1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_TYPE_NONE 0
47 #define EX_TYPE_NORMAL (1 << 0)
48 #define EX_TYPE_CENTER (1 << 1)
49 #define EX_TYPE_BORDER (1 << 2)
50 #define EX_TYPE_CROSS (1 << 3)
51 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
53 /* special positions in the game control window (relative to control window) */
56 #define XX_EMERALDS 29
57 #define YY_EMERALDS 54
58 #define XX_DYNAMITE 29
59 #define YY_DYNAMITE 89
68 /* special positions in the game control window (relative to main window) */
69 #define DX_LEVEL (DX + XX_LEVEL)
70 #define DY_LEVEL (DY + YY_LEVEL)
71 #define DX_EMERALDS (DX + XX_EMERALDS)
72 #define DY_EMERALDS (DY + YY_EMERALDS)
73 #define DX_DYNAMITE (DX + XX_DYNAMITE)
74 #define DY_DYNAMITE (DY + YY_DYNAMITE)
75 #define DX_KEYS (DX + XX_KEYS)
76 #define DY_KEYS (DY + YY_KEYS)
77 #define DX_SCORE (DX + XX_SCORE)
78 #define DY_SCORE (DY + YY_SCORE)
79 #define DX_TIME1 (DX + XX_TIME1)
80 #define DX_TIME2 (DX + XX_TIME2)
81 #define DY_TIME (DY + YY_TIME)
83 /* values for initial player move delay (initial delay counter value) */
84 #define INITIAL_MOVE_DELAY_OFF -1
85 #define INITIAL_MOVE_DELAY_ON 0
87 /* values for player movement speed (which is in fact a delay value) */
88 #define MOVE_DELAY_NORMAL_SPEED 8
89 #define MOVE_DELAY_HIGH_SPEED 4
91 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
92 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
93 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
94 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
96 /* values for other actions */
97 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
99 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
101 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
102 RND(element_info[e].push_delay_random))
103 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 RND(element_info[e].move_delay_random))
105 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
106 (element_info[e].move_delay_random))
108 #define GET_TARGET_ELEMENT(e, ch) \
109 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
110 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
112 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
113 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
116 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
117 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
118 (CAN_MOVE_INTO_ACID(e) && \
119 Feld[x][y] == EL_ACID) || \
122 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
123 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
124 (CAN_MOVE_INTO_ACID(e) && \
125 Feld[x][y] == EL_ACID) || \
128 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
131 (CAN_MOVE_INTO_ACID(e) && \
132 Feld[x][y] == EL_ACID) || \
133 (DONT_COLLIDE_WITH(e) && \
135 !PLAYER_ENEMY_PROTECTED(x, y))))
138 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
139 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 (DONT_COLLIDE_WITH(e) && \
143 !PLAYER_ENEMY_PROTECTED(x, y))))
146 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
147 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
150 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
151 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
153 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
154 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
158 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
161 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
162 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
166 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
169 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
172 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
175 #define PIG_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
178 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
180 IS_FOOD_PENGUIN(Feld[x][y])))
181 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
184 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
187 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
192 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
193 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
194 (CAN_MOVE_INTO_ACID(e) && \
195 Feld[x][y] == EL_ACID) || \
196 Feld[x][y] == EL_DIAMOND))
198 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
199 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
200 (CAN_MOVE_INTO_ACID(e) && \
201 Feld[x][y] == EL_ACID) || \
202 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
204 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
205 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
206 (CAN_MOVE_INTO_ACID(e) && \
207 Feld[x][y] == EL_ACID) || \
208 IS_AMOEBOID(Feld[x][y])))
210 #define PIG_CAN_ENTER_FIELD(e, x, y) \
211 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
212 (CAN_MOVE_INTO_ACID(e) && \
213 Feld[x][y] == EL_ACID) || \
214 IS_FOOD_PIG(Feld[x][y])))
