, int);
325 static void PlayLevelSoundElementAction(int, int, int, int);
326 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
327 static void PlayLevelSoundActionIfLoop(int, int, int);
328 static void StopLevelSoundActionIfLoop(int, int, int);
329 static void PlayLevelMusic();
331 static void MapGameButtons();
332 static void HandleGameButtons(struct GadgetInfo *);
334 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
337 /* ------------------------------------------------------------------------- */
338 /* definition of elements that automatically change to other elements after */
339 /* a specified time, eventually calling a function when changing */
340 /* ------------------------------------------------------------------------- */
342 /* forward declaration for changer functions */
343 static void InitBuggyBase(int x, int y);
344 static void WarnBuggyBase(int x, int y);
346 static void InitTrap(int x, int y);
347 static void ActivateTrap(int x, int y);
348 static void ChangeActiveTrap(int x, int y);
350 static void InitRobotWheel(int x, int y);
351 static void RunRobotWheel(int x, int y);
352 static void StopRobotWheel(int x, int y);
354 static void InitTimegateWheel(int x, int y);
355 static void RunTimegateWheel(int x, int y);
357 struct ChangingElementInfo
362 void (*pre_change_function)(int x, int y);
363 void (*change_function)(int x, int y);
364 void (*post_change_function)(int x, int y);
367 static struct ChangingElementInfo change_delay_list[] =
418 EL_SWITCHGATE_OPENING,
426 EL_SWITCHGATE_CLOSING,
427 EL_SWITCHGATE_CLOSED,
459 EL_ACID_SPLASH_RIGHT,
468 EL_SP_BUGGY_BASE_ACTIVATING,
475 EL_SP_BUGGY_BASE_ACTIVATING,
476 EL_SP_BUGGY_BASE_ACTIVE,
483 EL_SP_BUGGY_BASE_ACTIVE,
507 EL_ROBOT_WHEEL_ACTIVE,
515 EL_TIMEGATE_SWITCH_ACTIVE,
536 int push_delay_fixed, push_delay_random;
541 { EL_BALLOON, 0, 0 },
543 { EL_SOKOBAN_OBJECT, 2, 0 },
544 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
545 { EL_SATELLITE, 2, 0 },
546 { EL_SP_DISK_YELLOW, 2, 0 },
548 { EL_UNDEFINED, 0, 0 },
556 move_stepsize_list[] =
558 { EL_AMOEBA_DROP, 2 },
559 { EL_AMOEBA_DROPPING, 2 },
560 { EL_QUICKSAND_FILLING, 1 },
561 { EL_QUICKSAND_EMPTYING, 1 },
562 { EL_MAGIC_WALL_FILLING, 2 },
563 { EL_BD_MAGIC_WALL_FILLING, 2 },
564 { EL_MAGIC_WALL_EMPTYING, 2 },
565 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
575 collect_count_list[] =
578 { EL_BD_DIAMOND, 1 },
579 { EL_EMERALD_YELLOW, 1 },
580 { EL_EMERALD_RED, 1 },
581 { EL_EMERALD_PURPLE, 1 },
583 { EL_SP_INFOTRON, 1 },
597 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
598 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
599 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
600 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
601 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
602 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
603 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
604 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
605 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
606 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
607 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
612 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
614 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
615 CH_EVENT_BIT(CE_DELAY))
616 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
617 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
618 IS_JUST_CHANGING(x, y))
620 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
623 void GetPlayerConfig()
625 if (!audio.sound_available)
626 setup.sound_simple = FALSE;
628 if (!audio.loops_available)
629 setup.sound_loops = FALSE;
631 if (!audio.music_available)
632 setup.sound_music = FALSE;
634 if (!video.fullscreen_available)
635 setup.fullscreen = FALSE;
637 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
639 SetAudioMode(setup.sound);
643 static int getBeltNrFromBeltElement(int element)
645 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
646 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
647 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
650 static int getBeltNrFromBeltActiveElement(int element)
652 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
653 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
654 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
657 static int getBeltNrFromBeltSwitchElement(int element)
659 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
660 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
661 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
664 static int getBeltDirNrFromBeltSwitchElement(int element)
666 static int belt_base_element[4] =
668 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
669 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
670 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
671 EL_CONVEYOR_BELT_4_SWITCH_LEFT
674 int belt_nr = getBeltNrFromBeltSwitchElement(element);
675 int belt_dir_nr = element - belt_base_element[belt_nr];
677 return (belt_dir_nr % 3);
680 static int getBeltDirFromBeltSwitchElement(int element)
682 static int belt_move_dir[3] =
689 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
691 return belt_move_dir[belt_dir_nr];
694 static void InitPlayerField(int x, int y, int element, boolean init_game)
696 if (element == EL_SP_MURPHY)
700 if (stored_player[0].present)
702 Feld[x][y] = EL_SP_MURPHY_CLONE;
708 stored_player[0].use_murphy_graphic = TRUE;
711 Feld[x][y] = EL_PLAYER_1;
717 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
718 int jx = player->jx, jy = player->jy;
720 player->present = TRUE;
722 player->block_last_field = (element == EL_SP_MURPHY ?
723 level.sp_block_last_field :
724 level.block_last_field);
726 if (!options.network || player->connected)
728 player->active = TRUE;
730 /* remove potentially duplicate players */
731 if (StorePlayer[jx][jy] == Feld[x][y])
732 StorePlayer[jx][jy] = 0;
734 StorePlayer[x][y] = Feld[x][y];
738 printf("Player %d activated.\n", player->element_nr);
739 printf("[Local player is %d and currently %s.]\n",
740 local_player->element_nr,
741 local_player->active ? "active" : "not active");
745 Feld[x][y] = EL_EMPTY;
746 player->jx = player->last_jx = x;
747 player->jy = player->last_jy = y;
751 static void InitField(int x, int y, boolean init_game)
753 int element = Feld[x][y];
762 InitPlayerField(x, y, element, init_game);
765 case EL_SOKOBAN_FIELD_PLAYER:
766 element = Feld[x][y] = EL_PLAYER_1;
767 InitField(x, y, init_game);
769 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
770 InitField(x, y, init_game);
773 case EL_SOKOBAN_FIELD_EMPTY:
774 local_player->sokobanfields_still_needed++;
778 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
779 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
780 else if (x > 0 && Feld[x-1][y] == EL_ACID)
781 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
782 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
783 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
784 else if (y > 0 && Feld[x][y-1] == EL_ACID)
785 Feld[x][y] = EL_ACID_POOL_BOTTOM;
786 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
787 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
795 case EL_SPACESHIP_RIGHT:
796 case EL_SPACESHIP_UP:
797 case EL_SPACESHIP_LEFT:
798 case EL_SPACESHIP_DOWN:
800 case EL_BD_BUTTERFLY_RIGHT:
801 case EL_BD_BUTTERFLY_UP:
802 case EL_BD_BUTTERFLY_LEFT:
803 case EL_BD_BUTTERFLY_DOWN:
804 case EL_BD_BUTTERFLY:
805 case EL_BD_FIREFLY_RIGHT:
806 case EL_BD_FIREFLY_UP:
807 case EL_BD_FIREFLY_LEFT:
808 case EL_BD_FIREFLY_DOWN:
810 case EL_PACMAN_RIGHT:
834 if (y == lev_fieldy - 1)
836 Feld[x][y] = EL_AMOEBA_GROWING;
837 Store[x][y] = EL_AMOEBA_WET;
841 case EL_DYNAMITE_ACTIVE:
842 case EL_SP_DISK_RED_ACTIVE:
843 case EL_DYNABOMB_PLAYER_1_ACTIVE:
844 case EL_DYNABOMB_PLAYER_2_ACTIVE:
845 case EL_DYNABOMB_PLAYER_3_ACTIVE:
846 case EL_DYNABOMB_PLAYER_4_ACTIVE:
851 local_player->lights_still_needed++;
855 local_player->friends_still_needed++;
860 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
865 Feld[x][y] = EL_EMPTY;
870 case EL_EM_KEY_1_FILE:
871 Feld[x][y] = EL_EM_KEY_1;
873 case EL_EM_KEY_2_FILE:
874 Feld[x][y] = EL_EM_KEY_2;
876 case EL_EM_KEY_3_FILE:
877 Feld[x][y] = EL_EM_KEY_3;
879 case EL_EM_KEY_4_FILE:
880 Feld[x][y] = EL_EM_KEY_4;
884 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
885 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
886 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
887 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
888 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
889 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
890 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
891 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
892 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
893 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
894 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
895 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
898 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
899 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
900 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
902 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
904 game.belt_dir[belt_nr] = belt_dir;
905 game.belt_dir_nr[belt_nr] = belt_dir_nr;
907 else /* more than one switch -- set it like the first switch */
909 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
914 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
916 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
919 case EL_LIGHT_SWITCH_ACTIVE:
921 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
925 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
927 else if (IS_GROUP_ELEMENT(element))
929 struct ElementGroupInfo *group = element_info[element].group;
930 int last_anim_random_frame = gfx.anim_random_frame;
933 if (group->choice_mode == ANIM_RANDOM)
934 gfx.anim_random_frame = RND(group->num_elements_resolved);
936 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
937 group->choice_mode, 0,
940 if (group->choice_mode == ANIM_RANDOM)
941 gfx.anim_random_frame = last_anim_random_frame;
945 Feld[x][y] = group->element_resolved[element_pos];
947 InitField(x, y, init_game);
953 static inline void InitField_WithBug1(int x, int y, boolean init_game)
955 InitField(x, y, init_game);
957 /* not needed to call InitMovDir() -- already done by InitField()! */
958 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
959 CAN_MOVE(Feld[x][y]))
963 static inline void InitField_WithBug2(int x, int y, boolean init_game)
965 int old_element = Feld[x][y];
967 InitField(x, y, init_game);
969 /* not needed to call InitMovDir() -- already done by InitField()! */
970 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
971 CAN_MOVE(old_element) &&
972 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
975 /* this case is in fact a combination of not less than three bugs:
976 first, it calls InitMovDir() for elements that can move, although this is
977 already done by InitField(); then, it checks the element that was at this
978 field _before_ the call to InitField() (which can change it)
983 inline void DrawGameValue_Emeralds(int value)
985 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
988 inline void DrawGameValue_Dynamite(int value)
990 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
993 inline void DrawGameValue_Keys(struct PlayerInfo *player)
997 for (i = 0; i < MAX_KEYS; i++)
999 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1000 el2edimg(EL_KEY_1 + i));
1003 inline void DrawGameValue_Score(int value)
1005 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1008 inline void DrawGameValue_Time(int value)
1011 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1013 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1016 inline void DrawGameValue_Level(int value)
1019 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1022 /* misuse area for displaying emeralds to draw bigger level number */
1023 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1024 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1026 /* now copy it to the area for displaying level number */
1027 BlitBitmap(drawto, drawto,
1028 DX_EMERALDS, DY_EMERALDS + 1,
1029 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1030 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1031 DX_LEVEL - 1, DY_LEVEL + 1);
1033 /* restore the area for displaying emeralds */
1034 DrawGameValue_Emeralds(local_player->gems_still_needed);
1036 /* yes, this is all really ugly :-) */
1040 void DrawGameDoorValues()
1044 DrawGameValue_Level(level_nr);
1046 for (i = 0; i < MAX_PLAYERS; i++)
1047 DrawGameValue_Keys(&stored_player[i]);
1049 DrawGameValue_Emeralds(local_player->gems_still_needed);
1050 DrawGameValue_Dynamite(local_player->inventory_size);
1051 DrawGameValue_Score(local_player->score);
1052 DrawGameValue_Time(TimeLeft);
1055 static void resolve_group_element(int group_element, int recursion_depth)
1057 static int group_nr;
1058 static struct ElementGroupInfo *group;
1059 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1062 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1064 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1065 group_element - EL_GROUP_START + 1);
1067 /* replace element which caused too deep recursion by question mark */
1068 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1073 if (recursion_depth == 0) /* initialization */
1075 group = element_info[group_element].group;
1076 group_nr = group_element - EL_GROUP_START;
1078 group->num_elements_resolved = 0;
1079 group->choice_pos = 0;
1082 for (i = 0; i < actual_group->num_elements; i++)
1084 int element = actual_group->element[i];
1086 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1089 if (IS_GROUP_ELEMENT(element))
1090 resolve_group_element(element, recursion_depth + 1);
1093 group->element_resolved[group->num_elements_resolved++] = element;
1094 element_info[element].in_group[group_nr] = TRUE;
1099 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1101 printf("::: group %d: %d resolved elements\n",
1102 group_element - EL_GROUP_START, group->num_elements_resolved);
1103 for (i = 0; i < group->num_elements_resolved; i++)
1104 printf("::: - %d ['%s']\n", group->element_resolved[i],
1105 element_info[group->element_resolved[i]].token_name);
1112 =============================================================================
1114 -----------------------------------------------------------------------------
1115 initialize game engine due to level / tape version number
1116 =============================================================================
1119 static void InitGameEngine()
1123 /* set game engine from tape file when re-playing, else from level file */
1124 game.engine_version = (tape.playing ? tape.engine_version :
1125 level.game_version);
1127 /* dynamically adjust element properties according to game engine version */
1128 InitElementPropertiesEngine(game.engine_version);
1131 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1132 printf(" tape version == %06d [%s] [file: %06d]\n",
1133 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1135 printf(" => game.engine_version == %06d\n", game.engine_version);
1138 /* ---------- recursively resolve group elements ------------------------- */
1140 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1141 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1142 element_info[i].in_group[j] = FALSE;
1144 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1145 resolve_group_element(EL_GROUP_START + i, 0);
1147 /* ---------- initialize player's initial move delay --------------------- */
1149 /* dynamically adjust player properties according to game engine version */
1150 game.initial_move_delay =
1151 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1152 INITIAL_MOVE_DELAY_OFF);
1154 /* dynamically adjust player properties according to level information */
1155 game.initial_move_delay_value =
1156 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1158 /* ---------- initialize player's initial push delay --------------------- */
1160 /* dynamically adjust player properties according to game engine version */
1161 game.initial_push_delay_value =
1162 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1164 /* ---------- initialize changing elements ------------------------------- */
1166 /* initialize changing elements information */
1167 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1169 struct ElementInfo *ei = &element_info[i];
1171 /* this pointer might have been changed in the level editor */
1172 ei->change = &ei->change_page[0];
1174 if (!IS_CUSTOM_ELEMENT(i))
1176 ei->change->target_element = EL_EMPTY_SPACE;
1177 ei->change->delay_fixed = 0;
1178 ei->change->delay_random = 0;
1179 ei->change->delay_frames = 1;
1182 ei->change_events = CE_BITMASK_DEFAULT;
1183 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1185 ei->event_page_nr[j] = 0;
1186 ei->event_page[j] = &ei->change_page[0];
1190 /* add changing elements from pre-defined list */
1191 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1193 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1194 struct ElementInfo *ei = &element_info[ch_delay->element];
1196 ei->change->target_element = ch_delay->target_element;
1197 ei->change->delay_fixed = ch_delay->change_delay;
1199 ei->change->pre_change_function = ch_delay->pre_change_function;
1200 ei->change->change_function = ch_delay->change_function;
1201 ei->change->post_change_function = ch_delay->post_change_function;
1203 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1207 /* add change events from custom element configuration */
1208 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1210 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1212 for (j = 0; j < ei->num_change_pages; j++)
1214 if (!ei->change_page[j].can_change)
1217 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1219 /* only add event page for the first page found with this event */
1220 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1221 !(ei->change_events & CH_EVENT_BIT(k)))
1223 ei->change_events |= CH_EVENT_BIT(k);
1224 ei->event_page_nr[k] = j;
1225 ei->event_page[k] = &ei->change_page[j];
1233 /* add change events from custom element configuration */
1234 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1236 int element = EL_CUSTOM_START + i;
1238 /* only add custom elements that change after fixed/random frame delay */
1239 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1240 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1244 /* ---------- initialize run-time trigger player and element ------------- */
1246 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1248 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1250 for (j = 0; j < ei->num_change_pages; j++)
1252 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1253 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1257 /* ---------- initialize trigger events ---------------------------------- */
1259 /* initialize trigger events information */
1260 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1261 trigger_events[i] = EP_BITMASK_DEFAULT;
1264 /* add trigger events from element change event properties */
1265 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1267 struct ElementInfo *ei = &element_info[i];
1269 for (j = 0; j < ei->num_change_pages; j++)
1271 if (!ei->change_page[j].can_change)
1274 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1276 int trigger_element = ei->change_page[j].trigger_element;
1278 if (IS_GROUP_ELEMENT(trigger_element))
1280 struct ElementGroupInfo *group = element_info[trigger_element].group;
1282 for (k = 0; k < group->num_elements_resolved; k++)
1283 trigger_events[group->element_resolved[k]]
1284 |= ei->change_page[j].events;
1287 trigger_events[trigger_element] |= ei->change_page[j].events;
1292 /* add trigger events from element change event properties */
1293 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1294 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1295 trigger_events[element_info[i].change->trigger_element] |=
1296 element_info[i].change->events;
1299 /* ---------- initialize push delay -------------------------------------- */
1301 /* initialize push delay values to default */
1302 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1304 if (!IS_CUSTOM_ELEMENT(i))
1306 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1307 element_info[i].push_delay_random = game.default_push_delay_random;
1311 /* set push delay value for certain elements from pre-defined list */
1312 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1314 int e = push_delay_list[i].element;
1316 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1317 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1320 /* set push delay value for Supaplex elements for newer engine versions */
1321 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1323 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1325 if (IS_SP_ELEMENT(i))
1327 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1328 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1333 /* ---------- initialize move stepsize ----------------------------------- */
1335 /* initialize move stepsize values to default */
1336 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1337 if (!IS_CUSTOM_ELEMENT(i))
1338 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1340 /* set move stepsize value for certain elements from pre-defined list */
1341 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1343 int e = move_stepsize_list[i].element;
1345 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1348 /* ---------- initialize move dig/leave ---------------------------------- */
1350 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1352 element_info[i].can_leave_element = FALSE;
1353 element_info[i].can_leave_element_last = FALSE;
1356 /* ---------- initialize gem count --------------------------------------- */
1358 /* initialize gem count values for each element */
1359 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1360 if (!IS_CUSTOM_ELEMENT(i))
1361 element_info[i].collect_count = 0;
1363 /* add gem count values for all elements from pre-defined list */
1364 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1365 element_info[collect_count_list[i].element].collect_count =
1366 collect_count_list[i].count;
1368 /* ---------- initialize access direction -------------------------------- */
1370 /* initialize access direction values to default */
1371 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1372 if (!IS_CUSTOM_ELEMENT(i))
1373 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1375 /* set access direction value for certain elements from pre-defined list */
1376 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1377 element_info[tube_access[i].element].access_direction =
1378 tube_access[i].direction;
1383 =============================================================================
1385 -----------------------------------------------------------------------------
1386 initialize and start new game
1387 =============================================================================
1392 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1393 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1394 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1401 #if USE_NEW_AMOEBA_CODE
1402 printf("Using new amoeba code.\n");
1404 printf("Using old amoeba code.\n");
1409 /* don't play tapes over network */
1410 network_playing = (options.network && !tape.playing);
1412 for (i = 0; i < MAX_PLAYERS; i++)
1414 struct PlayerInfo *player = &stored_player[i];
1416 player->index_nr = i;
1417 player->index_bit = (1 << i);
1418 player->element_nr = EL_PLAYER_1 + i;
1420 player->present = FALSE;
1421 player->active = FALSE;
1424 player->effective_action = 0;
1425 player->programmed_action = 0;
1428 player->gems_still_needed = level.gems_needed;
1429 player->sokobanfields_still_needed = 0;
1430 player->lights_still_needed = 0;
1431 player->friends_still_needed = 0;
1433 for (j = 0; j < MAX_KEYS; j++)
1434 player->key[j] = FALSE;
1436 player->dynabomb_count = 0;
1437 player->dynabomb_size = 1;
1438 player->dynabombs_left = 0;
1439 player->dynabomb_xl = FALSE;
1441 player->MovDir = MV_NO_MOVING;
1444 player->GfxDir = MV_NO_MOVING;
1445 player->GfxAction = ACTION_DEFAULT;
1447 player->StepFrame = 0;
1449 player->use_murphy_graphic = FALSE;
1451 player->block_last_field = FALSE;
1452 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1454 player->actual_frame_counter = 0;
1456 player->step_counter = 0;
1458 player->last_move_dir = MV_NO_MOVING;
1460 player->is_waiting = FALSE;
1461 player->is_moving = FALSE;
1462 player->is_digging = FALSE;
1463 player->is_snapping = FALSE;
1464 player->is_collecting = FALSE;
1465 player->is_pushing = FALSE;
1466 player->is_switching = FALSE;
1467 player->is_dropping = FALSE;
1469 player->is_bored = FALSE;
1470 player->is_sleeping = FALSE;
1472 player->frame_counter_bored = -1;
1473 player->frame_counter_sleeping = -1;
1475 player->anim_delay_counter = 0;
1476 player->post_delay_counter = 0;
1478 player->action_waiting = ACTION_DEFAULT;
1479 player->last_action_waiting = ACTION_DEFAULT;
1480 player->special_action_bored = ACTION_DEFAULT;
1481 player->special_action_sleeping = ACTION_DEFAULT;
1483 player->num_special_action_bored = 0;
1484 player->num_special_action_sleeping = 0;
1486 /* determine number of special actions for bored and sleeping animation */
1487 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1489 boolean found = FALSE;
1491 for (k = 0; k < NUM_DIRECTIONS; k++)
1492 if (el_act_dir2img(player->element_nr, j, k) !=
1493 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1497 player->num_special_action_bored++;
1501 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1503 boolean found = FALSE;
1505 for (k = 0; k < NUM_DIRECTIONS; k++)
1506 if (el_act_dir2img(player->element_nr, j, k) !=
1507 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1511 player->num_special_action_sleeping++;
1516 player->switch_x = -1;
1517 player->switch_y = -1;
1519 player->show_envelope = 0;
1521 player->move_delay = game.initial_move_delay;
1522 player->move_delay_value = game.initial_move_delay_value;
1524 player->move_delay_reset_counter = 0;
1526 player->push_delay = 0;
1527 player->push_delay_value = game.initial_push_delay_value;
1529 player->drop_delay = 0;
1531 player->last_jx = player->last_jy = 0;
1532 player->jx = player->jy = 0;
1534 player->shield_normal_time_left = 0;
1535 player->shield_deadly_time_left = 0;
1537 player->inventory_infinite_element = EL_UNDEFINED;
1538 player->inventory_size = 0;
1540 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1541 SnapField(player, 0, 0);
1543 player->LevelSolved = FALSE;
1544 player->GameOver = FALSE;
1547 network_player_action_received = FALSE;
1549 #if defined(PLATFORM_UNIX)
1550 /* initial null action */
1551 if (network_playing)
1552 SendToServer_MovePlayer(MV_NO_MOVING);
1560 TimeLeft = level.time;
1563 ScreenMovDir = MV_NO_MOVING;
1567 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1569 AllPlayersGone = FALSE;
1571 game.yamyam_content_nr = 0;
1572 game.magic_wall_active = FALSE;
1573 game.magic_wall_time_left = 0;
1574 game.light_time_left = 0;
1575 game.timegate_time_left = 0;
1576 game.switchgate_pos = 0;
1577 game.balloon_dir = MV_NO_MOVING;
1578 game.gravity = level.initial_gravity;
1579 game.explosions_delayed = TRUE;
1581 game.envelope_active = FALSE;
1583 for (i = 0; i < NUM_BELTS; i++)
1585 game.belt_dir[i] = MV_NO_MOVING;
1586 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1589 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1590 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1592 for (x = 0; x < lev_fieldx; x++)
1594 for (y = 0; y < lev_fieldy; y++)
1596 Feld[x][y] = level.field[x][y];
1597 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1598 ChangeDelay[x][y] = 0;
1599 ChangePage[x][y] = -1;
1600 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1602 WasJustMoving[x][y] = 0;
1603 WasJustFalling[x][y] = 0;
1605 Pushed[x][y] = FALSE;
1607 Changed[x][y] = CE_BITMASK_DEFAULT;
1608 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1610 ExplodePhase[x][y] = 0;
1611 ExplodeDelay[x][y] = 0;
1612 ExplodeField[x][y] = EX_NO_EXPLOSION;
1614 RunnerVisit[x][y] = 0;
1615 PlayerVisit[x][y] = 0;
1618 GfxRandom[x][y] = INIT_GFX_RANDOM();
1619 GfxElement[x][y] = EL_UNDEFINED;
1620 GfxAction[x][y] = ACTION_DEFAULT;
1621 GfxDir[x][y] = MV_NO_MOVING;
1625 for (y = 0; y < lev_fieldy; y++)
1627 for (x = 0; x < lev_fieldx; x++)
1629 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1631 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1633 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1636 InitField(x, y, TRUE);
1642 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1643 emulate_sb ? EMU_SOKOBAN :
1644 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1646 /* initialize explosion and ignition delay */
1647 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1649 if (!IS_CUSTOM_ELEMENT(i))
1652 int delay = ((IS_SP_ELEMENT(i) &&
1653 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1654 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1655 int last_phase = (num_phase + 1) * delay;
1656 int half_phase = (num_phase / 2) * delay;
1658 element_info[i].explosion_delay = last_phase - 1;
1659 element_info[i].ignition_delay = half_phase;
1662 if (i == EL_BLACK_ORB)
1663 element_info[i].ignition_delay = 0;
1665 if (i == EL_BLACK_ORB)
1666 element_info[i].ignition_delay = 1;
1671 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1672 element_info[i].explosion_delay = 1;