216 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
217 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
218 (CAN_MOVE_INTO_ACID(e) && \
219 Feld[x][y] == EL_ACID) || \
220 IS_FOOD_PENGUIN(Feld[x][y]) || \
221 Feld[x][y] == EL_EXIT_OPEN))
223 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
224 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
225 (CAN_MOVE_INTO_ACID(e) && \
226 Feld[x][y] == EL_ACID)))
228 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
229 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
230 (CAN_MOVE_INTO_ACID(e) && \
231 Feld[x][y] == EL_ACID) || \
234 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
235 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
236 (CAN_MOVE_INTO_ACID(e) && \
237 Feld[x][y] == EL_ACID)))
241 #define GROUP_NR(e) ((e) - EL_GROUP_START)
242 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
243 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
244 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
246 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
247 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
250 #define CE_ENTER_FIELD_COND(e, x, y) \
251 (!IS_PLAYER(x, y) && \
252 (Feld[x][y] == EL_ACID || \
253 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
255 #define CE_ENTER_FIELD_COND(e, x, y) \
256 (!IS_PLAYER(x, y) && \
257 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
260 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
261 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
263 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
264 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
266 /* game button identifiers */
267 #define GAME_CTRL_ID_STOP 0
268 #define GAME_CTRL_ID_PAUSE 1
269 #define GAME_CTRL_ID_PLAY 2
270 #define SOUND_CTRL_ID_MUSIC 3
271 #define SOUND_CTRL_ID_LOOPS 4
272 #define SOUND_CTRL_ID_SIMPLE 5
274 #define NUM_GAME_BUTTONS 6
277 /* forward declaration for internal use */
279 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
280 static boolean MovePlayer(struct PlayerInfo *, int, int);
281 static void ScrollPlayer(struct PlayerInfo *, int);
282 static void ScrollScreen(struct PlayerInfo *, int);
284 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
286 static void InitBeltMovement(void);
287 static void CloseAllOpenTimegates(void);
288 static void CheckGravityMovement(struct PlayerInfo *);
289 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
290 static void KillHeroUnlessEnemyProtected(int, int);
291 static void KillHeroUnlessExplosionProtected(int, int);
293 static void TestIfPlayerTouchesCustomElement(int, int);
294 static void TestIfElementTouchesCustomElement(int, int);
295 static void TestIfElementHitsCustomElement(int, int, int);
297 static void TestIfElementSmashesCustomElement(int, int, int);
300 static void ChangeElement(int, int, int);
302 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
303 #define CheckTriggeredElementChange(x, y, e, ev) \
304 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
306 #define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
307 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
308 #define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
309 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
310 #define CheckTriggeredElementChangePage(x, y, e, ev, p) \
311 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
314 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
315 #define CheckElementChange(x, y, e, te, ev) \
316 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
317 #define CheckElementChangePlayer(x, y, e, ev, p, s) \
318 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
319 #define CheckElementChangeSide(x, y, e, te, ev, s) \
320 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
321 #define CheckElementChangePage(x, y, e, te, ev, p) \
322 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
324 static void PlayLevelSound(int, int, int);
325 static void PlayLevelSoundNearest(int, int, int);
326 static void PlayLevelSoundAction(int, int, int);
327 static void PlayLevelSoundElementAction(int, int, int, int);
328 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
329 static void PlayLevelSoundActionIfLoop(int, int, int);
330 static void StopLevelSoundActionIfLoop(int, int, int);
331 static void PlayLevelMusic();
333 static void MapGameButtons();
334 static void HandleGameButtons(struct GadgetInfo *);
336 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
339 /* ------------------------------------------------------------------------- */
340 /* definition of elements that automatically change to other elements after */
341 /* a specified time, eventually calling a function when changing */
342 /* ------------------------------------------------------------------------- */
344 /* forward declaration for changer functions */
345 static void InitBuggyBase(int x, int y);
346 static void WarnBuggyBase(int x, int y);
348 static void InitTrap(int x, int y);
349 static void ActivateTrap(int x, int y);
350 static void ChangeActiveTrap(int x, int y);
352 static void InitRobotWheel(int x, int y);
353 static void RunRobotWheel(int x, int y);
354 static void StopRobotWheel(int x, int y);
356 static void InitTimegateWheel(int x, int y);
357 static void RunTimegateWheel(int x, int y);
359 struct ChangingElementInfo
364 void (*pre_change_function)(int x, int y);
365 void (*change_function)(int x, int y);
366 void (*post_change_function)(int x, int y);
369 static struct ChangingElementInfo change_delay_list[] =
420 EL_SWITCHGATE_OPENING,
428 EL_SWITCHGATE_CLOSING,
429 EL_SWITCHGATE_CLOSED,
461 EL_ACID_SPLASH_RIGHT,
470 EL_SP_BUGGY_BASE_ACTIVATING,
477 EL_SP_BUGGY_BASE_ACTIVATING,
478 EL_SP_BUGGY_BASE_ACTIVE,
485 EL_SP_BUGGY_BASE_ACTIVE,
509 EL_ROBOT_WHEEL_ACTIVE,
517 EL_TIMEGATE_SWITCH_ACTIVE,
538 int push_delay_fixed, push_delay_random;
543 { EL_BALLOON, 0, 0 },
545 { EL_SOKOBAN_OBJECT, 2, 0 },
546 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
547 { EL_SATELLITE, 2, 0 },
548 { EL_SP_DISK_YELLOW, 2, 0 },
550 { EL_UNDEFINED, 0, 0 },
558 move_stepsize_list[] =
560 { EL_AMOEBA_DROP, 2 },
561 { EL_AMOEBA_DROPPING, 2 },
562 { EL_QUICKSAND_FILLING, 1 },
563 { EL_QUICKSAND_EMPTYING, 1 },
564 { EL_MAGIC_WALL_FILLING, 2 },
565 { EL_BD_MAGIC_WALL_FILLING, 2 },
566 { EL_MAGIC_WALL_EMPTYING, 2 },
567 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
577 collect_count_list[] =
580 { EL_BD_DIAMOND, 1 },
581 { EL_EMERALD_YELLOW, 1 },
582 { EL_EMERALD_RED, 1 },
583 { EL_EMERALD_PURPLE, 1 },
585 { EL_SP_INFOTRON, 1 },
599 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
600 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
601 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
602 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
603 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
604 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
605 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
606 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
607 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
608 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
609 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
614 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
616 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
617 CH_EVENT_BIT(CE_DELAY))
618 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
619 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
620 IS_JUST_CHANGING(x, y))
622 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
625 void GetPlayerConfig()
627 if (!audio.sound_available)
628 setup.sound_simple = FALSE;
630 if (!audio.loops_available)
631 setup.sound_loops = FALSE;
633 if (!audio.music_available)
634 setup.sound_music = FALSE;
636 if (!video.fullscreen_available)
637 setup.fullscreen = FALSE;
639 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
641 SetAudioMode(setup.sound);
645 static int getBeltNrFromBeltElement(int element)
647 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
648 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
649 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
652 static int getBeltNrFromBeltActiveElement(int element)
654 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
655 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
656 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
659 static int getBeltNrFromBeltSwitchElement(int element)
661 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
662 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
663 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
666 static int getBeltDirNrFromBeltSwitchElement(int element)
668 static int belt_base_element[4] =
670 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
671 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
672 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
673 EL_CONVEYOR_BELT_4_SWITCH_LEFT
676 int belt_nr = getBeltNrFromBeltSwitchElement(element);
677 int belt_dir_nr = element - belt_base_element[belt_nr];
679 return (belt_dir_nr % 3);
682 static int getBeltDirFromBeltSwitchElement(int element)
684 static int belt_move_dir[3] =
691 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
693 return belt_move_dir[belt_dir_nr];
696 static void InitPlayerField(int x, int y, int element, boolean init_game)
698 if (element == EL_SP_MURPHY)
702 if (stored_player[0].present)
704 Feld[x][y] = EL_SP_MURPHY_CLONE;
710 stored_player[0].use_murphy_graphic = TRUE;
713 Feld[x][y] = EL_PLAYER_1;
719 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
720 int jx = player->jx, jy = player->jy;
722 player->present = TRUE;
724 player->block_last_field = (element == EL_SP_MURPHY ?