1674 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1675 element_info[i].ignition_delay = 1;
1679 /* correct non-moving belts to start moving left */
1680 for (i = 0; i < NUM_BELTS; i++)
1681 if (game.belt_dir[i] == MV_NO_MOVING)
1682 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1684 /* check if any connected player was not found in playfield */
1685 for (i = 0; i < MAX_PLAYERS; i++)
1687 struct PlayerInfo *player = &stored_player[i];
1689 if (player->connected && !player->present)
1691 for (j = 0; j < MAX_PLAYERS; j++)
1693 struct PlayerInfo *some_player = &stored_player[j];
1694 int jx = some_player->jx, jy = some_player->jy;
1696 /* assign first free player found that is present in the playfield */
1697 if (some_player->present && !some_player->connected)
1699 player->present = TRUE;
1700 player->active = TRUE;
1702 some_player->present = FALSE;
1703 some_player->active = FALSE;
1706 player->element_nr = some_player->element_nr;
1709 StorePlayer[jx][jy] = player->element_nr;
1710 player->jx = player->last_jx = jx;
1711 player->jy = player->last_jy = jy;
1721 /* when playing a tape, eliminate all players which do not participate */
1723 for (i = 0; i < MAX_PLAYERS; i++)
1725 if (stored_player[i].active && !tape.player_participates[i])
1727 struct PlayerInfo *player = &stored_player[i];
1728 int jx = player->jx, jy = player->jy;
1730 player->active = FALSE;
1731 StorePlayer[jx][jy] = 0;
1732 Feld[jx][jy] = EL_EMPTY;
1736 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1738 /* when in single player mode, eliminate all but the first active player */
1740 for (i = 0; i < MAX_PLAYERS; i++)
1742 if (stored_player[i].active)
1744 for (j = i + 1; j < MAX_PLAYERS; j++)
1746 if (stored_player[j].active)
1748 struct PlayerInfo *player = &stored_player[j];
1749 int jx = player->jx, jy = player->jy;
1751 player->active = FALSE;
1752 player->present = FALSE;
1754 StorePlayer[jx][jy] = 0;
1755 Feld[jx][jy] = EL_EMPTY;
1762 /* when recording the game, store which players take part in the game */
1765 for (i = 0; i < MAX_PLAYERS; i++)
1766 if (stored_player[i].active)
1767 tape.player_participates[i] = TRUE;
1772 for (i = 0; i < MAX_PLAYERS; i++)
1774 struct PlayerInfo *player = &stored_player[i];
1776 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1781 if (local_player == player)
1782 printf("Player %d is local player.\n", i+1);
1786 if (BorderElement == EL_EMPTY)
1789 SBX_Right = lev_fieldx - SCR_FIELDX;
1791 SBY_Lower = lev_fieldy - SCR_FIELDY;
1796 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1798 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1801 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1802 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1804 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1805 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1807 /* if local player not found, look for custom element that might create
1808 the player (make some assumptions about the right custom element) */
1809 if (!local_player->present)
1811 int start_x = 0, start_y = 0;
1812 int found_rating = 0;
1813 int found_element = EL_UNDEFINED;
1815 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1817 int element = Feld[x][y];
1822 if (!IS_CUSTOM_ELEMENT(element))
1825 if (CAN_CHANGE(element))
1827 for (i = 0; i < element_info[element].num_change_pages; i++)
1829 content = element_info[element].change_page[i].target_element;
1830 is_player = ELEM_IS_PLAYER(content);
1832 if (is_player && (found_rating < 3 || element < found_element))
1838 found_element = element;
1843 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1845 content = element_info[element].content[xx][yy];
1846 is_player = ELEM_IS_PLAYER(content);
1848 if (is_player && (found_rating < 2 || element < found_element))
1850 start_x = x + xx - 1;
1851 start_y = y + yy - 1;
1854 found_element = element;
1857 if (!CAN_CHANGE(element))
1860 for (i = 0; i < element_info[element].num_change_pages; i++)
1862 content= element_info[element].change_page[i].target_content[xx][yy];
1863 is_player = ELEM_IS_PLAYER(content);
1865 if (is_player && (found_rating < 1 || element < found_element))
1867 start_x = x + xx - 1;
1868 start_y = y + yy - 1;
1871 found_element = element;
1877 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1878 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1881 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1882 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1888 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1889 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1890 local_player->jx - MIDPOSX);
1892 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1893 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1894 local_player->jy - MIDPOSY);
1896 scroll_x = SBX_Left;
1897 scroll_y = SBY_Upper;
1898 if (local_player->jx >= SBX_Left + MIDPOSX)
1899 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1900 local_player->jx - MIDPOSX :
1902 if (local_player->jy >= SBY_Upper + MIDPOSY)
1903 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1904 local_player->jy - MIDPOSY :
1909 CloseDoor(DOOR_CLOSE_1);
1914 /* after drawing the level, correct some elements */
1915 if (game.timegate_time_left == 0)
1916 CloseAllOpenTimegates();
1918 if (setup.soft_scrolling)
1919 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1921 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1924 /* copy default game door content to main double buffer */
1925 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1926 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1928 DrawGameDoorValues();
1932 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1933 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1934 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1938 /* copy actual game door content to door double buffer for OpenDoor() */
1939 BlitBitmap(drawto, bitmap_db_door,
1940 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1942 OpenDoor(DOOR_OPEN_ALL);
1944 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1946 if (setup.sound_music)
1949 KeyboardAutoRepeatOffUnlessAutoplay();
1953 for (i = 0; i < MAX_PLAYERS; i++)
1954 printf("Player %d %sactive.\n",
1955 i + 1, (stored_player[i].active ? "" : "not "));
1959 printf("::: starting game [%d]\n", FrameCounter);
1963 void InitMovDir(int x, int y)
1965 int i, element = Feld[x][y];
1966 static int xy[4][2] =
1973 static int direction[3][4] =
1975 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1976 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1977 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1986 Feld[x][y] = EL_BUG;
1987 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1990 case EL_SPACESHIP_RIGHT:
1991 case EL_SPACESHIP_UP:
1992 case EL_SPACESHIP_LEFT:
1993 case EL_SPACESHIP_DOWN:
1994 Feld[x][y] = EL_SPACESHIP;
1995 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1998 case EL_BD_BUTTERFLY_RIGHT:
1999 case EL_BD_BUTTERFLY_UP:
2000 case EL_BD_BUTTERFLY_LEFT:
2001 case EL_BD_BUTTERFLY_DOWN:
2002 Feld[x][y] = EL_BD_BUTTERFLY;
2003 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2006 case EL_BD_FIREFLY_RIGHT:
2007 case EL_BD_FIREFLY_UP:
2008 case EL_BD_FIREFLY_LEFT:
2009 case EL_BD_FIREFLY_DOWN:
2010 Feld[x][y] = EL_BD_FIREFLY;
2011 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2014 case EL_PACMAN_RIGHT:
2016 case EL_PACMAN_LEFT:
2017 case EL_PACMAN_DOWN:
2018 Feld[x][y] = EL_PACMAN;
2019 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2022 case EL_SP_SNIKSNAK:
2023 MovDir[x][y] = MV_UP;
2026 case EL_SP_ELECTRON:
2027 MovDir[x][y] = MV_LEFT;
2034 Feld[x][y] = EL_MOLE;
2035 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2039 if (IS_CUSTOM_ELEMENT(element))
2041 struct ElementInfo *ei = &element_info[element];
2042 int move_direction_initial = ei->move_direction_initial;
2043 int move_pattern = ei->move_pattern;
2045 if (move_direction_initial == MV_START_PREVIOUS)
2047 if (MovDir[x][y] != MV_NO_MOVING)
2050 move_direction_initial = MV_START_AUTOMATIC;
2053 if (move_direction_initial == MV_START_RANDOM)
2054 MovDir[x][y] = 1 << RND(4);
2055 else if (move_direction_initial & MV_ANY_DIRECTION)
2056 MovDir[x][y] = move_direction_initial;
2057 else if (move_pattern == MV_ALL_DIRECTIONS ||
2058 move_pattern == MV_TURNING_LEFT ||
2059 move_pattern == MV_TURNING_RIGHT ||
2060 move_pattern == MV_TURNING_LEFT_RIGHT ||
2061 move_pattern == MV_TURNING_RIGHT_LEFT ||
2062 move_pattern == MV_TURNING_RANDOM)
2063 MovDir[x][y] = 1 << RND(4);
2064 else if (move_pattern == MV_HORIZONTAL)
2065 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2066 else if (move_pattern == MV_VERTICAL)
2067 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2068 else if (move_pattern & MV_ANY_DIRECTION)
2069 MovDir[x][y] = element_info[element].move_pattern;
2070 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2071 move_pattern == MV_ALONG_RIGHT_SIDE)
2073 for (i = 0; i < NUM_DIRECTIONS; i++)
2075 int x1 = x + xy[i][0];
2076 int y1 = y + xy[i][1];
2078 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2080 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2081 MovDir[x][y] = direction[0][i];
2083 MovDir[x][y] = direction[1][i];
2092 MovDir[x][y] = 1 << RND(4);
2094 if (element != EL_BUG &&
2095 element != EL_SPACESHIP &&
2096 element != EL_BD_BUTTERFLY &&
2097 element != EL_BD_FIREFLY)
2100 for (i = 0; i < NUM_DIRECTIONS; i++)
2102 int x1 = x + xy[i][0];
2103 int y1 = y + xy[i][1];
2105 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2107 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2109 MovDir[x][y] = direction[0][i];
2112 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2113 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2115 MovDir[x][y] = direction[1][i];
2124 GfxDir[x][y] = MovDir[x][y];
2127 void InitAmoebaNr(int x, int y)
2130 int group_nr = AmoebeNachbarNr(x, y);
2134 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2136 if (AmoebaCnt[i] == 0)
2144 AmoebaNr[x][y] = group_nr;
2145 AmoebaCnt[group_nr]++;
2146 AmoebaCnt2[group_nr]++;
2152 boolean raise_level = FALSE;
2154 if (local_player->MovPos)
2158 if (tape.auto_play) /* tape might already be stopped here */
2159 tape.auto_play_level_solved = TRUE;
2161 if (tape.playing && tape.auto_play)
2162 tape.auto_play_level_solved = TRUE;
2165 local_player->LevelSolved = FALSE;
2167 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2171 if (!tape.playing && setup.sound_loops)
2172 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2173 SND_CTRL_PLAY_LOOP);
2175 while (TimeLeft > 0)
2177 if (!tape.playing && !setup.sound_loops)
2178 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2179 if (TimeLeft > 0 && !(TimeLeft % 10))
2180 RaiseScore(level.score[SC_TIME_BONUS]);
2181 if (TimeLeft > 100 && !(TimeLeft % 10))
2186 DrawGameValue_Time(TimeLeft);
2194 if (!tape.playing && setup.sound_loops)
2195 StopSound(SND_GAME_LEVELTIME_BONUS);
2197 else if (level.time == 0) /* level without time limit */
2199 if (!tape.playing && setup.sound_loops)
2200 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2201 SND_CTRL_PLAY_LOOP);
2203 while (TimePlayed < 999)
2205 if (!tape.playing && !setup.sound_loops)
2206 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2207 if (TimePlayed < 999 && !(TimePlayed % 10))
2208 RaiseScore(level.score[SC_TIME_BONUS]);
2209 if (TimePlayed < 900 && !(TimePlayed % 10))
2214 DrawGameValue_Time(TimePlayed);
2222 if (!tape.playing && setup.sound_loops)
2223 StopSound(SND_GAME_LEVELTIME_BONUS);
2226 /* close exit door after last player */
2227 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2228 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2230 int element = Feld[ExitX][ExitY];
2232 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2233 EL_SP_EXIT_CLOSING);
2235 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2238 /* Hero disappears */
2239 DrawLevelField(ExitX, ExitY);
2245 CloseDoor(DOOR_CLOSE_1);
2250 SaveTape(tape.level_nr); /* Ask to save tape */
2253 if (level_nr == leveldir_current->handicap_level)
2255 leveldir_current->handicap_level++;
2256 SaveLevelSetup_SeriesInfo();
2259 if (level_editor_test_game)
2260 local_player->score = -1; /* no highscore when playing from editor */
2261 else if (level_nr < leveldir_current->last_level)
2262 raise_level = TRUE; /* advance to next level */
2264 if ((hi_pos = NewHiScore()) >= 0)
2266 game_status = GAME_MODE_SCORES;
2267 DrawHallOfFame(hi_pos);
2276 game_status = GAME_MODE_MAIN;
2293 LoadScore(level_nr);
2295 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2296 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2299 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2301 if (local_player->score > highscore[k].Score)
2303 /* player has made it to the hall of fame */
2305 if (k < MAX_SCORE_ENTRIES - 1)
2307 int m = MAX_SCORE_ENTRIES - 1;
2310 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2311 if (!strcmp(setup.player_name, highscore[l].Name))
2313 if (m == k) /* player's new highscore overwrites his old one */
2317 for (l = m; l > k; l--)
2319 strcpy(highscore[l].Name, highscore[l - 1].Name);
2320 highscore[l].Score = highscore[l - 1].Score;
2327 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2328 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2329 highscore[k].Score = local_player->score;
2335 else if (!strncmp(setup.player_name, highscore[k].Name,
2336 MAX_PLAYER_NAME_LEN))
2337 break; /* player already there with a higher score */
2343 SaveScore(level_nr);
2348 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2350 if (player->GfxAction != action || player->GfxDir != dir)
2353 printf("Player frame reset! (%d => %d, %d => %d)\n",
2354 player->GfxAction, action, player->GfxDir, dir);
2357 player->GfxAction = action;
2358 player->GfxDir = dir;
2360 player->StepFrame = 0;
2364 static void ResetRandomAnimationValue(int x, int y)
2366 GfxRandom[x][y] = INIT_GFX_RANDOM();
2369 static void ResetGfxAnimation(int x, int y)
2372 GfxAction[x][y] = ACTION_DEFAULT;
2373 GfxDir[x][y] = MovDir[x][y];
2376 void InitMovingField(int x, int y, int direction)
2378 int element = Feld[x][y];
2379 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2380 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2384 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2385 ResetGfxAnimation(x, y);
2387 MovDir[newx][newy] = MovDir[x][y] = direction;
2388 GfxDir[x][y] = direction;
2390 if (Feld[newx][newy] == EL_EMPTY)
2391 Feld[newx][newy] = EL_BLOCKED;
2393 if (direction == MV_DOWN && CAN_FALL(element))
2394 GfxAction[x][y] = ACTION_FALLING;
2396 GfxAction[x][y] = ACTION_MOVING;
2398 GfxFrame[newx][newy] = GfxFrame[x][y];
2399 GfxRandom[newx][newy] = GfxRandom[x][y];
2400 GfxAction[newx][newy] = GfxAction[x][y];
2401 GfxDir[newx][newy] = GfxDir[x][y];
2404 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2406 int direction = MovDir[x][y];
2407 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2408 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2414 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2416 int oldx = x, oldy = y;
2417 int direction = MovDir[x][y];
2419 if (direction == MV_LEFT)
2421 else if (direction == MV_RIGHT)
2423 else if (direction == MV_UP)
2425 else if (direction == MV_DOWN)
2428 *comes_from_x = oldx;
2429 *comes_from_y = oldy;
2432 int MovingOrBlocked2Element(int x, int y)
2434 int element = Feld[x][y];
2436 if (element == EL_BLOCKED)
2440 Blocked2Moving(x, y, &oldx, &oldy);
2441 return Feld[oldx][oldy];
2447 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2449 /* like MovingOrBlocked2Element(), but if element is moving
2450 and (x,y) is the field the moving element is just leaving,
2451 return EL_BLOCKED instead of the element value */
2452 int element = Feld[x][y];
2454 if (IS_MOVING(x, y))
2456 if (element == EL_BLOCKED)
2460 Blocked2Moving(x, y, &oldx, &oldy);
2461 return Feld[oldx][oldy];
2470 static void RemoveField(int x, int y)
2472 Feld[x][y] = EL_EMPTY;
2479 ChangeDelay[x][y] = 0;
2480 ChangePage[x][y] = -1;
2481 Pushed[x][y] = FALSE;
2483 GfxElement[x][y] = EL_UNDEFINED;
2484 GfxAction[x][y] = ACTION_DEFAULT;
2485 GfxDir[x][y] = MV_NO_MOVING;
2488 void RemoveMovingField(int x, int y)
2490 int oldx = x, oldy = y, newx = x, newy = y;
2491 int element = Feld[x][y];
2492 int next_element = EL_UNDEFINED;
2494 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2497 if (IS_MOVING(x, y))
2499 Moving2Blocked(x, y, &newx, &newy);
2501 if (Feld[newx][newy] != EL_BLOCKED)
2504 if (Feld[newx][newy] != EL_BLOCKED)
2506 /* element is moving, but target field is not free (blocked), but
2507 already occupied by something different (example: acid pool);
2508 in this case, only remove the moving field, but not the target */
2510 RemoveField(oldx, oldy);
2512 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2514 DrawLevelField(oldx, oldy);
2520 else if (element == EL_BLOCKED)
2522 Blocked2Moving(x, y, &oldx, &oldy);
2523 if (!IS_MOVING(oldx, oldy))
2527 if (element == EL_BLOCKED &&
2528 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2529 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2530 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2531 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2532 next_element = get_next_element(Feld[oldx][oldy]);
2534 RemoveField(oldx, oldy);
2535 RemoveField(newx, newy);
2537 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2539 if (next_element != EL_UNDEFINED)
2540 Feld[oldx][oldy] = next_element;
2542 DrawLevelField(oldx, oldy);
2543 DrawLevelField(newx, newy);
2546 void DrawDynamite(int x, int y)
2548 int sx = SCREENX(x), sy = SCREENY(y);
2549 int graphic = el2img(Feld[x][y]);
2552 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2555 if (IS_WALKABLE_INSIDE(Back[x][y]))
2559 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2560 else if (Store[x][y])
2561 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2563 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2566 if (Back[x][y] || Store[x][y])
2567 DrawGraphicThruMask(sx, sy, graphic, frame);
2569 DrawGraphic(sx, sy, graphic, frame);
2571 if (game.emulation == EMU_SUPAPLEX)
2572 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2573 else if (Store[x][y])
2574 DrawGraphicThruMask(sx, sy, graphic, frame);
2576 DrawGraphic(sx, sy, graphic, frame);
2580 void CheckDynamite(int x, int y)
2582 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2586 if (MovDelay[x][y] != 0)
2589 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2596 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2598 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2599 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2600 StopSound(SND_DYNAMITE_ACTIVE);
2602 StopSound(SND_DYNABOMB_ACTIVE);
2608 void RelocatePlayer(int x, int y, int element_raw)
2610 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2611 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2612 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2613 boolean no_delay = (tape.index_search);
2614 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2615 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2618 if (player->GameOver) /* do not reanimate dead player */
2621 RemoveField(x, y); /* temporarily remove newly placed player */
2622 DrawLevelField(x, y);
2624 if (player->present)
2626 while (player->MovPos)
2628 ScrollPlayer(player, SCROLL_GO_ON);
2629 ScrollScreen(NULL, SCROLL_GO_ON);
2635 Delay(wait_delay_value);
2638 DrawPlayer(player); /* needed here only to cleanup last field */
2639 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2641 player->is_moving = FALSE;
2644 old_jx = player->jx;
2645 old_jy = player->jy;
2647 Feld[x][y] = element;
2648 InitPlayerField(x, y, element, TRUE);
2650 if (player != local_player) /* do not visually relocate other players */
2653 if (level.instant_relocation)
2656 int offset = (setup.scroll_delay ? 3 : 0);
2657 int jx = local_player->jx;
2658 int jy = local_player->jy;
2660 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2662 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2663 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2664 local_player->jx - MIDPOSX);
2666 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2667 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2668 local_player->jy - MIDPOSY);
2672 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2673 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2674 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2676 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2677 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2678 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2680 /* don't scroll over playfield boundaries */
2681 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2682 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2684 /* don't scroll over playfield boundaries */
2685 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2686 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2689 scroll_x += (local_player->jx - old_jx);
2690 scroll_y += (local_player->jy - old_jy);
2692 /* don't scroll over playfield boundaries */
2693 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2694 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2696 /* don't scroll over playfield boundaries */
2697 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2698 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2701 RedrawPlayfield(TRUE, 0,0,0,0);
2706 int offset = (setup.scroll_delay ? 3 : 0);
2707 int jx = local_player->jx;
2708 int jy = local_player->jy;
2709 int scroll_xx = -999, scroll_yy = -999;
2711 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2713 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2716 int fx = FX, fy = FY;
2718 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2719 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2720 local_player->jx - MIDPOSX);
2722 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2723 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2724 local_player->jy - MIDPOSY);
2726 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2727 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2730 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2733 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2740 fx += dx * TILEX / 2;
2741 fy += dy * TILEY / 2;
2743 ScrollLevel(dx, dy);
2746 /* scroll in two steps of half tile size to make things smoother */
2747 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2749 Delay(wait_delay_value);
2751 /* scroll second step to align at full tile size */
2753 Delay(wait_delay_value);
2756 int scroll_xx = -999, scroll_yy = -999;
2758 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2760 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2763 int fx = FX, fy = FY;
2765 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2766 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2767 local_player->jx - MIDPOSX);
2769 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2770 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2771 local_player->jy - MIDPOSY);
2773 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2774 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2777 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2780 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2787 fx += dx * TILEX / 2;
2788 fy += dy * TILEY / 2;
2790 ScrollLevel(dx, dy);
2793 /* scroll in two steps of half tile size to make things smoother */
2794 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2796 Delay(wait_delay_value);
2798 /* scroll second step to align at full tile size */
2800 Delay(wait_delay_value);
2806 void Explode(int ex, int ey, int phase, int mode)
2813 /* !!! eliminate this variable !!! */
2814 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2819 int last_phase = num_phase * delay;
2820 int half_phase = (num_phase / 2) * delay;
2821 int first_phase_after_start = EX_PHASE_START + 1;
2825 if (game.explosions_delayed)
2827 ExplodeField[ex][ey] = mode;
2831 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2833 int center_element = Feld[ex][ey];
2836 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2840 /* --- This is only really needed (and now handled) in "Impact()". --- */
2841 /* do not explode moving elements that left the explode field in time */
2842 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2843 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2847 if (mode == EX_NORMAL || mode == EX_CENTER)
2848 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2850 /* remove things displayed in background while burning dynamite */
2851 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2854 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2856 /* put moving element to center field (and let it explode there) */
2857 center_element = MovingOrBlocked2Element(ex, ey);
2858 RemoveMovingField(ex, ey);
2859 Feld[ex][ey] = center_element;
2865 last_phase = element_info[center_element].explosion_delay + 1;
2867 last_phase = element_info[center_element].explosion_delay;
2871 printf("::: %d -> %d\n", center_element, last_phase);
2875 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2877 int xx = x - ex + 1;
2878 int yy = y - ey + 1;
2882 if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
2885 if (!IN_LEV_FIELD(x, y) ||
2886 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2887 (x != ex || y != ey)))
2891 element = Feld[x][y];
2893 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2895 element = MovingOrBlocked2Element(x, y);
2897 if (!IS_EXPLOSION_PROOF(element))
2898 RemoveMovingField(x, y);
2904 if (IS_EXPLOSION_PROOF(element))
2907 /* indestructible elements can only explode in center (but not flames) */
2908 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2909 element == EL_FLAMES)
2914 if ((IS_INDESTRUCTIBLE(element) &&
2915 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2916 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2917 element == EL_FLAMES)
2921 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2923 if (IS_ACTIVE_BOMB(element))
2925 /* re-activate things under the bomb like gate or penguin */
2926 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2933 /* save walkable background elements while explosion on same tile */
2935 if (IS_INDESTRUCTIBLE(element))
2936 Back[x][y] = element;
2938 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2939 Back[x][y] = element;
2942 /* ignite explodable elements reached by other explosion */
2943 if (element == EL_EXPLOSION)
2944 element = Store2[x][y];
2947 if (AmoebaNr[x][y] &&
2948 (element == EL_AMOEBA_FULL ||
2949 element == EL_BD_AMOEBA ||
2950 element == EL_AMOEBA_GROWING))
2952 AmoebaCnt[AmoebaNr[x][y]]--;
2953 AmoebaCnt2[AmoebaNr[x][y]]--;
2959 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2961 switch(StorePlayer[ex][ey])
2964 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2967 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2970 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2974 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2979 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
2980 Store[x][y] = EL_EMPTY;
2982 if (game.emulation == EMU_SUPAPLEX)
2983 Store[x][y] = EL_EMPTY;
2986 else if (center_element == EL_MOLE)
2987 Store[x][y] = EL_EMERALD_RED;
2988 else if (center_element == EL_PENGUIN)
2989 Store[x][y] = EL_EMERALD_PURPLE;
2990 else if (center_element == EL_BUG)
2991 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2992 else if (center_element == EL_BD_BUTTERFLY)
2993 Store[x][y] = EL_BD_DIAMOND;
2994 else if (center_element == EL_SP_ELECTRON)
2995 Store[x][y] = EL_SP_INFOTRON;
2996 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2997 Store[x][y] = level.amoeba_content;
2998 else if (center_element == EL_YAMYAM)
2999 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3000 else if (IS_CUSTOM_ELEMENT(center_element) &&
3001 element_info[center_element].content[xx][yy] != EL_EMPTY)
3002 Store[x][y] = element_info[center_element].content[xx][yy];
3003 else if (element == EL_WALL_EMERALD)
3004 Store[x][y] = EL_EMERALD;
3005 else if (element == EL_WALL_DIAMOND)
3006 Store[x][y] = EL_DIAMOND;
3007 else if (element == EL_WALL_BD_DIAMOND)
3008 Store[x][y] = EL_BD_DIAMOND;
3009 else if (element == EL_WALL_EMERALD_YELLOW)
3010 Store[x][y] = EL_EMERALD_YELLOW;
3011 else if (element == EL_WALL_EMERALD_RED)
3012 Store[x][y] = EL_EMERALD_RED;
3013 else if (element == EL_WALL_EMERALD_PURPLE)
3014 Store[x][y] = EL_EMERALD_PURPLE;
3015 else if (element == EL_WALL_PEARL)
3016 Store[x][y] = EL_PEARL;
3017 else if (element == EL_WALL_CRYSTAL)
3018 Store[x][y] = EL_CRYSTAL;
3019 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3020 Store[x][y] = element_info[element].content[1][1];
3022 Store[x][y] = EL_EMPTY;
3024 if (x != ex || y != ey ||
3025 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
3026 Store2[x][y] = element;
3029 if (AmoebaNr[x][y] &&
3030 (element == EL_AMOEBA_FULL ||
3031 element == EL_BD_AMOEBA ||
3032 element == EL_AMOEBA_GROWING))
3034 AmoebaCnt[AmoebaNr[x][y]]--;
3035 AmoebaCnt2[AmoebaNr[x][y]]--;
3041 MovDir[x][y] = MovPos[x][y] = 0;
3042 GfxDir[x][y] = MovDir[x][y];
3047 Feld[x][y] = EL_EXPLOSION;
3049 GfxElement[x][y] = center_element;
3051 GfxElement[x][y] = EL_UNDEFINED;
3054 ExplodePhase[x][y] = 1;
3056 ExplodeDelay[x][y] = last_phase;
3061 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3063 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3070 if (center_element == EL_YAMYAM)
3071 game.yamyam_content_nr =
3072 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3085 GfxFrame[x][y] = 0; /* restart explosion animation */
3089 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3093 last_phase = ExplodeDelay[x][y];
3096 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3100 /* activate this even in non-DEBUG version until cause for crash in
3101 getGraphicAnimationFrame() (see below) is found and eliminated */
3105 if (GfxElement[x][y] == EL_UNDEFINED)
3108 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3109 printf("Explode(): This should never happen!\n");
3112 GfxElement[x][y] = EL_EMPTY;
3118 border_element = Store2[x][y];
3119 if (IS_PLAYER(x, y))
3120 border_element = StorePlayer[x][y];
3123 printf("::: phase == %d\n", phase);
3126 if (phase == element_info[border_element].ignition_delay ||
3127 phase == last_phase)
3129 boolean border_explosion = FALSE;
3132 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3134 if (IS_PLAYER(x, y))
3137 KillHeroUnlessExplosionProtected(x, y);
3138 border_explosion = TRUE;
3141 if (phase == last_phase)
3142 printf("::: IS_PLAYER\n");
3145 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3147 Feld[x][y] = Store2[x][y];
3150 border_explosion = TRUE;
3153 if (phase == last_phase)
3154 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3157 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3159 AmoebeUmwandeln(x, y);
3161 border_explosion = TRUE;
3164 if (phase == last_phase)
3165 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3166 element_info[border_element].explosion_delay,
3167 element_info[border_element].ignition_delay,
3173 /* if an element just explodes due to another explosion (chain-reaction),
3174 do not immediately end the new explosion when it was the last frame of
3175 the explosion (as it would be done in the following "if"-statement!) */
3176 if (border_explosion && phase == last_phase)
3183 if (phase == first_phase_after_start)
3185 int element = Store2[x][y];
3187 if (element == EL_BLACK_ORB)
3189 Feld[x][y] = Store2[x][y];
3194 else if (phase == half_phase)
3196 int element = Store2[x][y];
3198 if (IS_PLAYER(x, y))
3199 KillHeroUnlessExplosionProtected(x, y);
3200 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3202 Feld[x][y] = Store2[x][y];
3206 else if (element == EL_AMOEBA_TO_DIAMOND)
3207 AmoebeUmwandeln(x, y);
3211 if (phase == last_phase)
3216 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3219 element = Feld[x][y] = Store[x][y];
3220 Store[x][y] = Store2[x][y] = 0;
3221 GfxElement[x][y] = EL_UNDEFINED;
3223 /* player can escape from explosions and might therefore be still alive */
3224 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3225 element <= EL_PLAYER_IS_EXPLODING_4)
3226 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3228 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3229 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3230 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3233 /* restore probably existing indestructible background element */
3234 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3235 element = Feld[x][y] = Back[x][y];
3238 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3239 GfxDir[x][y] = MV_NO_MOVING;
3240 ChangeDelay[x][y] = 0;
3241 ChangePage[x][y] = -1;
3244 InitField_WithBug2(x, y, FALSE);
3246 InitField(x, y, FALSE);
3248 /* !!! not needed !!! */
3250 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3251 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3254 if (CAN_MOVE(element))
3259 DrawLevelField(x, y);
3261 TestIfElementTouchesCustomElement(x, y);
3263 if (GFX_CRUMBLED(element))
3264 DrawLevelFieldCrumbledSandNeighbours(x, y);
3266 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3267 StorePlayer[x][y] = 0;
3269 if (ELEM_IS_PLAYER(element))
3270 RelocatePlayer(x, y, element);
3273 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3275 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3279 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3281 int stored = Store[x][y];
3282 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3283 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3287 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3289 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3293 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3297 printf("::: %d / %d [%d - %d]\n",
3298 GfxFrame[x][y], phase - delay, phase, delay);
3302 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3303 element_info[GfxElement[x][y]].token_name,
3308 DrawLevelFieldCrumbledSand(x, y);
3310 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3312 DrawLevelElement(x, y, Back[x][y]);
3313 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3315 else if (IS_WALKABLE_UNDER(Back[x][y]))
3317 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3318 DrawLevelElementThruMask(x, y, Back[x][y]);
3320 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3321 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3325 void DynaExplode(int ex, int ey)
3328 int dynabomb_element = Feld[ex][ey];
3329 int dynabomb_size = 1;
3330 boolean dynabomb_xl = FALSE;
3331 struct PlayerInfo *player;
3332 static int xy[4][2] =
3340 if (IS_ACTIVE_BOMB(dynabomb_element))
3342 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3343 dynabomb_size = player->dynabomb_size;
3344 dynabomb_xl = player->dynabomb_xl;
3345 player->dynabombs_left++;
3348 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
3350 for (i = 0; i < NUM_DIRECTIONS; i++)
3352 for (j = 1; j <= dynabomb_size; j++)
3354 int x = ex + j * xy[i][0];
3355 int y = ey + j * xy[i][1];
3358 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3361 element = Feld[x][y];
3363 /* do not restart explosions of fields with active bombs */
3364 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3367 Explode(x, y, EX_PHASE_START, EX_BORDER);
3369 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3370 if (element != EL_EMPTY &&
3371 element != EL_SAND &&
3372 element != EL_EXPLOSION &&
3379 void Bang(int x, int y)
3382 int element = MovingOrBlocked2Element(x, y);
3384 int element = Feld[x][y];
3388 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3390 if (IS_PLAYER(x, y))
3393 struct PlayerInfo *player = PLAYERINFO(x, y);
3395 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3396 player->element_nr);
3401 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3403 if (game.emulation == EMU_SUPAPLEX)
3404 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3406 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3411 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3419 case EL_BD_BUTTERFLY:
3422 case EL_DARK_YAMYAM:
3426 RaiseScoreElement(element);
3427 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3429 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3430 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3431 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3432 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3433 case EL_DYNABOMB_INCREASE_NUMBER:
3434 case EL_DYNABOMB_INCREASE_SIZE:
3435 case EL_DYNABOMB_INCREASE_POWER:
3440 case EL_LAMP_ACTIVE:
3442 case EL_AMOEBA_TO_DIAMOND:
3444 if (IS_PLAYER(x, y))
3445 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3447 Explode(x, y, EX_PHASE_START, EX_CENTER);
3450 if (CAN_EXPLODE_DYNA(element))
3452 else if (CAN_EXPLODE_1X1(element))
3453 Explode(x, y, EX_PHASE_START, EX_CENTER);
3455 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3459 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3462 void SplashAcid(int x, int y)
3465 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3466 (!IN_LEV_FIELD(x - 1, y - 2) ||
3467 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3468 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3470 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3471 (!IN_LEV_FIELD(x + 1, y - 2) ||
3472 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3473 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3475 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3477 /* input: position of element entering acid (obsolete) */
3479 int element = Feld[x][y];
3481 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3484 if (element != EL_ACID_SPLASH_LEFT &&
3485 element != EL_ACID_SPLASH_RIGHT)
3487 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3489 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3490 (!IN_LEV_FIELD(x - 1, y - 1) ||
3491 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3492 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3494 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3495 (!IN_LEV_FIELD(x + 1, y - 1) ||
3496 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3497 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3502 static void InitBeltMovement()
3504 static int belt_base_element[4] =
3506 EL_CONVEYOR_BELT_1_LEFT,
3507 EL_CONVEYOR_BELT_2_LEFT,
3508 EL_CONVEYOR_BELT_3_LEFT,
3509 EL_CONVEYOR_BELT_4_LEFT
3511 static int belt_base_active_element[4] =
3513 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3514 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3515 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3516 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3521 /* set frame order for belt animation graphic according to belt direction */
3522 for (i = 0; i < NUM_BELTS; i++)
3526 for (j = 0; j < NUM_BELT_PARTS; j++)
3528 int element = belt_base_active_element[belt_nr] + j;
3529 int graphic = el2img(element);
3531 if (game.belt_dir[i] == MV_LEFT)
3532 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3534 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3538 for (y = 0; y < lev_fieldy; y++)
3540 for (x = 0; x < lev_fieldx; x++)
3542 int element = Feld[x][y];
3544 for (i = 0; i < NUM_BELTS; i++)
3546 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3548 int e_belt_nr = getBeltNrFromBeltElement(element);
3551 if (e_belt_nr == belt_nr)
3553 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3555 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3563 static void ToggleBeltSwitch(int x, int y)
3565 static int belt_base_element[4] =
3567 EL_CONVEYOR_BELT_1_LEFT,
3568 EL_CONVEYOR_BELT_2_LEFT,
3569 EL_CONVEYOR_BELT_3_LEFT,
3570 EL_CONVEYOR_BELT_4_LEFT
3572 static int belt_base_active_element[4] =
3574 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3575 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3576 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3577 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3579 static int belt_base_switch_element[4] =
3581 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3582 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3583 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3584 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3586 static int belt_move_dir[4] =
3594 int element = Feld[x][y];
3595 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3596 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3597 int belt_dir = belt_move_dir[belt_dir_nr];
3600 if (!IS_BELT_SWITCH(element))
3603 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3604 game.belt_dir[belt_nr] = belt_dir;
3606 if (belt_dir_nr == 3)
3609 /* set frame order for belt animation graphic according to belt direction */
3610 for (i = 0; i < NUM_BELT_PARTS; i++)
3612 int element = belt_base_active_element[belt_nr] + i;
3613 int graphic = el2img(element);
3615 if (belt_dir == MV_LEFT)
3616 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3618 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3621 for (yy = 0; yy < lev_fieldy; yy++)
3623 for (xx = 0; xx < lev_fieldx; xx++)
3625 int element = Feld[xx][yy];
3627 if (IS_BELT_SWITCH(element))
3629 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3631 if (e_belt_nr == belt_nr)
3633 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3634 DrawLevelField(xx, yy);
3637 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3639 int e_belt_nr = getBeltNrFromBeltElement(element);
3641 if (e_belt_nr == belt_nr)
3643 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3645 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3646 DrawLevelField(xx, yy);
3649 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3651 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3653 if (e_belt_nr == belt_nr)
3655 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3657 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3658 DrawLevelField(xx, yy);
3665 static void ToggleSwitchgateSwitch(int x, int y)
3669 game.switchgate_pos = !game.switchgate_pos;
3671 for (yy = 0; yy < lev_fieldy; yy++)
3673 for (xx = 0; xx < lev_fieldx; xx++)
3675 int element = Feld[xx][yy];
3677 if (element == EL_SWITCHGATE_SWITCH_UP ||
3678 element == EL_SWITCHGATE_SWITCH_DOWN)
3680 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3681 DrawLevelField(xx, yy);
3683 else if (element == EL_SWITCHGATE_OPEN ||
3684 element == EL_SWITCHGATE_OPENING)
3686 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3688 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3690 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3693 else if (element == EL_SWITCHGATE_CLOSED ||
3694 element == EL_SWITCHGATE_CLOSING)
3696 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3698 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3700 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3707 static int getInvisibleActiveFromInvisibleElement(int element)
3709 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3710 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3711 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3715 static int getInvisibleFromInvisibleActiveElement(int element)
3717 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3718 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3719 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3723 static void RedrawAllLightSwitchesAndInvisibleElements()
3727 for (y = 0; y < lev_fieldy; y++)
3729 for (x = 0; x < lev_fieldx; x++)
3731 int element = Feld[x][y];
3733 if (element == EL_LIGHT_SWITCH &&
3734 game.light_time_left > 0)
3736 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3737 DrawLevelField(x, y);
3739 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3740 game.light_time_left == 0)
3742 Feld[x][y] = EL_LIGHT_SWITCH;
3743 DrawLevelField(x, y);
3745 else if (element == EL_INVISIBLE_STEELWALL ||
3746 element == EL_INVISIBLE_WALL ||
3747 element == EL_INVISIBLE_SAND)
3749 if (game.light_time_left > 0)
3750 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3752 DrawLevelField(x, y);
3754 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3755 element == EL_INVISIBLE_WALL_ACTIVE ||
3756 element == EL_INVISIBLE_SAND_ACTIVE)
3758 if (game.light_time_left == 0)
3759 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3761 DrawLevelField(x, y);
3767 static void ToggleLightSwitch(int x, int y)
3769 int element = Feld[x][y];
3771 game.light_time_left =
3772 (element == EL_LIGHT_SWITCH ?
3773 level.time_light * FRAMES_PER_SECOND : 0);
3775 RedrawAllLightSwitchesAndInvisibleElements();
3778 static void ActivateTimegateSwitch(int x, int y)
3782 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3784 for (yy = 0; yy < lev_fieldy; yy++)
3786 for (xx = 0; xx < lev_fieldx; xx++)
3788 int element = Feld[xx][yy];
3790 if (element == EL_TIMEGATE_CLOSED ||
3791 element == EL_TIMEGATE_CLOSING)
3793 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3794 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3798 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3800 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3801 DrawLevelField(xx, yy);
3808 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3811 inline static int getElementMoveStepsize(int x, int y)
3813 int element = Feld[x][y];
3814 int direction = MovDir[x][y];
3815 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3816 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3817 int horiz_move = (dx != 0);
3818 int sign = (horiz_move ? dx : dy);
3819 int step = sign * element_info[element].move_stepsize;
3821 /* special values for move stepsize for spring and things on conveyor belt */
3825 if (element == EL_SPRING)
3826 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3827 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3828 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3829 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3831 if (CAN_FALL(element) &&
3832 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3833 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3834 else if (element == EL_SPRING)
3835 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3842 void Impact(int x, int y)
3844 boolean lastline = (y == lev_fieldy-1);
3845 boolean object_hit = FALSE;
3846 boolean impact = (lastline || object_hit);
3847 int element = Feld[x][y];
3848 int smashed = EL_STEELWALL;
3850 if (!lastline) /* check if element below was hit */
3852 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3855 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3856 MovDir[x][y + 1] != MV_DOWN ||
3857 MovPos[x][y + 1] <= TILEY / 2));
3860 object_hit = !IS_FREE(x, y + 1);
3863 /* do not smash moving elements that left the smashed field in time */
3864 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3865 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3869 smashed = MovingOrBlocked2Element(x, y + 1);
3871 impact = (lastline || object_hit);
3874 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3876 SplashAcid(x, y + 1);
3880 /* only reset graphic animation if graphic really changes after impact */
3882 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3884 ResetGfxAnimation(x, y);
3885 DrawLevelField(x, y);
3888 if (impact && CAN_EXPLODE_IMPACT(element))
3893 else if (impact && element == EL_PEARL)
3895 Feld[x][y] = EL_PEARL_BREAKING;
3896 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3899 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3901 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3906 if (impact && element == EL_AMOEBA_DROP)
3908 if (object_hit && IS_PLAYER(x, y + 1))
3909 KillHeroUnlessEnemyProtected(x, y + 1);
3910 else if (object_hit && smashed == EL_PENGUIN)
3914 Feld[x][y] = EL_AMOEBA_GROWING;
3915 Store[x][y] = EL_AMOEBA_WET;
3917 ResetRandomAnimationValue(x, y);
3922 if (object_hit) /* check which object was hit */
3924 if (CAN_PASS_MAGIC_WALL(element) &&
3925 (smashed == EL_MAGIC_WALL ||
3926 smashed == EL_BD_MAGIC_WALL))
3929 int activated_magic_wall =
3930 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3931 EL_BD_MAGIC_WALL_ACTIVE);
3933 /* activate magic wall / mill */
3934 for (yy = 0; yy < lev_fieldy; yy++)
3935 for (xx = 0; xx < lev_fieldx; xx++)
3936 if (Feld[xx][yy] == smashed)
3937 Feld[xx][yy] = activated_magic_wall;
3939 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3940 game.magic_wall_active = TRUE;
3942 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3943 SND_MAGIC_WALL_ACTIVATING :
3944 SND_BD_MAGIC_WALL_ACTIVATING));
3947 if (IS_PLAYER(x, y + 1))
3949 if (CAN_SMASH_PLAYER(element))
3951 KillHeroUnlessEnemyProtected(x, y + 1);
3955 else if (smashed == EL_PENGUIN)
3957 if (CAN_SMASH_PLAYER(element))
3963 else if (element == EL_BD_DIAMOND)
3965 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3971 else if (((element == EL_SP_INFOTRON ||
3972 element == EL_SP_ZONK) &&
3973 (smashed == EL_SP_SNIKSNAK ||
3974 smashed == EL_SP_ELECTRON ||
3975 smashed == EL_SP_DISK_ORANGE)) ||
3976 (element == EL_SP_INFOTRON &&
3977 smashed == EL_SP_DISK_YELLOW))
3983 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3989 else if (CAN_SMASH_EVERYTHING(element))
3991 if (IS_CLASSIC_ENEMY(smashed) ||
3992 CAN_EXPLODE_SMASHED(smashed))
3997 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3999 if (smashed == EL_LAMP ||
4000 smashed == EL_LAMP_ACTIVE)
4005 else if (smashed == EL_NUT)
4007 Feld[x][y + 1] = EL_NUT_BREAKING;
4008 PlayLevelSound(x, y, SND_NUT_BREAKING);
4009 RaiseScoreElement(EL_NUT);
4012 else if (smashed == EL_PEARL)
4014 Feld[x][y + 1] = EL_PEARL_BREAKING;
4015 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4018 else if (smashed == EL_DIAMOND)
4020 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4021 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4024 else if (IS_BELT_SWITCH(smashed))
4026 ToggleBeltSwitch(x, y + 1);
4028 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4029 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4031 ToggleSwitchgateSwitch(x, y + 1);
4033 else if (smashed == EL_LIGHT_SWITCH ||
4034 smashed == EL_LIGHT_SWITCH_ACTIVE)
4036 ToggleLightSwitch(x, y + 1);
4041 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4044 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4046 CheckTriggeredElementChangeSide(x, y + 1, smashed,
4047 CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
4048 CheckElementChangeSide(x, y + 1, smashed, element,
4049 CE_SWITCHED, CH_SIDE_TOP);
4054 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4059 /* play sound of magic wall / mill */
4061 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4062 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4064 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4065 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4066 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4067 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4072 /* play sound of object that hits the ground */
4073 if (lastline || object_hit)
4074 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4077 inline static void TurnRoundExt(int x, int y)
4089 { 0, 0 }, { 0, 0 }, { 0, 0 },
4094 int left, right, back;
4098 { MV_DOWN, MV_UP, MV_RIGHT },
4099 { MV_UP, MV_DOWN, MV_LEFT },
4101 { MV_LEFT, MV_RIGHT, MV_DOWN },
4105 { MV_RIGHT, MV_LEFT, MV_UP }
4108 int element = Feld[x][y];
4109 int move_pattern = element_info[element].move_pattern;
4111 int old_move_dir = MovDir[x][y];
4112 int left_dir = turn[old_move_dir].left;
4113 int right_dir = turn[old_move_dir].right;
4114 int back_dir = turn[old_move_dir].back;
4116 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4117 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4118 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4119 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4121 int left_x = x + left_dx, left_y = y + left_dy;
4122 int right_x = x + right_dx, right_y = y + right_dy;
4123 int move_x = x + move_dx, move_y = y + move_dy;
4127 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4129 TestIfBadThingTouchesOtherBadThing(x, y);
4131 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4132 MovDir[x][y] = right_dir;
4133 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4134 MovDir[x][y] = left_dir;
4136 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4138 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4142 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4143 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4145 TestIfBadThingTouchesOtherBadThing(x, y);
4147 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4148 MovDir[x][y] = left_dir;
4149 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4150 MovDir[x][y] = right_dir;
4152 if ((element == EL_SPACESHIP ||
4153 element == EL_SP_SNIKSNAK ||
4154 element == EL_SP_ELECTRON)
4155 && MovDir[x][y] != old_move_dir)
4157 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4161 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4163 TestIfBadThingTouchesOtherBadThing(x, y);
4165 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4166 MovDir[x][y] = left_dir;
4167 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4168 MovDir[x][y] = right_dir;
4170 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4172 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4175 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4177 TestIfBadThingTouchesOtherBadThing(x, y);
4179 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4180 MovDir[x][y] = left_dir;
4181 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4182 MovDir[x][y] = right_dir;
4184 if (MovDir[x][y] != old_move_dir)
4188 else if (element == EL_YAMYAM)
4190 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4191 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4193 if (can_turn_left && can_turn_right)
4194 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4195 else if (can_turn_left)
4196 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4197 else if (can_turn_right)
4198 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4200 MovDir[x][y] = back_dir;
4202 MovDelay[x][y] = 16 + 16 * RND(3);
4204 else if (element == EL_DARK_YAMYAM)
4206 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4208 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4211 if (can_turn_left && can_turn_right)
4212 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4213 else if (can_turn_left)
4214 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4215 else if (can_turn_right)
4216 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4218 MovDir[x][y] = back_dir;
4220 MovDelay[x][y] = 16 + 16 * RND(3);
4222 else if (element == EL_PACMAN)
4224 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4225 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4227 if (can_turn_left && can_turn_right)
4228 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4229 else if (can_turn_left)
4230 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4231 else if (can_turn_right)
4232 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4234 MovDir[x][y] = back_dir;
4236 MovDelay[x][y] = 6 + RND(40);
4238 else if (element == EL_PIG)
4240 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4241 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4242 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4243 boolean should_turn_left, should_turn_right, should_move_on;
4245 int rnd = RND(rnd_value);
4247 should_turn_left = (can_turn_left &&
4249 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4250 y + back_dy + left_dy)));
4251 should_turn_right = (can_turn_right &&
4253 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4254 y + back_dy + right_dy)));
4255 should_move_on = (can_move_on &&
4258 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4259 y + move_dy + left_dy) ||
4260 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4261 y + move_dy + right_dy)));
4263 if (should_turn_left || should_turn_right || should_move_on)
4265 if (should_turn_left && should_turn_right && should_move_on)
4266 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4267 rnd < 2 * rnd_value / 3 ? right_dir :
4269 else if (should_turn_left && should_turn_right)
4270 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4271 else if (should_turn_left && should_move_on)
4272 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4273 else if (should_turn_right && should_move_on)
4274 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4275 else if (should_turn_left)
4276 MovDir[x][y] = left_dir;
4277 else if (should_turn_right)
4278 MovDir[x][y] = right_dir;
4279 else if (should_move_on)
4280 MovDir[x][y] = old_move_dir;
4282 else if (can_move_on && rnd > rnd_value / 8)
4283 MovDir[x][y] = old_move_dir;
4284 else if (can_turn_left && can_turn_right)
4285 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4286 else if (can_turn_left && rnd > rnd_value / 8)
4287 MovDir[x][y] = left_dir;
4288 else if (can_turn_right && rnd > rnd_value/8)
4289 MovDir[x][y] = right_dir;
4291 MovDir[x][y] = back_dir;
4293 xx = x + move_xy[MovDir[x][y]].x;
4294 yy = y + move_xy[MovDir[x][y]].y;
4296 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4297 MovDir[x][y] = old_move_dir;
4301 else if (element == EL_DRAGON)
4303 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4304 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4305 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4307 int rnd = RND(rnd_value);
4310 if (FrameCounter < 1 && x == 0 && y == 29)
4311 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4314 if (can_move_on && rnd > rnd_value / 8)
4315 MovDir[x][y] = old_move_dir;
4316 else if (can_turn_left && can_turn_right)
4317 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4318 else if (can_turn_left && rnd > rnd_value / 8)
4319 MovDir[x][y] = left_dir;
4320 else if (can_turn_right && rnd > rnd_value / 8)
4321 MovDir[x][y] = right_dir;
4323 MovDir[x][y] = back_dir;
4325 xx = x + move_xy[MovDir[x][y]].x;
4326 yy = y + move_xy[MovDir[x][y]].y;
4329 if (FrameCounter < 1 && x == 0 && y == 29)
4330 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4331 xx, yy, Feld[xx][yy],
4336 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4337 MovDir[x][y] = old_move_dir;
4339 if (!IS_FREE(xx, yy))
4340 MovDir[x][y] = old_move_dir;
4344 if (FrameCounter < 1 && x == 0 && y == 29)
4345 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4350 else if (element == EL_MOLE)
4352 boolean can_move_on =
4353 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4354 IS_AMOEBOID(Feld[move_x][move_y]) ||
4355 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4358 boolean can_turn_left =
4359 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4360 IS_AMOEBOID(Feld[left_x][left_y])));
4362 boolean can_turn_right =
4363 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4364 IS_AMOEBOID(Feld[right_x][right_y])));
4366 if (can_turn_left && can_turn_right)
4367 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4368 else if (can_turn_left)
4369 MovDir[x][y] = left_dir;
4371 MovDir[x][y] = right_dir;
4374 if (MovDir[x][y] != old_move_dir)
4377 else if (element == EL_BALLOON)
4379 MovDir[x][y] = game.balloon_dir;
4382 else if (element == EL_SPRING)
4385 if (MovDir[x][y] & MV_HORIZONTAL &&
4386 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4387 MovDir[x][y] = MV_NO_MOVING;
4389 if (MovDir[x][y] & MV_HORIZONTAL &&
4390 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4391 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4392 MovDir[x][y] = MV_NO_MOVING;
4397 else if (element == EL_ROBOT ||