725 level.sp_block_last_field :
726 level.block_last_field);
728 if (!options.network || player->connected)
730 player->active = TRUE;
732 /* remove potentially duplicate players */
733 if (StorePlayer[jx][jy] == Feld[x][y])
734 StorePlayer[jx][jy] = 0;
736 StorePlayer[x][y] = Feld[x][y];
740 printf("Player %d activated.\n", player->element_nr);
741 printf("[Local player is %d and currently %s.]\n",
742 local_player->element_nr,
743 local_player->active ? "active" : "not active");
747 Feld[x][y] = EL_EMPTY;
748 player->jx = player->last_jx = x;
749 player->jy = player->last_jy = y;
753 static void InitField(int x, int y, boolean init_game)
755 int element = Feld[x][y];
764 InitPlayerField(x, y, element, init_game);
767 case EL_SOKOBAN_FIELD_PLAYER:
768 element = Feld[x][y] = EL_PLAYER_1;
769 InitField(x, y, init_game);
771 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
772 InitField(x, y, init_game);
775 case EL_SOKOBAN_FIELD_EMPTY:
776 local_player->sokobanfields_still_needed++;
780 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
781 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
782 else if (x > 0 && Feld[x-1][y] == EL_ACID)
783 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
784 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
785 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
786 else if (y > 0 && Feld[x][y-1] == EL_ACID)
787 Feld[x][y] = EL_ACID_POOL_BOTTOM;
788 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
789 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
797 case EL_SPACESHIP_RIGHT:
798 case EL_SPACESHIP_UP:
799 case EL_SPACESHIP_LEFT:
800 case EL_SPACESHIP_DOWN:
802 case EL_BD_BUTTERFLY_RIGHT:
803 case EL_BD_BUTTERFLY_UP:
804 case EL_BD_BUTTERFLY_LEFT:
805 case EL_BD_BUTTERFLY_DOWN:
806 case EL_BD_BUTTERFLY:
807 case EL_BD_FIREFLY_RIGHT:
808 case EL_BD_FIREFLY_UP:
809 case EL_BD_FIREFLY_LEFT:
810 case EL_BD_FIREFLY_DOWN:
812 case EL_PACMAN_RIGHT:
836 if (y == lev_fieldy - 1)
838 Feld[x][y] = EL_AMOEBA_GROWING;
839 Store[x][y] = EL_AMOEBA_WET;
843 case EL_DYNAMITE_ACTIVE:
844 case EL_SP_DISK_RED_ACTIVE:
845 case EL_DYNABOMB_PLAYER_1_ACTIVE:
846 case EL_DYNABOMB_PLAYER_2_ACTIVE:
847 case EL_DYNABOMB_PLAYER_3_ACTIVE:
848 case EL_DYNABOMB_PLAYER_4_ACTIVE:
853 local_player->lights_still_needed++;
857 local_player->friends_still_needed++;
862 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
867 Feld[x][y] = EL_EMPTY;
872 case EL_EM_KEY_1_FILE:
873 Feld[x][y] = EL_EM_KEY_1;
875 case EL_EM_KEY_2_FILE:
876 Feld[x][y] = EL_EM_KEY_2;
878 case EL_EM_KEY_3_FILE:
879 Feld[x][y] = EL_EM_KEY_3;
881 case EL_EM_KEY_4_FILE:
882 Feld[x][y] = EL_EM_KEY_4;
886 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
887 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
888 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
889 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
890 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
891 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
892 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
893 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
894 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
895 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
896 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
897 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
900 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
901 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
902 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
904 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
906 game.belt_dir[belt_nr] = belt_dir;
907 game.belt_dir_nr[belt_nr] = belt_dir_nr;
909 else /* more than one switch -- set it like the first switch */
911 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
916 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
918 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
921 case EL_LIGHT_SWITCH_ACTIVE:
923 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
927 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
929 else if (IS_GROUP_ELEMENT(element))
931 struct ElementGroupInfo *group = element_info[element].group;
932 int last_anim_random_frame = gfx.anim_random_frame;
935 if (group->choice_mode == ANIM_RANDOM)
936 gfx.anim_random_frame = RND(group->num_elements_resolved);
938 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
939 group->choice_mode, 0,
942 if (group->choice_mode == ANIM_RANDOM)
943 gfx.anim_random_frame = last_anim_random_frame;
947 Feld[x][y] = group->element_resolved[element_pos];
949 InitField(x, y, init_game);
955 static inline void InitField_WithBug1(int x, int y, boolean init_game)
957 InitField(x, y, init_game);
959 /* not needed to call InitMovDir() -- already done by InitField()! */
960 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
961 CAN_MOVE(Feld[x][y]))
965 static inline void InitField_WithBug2(int x, int y, boolean init_game)
967 int old_element = Feld[x][y];
969 InitField(x, y, init_game);
971 /* not needed to call InitMovDir() -- already done by InitField()! */
972 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
973 CAN_MOVE(old_element) &&
974 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
977 /* this case is in fact a combination of not less than three bugs:
978 first, it calls InitMovDir() for elements that can move, although this is
979 already done by InitField(); then, it checks the element that was at this
980 field _before_ the call to InitField() (which can change it)