4398 element == EL_SATELLITE ||
4399 element == EL_PENGUIN)
4401 int attr_x = -1, attr_y = -1;
4412 for (i = 0; i < MAX_PLAYERS; i++)
4414 struct PlayerInfo *player = &stored_player[i];
4415 int jx = player->jx, jy = player->jy;
4417 if (!player->active)
4421 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4429 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4435 if (element == EL_PENGUIN)
4438 static int xy[4][2] =
4446 for (i = 0; i < NUM_DIRECTIONS; i++)
4448 int ex = x + xy[i][0];
4449 int ey = y + xy[i][1];
4451 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4460 MovDir[x][y] = MV_NO_MOVING;
4462 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4463 else if (attr_x > x)
4464 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4466 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4467 else if (attr_y > y)
4468 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4470 if (element == EL_ROBOT)
4474 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4475 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4476 Moving2Blocked(x, y, &newx, &newy);
4478 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4479 MovDelay[x][y] = 8 + 8 * !RND(3);
4481 MovDelay[x][y] = 16;
4483 else if (element == EL_PENGUIN)
4489 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4491 boolean first_horiz = RND(2);
4492 int new_move_dir = MovDir[x][y];
4495 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4496 Moving2Blocked(x, y, &newx, &newy);
4498 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4502 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4503 Moving2Blocked(x, y, &newx, &newy);
4505 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4508 MovDir[x][y] = old_move_dir;
4512 else /* (element == EL_SATELLITE) */
4518 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4520 boolean first_horiz = RND(2);
4521 int new_move_dir = MovDir[x][y];
4524 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4525 Moving2Blocked(x, y, &newx, &newy);
4527 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4531 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4532 Moving2Blocked(x, y, &newx, &newy);
4534 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4537 MovDir[x][y] = old_move_dir;
4542 else if (move_pattern == MV_TURNING_LEFT ||
4543 move_pattern == MV_TURNING_RIGHT ||
4544 move_pattern == MV_TURNING_LEFT_RIGHT ||
4545 move_pattern == MV_TURNING_RIGHT_LEFT ||
4546 move_pattern == MV_TURNING_RANDOM ||
4547 move_pattern == MV_ALL_DIRECTIONS)
4549 boolean can_turn_left =
4550 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4551 boolean can_turn_right =
4552 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4554 if (move_pattern == MV_TURNING_LEFT)
4555 MovDir[x][y] = left_dir;
4556 else if (move_pattern == MV_TURNING_RIGHT)
4557 MovDir[x][y] = right_dir;
4558 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4559 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4560 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4561 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4562 else if (move_pattern == MV_TURNING_RANDOM)
4563 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4564 can_turn_right && !can_turn_left ? right_dir :
4565 RND(2) ? left_dir : right_dir);
4566 else if (can_turn_left && can_turn_right)
4567 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4568 else if (can_turn_left)
4569 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4570 else if (can_turn_right)
4571 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4573 MovDir[x][y] = back_dir;
4575 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4577 else if (move_pattern == MV_HORIZONTAL ||
4578 move_pattern == MV_VERTICAL)
4580 if (move_pattern & old_move_dir)
4581 MovDir[x][y] = back_dir;
4582 else if (move_pattern == MV_HORIZONTAL)
4583 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4584 else if (move_pattern == MV_VERTICAL)
4585 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4587 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4589 else if (move_pattern & MV_ANY_DIRECTION)
4591 MovDir[x][y] = move_pattern;
4592 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4594 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4596 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4597 MovDir[x][y] = left_dir;
4598 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4599 MovDir[x][y] = right_dir;
4601 if (MovDir[x][y] != old_move_dir)
4602 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4604 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4606 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4607 MovDir[x][y] = right_dir;
4608 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4609 MovDir[x][y] = left_dir;
4611 if (MovDir[x][y] != old_move_dir)
4612 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4614 else if (move_pattern == MV_TOWARDS_PLAYER ||
4615 move_pattern == MV_AWAY_FROM_PLAYER)
4617 int attr_x = -1, attr_y = -1;
4619 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4630 for (i = 0; i < MAX_PLAYERS; i++)
4632 struct PlayerInfo *player = &stored_player[i];
4633 int jx = player->jx, jy = player->jy;
4635 if (!player->active)
4639 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4647 MovDir[x][y] = MV_NO_MOVING;
4649 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4650 else if (attr_x > x)
4651 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4653 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4654 else if (attr_y > y)
4655 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4657 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4659 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4661 boolean first_horiz = RND(2);
4662 int new_move_dir = MovDir[x][y];
4665 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4666 Moving2Blocked(x, y, &newx, &newy);
4668 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4672 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4673 Moving2Blocked(x, y, &newx, &newy);
4675 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4678 MovDir[x][y] = old_move_dir;
4681 else if (move_pattern == MV_WHEN_PUSHED ||
4682 move_pattern == MV_WHEN_DROPPED)
4684 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4685 MovDir[x][y] = MV_NO_MOVING;
4689 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4691 static int test_xy[7][2] =
4701 static int test_dir[7] =
4711 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4712 int move_preference = -1000000; /* start with very low preference */
4713 int new_move_dir = MV_NO_MOVING;
4714 int start_test = RND(4);
4717 for (i = 0; i < NUM_DIRECTIONS; i++)
4719 int move_dir = test_dir[start_test + i];
4720 int move_dir_preference;
4722 xx = x + test_xy[start_test + i][0];
4723 yy = y + test_xy[start_test + i][1];
4725 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4726 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4728 new_move_dir = move_dir;
4733 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4736 move_dir_preference = -1 * RunnerVisit[xx][yy];
4737 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4738 move_dir_preference = PlayerVisit[xx][yy];
4740 if (move_dir_preference > move_preference)
4742 /* prefer field that has not been visited for the longest time */
4743 move_preference = move_dir_preference;
4744 new_move_dir = move_dir;
4746 else if (move_dir_preference == move_preference &&
4747 move_dir == old_move_dir)
4749 /* prefer last direction when all directions are preferred equally */
4750 move_preference = move_dir_preference;
4751 new_move_dir = move_dir;
4755 MovDir[x][y] = new_move_dir;
4756 if (old_move_dir != new_move_dir)
4761 static void TurnRound(int x, int y)
4763 int direction = MovDir[x][y];
4766 GfxDir[x][y] = MovDir[x][y];
4772 GfxDir[x][y] = MovDir[x][y];
4775 if (direction != MovDir[x][y])
4780 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4783 GfxAction[x][y] = ACTION_WAITING;
4787 static boolean JustBeingPushed(int x, int y)
4791 for (i = 0; i < MAX_PLAYERS; i++)
4793 struct PlayerInfo *player = &stored_player[i];
4795 if (player->active && player->is_pushing && player->MovPos)
4797 int next_jx = player->jx + (player->jx - player->last_jx);
4798 int next_jy = player->jy + (player->jy - player->last_jy);
4800 if (x == next_jx && y == next_jy)
4808 void StartMoving(int x, int y)
4811 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4813 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4814 int element = Feld[x][y];
4820 if (MovDelay[x][y] == 0)
4821 GfxAction[x][y] = ACTION_DEFAULT;
4823 /* !!! this should be handled more generic (not only for mole) !!! */
4824 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4825 GfxAction[x][y] = ACTION_DEFAULT;
4828 if (CAN_FALL(element) && y < lev_fieldy - 1)
4830 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4831 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4832 if (JustBeingPushed(x, y))
4835 if (element == EL_QUICKSAND_FULL)
4837 if (IS_FREE(x, y + 1))
4839 InitMovingField(x, y, MV_DOWN);
4840 started_moving = TRUE;
4842 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4843 Store[x][y] = EL_ROCK;
4845 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4847 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4850 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4852 if (!MovDelay[x][y])
4853 MovDelay[x][y] = TILEY + 1;
4862 Feld[x][y] = EL_QUICKSAND_EMPTY;
4863 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4864 Store[x][y + 1] = Store[x][y];
4867 PlayLevelSoundAction(x, y, ACTION_FILLING);
4869 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4873 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4874 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4876 InitMovingField(x, y, MV_DOWN);
4877 started_moving = TRUE;
4879 Feld[x][y] = EL_QUICKSAND_FILLING;
4880 Store[x][y] = element;
4882 PlayLevelSoundAction(x, y, ACTION_FILLING);
4884 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4887 else if (element == EL_MAGIC_WALL_FULL)
4889 if (IS_FREE(x, y + 1))
4891 InitMovingField(x, y, MV_DOWN);
4892 started_moving = TRUE;
4894 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4895 Store[x][y] = EL_CHANGED(Store[x][y]);
4897 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4899 if (!MovDelay[x][y])
4900 MovDelay[x][y] = TILEY/4 + 1;
4909 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4910 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4911 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4915 else if (element == EL_BD_MAGIC_WALL_FULL)
4917 if (IS_FREE(x, y + 1))
4919 InitMovingField(x, y, MV_DOWN);
4920 started_moving = TRUE;
4922 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4923 Store[x][y] = EL_CHANGED2(Store[x][y]);
4925 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4927 if (!MovDelay[x][y])
4928 MovDelay[x][y] = TILEY/4 + 1;
4937 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4938 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4939 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4943 else if (CAN_PASS_MAGIC_WALL(element) &&
4944 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4945 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4947 InitMovingField(x, y, MV_DOWN);
4948 started_moving = TRUE;
4951 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4952 EL_BD_MAGIC_WALL_FILLING);
4953 Store[x][y] = element;
4956 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4958 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4961 SplashAcid(x, y + 1);
4963 InitMovingField(x, y, MV_DOWN);
4964 started_moving = TRUE;
4966 Store[x][y] = EL_ACID;
4968 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4969 GfxAction[x][y + 1] = ACTION_ACTIVE;
4973 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4974 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4975 (Feld[x][y + 1] == EL_BLOCKED)) ||
4976 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4977 CAN_SMASH(element) && WasJustFalling[x][y] &&
4978 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4982 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4983 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4984 WasJustMoving[x][y] && !Pushed[x][y + 1])
4986 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4987 WasJustMoving[x][y])
4992 /* this is needed for a special case not covered by calling "Impact()"
4993 from "ContinueMoving()": if an element moves to a tile directly below
4994 another element which was just falling on that tile (which was empty
4995 in the previous frame), the falling element above would just stop
4996 instead of smashing the element below (in previous version, the above
4997 element was just checked for "moving" instead of "falling", resulting
4998 in incorrect smashes caused by horizontal movement of the above
4999 element; also, the case of the player being the element to smash was
5000 simply not covered here... :-/ ) */
5003 WasJustMoving[x][y] = 0;
5004 WasJustFalling[x][y] = 0;
5009 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5011 if (MovDir[x][y] == MV_NO_MOVING)
5013 InitMovingField(x, y, MV_DOWN);
5014 started_moving = TRUE;
5017 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5019 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5020 MovDir[x][y] = MV_DOWN;
5022 InitMovingField(x, y, MV_DOWN);
5023 started_moving = TRUE;
5025 else if (element == EL_AMOEBA_DROP)
5027 Feld[x][y] = EL_AMOEBA_GROWING;
5028 Store[x][y] = EL_AMOEBA_WET;
5030 /* Store[x][y + 1] must be zero, because:
5031 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5034 #if OLD_GAME_BEHAVIOUR
5035 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5037 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5038 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5039 element != EL_DX_SUPABOMB)
5042 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5043 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5044 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5045 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5048 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5049 (IS_FREE(x - 1, y + 1) ||
5050 Feld[x - 1][y + 1] == EL_ACID));
5051 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5052 (IS_FREE(x + 1, y + 1) ||
5053 Feld[x + 1][y + 1] == EL_ACID));
5054 boolean can_fall_any = (can_fall_left || can_fall_right);
5055 boolean can_fall_both = (can_fall_left && can_fall_right);
5057 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5059 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5061 if (slippery_type == SLIPPERY_ONLY_LEFT)
5062 can_fall_right = FALSE;
5063 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5064 can_fall_left = FALSE;
5065 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5066 can_fall_right = FALSE;
5067 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5068 can_fall_left = FALSE;
5070 can_fall_any = (can_fall_left || can_fall_right);
5071 can_fall_both = (can_fall_left && can_fall_right);
5076 if (can_fall_both &&
5077 (game.emulation != EMU_BOULDERDASH &&
5078 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5079 can_fall_left = !(can_fall_right = RND(2));
5081 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5082 started_moving = TRUE;
5086 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5088 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5091 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5092 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5093 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5094 int belt_dir = game.belt_dir[belt_nr];
5096 if ((belt_dir == MV_LEFT && left_is_free) ||
5097 (belt_dir == MV_RIGHT && right_is_free))
5100 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5103 InitMovingField(x, y, belt_dir);
5104 started_moving = TRUE;
5107 Pushed[x][y] = TRUE;
5108 Pushed[nextx][y] = TRUE;
5111 GfxAction[x][y] = ACTION_DEFAULT;
5115 MovDir[x][y] = 0; /* if element was moving, stop it */
5120 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5121 if (CAN_MOVE(element) && !started_moving)
5123 int move_pattern = element_info[element].move_pattern;
5126 Moving2Blocked(x, y, &newx, &newy);
5129 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5132 if ((element == EL_SATELLITE ||
5133 element == EL_BALLOON ||
5134 element == EL_SPRING)
5135 && JustBeingPushed(x, y))
5140 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5141 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5142 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5145 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5146 element, element_info[element].token_name,
5147 WasJustMoving[x][y],
5148 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5149 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5150 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5151 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5155 WasJustMoving[x][y] = 0;
5158 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5161 if (Feld[x][y] != element) /* element has changed */
5163 element = Feld[x][y];
5164 move_pattern = element_info[element].move_pattern;
5166 if (!CAN_MOVE(element))
5170 if (Feld[x][y] != element) /* element has changed */
5178 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5179 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5181 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5183 Moving2Blocked(x, y, &newx, &newy);
5184 if (Feld[newx][newy] == EL_BLOCKED)
5185 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5191 if (FrameCounter < 1 && x == 0 && y == 29)
5192 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5195 if (!MovDelay[x][y]) /* start new movement phase */
5197 /* all objects that can change their move direction after each step
5198 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5200 if (element != EL_YAMYAM &&
5201 element != EL_DARK_YAMYAM &&
5202 element != EL_PACMAN &&
5203 !(move_pattern & MV_ANY_DIRECTION) &&
5204 move_pattern != MV_TURNING_LEFT &&
5205 move_pattern != MV_TURNING_RIGHT &&
5206 move_pattern != MV_TURNING_LEFT_RIGHT &&
5207 move_pattern != MV_TURNING_RIGHT_LEFT &&
5208 move_pattern != MV_TURNING_RANDOM)
5213 if (FrameCounter < 1 && x == 0 && y == 29)
5214 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5217 if (MovDelay[x][y] && (element == EL_BUG ||
5218 element == EL_SPACESHIP ||
5219 element == EL_SP_SNIKSNAK ||
5220 element == EL_SP_ELECTRON ||
5221 element == EL_MOLE))
5222 DrawLevelField(x, y);
5226 if (MovDelay[x][y]) /* wait some time before next movement */
5231 if (element == EL_YAMYAM)
5234 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5235 DrawLevelElementAnimation(x, y, element);
5239 if (MovDelay[x][y]) /* element still has to wait some time */
5242 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5243 ResetGfxAnimation(x, y);
5247 if (GfxAction[x][y] != ACTION_WAITING)
5248 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5250 GfxAction[x][y] = ACTION_WAITING;
5254 if (element == EL_ROBOT ||
5256 element == EL_PACMAN ||
5258 element == EL_YAMYAM ||
5259 element == EL_DARK_YAMYAM)
5262 DrawLevelElementAnimation(x, y, element);
5264 DrawLevelElementAnimationIfNeeded(x, y, element);
5266 PlayLevelSoundAction(x, y, ACTION_WAITING);
5268 else if (element == EL_SP_ELECTRON)
5269 DrawLevelElementAnimationIfNeeded(x, y, element);
5270 else if (element == EL_DRAGON)
5273 int dir = MovDir[x][y];
5274 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5275 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5276 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5277 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5278 dir == MV_UP ? IMG_FLAMES_1_UP :
5279 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5280 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5283 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5286 GfxAction[x][y] = ACTION_ATTACKING;
5288 if (IS_PLAYER(x, y))
5289 DrawPlayerField(x, y);
5291 DrawLevelField(x, y);
5293 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5295 for (i = 1; i <= 3; i++)
5297 int xx = x + i * dx;
5298 int yy = y + i * dy;
5299 int sx = SCREENX(xx);
5300 int sy = SCREENY(yy);
5301 int flame_graphic = graphic + (i - 1);
5303 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5308 int flamed = MovingOrBlocked2Element(xx, yy);
5310 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5313 RemoveMovingField(xx, yy);
5315 Feld[xx][yy] = EL_FLAMES;
5316 if (IN_SCR_FIELD(sx, sy))
5318 DrawLevelFieldCrumbledSand(xx, yy);
5319 DrawGraphic(sx, sy, flame_graphic, frame);
5324 if (Feld[xx][yy] == EL_FLAMES)
5325 Feld[xx][yy] = EL_EMPTY;
5326 DrawLevelField(xx, yy);
5331 if (MovDelay[x][y]) /* element still has to wait some time */
5333 PlayLevelSoundAction(x, y, ACTION_WAITING);
5339 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5340 for all other elements GfxAction will be set by InitMovingField() */
5341 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5342 GfxAction[x][y] = ACTION_MOVING;
5346 /* now make next step */
5348 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5350 if (DONT_COLLIDE_WITH(element) &&
5351 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5352 !PLAYER_ENEMY_PROTECTED(newx, newy))
5355 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5359 /* player killed by element which is deadly when colliding with */
5361 KillHero(PLAYERINFO(newx, newy));
5368 else if (CAN_MOVE_INTO_ACID(element) &&
5369 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5370 (MovDir[x][y] == MV_DOWN ||
5371 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5373 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5374 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5378 else if ((element == EL_PENGUIN ||
5379 element == EL_ROBOT ||
5380 element == EL_SATELLITE ||
5381 element == EL_BALLOON ||
5382 IS_CUSTOM_ELEMENT(element)) &&
5383 IN_LEV_FIELD(newx, newy) &&
5384 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5387 SplashAcid(newx, newy);
5388 Store[x][y] = EL_ACID;
5390 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5392 if (Feld[newx][newy] == EL_EXIT_OPEN)
5396 DrawLevelField(x, y);
5398 Feld[x][y] = EL_EMPTY;
5399 DrawLevelField(x, y);
5402 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5403 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5404 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5406 local_player->friends_still_needed--;
5407 if (!local_player->friends_still_needed &&
5408 !local_player->GameOver && AllPlayersGone)
5409 local_player->LevelSolved = local_player->GameOver = TRUE;
5413 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5415 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5416 DrawLevelField(newx, newy);
5418 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5420 else if (!IS_FREE(newx, newy))
5422 GfxAction[x][y] = ACTION_WAITING;
5424 if (IS_PLAYER(x, y))
5425 DrawPlayerField(x, y);
5427 DrawLevelField(x, y);
5432 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5434 if (IS_FOOD_PIG(Feld[newx][newy]))
5436 if (IS_MOVING(newx, newy))
5437 RemoveMovingField(newx, newy);
5440 Feld[newx][newy] = EL_EMPTY;
5441 DrawLevelField(newx, newy);
5444 PlayLevelSound(x, y, SND_PIG_DIGGING);
5446 else if (!IS_FREE(newx, newy))
5448 if (IS_PLAYER(x, y))
5449 DrawPlayerField(x, y);
5451 DrawLevelField(x, y);
5460 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5463 else if (IS_CUSTOM_ELEMENT(element) &&
5464 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5468 !IS_FREE(newx, newy)
5473 int new_element = Feld[newx][newy];
5476 printf("::: '%s' digs '%s' [%d]\n",
5477 element_info[element].token_name,
5478 element_info[Feld[newx][newy]].token_name,
5479 StorePlayer[newx][newy]);
5482 if (!IS_FREE(newx, newy))
5484 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5485 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5488 /* no element can dig solid indestructible elements */
5489 if (IS_INDESTRUCTIBLE(new_element) &&
5490 !IS_DIGGABLE(new_element) &&
5491 !IS_COLLECTIBLE(new_element))
5494 if (AmoebaNr[newx][newy] &&
5495 (new_element == EL_AMOEBA_FULL ||
5496 new_element == EL_BD_AMOEBA ||
5497 new_element == EL_AMOEBA_GROWING))
5499 AmoebaCnt[AmoebaNr[newx][newy]]--;
5500 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5503 if (IS_MOVING(newx, newy))
5504 RemoveMovingField(newx, newy);
5507 RemoveField(newx, newy);
5508 DrawLevelField(newx, newy);
5511 PlayLevelSoundAction(x, y, action);
5514 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5515 element_info[element].can_leave_element = TRUE;
5517 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5519 RunnerVisit[x][y] = FrameCounter;
5520 PlayerVisit[x][y] /= 8; /* expire player visit path */
5526 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5528 if (!IS_FREE(newx, newy))
5530 if (IS_PLAYER(x, y))
5531 DrawPlayerField(x, y);
5533 DrawLevelField(x, y);
5539 boolean wanna_flame = !RND(10);
5540 int dx = newx - x, dy = newy - y;
5541 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5542 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5543 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5544 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5545 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5546 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5549 IS_CLASSIC_ENEMY(element1) ||
5550 IS_CLASSIC_ENEMY(element2)) &&
5551 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5552 element1 != EL_FLAMES && element2 != EL_FLAMES)
5555 ResetGfxAnimation(x, y);
5556 GfxAction[x][y] = ACTION_ATTACKING;
5559 if (IS_PLAYER(x, y))
5560 DrawPlayerField(x, y);
5562 DrawLevelField(x, y);
5564 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5566 MovDelay[x][y] = 50;
5568 Feld[newx][newy] = EL_FLAMES;
5569 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5570 Feld[newx1][newy1] = EL_FLAMES;
5571 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5572 Feld[newx2][newy2] = EL_FLAMES;
5578 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5579 Feld[newx][newy] == EL_DIAMOND)
5581 if (IS_MOVING(newx, newy))
5582 RemoveMovingField(newx, newy);
5585 Feld[newx][newy] = EL_EMPTY;
5586 DrawLevelField(newx, newy);
5589 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5591 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5592 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5594 if (AmoebaNr[newx][newy])
5596 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5597 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5598 Feld[newx][newy] == EL_BD_AMOEBA)
5599 AmoebaCnt[AmoebaNr[newx][newy]]--;
5604 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5606 if (IS_MOVING(newx, newy))
5609 RemoveMovingField(newx, newy);
5613 Feld[newx][newy] = EL_EMPTY;
5614 DrawLevelField(newx, newy);
5617 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5619 else if ((element == EL_PACMAN || element == EL_MOLE)
5620 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5622 if (AmoebaNr[newx][newy])
5624 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5625 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5626 Feld[newx][newy] == EL_BD_AMOEBA)
5627 AmoebaCnt[AmoebaNr[newx][newy]]--;
5630 if (element == EL_MOLE)
5632 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5633 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5635 ResetGfxAnimation(x, y);
5636 GfxAction[x][y] = ACTION_DIGGING;
5637 DrawLevelField(x, y);
5639 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5641 return; /* wait for shrinking amoeba */
5643 else /* element == EL_PACMAN */
5645 Feld[newx][newy] = EL_EMPTY;
5646 DrawLevelField(newx, newy);
5647 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5650 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5651 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5652 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5654 /* wait for shrinking amoeba to completely disappear */
5657 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5659 /* object was running against a wall */
5664 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5665 DrawLevelElementAnimation(x, y, element);
5667 if (element == EL_BUG ||
5668 element == EL_SPACESHIP ||
5669 element == EL_SP_SNIKSNAK)
5670 DrawLevelField(x, y);
5671 else if (element == EL_MOLE)
5672 DrawLevelField(x, y);
5673 else if (element == EL_BD_BUTTERFLY ||
5674 element == EL_BD_FIREFLY)
5675 DrawLevelElementAnimationIfNeeded(x, y, element);
5676 else if (element == EL_SATELLITE)
5677 DrawLevelElementAnimationIfNeeded(x, y, element);
5678 else if (element == EL_SP_ELECTRON)
5679 DrawLevelElementAnimationIfNeeded(x, y, element);
5682 if (DONT_TOUCH(element))
5683 TestIfBadThingTouchesHero(x, y);
5686 PlayLevelSoundAction(x, y, ACTION_WAITING);
5692 InitMovingField(x, y, MovDir[x][y]);
5694 PlayLevelSoundAction(x, y, ACTION_MOVING);
5698 ContinueMoving(x, y);
5701 void ContinueMoving(int x, int y)
5703 int element = Feld[x][y];
5704 struct ElementInfo *ei = &element_info[element];
5705 int direction = MovDir[x][y];
5706 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5707 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5708 int newx = x + dx, newy = y + dy;
5710 int nextx = newx + dx, nexty = newy + dy;
5713 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5714 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5716 boolean pushed_by_player = Pushed[x][y];
5719 MovPos[x][y] += getElementMoveStepsize(x, y);
5722 if (pushed_by_player && IS_PLAYER(x, y))
5724 /* special case: moving object pushed by player */
5725 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5728 if (pushed_by_player) /* special case: moving object pushed by player */
5729 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5732 if (ABS(MovPos[x][y]) < TILEX)
5734 DrawLevelField(x, y);
5736 return; /* element is still moving */
5739 /* element reached destination field */
5741 Feld[x][y] = EL_EMPTY;
5742 Feld[newx][newy] = element;
5743 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5745 if (element == EL_MOLE)
5747 Feld[x][y] = EL_SAND;
5749 DrawLevelFieldCrumbledSandNeighbours(x, y);
5751 else if (element == EL_QUICKSAND_FILLING)
5753 element = Feld[newx][newy] = get_next_element(element);
5754 Store[newx][newy] = Store[x][y];
5756 else if (element == EL_QUICKSAND_EMPTYING)
5758 Feld[x][y] = get_next_element(element);
5759 element = Feld[newx][newy] = Store[x][y];
5761 else if (element == EL_MAGIC_WALL_FILLING)
5763 element = Feld[newx][newy] = get_next_element(element);
5764 if (!game.magic_wall_active)
5765 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5766 Store[newx][newy] = Store[x][y];
5768 else if (element == EL_MAGIC_WALL_EMPTYING)
5770 Feld[x][y] = get_next_element(element);
5771 if (!game.magic_wall_active)
5772 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5773 element = Feld[newx][newy] = Store[x][y];
5775 else if (element == EL_BD_MAGIC_WALL_FILLING)
5777 element = Feld[newx][newy] = get_next_element(element);
5778 if (!game.magic_wall_active)
5779 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5780 Store[newx][newy] = Store[x][y];
5782 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5784 Feld[x][y] = get_next_element(element);
5785 if (!game.magic_wall_active)
5786 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5787 element = Feld[newx][newy] = Store[x][y];
5789 else if (element == EL_AMOEBA_DROPPING)
5791 Feld[x][y] = get_next_element(element);
5792 element = Feld[newx][newy] = Store[x][y];
5794 else if (element == EL_SOKOBAN_OBJECT)
5797 Feld[x][y] = Back[x][y];
5799 if (Back[newx][newy])
5800 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5802 Back[x][y] = Back[newx][newy] = 0;
5804 else if (Store[x][y] == EL_ACID)
5806 element = Feld[newx][newy] = EL_ACID;
5810 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5811 MovDelay[newx][newy] = 0;
5813 /* copy element change control values to new field */
5814 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5815 ChangePage[newx][newy] = ChangePage[x][y];
5816 Changed[newx][newy] = Changed[x][y];
5817 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5819 ChangeDelay[x][y] = 0;
5820 ChangePage[x][y] = -1;
5821 Changed[x][y] = CE_BITMASK_DEFAULT;
5822 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5824 /* copy animation control values to new field */
5825 GfxFrame[newx][newy] = GfxFrame[x][y];
5826 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5827 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5828 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5830 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5832 ResetGfxAnimation(x, y); /* reset animation values for old field */
5835 /* some elements can leave other elements behind after moving */
5836 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5837 ei->move_leave_element != EL_EMPTY &&
5838 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5839 ei->can_leave_element_last))
5841 Feld[x][y] = ei->move_leave_element;
5842 InitField(x, y, FALSE);
5844 if (GFX_CRUMBLED(Feld[x][y]))
5845 DrawLevelFieldCrumbledSandNeighbours(x, y);
5848 ei->can_leave_element_last = ei->can_leave_element;
5849 ei->can_leave_element = FALSE;
5853 /* 2.1.1 (does not work correctly for spring) */
5854 if (!CAN_MOVE(element))
5855 MovDir[newx][newy] = 0;
5859 /* (does not work for falling objects that slide horizontally) */
5860 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5861 MovDir[newx][newy] = 0;
5864 if (!CAN_MOVE(element) ||
5865 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5866 MovDir[newx][newy] = 0;
5869 if (!CAN_MOVE(element) ||
5870 (CAN_FALL(element) && direction == MV_DOWN))
5871 GfxDir[x][y] = MovDir[newx][newy] = 0;
5876 DrawLevelField(x, y);
5877 DrawLevelField(newx, newy);
5879 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5881 /* prevent pushed element from moving on in pushed direction */
5882 if (pushed_by_player && CAN_MOVE(element) &&
5883 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5884 !(element_info[element].move_pattern & direction))
5885 TurnRound(newx, newy);
5888 /* prevent elements on conveyor belt from moving on in last direction */
5889 if (pushed_by_conveyor && CAN_FALL(element) &&
5890 direction & MV_HORIZONTAL)
5891 MovDir[newx][newy] = 0;
5894 if (!pushed_by_player)
5896 WasJustMoving[newx][newy] = 3;
5898 if (CAN_FALL(element) && direction == MV_DOWN)
5899 WasJustFalling[newx][newy] = 3;
5902 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5904 TestIfBadThingTouchesHero(newx, newy);
5905 TestIfBadThingTouchesFriend(newx, newy);
5907 if (!IS_CUSTOM_ELEMENT(element))
5908 TestIfBadThingTouchesOtherBadThing(newx, newy);
5910 else if (element == EL_PENGUIN)
5911 TestIfFriendTouchesBadThing(newx, newy);
5913 if (CAN_FALL(element) && direction == MV_DOWN &&
5914 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5918 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5922 if (ChangePage[newx][newy] != -1) /* delayed change */
5923 ChangeElement(newx, newy, ChangePage[newx][newy]);
5928 TestIfElementHitsCustomElement(newx, newy, direction);
5932 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5934 int hitting_element = Feld[newx][newy];
5936 /* !!! fix side (direction) orientation here and elsewhere !!! */
5937 CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
5941 if (IN_LEV_FIELD(nextx, nexty))
5943 int opposite_direction = MV_DIR_OPPOSITE(direction);
5944 int hitting_side = direction;
5945 int touched_side = opposite_direction;
5946 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5947 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5948 MovDir[nextx][nexty] != direction ||
5949 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5955 CheckElementChangeSide(nextx, nexty, touched_element,
5956 CE_HIT_BY_SOMETHING, opposite_direction);
5958 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5959 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5961 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5963 struct ElementChangeInfo *change =
5964 &element_info[hitting_element].change_page[i];
5966 if (change->can_change &&
5967 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5968 change->trigger_side & touched_side &&
5969 change->trigger_element == touched_element)
5971 CheckElementChangePage(newx, newy, hitting_element,
5972 touched_element, CE_OTHER_IS_HITTING, i);
5978 if (IS_CUSTOM_ELEMENT(touched_element) &&
5979 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
5981 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
5983 struct ElementChangeInfo *change =
5984 &element_info[touched_element].change_page[i];
5986 if (change->can_change &&
5987 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
5988 change->trigger_side & hitting_side &&
5989 change->trigger_element == hitting_element)
5991 CheckElementChangePage(nextx, nexty, touched_element,
5992 hitting_element, CE_OTHER_GETS_HIT, i);
6003 TestIfPlayerTouchesCustomElement(newx, newy);
6004 TestIfElementTouchesCustomElement(newx, newy);
6007 int AmoebeNachbarNr(int ax, int ay)
6010 int element = Feld[ax][ay];
6012 static int xy[4][2] =
6020 for (i = 0; i < NUM_DIRECTIONS; i++)
6022 int x = ax + xy[i][0];
6023 int y = ay + xy[i][1];
6025 if (!IN_LEV_FIELD(x, y))
6028 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6029 group_nr = AmoebaNr[x][y];
6035 void AmoebenVereinigen(int ax, int ay)
6037 int i, x, y, xx, yy;
6038 int new_group_nr = AmoebaNr[ax][ay];
6039 static int xy[4][2] =
6047 if (new_group_nr == 0)
6050 for (i = 0; i < NUM_DIRECTIONS; i++)
6055 if (!IN_LEV_FIELD(x, y))
6058 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6059 Feld[x][y] == EL_BD_AMOEBA ||
6060 Feld[x][y] == EL_AMOEBA_DEAD) &&
6061 AmoebaNr[x][y] != new_group_nr)
6063 int old_group_nr = AmoebaNr[x][y];
6065 if (old_group_nr == 0)
6068 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6069 AmoebaCnt[old_group_nr] = 0;
6070 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6071 AmoebaCnt2[old_group_nr] = 0;
6073 for (yy = 0; yy < lev_fieldy; yy++)
6075 for (xx = 0; xx < lev_fieldx; xx++)
6077 if (AmoebaNr[xx][yy] == old_group_nr)
6078 AmoebaNr[xx][yy] = new_group_nr;
6085 void AmoebeUmwandeln(int ax, int ay)
6089 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6091 int group_nr = AmoebaNr[ax][ay];
6096 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6097 printf("AmoebeUmwandeln(): This should never happen!\n");
6102 for (y = 0; y < lev_fieldy; y++)
6104 for (x = 0; x < lev_fieldx; x++)
6106 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6109 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6113 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6114 SND_AMOEBA_TURNING_TO_GEM :
6115 SND_AMOEBA_TURNING_TO_ROCK));
6120 static int xy[4][2] =
6128 for (i = 0; i < NUM_DIRECTIONS; i++)
6133 if (!IN_LEV_FIELD(x, y))
6136 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6138 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6139 SND_AMOEBA_TURNING_TO_GEM :
6140 SND_AMOEBA_TURNING_TO_ROCK));
6147 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6150 int group_nr = AmoebaNr[ax][ay];
6151 boolean done = FALSE;
6156 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6157 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6162 for (y = 0; y < lev_fieldy; y++)
6164 for (x = 0; x < lev_fieldx; x++)
6166 if (AmoebaNr[x][y] == group_nr &&
6167 (Feld[x][y] == EL_AMOEBA_DEAD ||
6168 Feld[x][y] == EL_BD_AMOEBA ||
6169 Feld[x][y] == EL_AMOEBA_GROWING))
6172 Feld[x][y] = new_element;
6173 InitField(x, y, FALSE);
6174 DrawLevelField(x, y);
6181 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6182 SND_BD_AMOEBA_TURNING_TO_ROCK :
6183 SND_BD_AMOEBA_TURNING_TO_GEM));
6186 void AmoebeWaechst(int x, int y)
6188 static unsigned long sound_delay = 0;
6189 static unsigned long sound_delay_value = 0;
6191 if (!MovDelay[x][y]) /* start new growing cycle */
6195 if (DelayReached(&sound_delay, sound_delay_value))
6198 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6200 if (Store[x][y] == EL_BD_AMOEBA)
6201 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6203 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6205 sound_delay_value = 30;
6209 if (MovDelay[x][y]) /* wait some time before growing bigger */
6212 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6214 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6215 6 - MovDelay[x][y]);
6217 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6220 if (!MovDelay[x][y])
6222 Feld[x][y] = Store[x][y];
6224 DrawLevelField(x, y);
6229 void AmoebaDisappearing(int x, int y)
6231 static unsigned long sound_delay = 0;
6232 static unsigned long sound_delay_value = 0;
6234 if (!MovDelay[x][y]) /* start new shrinking cycle */
6238 if (DelayReached(&sound_delay, sound_delay_value))
6239 sound_delay_value = 30;
6242 if (MovDelay[x][y]) /* wait some time before shrinking */
6245 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6247 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6248 6 - MovDelay[x][y]);
6250 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6253 if (!MovDelay[x][y])
6255 Feld[x][y] = EL_EMPTY;
6256 DrawLevelField(x, y);
6258 /* don't let mole enter this field in this cycle;
6259 (give priority to objects falling to this field from above) */
6265 void AmoebeAbleger(int ax, int ay)
6268 int element = Feld[ax][ay];
6269 int graphic = el2img(element);
6270 int newax = ax, neway = ay;
6271 static int xy[4][2] =
6279 if (!level.amoeba_speed)
6281 Feld[ax][ay] = EL_AMOEBA_DEAD;
6282 DrawLevelField(ax, ay);
6286 if (IS_ANIMATED(graphic))
6287 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6289 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6290 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6292 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6295 if (MovDelay[ax][ay])
6299 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6302 int x = ax + xy[start][0];
6303 int y = ay + xy[start][1];
6305 if (!IN_LEV_FIELD(x, y))
6308 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6309 if (IS_FREE(x, y) ||
6310 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6316 if (newax == ax && neway == ay)
6319 else /* normal or "filled" (BD style) amoeba */
6322 boolean waiting_for_player = FALSE;
6324 for (i = 0; i < NUM_DIRECTIONS; i++)
6326 int j = (start + i) % 4;
6327 int x = ax + xy[j][0];
6328 int y = ay + xy[j][1];
6330 if (!IN_LEV_FIELD(x, y))
6333 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6334 if (IS_FREE(x, y) ||
6335 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6341 else if (IS_PLAYER(x, y))
6342 waiting_for_player = TRUE;
6345 if (newax == ax && neway == ay) /* amoeba cannot grow */
6347 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6349 Feld[ax][ay] = EL_AMOEBA_DEAD;
6350 DrawLevelField(ax, ay);
6351 AmoebaCnt[AmoebaNr[ax][ay]]--;
6353 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6355 if (element == EL_AMOEBA_FULL)
6356 AmoebeUmwandeln(ax, ay);
6357 else if (element == EL_BD_AMOEBA)
6358 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6363 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6365 /* amoeba gets larger by growing in some direction */
6367 int new_group_nr = AmoebaNr[ax][ay];
6370 if (new_group_nr == 0)
6372 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6373 printf("AmoebeAbleger(): This should never happen!\n");
6378 AmoebaNr[newax][neway] = new_group_nr;
6379 AmoebaCnt[new_group_nr]++;
6380 AmoebaCnt2[new_group_nr]++;
6382 /* if amoeba touches other amoeba(s) after growing, unify them */
6383 AmoebenVereinigen(newax, neway);
6385 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6387 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6393 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6394 (neway == lev_fieldy - 1 && newax != ax))
6396 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6397 Store[newax][neway] = element;
6399 else if (neway == ay)
6401 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6403 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6405 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6410 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6411 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6412 Store[ax][ay] = EL_AMOEBA_DROP;
6413 ContinueMoving(ax, ay);
6417 DrawLevelField(newax, neway);
6420 void Life(int ax, int ay)
6423 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6425 int element = Feld[ax][ay];
6426 int graphic = el2img(element);
6427 boolean changed = FALSE;
6429 if (IS_ANIMATED(graphic))
6430 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6435 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6436 MovDelay[ax][ay] = life_time;
6438 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6441 if (MovDelay[ax][ay])
6445 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6447 int xx = ax+x1, yy = ay+y1;
6450 if (!IN_LEV_FIELD(xx, yy))
6453 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6455 int x = xx+x2, y = yy+y2;
6457 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6460 if (((Feld[x][y] == element ||
6461 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6463 (IS_FREE(x, y) && Stop[x][y]))
6467 if (xx == ax && yy == ay) /* field in the middle */
6469 if (nachbarn < life[0] || nachbarn > life[1])
6471 Feld[xx][yy] = EL_EMPTY;
6473 DrawLevelField(xx, yy);
6474 Stop[xx][yy] = TRUE;
6478 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6479 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6480 { /* free border field */
6481 if (nachbarn >= life[2] && nachbarn <= life[3])
6483 Feld[xx][yy] = element;
6484 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6486 DrawLevelField(xx, yy);
6487 Stop[xx][yy] = TRUE;
6494 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6495 SND_GAME_OF_LIFE_GROWING);
6498 static void InitRobotWheel(int x, int y)
6500 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6503 static void RunRobotWheel(int x, int y)
6505 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6508 static void StopRobotWheel(int x, int y)
6510 if (ZX == x && ZY == y)
6514 static void InitTimegateWheel(int x, int y)
6516 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6519 static void RunTimegateWheel(int x, int y)
6521 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6524 void CheckExit(int x, int y)
6526 if (local_player->gems_still_needed > 0 ||
6527 local_player->sokobanfields_still_needed > 0 ||
6528 local_player->lights_still_needed > 0)
6530 int element = Feld[x][y];
6531 int graphic = el2img(element);
6533 if (IS_ANIMATED(graphic))
6534 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6539 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6542 Feld[x][y] = EL_EXIT_OPENING;
6544 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6547 void CheckExitSP(int x, int y)
6549 if (local_player->gems_still_needed > 0)
6551 int element = Feld[x][y];
6552 int graphic = el2img(element);
6554 if (IS_ANIMATED(graphic))
6555 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6560 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6563 Feld[x][y] = EL_SP_EXIT_OPENING;
6565 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6568 static void CloseAllOpenTimegates()
6572 for (y = 0; y < lev_fieldy; y++)
6574 for (x = 0; x < lev_fieldx; x++)
6576 int element = Feld[x][y];
6578 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6580 Feld[x][y] = EL_TIMEGATE_CLOSING;
6582 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6584 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6591 void EdelsteinFunkeln(int x, int y)
6593 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6596 if (Feld[x][y] == EL_BD_DIAMOND)
6599 if (MovDelay[x][y] == 0) /* next animation frame */
6600 MovDelay[x][y] = 11 * !SimpleRND(500);
6602 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6606 if (setup.direct_draw && MovDelay[x][y])
6607 SetDrawtoField(DRAW_BUFFERED);
6609 DrawLevelElementAnimation(x, y, Feld[x][y]);
6611 if (MovDelay[x][y] != 0)
6613 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6614 10 - MovDelay[x][y]);
6616 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6618 if (setup.direct_draw)
6622 dest_x = FX + SCREENX(x) * TILEX;
6623 dest_y = FY + SCREENY(y) * TILEY;
6625 BlitBitmap(drawto_field, window,
6626 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6627 SetDrawtoField(DRAW_DIRECT);
6633 void MauerWaechst(int x, int y)
6637 if (!MovDelay[x][y]) /* next animation frame */
6638 MovDelay[x][y] = 3 * delay;
6640 if (MovDelay[x][y]) /* wait some time before next frame */
6644 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6646 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6647 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6649 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6652 if (!MovDelay[x][y])
6654 if (MovDir[x][y] == MV_LEFT)
6656 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6657 DrawLevelField(x - 1, y);
6659 else if (MovDir[x][y] == MV_RIGHT)
6661 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6662 DrawLevelField(x + 1, y);
6664 else if (MovDir[x][y] == MV_UP)
6666 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6667 DrawLevelField(x, y - 1);
6671 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6672 DrawLevelField(x, y + 1);
6675 Feld[x][y] = Store[x][y];
6677 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6678 DrawLevelField(x, y);
6683 void MauerAbleger(int ax, int ay)
6685 int element = Feld[ax][ay];
6686 int graphic = el2img(element);
6687 boolean oben_frei = FALSE, unten_frei = FALSE;
6688 boolean links_frei = FALSE, rechts_frei = FALSE;
6689 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6690 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6691 boolean new_wall = FALSE;
6693 if (IS_ANIMATED(graphic))
6694 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6696 if (!MovDelay[ax][ay]) /* start building new wall */
6697 MovDelay[ax][ay] = 6;
6699 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6702 if (MovDelay[ax][ay])
6706 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6708 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6710 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6712 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6715 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6716 element == EL_EXPANDABLE_WALL_ANY)
6720 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6721 Store[ax][ay-1] = element;
6722 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6723 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6724 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6725 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6730 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6731 Store[ax][ay+1] = element;
6732 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6733 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6734 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6735 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6740 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6741 element == EL_EXPANDABLE_WALL_ANY ||
6742 element == EL_EXPANDABLE_WALL)
6746 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6747 Store[ax-1][ay] = element;
6748 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6749 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6750 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6751 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6757 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6758 Store[ax+1][ay] = element;
6759 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6760 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6761 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6762 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6767 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6768 DrawLevelField(ax, ay);
6770 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6772 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6773 unten_massiv = TRUE;
6774 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6775 links_massiv = TRUE;
6776 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6777 rechts_massiv = TRUE;
6779 if (((oben_massiv && unten_massiv) ||
6780 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6781 element == EL_EXPANDABLE_WALL) &&
6782 ((links_massiv && rechts_massiv) ||
6783 element == EL_EXPANDABLE_WALL_VERTICAL))
6784 Feld[ax][ay] = EL_WALL;
6788 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6790 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6794 void CheckForDragon(int x, int y)
6797 boolean dragon_found = FALSE;
6798 static int xy[4][2] =
6806 for (i = 0; i < NUM_DIRECTIONS; i++)
6808 for (j = 0; j < 4; j++)
6810 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6812 if (IN_LEV_FIELD(xx, yy) &&
6813 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6815 if (Feld[xx][yy] == EL_DRAGON)
6816 dragon_found = TRUE;
6825 for (i = 0; i < NUM_DIRECTIONS; i++)
6827 for (j = 0; j < 3; j++)
6829 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6831 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6833 Feld[xx][yy] = EL_EMPTY;
6834 DrawLevelField(xx, yy);
6843 static void InitBuggyBase(int x, int y)
6845 int element = Feld[x][y];
6846 int activating_delay = FRAMES_PER_SECOND / 4;
6849 (element == EL_SP_BUGGY_BASE ?
6850 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6851 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6853 element == EL_SP_BUGGY_BASE_ACTIVE ?
6854 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6857 static void WarnBuggyBase(int x, int y)
6860 static int xy[4][2] =
6868 for (i = 0; i < NUM_DIRECTIONS; i++)
6870 int xx = x + xy[i][0], yy = y + xy[i][1];
6872 if (IS_PLAYER(xx, yy))
6874 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6881 static void InitTrap(int x, int y)
6883 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6886 static void ActivateTrap(int x, int y)
6888 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6891 static void ChangeActiveTrap(int x, int y)
6893 int graphic = IMG_TRAP_ACTIVE;
6895 /* if new animation frame was drawn, correct crumbled sand border */
6896 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6897 DrawLevelFieldCrumbledSand(x, y);
6900 static void ChangeElementNowExt(int x, int y, int target_element)
6902 int previous_move_direction = MovDir[x][y];
6904 /* check if element under player changes from accessible to unaccessible
6905 (needed for special case of dropping element which then changes) */
6906 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6907 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6914 Feld[x][y] = target_element;
6916 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6918 ResetGfxAnimation(x, y);
6919 ResetRandomAnimationValue(x, y);
6921 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6922 MovDir[x][y] = previous_move_direction;
6925 InitField_WithBug1(x, y, FALSE);
6927 InitField(x, y, FALSE);
6928 if (CAN_MOVE(Feld[x][y]))
6932 DrawLevelField(x, y);
6934 if (GFX_CRUMBLED(Feld[x][y]))
6935 DrawLevelFieldCrumbledSandNeighbours(x, y);
6937 TestIfBadThingTouchesHero(x, y);
6938 TestIfPlayerTouchesCustomElement(x, y);
6939 TestIfElementTouchesCustomElement(x, y);
6941 if (ELEM_IS_PLAYER(target_element))
6942 RelocatePlayer(x, y, target_element);
6945 static boolean ChangeElementNow(int x, int y, int element, int page)
6947 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6950 /* always use default change event to prevent running into a loop */
6951 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6952 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6954 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
6956 /* reset actual trigger element and player */
6957 change->actual_trigger_element = EL_EMPTY;
6958 change->actual_trigger_player = EL_PLAYER_1;
6961 /* do not change already changed elements with same change event */
6963 if (Changed[x][y] & ChangeEvent[x][y])
6970 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6972 CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
6974 if (change->explode)
6981 if (change->use_target_content)
6983 boolean complete_replace = TRUE;
6984 boolean can_replace[3][3];
6987 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6990 boolean is_diggable;
6991 boolean is_destructible;
6992 int ex = x + xx - 1;
6993 int ey = y + yy - 1;
6994 int content_element = change->target_content[xx][yy];
6997 can_replace[xx][yy] = TRUE;
6999 if (ex == x && ey == y) /* do not check changing element itself */
7002 if (content_element == EL_EMPTY_SPACE)
7004 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7009 if (!IN_LEV_FIELD(ex, ey))
7011 can_replace[xx][yy] = FALSE;
7012 complete_replace = FALSE;
7019 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7020 e = MovingOrBlocked2Element(ex, ey);
7023 is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
7024 IS_WALKABLE(content_element)));
7025 is_diggable = (is_empty || IS_DIGGABLE(e));
7026 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7028 can_replace[xx][yy] =
7029 ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7030 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7031 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
7033 if (!can_replace[xx][yy])
7034 complete_replace = FALSE;
7036 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
7037 IS_WALKABLE(content_element)));
7039 half_destructible = (empty_for_element || IS_DIGGABLE(e));
7041 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
7044 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
7045 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
7046 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
7048 can_replace[xx][yy] = FALSE;
7049 complete_replace = FALSE;
7054 if (!change->only_if_complete || complete_replace)
7056 boolean something_has_changed = FALSE;
7058 if (change->only_if_complete && change->use_random_replace &&
7059 RND(100) < change->random_percentage)
7062 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7064 int ex = x + xx - 1;
7065 int ey = y + yy - 1;
7066 int content_element;
7068 if (can_replace[xx][yy] && (!change->use_random_replace ||
7069 RND(100) < change->random_percentage))
7071 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7072 RemoveMovingField(ex, ey);
7074 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7076 content_element = change->target_content[xx][yy];
7077 target_element = GET_TARGET_ELEMENT(content_element, change);
7079 ChangeElementNowExt(ex, ey, target_element);
7081 something_has_changed = TRUE;
7083 /* for symmetry reasons, freeze newly created border elements */
7084 if (ex != x || ey != y)
7085 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7089 if (something_has_changed)
7090 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7095 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7097 ChangeElementNowExt(x, y, target_element);
7099 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7105 static void ChangeElement(int x, int y, int page)
7107 int element = MovingOrBlocked2Element(x, y);
7108 struct ElementInfo *ei = &element_info[element];
7109 struct ElementChangeInfo *change = &ei->change_page[page];
7113 if (!CAN_CHANGE(element))
7116 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7117 x, y, element, element_info[element].token_name);
7118 printf("ChangeElement(): This should never happen!\n");
7124 if (ChangeDelay[x][y] == 0) /* initialize element change */
7126 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7127 RND(change->delay_random * change->delay_frames)) + 1;
7129 ResetGfxAnimation(x, y);
7130 ResetRandomAnimationValue(x, y);
7132 if (change->pre_change_function)
7133 change->pre_change_function(x, y);
7136 ChangeDelay[x][y]--;
7138 if (ChangeDelay[x][y] != 0) /* continue element change */
7140 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7142 if (IS_ANIMATED(graphic))
7143 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7145 if (change->change_function)
7146 change->change_function(x, y);
7148 else /* finish element change */
7150 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7152 page = ChangePage[x][y];
7153 ChangePage[x][y] = -1;
7155 change = &ei->change_page[page];
7159 if (IS_MOVING(x, y) && !change->explode)
7161 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7164 ChangeDelay[x][y] = 1; /* try change after next move step */
7165 ChangePage[x][y] = page; /* remember page to use for change */
7170 if (ChangeElementNow(x, y, element, page))
7172 if (change->post_change_function)
7173 change->post_change_function(x, y);
7178 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7179 int trigger_element,
7186 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7188 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7191 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7193 int element = EL_CUSTOM_START + i;
7195 boolean change_element = FALSE;
7198 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7201 for (j = 0; j < element_info[element].num_change_pages; j++)
7203 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7205 if (change->can_change &&
7206 change->events & CH_EVENT_BIT(trigger_event) &&
7207 change->trigger_side & trigger_side &&
7208 change->trigger_player & trigger_player &&
7209 change->trigger_page & trigger_page_bits &&
7210 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7213 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7214 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7215 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7218 change_element = TRUE;
7221 change->actual_trigger_element = trigger_element;
7222 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7228 if (!change_element)
7231 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7234 if (x == lx && y == ly) /* do not change trigger element itself */
7238 if (Feld[x][y] == element)
7240 ChangeDelay[x][y] = 1;
7241 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7242 ChangeElement(x, y, page);
7250 static boolean CheckElementChangeExt(int x, int y,
7252 int trigger_element,
7258 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7261 if (Feld[x][y] == EL_BLOCKED)
7263 Blocked2Moving(x, y, &x, &y);
7264 element = Feld[x][y];
7268 if (trigger_page < 0)
7270 boolean change_element = FALSE;
7273 for (i = 0; i < element_info[element].num_change_pages; i++)
7275 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7277 if (change->can_change &&
7278 change->events & CH_EVENT_BIT(trigger_event) &&
7279 change->trigger_side & trigger_side &&
7280 change->trigger_player & trigger_player)
7282 change_element = TRUE;
7285 change->actual_trigger_element = trigger_element;
7286 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7292 if (!change_element)
7297 struct ElementInfo *ei = &element_info[element];
7298 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7300 change->actual_trigger_element = trigger_element;
7301 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7306 /* !!! this check misses pages with same event, but different side !!! */
7308 if (trigger_page < 0)
7309 trigger_page = element_info[element].event_page_nr[trigger_event];
7311 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7315 ChangeDelay[x][y] = 1;
7316 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7317 ChangeElement(x, y, trigger_page);
7322 static void PlayPlayerSound(struct PlayerInfo *player)
7324 int jx = player->jx, jy = player->jy;
7325 int element = player->element_nr;
7326 int last_action = player->last_action_waiting;
7327 int action = player->action_waiting;
7329 if (player->is_waiting)
7331 if (action != last_action)
7332 PlayLevelSoundElementAction(jx, jy, element, action);
7334 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7338 if (action != last_action)
7339 StopSound(element_info[element].sound[last_action]);
7341 if (last_action == ACTION_SLEEPING)
7342 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7346 static void PlayAllPlayersSound()
7350 for (i = 0; i < MAX_PLAYERS; i++)
7351 if (stored_player[i].active)
7352 PlayPlayerSound(&stored_player[i]);
7355 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7357 boolean last_waiting = player->is_waiting;
7358 int move_dir = player->MovDir;
7360 player->last_action_waiting = player->action_waiting;
7364 if (!last_waiting) /* not waiting -> waiting */
7366 player->is_waiting = TRUE;
7368 player->frame_counter_bored =
7370 game.player_boring_delay_fixed +
7371 SimpleRND(game.player_boring_delay_random);
7372 player->frame_counter_sleeping =
7374 game.player_sleeping_delay_fixed +
7375 SimpleRND(game.player_sleeping_delay_random);
7377 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7380 if (game.player_sleeping_delay_fixed +
7381 game.player_sleeping_delay_random > 0 &&
7382 player->anim_delay_counter == 0 &&
7383 player->post_delay_counter == 0 &&
7384 FrameCounter >= player->frame_counter_sleeping)
7385 player->is_sleeping = TRUE;
7386 else if (game.player_boring_delay_fixed +
7387 game.player_boring_delay_random > 0 &&
7388 FrameCounter >= player->frame_counter_bored)
7389 player->is_bored = TRUE;
7391 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7392 player->is_bored ? ACTION_BORING :
7395 if (player->is_sleeping)
7397 if (player->num_special_action_sleeping > 0)
7399 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7401 int last_special_action = player->special_action_sleeping;
7402 int num_special_action = player->num_special_action_sleeping;
7403 int special_action =
7404 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7405 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7406 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7407 last_special_action + 1 : ACTION_SLEEPING);
7408 int special_graphic =
7409 el_act_dir2img(player->element_nr, special_action, move_dir);
7411 player->anim_delay_counter =
7412 graphic_info[special_graphic].anim_delay_fixed +
7413 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7414 player->post_delay_counter =
7415 graphic_info[special_graphic].post_delay_fixed +
7416 SimpleRND(graphic_info[special_graphic].post_delay_random);
7418 player->special_action_sleeping = special_action;
7421 if (player->anim_delay_counter > 0)
7423 player->action_waiting = player->special_action_sleeping;
7424 player->anim_delay_counter--;
7426 else if (player->post_delay_counter > 0)
7428 player->post_delay_counter--;
7432 else if (player->is_bored)
7434 if (player->num_special_action_bored > 0)
7436 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7438 int special_action =
7439 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7440 int special_graphic =
7441 el_act_dir2img(player->element_nr, special_action, move_dir);
7443 player->anim_delay_counter =
7444 graphic_info[special_graphic].anim_delay_fixed +
7445 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7446 player->post_delay_counter =
7447 graphic_info[special_graphic].post_delay_fixed +
7448 SimpleRND(graphic_info[special_graphic].post_delay_random);
7450 player->special_action_bored = special_action;
7453 if (player->anim_delay_counter > 0)
7455 player->action_waiting = player->special_action_bored;
7456 player->anim_delay_counter--;
7458 else if (player->post_delay_counter > 0)
7460 player->post_delay_counter--;
7465 else if (last_waiting) /* waiting -> not waiting */
7467 player->is_waiting = FALSE;
7468 player->is_bored = FALSE;
7469 player->is_sleeping = FALSE;
7471 player->frame_counter_bored = -1;
7472 player->frame_counter_sleeping = -1;
7474 player->anim_delay_counter = 0;
7475 player->post_delay_counter = 0;
7477 player->action_waiting = ACTION_DEFAULT;
7479 player->special_action_bored = ACTION_DEFAULT;
7480 player->special_action_sleeping = ACTION_DEFAULT;
7485 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7488 static byte stored_player_action[MAX_PLAYERS];
7489 static int num_stored_actions = 0;
7491 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7492 int left = player_action & JOY_LEFT;
7493 int right = player_action & JOY_RIGHT;
7494 int up = player_action & JOY_UP;
7495 int down = player_action & JOY_DOWN;
7496 int button1 = player_action & JOY_BUTTON_1;
7497 int button2 = player_action & JOY_BUTTON_2;
7498 int dx = (left ? -1 : right ? 1 : 0);
7499 int dy = (up ? -1 : down ? 1 : 0);
7502 stored_player_action[player->index_nr] = 0;
7503 num_stored_actions++;
7507 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7510 if (!player->active || tape.pausing)
7514 printf("::: [%d %d %d %d] [%d %d]\n",
7515 left, right, up, down, button1, button2);
7521 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7526 if (player->MovPos == 0)
7527 CheckGravityMovement(player);
7530 snapped = SnapField(player, dx, dy);
7534 dropped = DropElement(player);
7536 moved = MovePlayer(player, dx, dy);
7539 if (tape.single_step && tape.recording && !tape.pausing)
7541 if (button1 || (dropped && !moved))
7543 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7544 SnapField(player, 0, 0); /* stop snapping */
7548 SetPlayerWaiting(player, FALSE);
7551 return player_action;
7553 stored_player_action[player->index_nr] = player_action;
7559 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7562 /* no actions for this player (no input at player's configured device) */
7564 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7565 SnapField(player, 0, 0);
7566 CheckGravityMovementWhenNotMoving(player);
7568 if (player->MovPos == 0)
7569 SetPlayerWaiting(player, TRUE);
7571 if (player->MovPos == 0) /* needed for tape.playing */
7572 player->is_moving = FALSE;
7574 player->is_dropping = FALSE;
7580 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7582 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7584 TapeRecordAction(stored_player_action);
7585 num_stored_actions = 0;
7592 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7594 static byte stored_player_action[MAX_PLAYERS];
7595 static int num_stored_actions = 0;
7596 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7597 int left = player_action & JOY_LEFT;
7598 int right = player_action & JOY_RIGHT;
7599 int up = player_action & JOY_UP;
7600 int down = player_action & JOY_DOWN;
7601 int button1 = player_action & JOY_BUTTON_1;
7602 int button2 = player_action & JOY_BUTTON_2;
7603 int dx = (left ? -1 : right ? 1 : 0);
7604 int dy = (up ? -1 : down ? 1 : 0);
7606 stored_player_action[player->index_nr] = 0;
7607 num_stored_actions++;
7609 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7611 if (!player->active || tape.pausing)
7616 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7619 snapped = SnapField(player, dx, dy);
7623 dropped = DropElement(player);
7625 moved = MovePlayer(player, dx, dy);
7628 if (tape.single_step && tape.recording && !tape.pausing)
7630 if (button1 || (dropped && !moved))
7632 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7633 SnapField(player, 0, 0); /* stop snapping */
7637 stored_player_action[player->index_nr] = player_action;
7641 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7643 /* no actions for this player (no input at player's configured device) */
7645 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7646 SnapField(player, 0, 0);
7647 CheckGravityMovementWhenNotMoving(player);
7649 if (player->MovPos == 0)
7650 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7652 if (player->MovPos == 0) /* needed for tape.playing */
7653 player->is_moving = FALSE;
7656 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7658 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7660 TapeRecordAction(stored_player_action);
7661 num_stored_actions = 0;
7668 static unsigned long action_delay = 0;
7669 unsigned long action_delay_value;
7670 int magic_wall_x = 0, magic_wall_y = 0;
7671 int i, x, y, element, graphic;
7672 byte *recorded_player_action;
7673 byte summarized_player_action = 0;
7675 byte tape_action[MAX_PLAYERS];
7678 if (game_status != GAME_MODE_PLAYING)
7681 action_delay_value =
7682 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7684 if (tape.playing && tape.index_search && !tape.pausing)
7685 action_delay_value = 0;
7687 /* ---------- main game synchronization point ---------- */
7689 WaitUntilDelayReached(&action_delay, action_delay_value);
7691 if (network_playing && !network_player_action_received)
7695 printf("DEBUG: try to get network player actions in time\n");
7699 #if defined(PLATFORM_UNIX)
7700 /* last chance to get network player actions without main loop delay */
7704 if (game_status != GAME_MODE_PLAYING)
7707 if (!network_player_action_received)
7711 printf("DEBUG: failed to get network player actions in time\n");
7722 printf("::: getting new tape action [%d]\n", FrameCounter);
7725 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7728 if (recorded_player_action == NULL && tape.pausing)
7733 printf("::: %d\n", stored_player[0].action);
7737 if (recorded_player_action != NULL)
7738 for (i = 0; i < MAX_PLAYERS; i++)
7739 stored_player[i].action = recorded_player_action[i];
7742 for (i = 0; i < MAX_PLAYERS; i++)
7744 summarized_player_action |= stored_player[i].action;
7746 if (!network_playing)
7747 stored_player[i].effective_action = stored_player[i].action;
7750 #if defined(PLATFORM_UNIX)
7751 if (network_playing)
7752 SendToServer_MovePlayer(summarized_player_action);
7755 if (!options.network && !setup.team_mode)
7756 local_player->effective_action = summarized_player_action;
7759 if (recorded_player_action != NULL)
7760 for (i = 0; i < MAX_PLAYERS; i++)
7761 stored_player[i].effective_action = recorded_player_action[i];
7765 for (i = 0; i < MAX_PLAYERS; i++)
7767 tape_action[i] = stored_player[i].effective_action;
7769 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7770 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7773 /* only save actions from input devices, but not programmed actions */
7775 TapeRecordAction(tape_action);
7778 for (i = 0; i < MAX_PLAYERS; i++)
7780 int actual_player_action = stored_player[i].effective_action;
7783 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7784 - rnd_equinox_tetrachloride 048
7785 - rnd_equinox_tetrachloride_ii 096
7786 - rnd_emanuel_schmieg 002
7787 - doctor_sloan_ww 001, 020
7789 if (stored_player[i].MovPos == 0)
7790 CheckGravityMovement(&stored_player[i]);
7794 /* overwrite programmed action with tape action */
7795 if (stored_player[i].programmed_action)
7796 actual_player_action = stored_player[i].programmed_action;
7800 if (stored_player[i].programmed_action)
7801 printf("::: %d\n", stored_player[i].programmed_action);
7804 if (recorded_player_action)
7807 if (stored_player[i].programmed_action &&
7808 stored_player[i].programmed_action != recorded_player_action[i])
7809 printf("::: %d: %d <-> %d\n", i,
7810 stored_player[i].programmed_action, recorded_player_action[i]);
7814 actual_player_action = recorded_player_action[i];
7819 /* overwrite tape action with programmed action */
7820 if (stored_player[i].programmed_action)
7821 actual_player_action = stored_player[i].programmed_action;
7826 printf("::: action: %d: %x [%d]\n",
7827 stored_player[i].MovPos, actual_player_action, FrameCounter);
7831 PlayerActions(&stored_player[i], actual_player_action);
7833 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7835 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7836 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7839 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7844 TapeRecordAction(tape_action);
7847 network_player_action_received = FALSE;
7849 ScrollScreen(NULL, SCROLL_GO_ON);
7855 for (i = 0; i < MAX_PLAYERS; i++)
7856 stored_player[i].Frame++;
7860 /* for downwards compatibility, the following code emulates a fixed bug that
7861 occured when pushing elements (causing elements that just made their last
7862 pushing step to already (if possible) make their first falling step in the
7863 same game frame, which is bad); this code is also needed to use the famous
7864 "spring push bug" which is used in older levels and might be wanted to be
7865 used also in newer levels, but in this case the buggy pushing code is only
7866 affecting the "spring" element and no other elements */
7869 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7871 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7874 for (i = 0; i < MAX_PLAYERS; i++)
7876 struct PlayerInfo *player = &stored_player[i];
7881 if (player->active && player->is_pushing && player->is_moving &&
7883 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7884 Feld[x][y] == EL_SPRING))
7886 if (player->active && player->is_pushing && player->is_moving &&
7890 ContinueMoving(x, y);
7892 /* continue moving after pushing (this is actually a bug) */
7893 if (!IS_MOVING(x, y))
7902 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7904 Changed[x][y] = CE_BITMASK_DEFAULT;
7905 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7908 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7910 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7911 printf("GameActions(): This should never happen!\n");
7913 ChangePage[x][y] = -1;
7918 if (WasJustMoving[x][y] > 0)
7919 WasJustMoving[x][y]--;
7920 if (WasJustFalling[x][y] > 0)
7921 WasJustFalling[x][y]--;
7926 /* reset finished pushing action (not done in ContinueMoving() to allow
7927 continous pushing animation for elements with zero push delay) */
7928 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7930 ResetGfxAnimation(x, y);
7931 DrawLevelField(x, y);
7936 if (IS_BLOCKED(x, y))
7940 Blocked2Moving(x, y, &oldx, &oldy);
7941 if (!IS_MOVING(oldx, oldy))
7943 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7944 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7945 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7946 printf("GameActions(): This should never happen!\n");
7952 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7954 element = Feld[x][y];
7956 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7958 graphic = el2img(element);
7964 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
7966 element = graphic = 0;
7970 if (graphic_info[graphic].anim_global_sync)
7971 GfxFrame[x][y] = FrameCounter;
7973 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7974 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7975 ResetRandomAnimationValue(x, y);
7977 SetRandomAnimationValue(x, y);
7980 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7983 if (IS_INACTIVE(element))
7985 if (IS_ANIMATED(graphic))
7986 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7992 /* this may take place after moving, so 'element' may have changed */
7994 if (IS_CHANGING(x, y))
7996 if (IS_CHANGING(x, y) &&
7997 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8001 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
8002 element_info[element].event_page_nr[CE_DELAY]);
8004 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
8007 element = Feld[x][y];
8008 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8012 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8017 element = Feld[x][y];
8018 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8020 if (element == EL_MOLE)
8021 printf("::: %d, %d, %d [%d]\n",
8022 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
8026 if (element == EL_YAMYAM)
8027 printf("::: %d, %d, %d\n",
8028 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
8032 if (IS_ANIMATED(graphic) &&
8036 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8039 if (element == EL_BUG)
8040 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8044 if (element == EL_MOLE)
8045 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8049 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8050 EdelsteinFunkeln(x, y);
8052 else if ((element == EL_ACID ||
8053 element == EL_EXIT_OPEN ||
8054 element == EL_SP_EXIT_OPEN ||
8055 element == EL_SP_TERMINAL ||
8056 element == EL_SP_TERMINAL_ACTIVE ||
8057 element == EL_EXTRA_TIME ||
8058 element == EL_SHIELD_NORMAL ||
8059 element == EL_SHIELD_DEADLY) &&
8060 IS_ANIMATED(graphic))
8061 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8062 else if (IS_MOVING(x, y))
8063 ContinueMoving(x, y);
8064 else if (IS_ACTIVE_BOMB(element))
8065 CheckDynamite(x, y);
8067 else if (element == EL_EXPLOSION && !game.explosions_delayed)
8068 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
8070 else if (element == EL_AMOEBA_GROWING)
8071 AmoebeWaechst(x, y);
8072 else if (element == EL_AMOEBA_SHRINKING)
8073 AmoebaDisappearing(x, y);
8075 #if !USE_NEW_AMOEBA_CODE
8076 else if (IS_AMOEBALIVE(element))
8077 AmoebeAbleger(x, y);
8080 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8082 else if (element == EL_EXIT_CLOSED)
8084 else if (element == EL_SP_EXIT_CLOSED)
8086 else if (element == EL_EXPANDABLE_WALL_GROWING)
8088 else if (element == EL_EXPANDABLE_WALL ||
8089 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8090 element == EL_EXPANDABLE_WALL_VERTICAL ||
8091 element == EL_EXPANDABLE_WALL_ANY)
8093 else if (element == EL_FLAMES)
8094 CheckForDragon(x, y);
8096 else if (IS_AUTO_CHANGING(element))
8097 ChangeElement(x, y);
8099 else if (element == EL_EXPLOSION)
8100 ; /* drawing of correct explosion animation is handled separately */
8101 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8102 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8105 /* this may take place after moving, so 'element' may have changed */
8106 if (IS_AUTO_CHANGING(Feld[x][y]))
8107 ChangeElement(x, y);
8110 if (IS_BELT_ACTIVE(element))
8111 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8113 if (game.magic_wall_active)
8115 int jx = local_player->jx, jy = local_player->jy;
8117 /* play the element sound at the position nearest to the player */
8118 if ((element == EL_MAGIC_WALL_FULL ||
8119 element == EL_MAGIC_WALL_ACTIVE ||
8120 element == EL_MAGIC_WALL_EMPTYING ||
8121 element == EL_BD_MAGIC_WALL_FULL ||
8122 element == EL_BD_MAGIC_WALL_ACTIVE ||
8123 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8124 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8132 #if USE_NEW_AMOEBA_CODE
8133 /* new experimental amoeba growth stuff */
8135 if (!(FrameCounter % 8))
8138 static unsigned long random = 1684108901;
8140 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8143 x = (random >> 10) % lev_fieldx;
8144 y = (random >> 20) % lev_fieldy;
8146 x = RND(lev_fieldx);
8147 y = RND(lev_fieldy);
8149 element = Feld[x][y];
8151 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8152 if (!IS_PLAYER(x,y) &&
8153 (element == EL_EMPTY ||
8154 element == EL_SAND ||
8155 element == EL_QUICKSAND_EMPTY ||
8156 element == EL_ACID_SPLASH_LEFT ||
8157 element == EL_ACID_SPLASH_RIGHT))
8159 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8160 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8161 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8162 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8163 Feld[x][y] = EL_AMOEBA_DROP;
8166 random = random * 129 + 1;
8172 if (game.explosions_delayed)
8175 game.explosions_delayed = FALSE;
8177 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8179 element = Feld[x][y];
8181 if (ExplodeField[x][y])
8182 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8183 else if (element == EL_EXPLOSION)
8184 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
8186 ExplodeField[x][y] = EX_NO_EXPLOSION;
8189 game.explosions_delayed = TRUE;
8192 if (game.magic_wall_active)
8194 if (!(game.magic_wall_time_left % 4))
8196 int element = Feld[magic_wall_x][magic_wall_y];
8198 if (element == EL_BD_MAGIC_WALL_FULL ||
8199 element == EL_BD_MAGIC_WALL_ACTIVE ||
8200 element == EL_BD_MAGIC_WALL_EMPTYING)
8201 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8203 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8206 if (game.magic_wall_time_left > 0)
8208 game.magic_wall_time_left--;
8209 if (!game.magic_wall_time_left)
8211 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8213 element = Feld[x][y];
8215 if (element == EL_MAGIC_WALL_ACTIVE ||
8216 element == EL_MAGIC_WALL_FULL)
8218 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8219 DrawLevelField(x, y);
8221 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8222 element == EL_BD_MAGIC_WALL_FULL)
8224 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8225 DrawLevelField(x, y);
8229 game.magic_wall_active = FALSE;
8234 if (game.light_time_left > 0)
8236 game.light_time_left--;
8238 if (game.light_time_left == 0)
8239 RedrawAllLightSwitchesAndInvisibleElements();
8242 if (game.timegate_time_left > 0)
8244 game.timegate_time_left--;
8246 if (game.timegate_time_left == 0)
8247 CloseAllOpenTimegates();
8250 for (i = 0; i < MAX_PLAYERS; i++)
8252 struct PlayerInfo *player = &stored_player[i];
8254 if (SHIELD_ON(player))
8256 if (player->shield_deadly_time_left)
8257 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8258 else if (player->shield_normal_time_left)
8259 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8263 if (TimeFrames >= FRAMES_PER_SECOND)
8268 if (!level.use_step_counter)
8272 for (i = 0; i < MAX_PLAYERS; i++)
8274 struct PlayerInfo *player = &stored_player[i];
8276 if (SHIELD_ON(player))
8278 player->shield_normal_time_left--;
8280 if (player->shield_deadly_time_left > 0)
8281 player->shield_deadly_time_left--;
8289 if (TimeLeft <= 10 && setup.time_limit)
8290 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8292 DrawGameValue_Time(TimeLeft);
8294 if (!TimeLeft && setup.time_limit)
8295 for (i = 0; i < MAX_PLAYERS; i++)
8296 KillHero(&stored_player[i]);
8298 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8299 DrawGameValue_Time(TimePlayed);
8302 if (tape.recording || tape.playing)
8303 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8307 PlayAllPlayersSound();
8309 if (options.debug) /* calculate frames per second */
8311 static unsigned long fps_counter = 0;
8312 static int fps_frames = 0;
8313 unsigned long fps_delay_ms = Counter() - fps_counter;
8317 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8319 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8322 fps_counter = Counter();
8325 redraw_mask |= REDRAW_FPS;
8329 if (stored_player[0].jx != stored_player[0].last_jx ||
8330 stored_player[0].jy != stored_player[0].last_jy)
8331 printf("::: %d, %d, %d, %d, %d\n",
8332 stored_player[0].MovDir,
8333 stored_player[0].MovPos,
8334 stored_player[0].GfxPos,
8335 stored_player[0].Frame,
8336 stored_player[0].StepFrame);
8343 for (i = 0; i < MAX_PLAYERS; i++)
8346 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8348 stored_player[i].Frame += move_frames;
8350 if (stored_player[i].MovPos != 0)
8351 stored_player[i].StepFrame += move_frames;
8353 if (stored_player[i].drop_delay > 0)
8354 stored_player[i].drop_delay--;
8359 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8361 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8363 local_player->show_envelope = 0;
8368 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8370 int min_x = x, min_y = y, max_x = x, max_y = y;
8373 for (i = 0; i < MAX_PLAYERS; i++)
8375 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8377 if (!stored_player[i].active || &stored_player[i] == player)
8380 min_x = MIN(min_x, jx);
8381 min_y = MIN(min_y, jy);
8382 max_x = MAX(max_x, jx);
8383 max_y = MAX(max_y, jy);
8386 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8389 static boolean AllPlayersInVisibleScreen()
8393 for (i = 0; i < MAX_PLAYERS; i++)
8395 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8397 if (!stored_player[i].active)
8400 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8407 void ScrollLevel(int dx, int dy)
8409 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8412 BlitBitmap(drawto_field, drawto_field,
8413 FX + TILEX * (dx == -1) - softscroll_offset,
8414 FY + TILEY * (dy == -1) - softscroll_offset,
8415 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8416 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8417 FX + TILEX * (dx == 1) - softscroll_offset,
8418 FY + TILEY * (dy == 1) - softscroll_offset);
8422 x = (dx == 1 ? BX1 : BX2);
8423 for (y = BY1; y <= BY2; y++)
8424 DrawScreenField(x, y);
8429 y = (dy == 1 ? BY1 : BY2);
8430 for (x = BX1; x <= BX2; x++)
8431 DrawScreenField(x, y);
8434 redraw_mask |= REDRAW_FIELD;
8437 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
8439 int nextx = x + dx, nexty = y + dy;
8440 int element = Feld[x][y];
8443 element != EL_SP_PORT_LEFT &&
8444 element != EL_SP_GRAVITY_PORT_LEFT &&
8445 element != EL_SP_PORT_HORIZONTAL &&
8446 element != EL_SP_PORT_ANY) ||
8448 element != EL_SP_PORT_RIGHT &&
8449 element != EL_SP_GRAVITY_PORT_RIGHT &&
8450 element != EL_SP_PORT_HORIZONTAL &&
8451 element != EL_SP_PORT_ANY) ||
8453 element != EL_SP_PORT_UP &&
8454 element != EL_SP_GRAVITY_PORT_UP &&
8455 element != EL_SP_PORT_VERTICAL &&
8456 element != EL_SP_PORT_ANY) ||
8458 element != EL_SP_PORT_DOWN &&
8459 element != EL_SP_GRAVITY_PORT_DOWN &&
8460 element != EL_SP_PORT_VERTICAL &&
8461 element != EL_SP_PORT_ANY) ||
8462 !IN_LEV_FIELD(nextx, nexty) ||
8463 !IS_FREE(nextx, nexty))
8469 static void CheckGravityMovement(struct PlayerInfo *player)
8471 if (game.gravity && !player->programmed_action)
8474 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8475 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8477 int move_dir_horizontal = player->action & MV_HORIZONTAL;
8478 int move_dir_vertical = player->action & MV_VERTICAL;
8481 (player->last_move_dir & MV_HORIZONTAL ?
8482 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8483 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8484 int jx = player->jx, jy = player->jy;
8485 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8486 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8487 int new_jx = jx + dx, new_jy = jy + dy;
8489 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8491 boolean player_is_snapping = player->action & JOY_BUTTON_1;
8494 boolean player_can_fall_down =
8495 (IN_LEV_FIELD(jx, jy + 1) &&
8496 (IS_FREE(jx, jy + 1) ||
8497 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
8499 boolean player_can_fall_down =
8500 (IN_LEV_FIELD(jx, jy + 1) &&
8501 (IS_FREE(jx, jy + 1)));
8503 boolean player_is_moving_to_valid_field =
8506 !player_is_snapping &&
8508 IN_LEV_FIELD(new_jx, new_jy) &&
8509 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8510 Feld[new_jx][new_jy] == EL_SAND ||
8511 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8512 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8513 /* !!! extend EL_SAND to anything diggable !!! */
8515 boolean player_is_standing_on_valid_field =
8516 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8517 (IS_WALKABLE(Feld[jx][jy]) &&
8518 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8521 printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n",
8522 player_can_fall_down,
8523 player_is_standing_on_valid_field,
8524 player_is_moving_to_valid_field,
8525 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1));
8528 if (player_can_fall_down &&
8529 !player_is_standing_on_valid_field &&
8530 !player_is_moving_to_valid_field)
8533 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
8534 jx, jy, FrameCounter);
8537 player->programmed_action = MV_DOWN;
8542 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8545 return CheckGravityMovement(player);
8548 if (game.gravity && !player->programmed_action)
8550 int jx = player->jx, jy = player->jy;
8551 boolean field_under_player_is_free =
8552 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8553 boolean player_is_standing_on_valid_field =
8554 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8555 (IS_WALKABLE(Feld[jx][jy]) &&
8556 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8558 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8559 player->programmed_action = MV_DOWN;
8565 -----------------------------------------------------------------------------
8566 dx, dy: direction (non-diagonal) to try to move the player to
8567 real_dx, real_dy: direction as read from input device (can be diagonal)
8570 boolean MovePlayerOneStep(struct PlayerInfo *player,
8571 int dx, int dy, int real_dx, int real_dy)
8574 static int trigger_sides[4][2] =
8576 /* enter side leave side */
8577 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8578 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8579 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8580 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8582 int move_direction = (dx == -1 ? MV_LEFT :
8583 dx == +1 ? MV_RIGHT :
8585 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8586 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8587 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8589 int jx = player->jx, jy = player->jy;
8590 int new_jx = jx + dx, new_jy = jy + dy;
8594 if (!player->active || (!dx && !dy))
8595 return MF_NO_ACTION;
8597 player->MovDir = (dx < 0 ? MV_LEFT :
8600 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8602 if (!IN_LEV_FIELD(new_jx, new_jy))
8603 return MF_NO_ACTION;
8605 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8606 return MF_NO_ACTION;
8609 element = MovingOrBlocked2Element(new_jx, new_jy);
8611 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8614 if (DONT_RUN_INTO(element))
8616 if (element == EL_ACID && dx == 0 && dy == 1)
8618 SplashAcid(new_jx, new_jy);
8619 Feld[jx][jy] = EL_PLAYER_1;
8620 InitMovingField(jx, jy, MV_DOWN);
8621 Store[jx][jy] = EL_ACID;
8622 ContinueMoving(jx, jy);
8626 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8631 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8632 if (can_move != MF_MOVING)
8635 /* check if DigField() has caused relocation of the player */
8636 if (player->jx != jx || player->jy != jy)
8637 return MF_NO_ACTION;
8639 StorePlayer[jx][jy] = 0;
8640 player->last_jx = jx;
8641 player->last_jy = jy;
8642 player->jx = new_jx;
8643 player->jy = new_jy;
8644 StorePlayer[new_jx][new_jy] = player->element_nr;
8647 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8649 player->step_counter++;
8651 player->drop_delay = 0;
8653 PlayerVisit[jx][jy] = FrameCounter;
8655 ScrollPlayer(player, SCROLL_INIT);
8658 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8660 CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
8662 CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
8665 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8667 CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8668 CE_OTHER_GETS_ENTERED, enter_side);
8669 CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8670 CE_ENTERED_BY_PLAYER, enter_side);
8677 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8679 int jx = player->jx, jy = player->jy;
8680 int old_jx = jx, old_jy = jy;
8681 int moved = MF_NO_ACTION;
8684 if (!player->active)
8689 if (player->MovPos == 0)
8691 player->is_moving = FALSE;
8692 player->is_digging = FALSE;
8693 player->is_collecting = FALSE;
8694 player->is_snapping = FALSE;
8695 player->is_pushing = FALSE;
8701 if (!player->active || (!dx && !dy))
8706 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8712 if (!FrameReached(&player->move_delay, player->move_delay_value))
8715 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8716 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8722 /* remove the last programmed player action */
8723 player->programmed_action = 0;
8727 /* should only happen if pre-1.2 tape recordings are played */
8728 /* this is only for backward compatibility */
8730 int original_move_delay_value = player->move_delay_value;
8733 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8737 /* scroll remaining steps with finest movement resolution */
8738 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8740 while (player->MovPos)
8742 ScrollPlayer(player, SCROLL_GO_ON);
8743 ScrollScreen(NULL, SCROLL_GO_ON);
8749 player->move_delay_value = original_move_delay_value;
8752 if (player->last_move_dir & MV_HORIZONTAL)
8754 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8755 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8759 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8760 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8766 if (moved & MF_MOVING && !ScreenMovPos &&
8767 (player == local_player || !options.network))
8769 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8770 int offset = (setup.scroll_delay ? 3 : 0);
8772 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8774 /* actual player has left the screen -- scroll in that direction */
8775 if (jx != old_jx) /* player has moved horizontally */
8776 scroll_x += (jx - old_jx);
8777 else /* player has moved vertically */
8778 scroll_y += (jy - old_jy);
8782 if (jx != old_jx) /* player has moved horizontally */
8784 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8785 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8786 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8788 /* don't scroll over playfield boundaries */
8789 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8790 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8792 /* don't scroll more than one field at a time */
8793 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8795 /* don't scroll against the player's moving direction */
8796 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8797 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8798 scroll_x = old_scroll_x;
8800 else /* player has moved vertically */
8802 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8803 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8804 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8806 /* don't scroll over playfield boundaries */
8807 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8808 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8810 /* don't scroll more than one field at a time */
8811 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8813 /* don't scroll against the player's moving direction */
8814 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8815 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8816 scroll_y = old_scroll_y;
8820 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8822 if (!options.network && !AllPlayersInVisibleScreen())
8824 scroll_x = old_scroll_x;
8825 scroll_y = old_scroll_y;
8829 ScrollScreen(player, SCROLL_INIT);
8830 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8837 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8839 if (!(moved & MF_MOVING) && !player->is_pushing)
8844 player->StepFrame = 0;
8846 if (moved & MF_MOVING)
8848 if (old_jx != jx && old_jy == jy)
8849 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8850 else if (old_jx == jx && old_jy != jy)
8851 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8853 DrawLevelField(jx, jy); /* for "crumbled sand" */
8855 player->last_move_dir = player->MovDir;
8856 player->is_moving = TRUE;
8858 player->is_snapping = FALSE;
8862 player->is_switching = FALSE;
8865 player->is_dropping = FALSE;
8869 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
8871 static int trigger_sides[4][2] =
8873 /* enter side leave side */
8874 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8875 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8876 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8877 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8879 int move_direction = player->MovDir;
8880 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8881 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8884 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8886 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8888 player->index_bit, leave_side);
8889 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8891 player->index_bit, leave_side);
8894 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8896 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8897 CE_OTHER_GETS_ENTERED,
8898 player->index_bit, enter_side);
8899 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8900 player->index_bit, enter_side);
8911 CheckGravityMovementWhenNotMoving(player);
8914 player->last_move_dir = MV_NO_MOVING;
8916 player->is_moving = FALSE;
8919 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8921 TestIfHeroTouchesBadThing(jx, jy);
8922 TestIfPlayerTouchesCustomElement(jx, jy);
8925 if (!player->active)
8931 void ScrollPlayer(struct PlayerInfo *player, int mode)
8933 int jx = player->jx, jy = player->jy;
8934 int last_jx = player->last_jx, last_jy = player->last_jy;
8935 int move_stepsize = TILEX / player->move_delay_value;
8937 if (!player->active || !player->MovPos)
8940 if (mode == SCROLL_INIT)
8942 player->actual_frame_counter = FrameCounter;
8943 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8945 if (Feld[last_jx][last_jy] == EL_EMPTY)
8946 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8954 else if (!FrameReached(&player->actual_frame_counter, 1))
8957 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8958 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8960 if (!player->block_last_field &&
8961 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8962 Feld[last_jx][last_jy] = EL_EMPTY;
8964 /* before DrawPlayer() to draw correct player graphic for this case */
8965 if (player->MovPos == 0)
8966 CheckGravityMovement(player);
8969 DrawPlayer(player); /* needed here only to cleanup last field */
8972 if (player->MovPos == 0) /* player reached destination field */
8975 if (player->move_delay_reset_counter > 0)
8977 player->move_delay_reset_counter--;
8979 if (player->move_delay_reset_counter == 0)
8981 /* continue with normal speed after quickly moving through gate */
8982 HALVE_PLAYER_SPEED(player);
8984 /* be able to make the next move without delay */
8985 player->move_delay = 0;
8989 if (IS_PASSABLE(Feld[last_jx][last_jy]))
8991 /* continue with normal speed after quickly moving through gate */
8992 HALVE_PLAYER_SPEED(player);
8994 /* be able to make the next move without delay */
8995 player->move_delay = 0;
8999 if (player->block_last_field &&
9000 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9001 Feld[last_jx][last_jy] = EL_EMPTY;
9003 player->last_jx = jx;
9004 player->last_jy = jy;
9006 if (Feld[jx][jy] == EL_EXIT_OPEN ||
9007 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
9008 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
9010 DrawPlayer(player); /* needed here only to cleanup last field */
9013 if (local_player->friends_still_needed == 0 ||
9014 IS_SP_ELEMENT(Feld[jx][jy]))
9015 player->LevelSolved = player->GameOver = TRUE;
9019 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
9020 /* this breaks one level: "machine", level 000 */
9022 static int trigger_sides[4][2] =
9024 /* enter side leave side */
9025 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9026 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9027 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9028 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9030 int move_direction = player->MovDir;
9031 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9032 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9033 int old_jx = last_jx;
9034 int old_jy = last_jy;
9037 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
9039 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
9041 player->index_bit, leave_side);
9042 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
9044 player->index_bit, leave_side);
9047 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9049 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
9050 CE_OTHER_GETS_ENTERED,
9051 player->index_bit, enter_side);
9052 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
9053 player->index_bit, enter_side);
9060 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9062 TestIfHeroTouchesBadThing(jx, jy);
9063 TestIfPlayerTouchesCustomElement(jx, jy);
9065 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
9068 if (!player->active)
9072 if (level.use_step_counter)
9078 for (i = 0; i < MAX_PLAYERS; i++)
9080 struct PlayerInfo *player = &stored_player[i];
9082 if (SHIELD_ON(player))
9084 player->shield_normal_time_left--;
9086 if (player->shield_deadly_time_left > 0)
9087 player->shield_deadly_time_left--;
9095 if (TimeLeft <= 10 && setup.time_limit)
9096 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9098 DrawGameValue_Time(TimeLeft);
9100 if (!TimeLeft && setup.time_limit)
9101 for (i = 0; i < MAX_PLAYERS; i++)
9102 KillHero(&stored_player[i]);
9104 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9105 DrawGameValue_Time(TimePlayed);
9108 if (tape.single_step && tape.recording && !tape.pausing &&
9109 !player->programmed_action)
9110 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9114 void ScrollScreen(struct PlayerInfo *player, int mode)
9116 static unsigned long screen_frame_counter = 0;
9118 if (mode == SCROLL_INIT)
9120 /* set scrolling step size according to actual player's moving speed */
9121 ScrollStepSize = TILEX / player->move_delay_value;
9123 screen_frame_counter = FrameCounter;
9124 ScreenMovDir = player->MovDir;
9125 ScreenMovPos = player->MovPos;
9126 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9129 else if (!FrameReached(&screen_frame_counter, 1))
9134 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
9135 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9136 redraw_mask |= REDRAW_FIELD;
9139 ScreenMovDir = MV_NO_MOVING;
9142 void TestIfPlayerTouchesCustomElement(int x, int y)
9144 static int xy[4][2] =
9151 static int trigger_sides[4][2] =
9153 /* center side border side */
9154 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9155 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9156 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9157 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9159 static int touch_dir[4] =
9166 int center_element = Feld[x][y]; /* should always be non-moving! */
9169 for (i = 0; i < NUM_DIRECTIONS; i++)
9171 int xx = x + xy[i][0];
9172 int yy = y + xy[i][1];
9173 int center_side = trigger_sides[i][0];
9174 int border_side = trigger_sides[i][1];
9177 if (!IN_LEV_FIELD(xx, yy))
9180 if (IS_PLAYER(x, y))
9182 struct PlayerInfo *player = PLAYERINFO(x, y);
9184 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9185 border_element = Feld[xx][yy]; /* may be moving! */
9186 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9187 border_element = Feld[xx][yy];
9188 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9189 border_element = MovingOrBlocked2Element(xx, yy);
9191 continue; /* center and border element do not touch */
9193 CheckTriggeredElementChangePlayer(xx, yy, border_element,
9194 CE_OTHER_GETS_TOUCHED,
9195 player->index_bit, border_side);
9196 CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9197 player->index_bit, border_side);
9199 else if (IS_PLAYER(xx, yy))
9201 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9203 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9205 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9206 continue; /* center and border element do not touch */
9209 CheckTriggeredElementChangePlayer(x, y, center_element,
9210 CE_OTHER_GETS_TOUCHED,
9211 player->index_bit, center_side);
9212 CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9213 player->index_bit, center_side);
9220 void TestIfElementTouchesCustomElement(int x, int y)
9222 static int xy[4][2] =
9229 static int trigger_sides[4][2] =
9231 /* center side border side */
9232 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9233 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9234 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9235 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9237 static int touch_dir[4] =
9244 boolean change_center_element = FALSE;
9245 int center_element_change_page = 0;
9246 int center_element = Feld[x][y]; /* should always be non-moving! */
9247 int border_trigger_element;
9250 for (i = 0; i < NUM_DIRECTIONS; i++)
9252 int xx = x + xy[i][0];
9253 int yy = y + xy[i][1];
9254 int center_side = trigger_sides[i][0];
9255 int border_side = trigger_sides[i][1];
9258 if (!IN_LEV_FIELD(xx, yy))
9261 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9262 border_element = Feld[xx][yy]; /* may be moving! */
9263 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9264 border_element = Feld[xx][yy];
9265 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9266 border_element = MovingOrBlocked2Element(xx, yy);
9268 continue; /* center and border element do not touch */
9270 /* check for change of center element (but change it only once) */
9271 if (IS_CUSTOM_ELEMENT(center_element) &&
9272 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
9273 !change_center_element)
9275 for (j = 0; j < element_info[center_element].num_change_pages; j++)
9277 struct ElementChangeInfo *change =
9278 &element_info[center_element].change_page[j];
9280 if (change->can_change &&
9281 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9282 change->trigger_side & border_side &&
9284 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
9286 change->trigger_element == border_element
9290 change_center_element = TRUE;
9291 center_element_change_page = j;
9292 border_trigger_element = border_element;
9299 /* check for change of border element */
9300 if (IS_CUSTOM_ELEMENT(border_element) &&
9301 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
9303 for (j = 0; j < element_info[border_element].num_change_pages; j++)
9305 struct ElementChangeInfo *change =
9306 &element_info[border_element].change_page[j];
9308 if (change->can_change &&
9309 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9310 change->trigger_side & center_side &&
9312 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
9314 change->trigger_element == center_element
9319 printf("::: border_element %d, %d\n", x, y);
9322 CheckElementChangePage(xx, yy, border_element, center_element,
9323 CE_OTHER_IS_TOUCHING, j);
9330 if (change_center_element)
9333 printf("::: center_element %d, %d\n", x, y);
9336 CheckElementChangePage(x, y, center_element, border_trigger_element,
9337 CE_OTHER_IS_TOUCHING, center_element_change_page);
9341 void TestIfElementHitsCustomElement(int x, int y, int direction)
9343 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9344 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9345 int hitx = x + dx, hity = y + dy;
9346 int hitting_element = Feld[x][y];
9347 int touched_element;
9349 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9350 !IS_FREE(hitx, hity) &&
9351 (!IS_MOVING(hitx, hity) ||
9352 MovDir[hitx][hity] != direction ||
9353 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9356 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9360 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9364 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9365 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9367 CheckElementChangeSide(x, y, hitting_element, touched_element,
9368 CE_HITTING_SOMETHING, direction);
9370 if (IN_LEV_FIELD(hitx, hity))
9372 int opposite_direction = MV_DIR_OPPOSITE(direction);
9373 int hitting_side = direction;
9374 int touched_side = opposite_direction;
9376 int touched_element = MovingOrBlocked2Element(hitx, hity);
9379 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9380 MovDir[hitx][hity] != direction ||
9381 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9390 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9391 CE_HIT_BY_SOMETHING, opposite_direction);
9393 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9394 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
9396 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9398 struct ElementChangeInfo *change =
9399 &element_info[hitting_element].change_page[i];
9401 if (change->can_change &&
9402 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
9403 change->trigger_side & touched_side &&
9406 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9408 change->trigger_element == touched_element
9412 CheckElementChangePage(x, y, hitting_element, touched_element,
9413 CE_OTHER_IS_HITTING, i);
9419 if (IS_CUSTOM_ELEMENT(touched_element) &&
9420 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
9422 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9424 struct ElementChangeInfo *change =
9425 &element_info[touched_element].change_page[i];
9427 if (change->can_change &&
9428 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
9429 change->trigger_side & hitting_side &&
9431 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9433 change->trigger_element == hitting_element
9437 CheckElementChangePage(hitx, hity, touched_element,
9438 hitting_element, CE_OTHER_GETS_HIT, i);
9448 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9450 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9451 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9452 int hitx = x + dx, hity = y + dy;
9453 int hitting_element = Feld[x][y];
9454 int touched_element;
9456 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9457 !IS_FREE(hitx, hity) &&
9458 (!IS_MOVING(hitx, hity) ||
9459 MovDir[hitx][hity] != direction ||
9460 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9463 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9467 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9471 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9472 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9474 CheckElementChangeSide(x, y, hitting_element, touched_element,
9475 EP_CAN_SMASH_EVERYTHING, direction);
9477 if (IN_LEV_FIELD(hitx, hity))
9479 int opposite_direction = MV_DIR_OPPOSITE(direction);
9480 int hitting_side = direction;
9481 int touched_side = opposite_direction;
9483 int touched_element = MovingOrBlocked2Element(hitx, hity);
9486 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9487 MovDir[hitx][hity] != direction ||
9488 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9497 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9498 CE_SMASHED_BY_SOMETHING, opposite_direction);
9500 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9501 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
9503 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9505 struct ElementChangeInfo *change =
9506 &element_info[hitting_element].change_page[i];
9508 if (change->can_change &&
9509 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
9510 change->trigger_side & touched_side &&
9513 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9515 change->trigger_element == touched_element
9519 CheckElementChangePage(x, y, hitting_element, touched_element,
9520 CE_OTHER_IS_SMASHING, i);
9526 if (IS_CUSTOM_ELEMENT(touched_element) &&
9527 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
9529 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9531 struct ElementChangeInfo *change =
9532 &element_info[touched_element].change_page[i];
9534 if (change->can_change &&
9535 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
9536 change->trigger_side & hitting_side &&
9538 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9540 change->trigger_element == hitting_element
9544 CheckElementChangePage(hitx, hity, touched_element,
9545 hitting_element, CE_OTHER_GETS_SMASHED, i);
9555 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9557 int i, kill_x = -1, kill_y = -1;
9558 static int test_xy[4][2] =
9565 static int test_dir[4] =
9573 for (i = 0; i < NUM_DIRECTIONS; i++)
9575 int test_x, test_y, test_move_dir, test_element;
9577 test_x = good_x + test_xy[i][0];
9578 test_y = good_y + test_xy[i][1];
9579 if (!IN_LEV_FIELD(test_x, test_y))
9583 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9586 test_element = Feld[test_x][test_y];
9588 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9591 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9592 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9594 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9595 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9603 if (kill_x != -1 || kill_y != -1)
9605 if (IS_PLAYER(good_x, good_y))
9607 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9609 if (player->shield_deadly_time_left > 0)
9610 Bang(kill_x, kill_y);
9611 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9615 Bang(good_x, good_y);
9619 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9621 int i, kill_x = -1, kill_y = -1;
9622 int bad_element = Feld[bad_x][bad_y];
9623 static int test_xy[4][2] =
9630 static int touch_dir[4] =
9637 static int test_dir[4] =
9645 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9648 for (i = 0; i < NUM_DIRECTIONS; i++)
9650 int test_x, test_y, test_move_dir, test_element;
9652 test_x = bad_x + test_xy[i][0];
9653 test_y = bad_y + test_xy[i][1];
9654 if (!IN_LEV_FIELD(test_x, test_y))
9658 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9660 test_element = Feld[test_x][test_y];
9662 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9663 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9665 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9666 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9668 /* good thing is player or penguin that does not move away */
9669 if (IS_PLAYER(test_x, test_y))
9671 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9673 if (bad_element == EL_ROBOT && player->is_moving)
9674 continue; /* robot does not kill player if he is moving */
9676 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9678 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9679 continue; /* center and border element do not touch */
9686 else if (test_element == EL_PENGUIN)
9695 if (kill_x != -1 || kill_y != -1)
9697 if (IS_PLAYER(kill_x, kill_y))
9699 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9701 if (player->shield_deadly_time_left > 0)
9703 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9707 Bang(kill_x, kill_y);
9711 void TestIfHeroTouchesBadThing(int x, int y)
9713 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9716 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9718 TestIfGoodThingHitsBadThing(x, y, move_dir);
9721 void TestIfBadThingTouchesHero(int x, int y)
9723 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9726 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9728 TestIfBadThingHitsGoodThing(x, y, move_dir);
9731 void TestIfFriendTouchesBadThing(int x, int y)
9733 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9736 void TestIfBadThingTouchesFriend(int x, int y)
9738 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9741 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9743 int i, kill_x = bad_x, kill_y = bad_y;
9744 static int xy[4][2] =
9752 for (i = 0; i < NUM_DIRECTIONS; i++)
9756 x = bad_x + xy[i][0];
9757 y = bad_y + xy[i][1];
9758 if (!IN_LEV_FIELD(x, y))
9761 element = Feld[x][y];
9762 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9763 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9771 if (kill_x != bad_x || kill_y != bad_y)
9775 void KillHero(struct PlayerInfo *player)
9777 int jx = player->jx, jy = player->jy;
9779 if (!player->active)
9782 /* remove accessible field at the player's position */
9783 Feld[jx][jy] = EL_EMPTY;
9785 /* deactivate shield (else Bang()/Explode() would not work right) */
9786 player->shield_normal_time_left = 0;
9787 player->shield_deadly_time_left = 0;
9793 static void KillHeroUnlessEnemyProtected(int x, int y)
9795 if (!PLAYER_ENEMY_PROTECTED(x, y))
9796 KillHero(PLAYERINFO(x, y));
9799 static void KillHeroUnlessExplosionProtected(int x, int y)
9801 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9802 KillHero(PLAYERINFO(x, y));
9805 void BuryHero(struct PlayerInfo *player)
9807 int jx = player->jx, jy = player->jy;
9809 if (!player->active)
9813 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9815 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9817 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9819 player->GameOver = TRUE;
9823 void RemoveHero(struct PlayerInfo *player)
9825 int jx = player->jx, jy = player->jy;
9826 int i, found = FALSE;
9828 player->present = FALSE;
9829 player->active = FALSE;
9831 if (!ExplodeField[jx][jy])
9832 StorePlayer[jx][jy] = 0;
9834 for (i = 0; i < MAX_PLAYERS; i++)
9835 if (stored_player[i].active)
9839 AllPlayersGone = TRUE;
9846 =============================================================================
9847 checkDiagonalPushing()
9848 -----------------------------------------------------------------------------
9849 check if diagonal input device direction results in pushing of object
9850 (by checking if the alternative direction is walkable, diggable, ...)
9851 =============================================================================
9854 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9855 int x, int y, int real_dx, int real_dy)
9857 int jx, jy, dx, dy, xx, yy;
9859 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9862 /* diagonal direction: check alternative direction */
9867 xx = jx + (dx == 0 ? real_dx : 0);
9868 yy = jy + (dy == 0 ? real_dy : 0);
9870 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9874 =============================================================================
9876 -----------------------------------------------------------------------------
9877 x, y: field next to player (non-diagonal) to try to dig to
9878 real_dx, real_dy: direction as read from input device (can be diagonal)
9879 =============================================================================
9882 int DigField(struct PlayerInfo *player,
9883 int oldx, int oldy, int x, int y,
9884 int real_dx, int real_dy, int mode)
9886 static int trigger_sides[4] =
9888 CH_SIDE_RIGHT, /* moving left */
9889 CH_SIDE_LEFT, /* moving right */
9890 CH_SIDE_BOTTOM, /* moving up */
9891 CH_SIDE_TOP, /* moving down */
9894 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9896 int jx = oldx, jy = oldy;
9897 int dx = x - jx, dy = y - jy;
9898 int nextx = x + dx, nexty = y + dy;
9899 int move_direction = (dx == -1 ? MV_LEFT :
9900 dx == +1 ? MV_RIGHT :
9902 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9903 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9904 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
9905 int old_element = Feld[jx][jy];
9908 if (player->MovPos == 0)
9910 player->is_digging = FALSE;
9911 player->is_collecting = FALSE;
9914 if (player->MovPos == 0) /* last pushing move finished */
9915 player->is_pushing = FALSE;
9917 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9919 player->is_switching = FALSE;
9920 player->push_delay = 0;
9922 return MF_NO_ACTION;
9925 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9926 return MF_NO_ACTION;
9931 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
9933 if (IS_TUBE(Feld[jx][jy]) ||
9934 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
9938 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
9939 int tube_leave_directions[][2] =
9941 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9942 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9943 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9944 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
9945 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
9946 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
9947 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
9948 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
9949 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
9950 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
9951 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
9952 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
9955 while (tube_leave_directions[i][0] != tube_element)
9958 if (tube_leave_directions[i][0] == -1) /* should not happen */
9962 if (!(tube_leave_directions[i][1] & move_direction))
9963 return MF_NO_ACTION; /* tube has no opening in this direction */
9968 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9969 old_element = Back[jx][jy];
9973 if (IS_WALKABLE(old_element) &&
9974 !(element_info[old_element].access_direction & move_direction))
9975 return MF_NO_ACTION; /* field has no opening in this direction */
9977 element = Feld[x][y];
9979 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9980 game.engine_version >= VERSION_IDENT(2,2,0,0))
9981 return MF_NO_ACTION;
9985 case EL_SP_PORT_LEFT:
9986 case EL_SP_PORT_RIGHT:
9988 case EL_SP_PORT_DOWN:
9989 case EL_SP_PORT_HORIZONTAL:
9990 case EL_SP_PORT_VERTICAL:
9991 case EL_SP_PORT_ANY:
9992 case EL_SP_GRAVITY_PORT_LEFT:
9993 case EL_SP_GRAVITY_PORT_RIGHT:
9994 case EL_SP_GRAVITY_PORT_UP:
9995 case EL_SP_GRAVITY_PORT_DOWN:
9997 if (!canEnterSupaplexPort(x, y, dx, dy))
9998 return MF_NO_ACTION;
10001 element != EL_SP_PORT_LEFT &&
10002 element != EL_SP_GRAVITY_PORT_LEFT &&
10003 element != EL_SP_PORT_HORIZONTAL &&
10004 element != EL_SP_PORT_ANY) ||
10006 element != EL_SP_PORT_RIGHT &&
10007 element != EL_SP_GRAVITY_PORT_RIGHT &&
10008 element != EL_SP_PORT_HORIZONTAL &&
10009 element != EL_SP_PORT_ANY) ||
10011 element != EL_SP_PORT_UP &&
10012 element != EL_SP_GRAVITY_PORT_UP &&
10013 element != EL_SP_PORT_VERTICAL &&
10014 element != EL_SP_PORT_ANY) ||
10016 element != EL_SP_PORT_DOWN &&
10017 element != EL_SP_GRAVITY_PORT_DOWN &&
10018 element != EL_SP_PORT_VERTICAL &&
10019 element != EL_SP_PORT_ANY) ||
10020 !IN_LEV_FIELD(nextx, nexty) ||
10021 !IS_FREE(nextx, nexty))
10022 return MF_NO_ACTION;
10025 if (element == EL_SP_GRAVITY_PORT_LEFT ||
10026 element == EL_SP_GRAVITY_PORT_RIGHT ||
10027 element == EL_SP_GRAVITY_PORT_UP ||
10028 element == EL_SP_GRAVITY_PORT_DOWN)
10029 game.gravity = !game.gravity;
10031 /* automatically move to the next field with double speed */
10032 player->programmed_action = move_direction;
10034 if (player->move_delay_reset_counter == 0)
10036 player->move_delay_reset_counter = 2; /* two double speed steps */
10038 DOUBLE_PLAYER_SPEED(player);
10041 player->move_delay_reset_counter = 2;
10043 DOUBLE_PLAYER_SPEED(player);
10047 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
10050 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
10055 case EL_TUBE_VERTICAL:
10056 case EL_TUBE_HORIZONTAL:
10057 case EL_TUBE_VERTICAL_LEFT:
10058 case EL_TUBE_VERTICAL_RIGHT:
10059 case EL_TUBE_HORIZONTAL_UP:
10060 case EL_TUBE_HORIZONTAL_DOWN:
10061 case EL_TUBE_LEFT_UP:
10062 case EL_TUBE_LEFT_DOWN:
10063 case EL_TUBE_RIGHT_UP:
10064 case EL_TUBE_RIGHT_DOWN:
10067 int tube_enter_directions[][2] =
10069 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10070 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10071 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10072 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
10073 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
10074 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
10075 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
10076 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
10077 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
10078 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
10079 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
10080 { -1, MV_NO_MOVING }
10083 while (tube_enter_directions[i][0] != element)
10086 if (tube_enter_directions[i][0] == -1) /* should not happen */
10090 if (!(tube_enter_directions[i][1] & move_direction))
10091 return MF_NO_ACTION; /* tube has no opening in this direction */
10093 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
10100 if (IS_WALKABLE(element))
10102 int sound_action = ACTION_WALKING;
10104 if (!(element_info[element].access_direction & opposite_direction))
10105 return MF_NO_ACTION; /* field not accessible from this direction */
10107 if (element >= EL_GATE_1 && element <= EL_GATE_4)
10109 if (!player->key[element - EL_GATE_1])
10110 return MF_NO_ACTION;
10112 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
10114 if (!player->key[element - EL_GATE_1_GRAY])
10115 return MF_NO_ACTION;
10117 else if (element == EL_EXIT_OPEN ||
10118 element == EL_SP_EXIT_OPEN ||
10119 element == EL_SP_EXIT_OPENING)
10121 sound_action = ACTION_PASSING; /* player is passing exit */
10123 else if (element == EL_EMPTY)
10125 sound_action = ACTION_MOVING; /* nothing to walk on */
10128 /* play sound from background or player, whatever is available */
10129 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
10130 PlayLevelSoundElementAction(x, y, element, sound_action);
10132 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
10136 else if (IS_PASSABLE(element))
10138 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
10139 return MF_NO_ACTION;
10141 if (IS_CUSTOM_ELEMENT(element) &&
10142 !(element_info[element].access_direction & opposite_direction))
10143 return MF_NO_ACTION; /* field not accessible from this direction */
10146 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
10147 return MF_NO_ACTION;
10150 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
10152 if (!player->key[element - EL_EM_GATE_1])
10153 return MF_NO_ACTION;
10155 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
10157 if (!player->key[element - EL_EM_GATE_1_GRAY])
10158 return MF_NO_ACTION;
10161 /* automatically move to the next field with double speed */
10162 player->programmed_action = move_direction;
10164 if (player->move_delay_reset_counter == 0)
10166 player->move_delay_reset_counter = 2; /* two double speed steps */
10168 DOUBLE_PLAYER_SPEED(player);
10171 player->move_delay_reset_counter = 2;
10173 DOUBLE_PLAYER_SPEED(player);
10176 PlayLevelSoundAction(x, y, ACTION_PASSING);
10180 else if (IS_DIGGABLE(element))
10184 if (mode != DF_SNAP)
10187 GfxElement[x][y] = GFX_ELEMENT(element);
10190 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
10192 player->is_digging = TRUE;
10195 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10197 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
10198 player->index_bit, CH_SIDE_ANY);
10201 if (mode == DF_SNAP)
10202 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10207 else if (IS_COLLECTIBLE(element))
10211 if (mode != DF_SNAP)
10213 GfxElement[x][y] = element;
10214 player->is_collecting = TRUE;
10217 if (element == EL_SPEED_PILL)
10218 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
10219 else if (element == EL_EXTRA_TIME && level.time > 0)
10222 DrawGameValue_Time(TimeLeft);
10224 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
10226 player->shield_normal_time_left += 10;
10227 if (element == EL_SHIELD_DEADLY)
10228 player->shield_deadly_time_left += 10;
10230 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
10232 if (player->inventory_size < MAX_INVENTORY_SIZE)
10233 player->inventory_element[player->inventory_size++] = element;
10235 DrawGameValue_Dynamite(local_player->inventory_size);
10237 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
10239 player->dynabomb_count++;
10240 player->dynabombs_left++;
10242 else if (element == EL_DYNABOMB_INCREASE_SIZE)
10244 player->dynabomb_size++;
10246 else if (element == EL_DYNABOMB_INCREASE_POWER)
10248 player->dynabomb_xl = TRUE;
10250 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
10251 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
10253 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
10254 element - EL_KEY_1 : element - EL_EM_KEY_1);
10256 player->key[key_nr] = TRUE;
10258 DrawGameValue_Keys(player);
10260 redraw_mask |= REDRAW_DOOR_1;
10262 else if (IS_ENVELOPE(element))
10265 player->show_envelope = element;
10267 ShowEnvelope(element - EL_ENVELOPE_1);
10270 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
10274 if (element_info[element].collect_count == 0)
10275 player->inventory_infinite_element = element;
10277 for (i = 0; i < element_info[element].collect_count; i++)
10278 if (player->inventory_size < MAX_INVENTORY_SIZE)
10279 player->inventory_element[player->inventory_size++] = element;
10281 DrawGameValue_Dynamite(local_player->inventory_size);
10283 else if (element_info[element].collect_count > 0)
10285 local_player->gems_still_needed -=
10286 element_info[element].collect_count;
10287 if (local_player->gems_still_needed < 0)
10288 local_player->gems_still_needed = 0;
10290 DrawGameValue_Emeralds(local_player->gems_still_needed);
10293 RaiseScoreElement(element);
10294 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10296 CheckTriggeredElementChangePlayer(x, y, element,
10297 CE_OTHER_GETS_COLLECTED,
10298 player->index_bit, CH_SIDE_ANY);
10301 if (mode == DF_SNAP)
10302 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10307 else if (IS_PUSHABLE(element))
10309 if (mode == DF_SNAP && element != EL_BD_ROCK)
10310 return MF_NO_ACTION;
10312 if (CAN_FALL(element) && dy)
10313 return MF_NO_ACTION;
10315 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
10316 !(element == EL_SPRING && level.use_spring_bug))
10317 return MF_NO_ACTION;
10320 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
10321 ((move_direction & MV_VERTICAL &&
10322 ((element_info[element].move_pattern & MV_LEFT &&
10323 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
10324 (element_info[element].move_pattern & MV_RIGHT &&
10325 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
10326 (move_direction & MV_HORIZONTAL &&
10327 ((element_info[element].move_pattern & MV_UP &&
10328 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
10329 (element_info[element].move_pattern & MV_DOWN &&
10330 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
10331 return MF_NO_ACTION;
10335 /* do not push elements already moving away faster than player */
10336 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
10337 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
10338 return MF_NO_ACTION;
10340 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
10341 return MF_NO_ACTION;
10345 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10347 if (player->push_delay_value == -1)
10348 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10350 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
10352 if (!player->is_pushing)
10353 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10357 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
10358 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
10359 !player_is_pushing))
10360 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10363 if (!player->is_pushing &&
10364 game.engine_version >= VERSION_IDENT(2,2,0,7))
10365 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10369 printf("::: push delay: %ld [%d, %d] [%d]\n",
10370 player->push_delay_value, FrameCounter, game.engine_version,
10371 player->is_pushing);
10374 player->is_pushing = TRUE;
10376 if (!(IN_LEV_FIELD(nextx, nexty) &&
10377 (IS_FREE(nextx, nexty) ||
10378 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
10379 IS_SB_ELEMENT(element)))))
10380 return MF_NO_ACTION;
10382 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
10383 return MF_NO_ACTION;
10385 if (player->push_delay == 0) /* new pushing; restart delay */
10386 player->push_delay = FrameCounter;
10388 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
10389 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
10390 element != EL_SPRING && element != EL_BALLOON)
10392 /* make sure that there is no move delay before next try to push */
10393 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10394 player->move_delay = INITIAL_MOVE_DELAY_OFF;
10396 return MF_NO_ACTION;
10400 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
10403 if (IS_SB_ELEMENT(element))
10405 if (element == EL_SOKOBAN_FIELD_FULL)
10407 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
10408 local_player->sokobanfields_still_needed++;
10411 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
10413 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
10414 local_player->sokobanfields_still_needed--;
10417 Feld[x][y] = EL_SOKOBAN_OBJECT;
10419 if (Back[x][y] == Back[nextx][nexty])
10420 PlayLevelSoundAction(x, y, ACTION_PUSHING);
10421 else if (Back[x][y] != 0)
10422 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
10425 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
10428 if (local_player->sokobanfields_still_needed == 0 &&
10429 game.emulation == EMU_SOKOBAN)
10431 player->LevelSolved = player->GameOver = TRUE;
10432 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
10436 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10438 InitMovingField(x, y, move_direction);
10439 GfxAction[x][y] = ACTION_PUSHING;
10441 if (mode == DF_SNAP)
10442 ContinueMoving(x, y);
10444 MovPos[x][y] = (dx != 0 ? dx : dy);
10446 Pushed[x][y] = TRUE;
10447 Pushed[nextx][nexty] = TRUE;
10449 if (game.engine_version < VERSION_IDENT(2,2,0,7))
10450 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10452 player->push_delay_value = -1; /* get new value later */
10454 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
10455 player->index_bit, dig_side);
10456 CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
10457 player->index_bit, dig_side);
10461 else if (IS_SWITCHABLE(element))
10463 if (PLAYER_SWITCHING(player, x, y))
10466 player->is_switching = TRUE;
10467 player->switch_x = x;
10468 player->switch_y = y;
10470 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10472 if (element == EL_ROBOT_WHEEL)
10474 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
10478 DrawLevelField(x, y);
10480 else if (element == EL_SP_TERMINAL)
10484 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
10486 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
10488 else if (Feld[xx][yy] == EL_SP_TERMINAL)
10489 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
10492 else if (IS_BELT_SWITCH(element))
10494 ToggleBeltSwitch(x, y);
10496 else if (element == EL_SWITCHGATE_SWITCH_UP ||
10497 element == EL_SWITCHGATE_SWITCH_DOWN)
10499 ToggleSwitchgateSwitch(x, y);
10501 else if (element == EL_LIGHT_SWITCH ||
10502 element == EL_LIGHT_SWITCH_ACTIVE)
10504 ToggleLightSwitch(x, y);
10507 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
10508 SND_LIGHT_SWITCH_ACTIVATING :
10509 SND_LIGHT_SWITCH_DEACTIVATING);
10512 else if (element == EL_TIMEGATE_SWITCH)
10514 ActivateTimegateSwitch(x, y);
10516 else if (element == EL_BALLOON_SWITCH_LEFT ||
10517 element == EL_BALLOON_SWITCH_RIGHT ||
10518 element == EL_BALLOON_SWITCH_UP ||
10519 element == EL_BALLOON_SWITCH_DOWN ||
10520 element == EL_BALLOON_SWITCH_ANY)
10522 if (element == EL_BALLOON_SWITCH_ANY)
10523 game.balloon_dir = move_direction;
10525 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
10526 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
10527 element == EL_BALLOON_SWITCH_UP ? MV_UP :
10528 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
10531 else if (element == EL_LAMP)
10533 Feld[x][y] = EL_LAMP_ACTIVE;
10534 local_player->lights_still_needed--;
10536 DrawLevelField(x, y);
10538 else if (element == EL_TIME_ORB_FULL)
10540 Feld[x][y] = EL_TIME_ORB_EMPTY;
10542 DrawGameValue_Time(TimeLeft);
10544 DrawLevelField(x, y);
10547 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
10555 if (!PLAYER_SWITCHING(player, x, y))
10557 player->is_switching = TRUE;
10558 player->switch_x = x;
10559 player->switch_y = y;
10561 CheckTriggeredElementChangePlayer(x, y, element,
10562 CE_OTHER_IS_SWITCHING,
10563 player->index_bit, dig_side);
10564 CheckElementChangePlayer(x, y, element, CE_SWITCHED,
10565 player->index_bit, dig_side);
10568 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
10569 player->index_bit, dig_side);
10570 CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10571 player->index_bit, dig_side);
10574 return MF_NO_ACTION;
10577 player->push_delay = 0;
10579 if (Feld[x][y] != element) /* really digged/collected something */
10580 player->is_collecting = !player->is_digging;
10585 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10587 int jx = player->jx, jy = player->jy;
10588 int x = jx + dx, y = jy + dy;
10589 int snap_direction = (dx == -1 ? MV_LEFT :
10590 dx == +1 ? MV_RIGHT :
10592 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10595 if (player->MovPos)
10598 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
10602 if (!player->active || !IN_LEV_FIELD(x, y))
10610 if (player->MovPos == 0)
10611 player->is_pushing = FALSE;
10613 player->is_snapping = FALSE;
10615 if (player->MovPos == 0)
10617 player->is_moving = FALSE;
10618 player->is_digging = FALSE;
10619 player->is_collecting = FALSE;
10625 if (player->is_snapping)
10628 player->MovDir = snap_direction;
10631 if (player->MovPos == 0)
10634 player->is_moving = FALSE;
10635 player->is_digging = FALSE;
10636 player->is_collecting = FALSE;
10639 player->is_dropping = FALSE;
10641 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10644 player->is_snapping = TRUE;
10647 if (player->MovPos == 0)
10650 player->is_moving = FALSE;
10651 player->is_digging = FALSE;
10652 player->is_collecting = FALSE;
10655 DrawLevelField(x, y);
10661 boolean DropElement(struct PlayerInfo *player)
10663 int jx = player->jx, jy = player->jy;
10664 int old_element = Feld[jx][jy];
10665 int new_element = (player->inventory_size > 0 ?
10666 player->inventory_element[player->inventory_size - 1] :
10667 player->inventory_infinite_element != EL_UNDEFINED ?
10668 player->inventory_infinite_element :
10669 player->dynabombs_left > 0 ?
10670 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10673 /* check if player is active, not moving and ready to drop */
10674 if (!player->active || player->MovPos || player->drop_delay > 0)
10677 /* check if player has anything that can be dropped */
10679 if (new_element == EL_UNDEFINED)
10682 if (player->inventory_size == 0 &&
10683 player->inventory_infinite_element == EL_UNDEFINED &&
10684 player->dynabombs_left == 0)
10688 /* check if anything can be dropped at the current position */
10689 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10692 /* collected custom elements can only be dropped on empty fields */
10694 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10697 if (player->inventory_size > 0 &&
10698 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
10699 && old_element != EL_EMPTY)
10703 if (old_element != EL_EMPTY)
10704 Back[jx][jy] = old_element; /* store old element on this field */
10706 ResetGfxAnimation(jx, jy);
10707 ResetRandomAnimationValue(jx, jy);
10709 if (player->inventory_size > 0 ||
10710 player->inventory_infinite_element != EL_UNDEFINED)
10712 if (player->inventory_size > 0)
10714 player->inventory_size--;
10717 new_element = player->inventory_element[player->inventory_size];
10720 DrawGameValue_Dynamite(local_player->inventory_size);
10722 if (new_element == EL_DYNAMITE)
10723 new_element = EL_DYNAMITE_ACTIVE;
10724 else if (new_element == EL_SP_DISK_RED)
10725 new_element = EL_SP_DISK_RED_ACTIVE;
10728 Feld[jx][jy] = new_element;
10730 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10731 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10733 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10736 /* needed if previous element just changed to "empty" in the last frame */
10737 Changed[jx][jy] = 0; /* allow another change */
10740 CheckTriggeredElementChangePlayer(jx, jy, new_element,
10741 CE_OTHER_GETS_DROPPED,
10742 player->index_bit, CH_SIDE_ANY);
10743 CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
10744 player->index_bit, CH_SIDE_ANY);
10746 TestIfElementTouchesCustomElement(jx, jy);
10748 else /* player is dropping a dyna bomb */
10750 player->dynabombs_left--;
10753 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
10756 Feld[jx][jy] = new_element;
10758 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10759 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10761 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10768 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10771 InitField_WithBug1(jx, jy, FALSE);
10773 InitField(jx, jy, FALSE);
10774 if (CAN_MOVE(Feld[jx][jy]))
10775 InitMovDir(jx, jy);
10779 new_element = Feld[jx][jy];
10781 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10782 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10784 int move_stepsize = element_info[new_element].move_stepsize;
10785 int direction, dx, dy, nextx, nexty;
10787 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10788 MovDir[jx][jy] = player->MovDir;
10790 direction = MovDir[jx][jy];
10791 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10792 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10796 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10799 WasJustMoving[jx][jy] = 3;
10801 InitMovingField(jx, jy, direction);
10802 ContinueMoving(jx, jy);
10807 Changed[jx][jy] = 0; /* allow another change */
10810 TestIfElementHitsCustomElement(jx, jy, direction);
10812 CheckElementChangeSide(jx, jy, new_element, touched_element,
10813 CE_HITTING_SOMETHING, direction);
10817 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10821 player->drop_delay = 8 + 8 + 8;
10826 player->is_dropping = TRUE;
10832 /* ------------------------------------------------------------------------- */
10833 /* game sound playing functions */
10834 /* ------------------------------------------------------------------------- */
10836 static int *loop_sound_frame = NULL;
10837 static int *loop_sound_volume = NULL;
10839 void InitPlayLevelSound()
10841 int num_sounds = getSoundListSize();
10843 checked_free(loop_sound_frame);
10844 checked_free(loop_sound_volume);
10846 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10847 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10850 static void PlayLevelSound(int x, int y, int nr)
10852 int sx = SCREENX(x), sy = SCREENY(y);
10853 int volume, stereo_position;
10854 int max_distance = 8;
10855 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10857 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10858 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10861 if (!IN_LEV_FIELD(x, y) ||
10862 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10863 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10866 volume = SOUND_MAX_VOLUME;
10868 if (!IN_SCR_FIELD(sx, sy))
10870 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10871 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10873 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10876 stereo_position = (SOUND_MAX_LEFT +
10877 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10878 (SCR_FIELDX + 2 * max_distance));
10880 if (IS_LOOP_SOUND(nr))
10882 /* This assures that quieter loop sounds do not overwrite louder ones,
10883 while restarting sound volume comparison with each new game frame. */
10885 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10888 loop_sound_volume[nr] = volume;
10889 loop_sound_frame[nr] = FrameCounter;
10892 PlaySoundExt(nr, volume, stereo_position, type);
10895 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10897 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10898 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10899 y < LEVELY(BY1) ? LEVELY(BY1) :
10900 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10904 static void PlayLevelSoundAction(int x, int y, int action)
10906 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10909 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10911 int sound_effect = element_info[element].sound[action];
10913 if (sound_effect != SND_UNDEFINED)
10914 PlayLevelSound(x, y, sound_effect);
10917 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10920 int sound_effect = element_info[element].sound[action];
10922 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10923 PlayLevelSound(x, y, sound_effect);
10926 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10928 int sound_effect = element_info[Feld[x][y]].sound[action];
10930 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10931 PlayLevelSound(x, y, sound_effect);
10934 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10936 int sound_effect = element_info[Feld[x][y]].sound[action];
10938 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10939 StopSound(sound_effect);
10942 static void PlayLevelMusic()
10944 if (levelset.music[level_nr] != MUS_UNDEFINED)
10945 PlayMusic(levelset.music[level_nr]); /* from config file */
10947 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10950 void RaiseScore(int value)
10952 local_player->score += value;
10954 DrawGameValue_Score(local_player->score);
10957 void RaiseScoreElement(int element)
10962 case EL_BD_DIAMOND:
10963 case EL_EMERALD_YELLOW:
10964 case EL_EMERALD_RED:
10965 case EL_EMERALD_PURPLE:
10966 case EL_SP_INFOTRON:
10967 RaiseScore(level.score[SC_EMERALD]);
10970 RaiseScore(level.score[SC_DIAMOND]);
10973 RaiseScore(level.score[SC_CRYSTAL]);
10976 RaiseScore(level.score[SC_PEARL]);
10979 case EL_BD_BUTTERFLY:
10980 case EL_SP_ELECTRON:
10981 RaiseScore(level.score[SC_BUG]);
10984 case EL_BD_FIREFLY:
10985 case EL_SP_SNIKSNAK:
10986 RaiseScore(level.score[SC_SPACESHIP]);
10989 case EL_DARK_YAMYAM:
10990 RaiseScore(level.score[SC_YAMYAM]);
10993 RaiseScore(level.score[SC_ROBOT]);
10996 RaiseScore(level.score[SC_PACMAN]);
10999 RaiseScore(level.score[SC_NUT]);
11002 case EL_SP_DISK_RED:
11003 case EL_DYNABOMB_INCREASE_NUMBER:
11004 case EL_DYNABOMB_INCREASE_SIZE:
11005 case EL_DYNABOMB_INCREASE_POWER:
11006 RaiseScore(level.score[SC_DYNAMITE]);
11008 case EL_SHIELD_NORMAL:
11009 case EL_SHIELD_DEADLY:
11010 RaiseScore(level.score[SC_SHIELD]);
11012 case EL_EXTRA_TIME:
11013 RaiseScore(level.score[SC_TIME_BONUS]);
11019 RaiseScore(level.score[SC_KEY]);
11022 RaiseScore(element_info[element].collect_score);
11027 void RequestQuitGame(boolean ask_if_really_quit)
11029 if (AllPlayersGone ||
11030 !ask_if_really_quit ||
11031 level_editor_test_game ||
11032 Request("Do you really want to quit the game ?",
11033 REQ_ASK | REQ_STAY_CLOSED))
11035 #if defined(PLATFORM_UNIX)
11036 if (options.network)
11037 SendToServer_StopPlaying();
11041 game_status = GAME_MODE_MAIN;
11049 if (tape.playing && tape.index_search)
11051 SetDrawDeactivationMask(REDRAW_NONE);
11052 audio.sound_deactivated = FALSE;
11056 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
11059 if (tape.playing && tape.index_search)
11061 SetDrawDeactivationMask(REDRAW_FIELD);
11062 audio.sound_deactivated = TRUE;
11070 /* ---------- new game button stuff ---------------------------------------- */
11072 /* graphic position values for game buttons */
11073 #define GAME_BUTTON_XSIZE 30
11074 #define GAME_BUTTON_YSIZE 30
11075 #define GAME_BUTTON_XPOS 5
11076 #define GAME_BUTTON_YPOS 215
11077 #define SOUND_BUTTON_XPOS 5
11078 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
11080 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
11081 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
11082 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
11083 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
11084 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
11085 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
11092 } gamebutton_info[NUM_GAME_BUTTONS] =
11095 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
11100 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
11101 GAME_CTRL_ID_PAUSE,
11105 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
11110 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
11111 SOUND_CTRL_ID_MUSIC,
11112 "background music on/off"
11115 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
11116 SOUND_CTRL_ID_LOOPS,
11117 "sound loops on/off"
11120 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
11121 SOUND_CTRL_ID_SIMPLE,
11122 "normal sounds on/off"
11126 void CreateGameButtons()
11130 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11132 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
11133 struct GadgetInfo *gi;
11136 unsigned long event_mask;
11137 int gd_xoffset, gd_yoffset;
11138 int gd_x1, gd_x2, gd_y1, gd_y2;
11141 gd_xoffset = gamebutton_info[i].x;
11142 gd_yoffset = gamebutton_info[i].y;
11143 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
11144 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
11146 if (id == GAME_CTRL_ID_STOP ||
11147 id == GAME_CTRL_ID_PAUSE ||
11148 id == GAME_CTRL_ID_PLAY)
11150 button_type = GD_TYPE_NORMAL_BUTTON;
11152 event_mask = GD_EVENT_RELEASED;
11153 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11154 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11158 button_type = GD_TYPE_CHECK_BUTTON;
11160 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
11161 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
11162 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
11163 event_mask = GD_EVENT_PRESSED;
11164 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
11165 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11168 gi = CreateGadget(GDI_CUSTOM_ID, id,
11169 GDI_INFO_TEXT, gamebutton_info[i].infotext,
11170 GDI_X, DX + gd_xoffset,
11171 GDI_Y, DY + gd_yoffset,
11172 GDI_WIDTH, GAME_BUTTON_XSIZE,
11173 GDI_HEIGHT, GAME_BUTTON_YSIZE,
11174 GDI_TYPE, button_type,
11175 GDI_STATE, GD_BUTTON_UNPRESSED,
11176 GDI_CHECKED, checked,
11177 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
11178 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
11179 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
11180 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
11181 GDI_EVENT_MASK, event_mask,
11182 GDI_CALLBACK_ACTION, HandleGameButtons,
11186 Error(ERR_EXIT, "cannot create gadget");
11188 game_gadget[id] = gi;
11192 void FreeGameButtons()
11196 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11197 FreeGadget(game_gadget[i]);
11200 static void MapGameButtons()
11204 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11205 MapGadget(game_gadget[i]);
11208 void UnmapGameButtons()
11212 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11213 UnmapGadget(game_gadget[i]);
11216 static void HandleGameButtons(struct GadgetInfo *gi)
11218 int id = gi->custom_id;
11220 if (game_status != GAME_MODE_PLAYING)
11225 case GAME_CTRL_ID_STOP:
11226 RequestQuitGame(TRUE);
11229 case GAME_CTRL_ID_PAUSE:
11230 if (options.network)
11232 #if defined(PLATFORM_UNIX)
11234 SendToServer_ContinuePlaying();
11236 SendToServer_PausePlaying();
11240 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11243 case GAME_CTRL_ID_PLAY:
11246 #if defined(PLATFORM_UNIX)
11247 if (options.network)
11248 SendToServer_ContinuePlaying();
11252 tape.pausing = FALSE;
11253 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
11258 case SOUND_CTRL_ID_MUSIC:
11259 if (setup.sound_music)
11261 setup.sound_music = FALSE;
11264 else if (audio.music_available)
11266 setup.sound = setup.sound_music = TRUE;
11268 SetAudioMode(setup.sound);
11274 case SOUND_CTRL_ID_LOOPS:
11275 if (setup.sound_loops)
11276 setup.sound_loops = FALSE;
11277 else if (audio.loops_available)
11279 setup.sound = setup.sound_loops = TRUE;
11280 SetAudioMode(setup.sound);
11284 case SOUND_CTRL_ID_SIMPLE:
11285 if (setup.sound_simple)
11286 setup.sound_simple = FALSE;
11287 else if (audio.sound_available)
11289 setup.sound = setup.sound_simple = TRUE;
11290 SetAudioMode(setup.sound);