985 inline void DrawGameValue_Emeralds(int value)
987 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
990 inline void DrawGameValue_Dynamite(int value)
992 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
995 inline void DrawGameValue_Keys(struct PlayerInfo *player)
999 for (i = 0; i < MAX_KEYS; i++)
1001 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1002 el2edimg(EL_KEY_1 + i));
1005 inline void DrawGameValue_Score(int value)
1007 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1010 inline void DrawGameValue_Time(int value)
1013 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1015 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1018 inline void DrawGameValue_Level(int value)
1021 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1024 /* misuse area for displaying emeralds to draw bigger level number */
1025 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1026 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1028 /* now copy it to the area for displaying level number */
1029 BlitBitmap(drawto, drawto,
1030 DX_EMERALDS, DY_EMERALDS + 1,
1031 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1032 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1033 DX_LEVEL - 1, DY_LEVEL + 1);
1035 /* restore the area for displaying emeralds */
1036 DrawGameValue_Emeralds(local_player->gems_still_needed);
1038 /* yes, this is all really ugly :-) */
1042 void DrawGameDoorValues()
1046 DrawGameValue_Level(level_nr);
1048 for (i = 0; i < MAX_PLAYERS; i++)
1049 DrawGameValue_Keys(&stored_player[i]);
1051 DrawGameValue_Emeralds(local_player->gems_still_needed);
1052 DrawGameValue_Dynamite(local_player->inventory_size);
1053 DrawGameValue_Score(local_player->score);
1054 DrawGameValue_Time(TimeLeft);
1057 static void resolve_group_element(int group_element, int recursion_depth)
1059 static int group_nr;
1060 static struct ElementGroupInfo *group;
1061 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1064 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1066 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1067 group_element - EL_GROUP_START + 1);
1069 /* replace element which caused too deep recursion by question mark */
1070 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1075 if (recursion_depth == 0) /* initialization */
1077 group = element_info[group_element].group;
1078 group_nr = group_element - EL_GROUP_START;
1080 group->num_elements_resolved = 0;
1081 group->choice_pos = 0;
1084 for (i = 0; i < actual_group->num_elements; i++)
1086 int element = actual_group->element[i];
1088 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1091 if (IS_GROUP_ELEMENT(element))
1092 resolve_group_element(element, recursion_depth + 1);
1095 group->element_resolved[group->num_elements_resolved++] = element;
1096 element_info[element].in_group[group_nr] = TRUE;
1101 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1103 printf("::: group %d: %d resolved elements\n",
1104 group_element - EL_GROUP_START, group->num_elements_resolved);
1105 for (i = 0; i < group->num_elements_resolved; i++)
1106 printf("::: - %d ['%s']\n", group->element_resolved[i],
1107 element_info[group->element_resolved[i]].token_name);
1114 =============================================================================
1116 -----------------------------------------------------------------------------
1117 initialize game engine due to level / tape version number
1118 =============================================================================
1121 static void InitGameEngine()
1125 /* set game engine from tape file when re-playing, else from level file */
1126 game.engine_version = (tape.playing ? tape.engine_version :
1127 level.game_version);
1129 /* dynamically adjust element properties according to game engine version */
1130 InitElementPropertiesEngine(game.engine_version);
1133 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1134 printf(" tape version == %06d [%s] [file: %06d]\n",
1135 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1137 printf(" => game.engine_version == %06d\n", game.engine_version);
1140 /* ---------- recursively resolve group elements ------------------------- */
1142 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1143 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1144 element_info[i].in_group[j] = FALSE;
1146 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1147 resolve_group_element(EL_GROUP_START + i, 0);
1149 /* ---------- initialize player's initial move delay --------------------- */
1151 /* dynamically adjust player properties according to game engine version */
1152 game.initial_move_delay =
1153 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1154 INITIAL_MOVE_DELAY_OFF);
1156 /* dynamically adjust player properties according to level information */
1157 game.initial_move_delay_value =
1158 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1160 /* ---------- initialize player's initial push delay --------------------- */
1162 /* dynamically adjust player properties according to game engine version */
1163 game.initial_push_delay_value =
1164 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1166 /* ---------- initialize changing elements ------------------------------- */
1168 /* initialize changing elements information */
1169 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1171 struct ElementInfo *ei = &element_info[i];
1173 /* this pointer might have been changed in the level editor */
1174 ei->change = &ei->change_page[0];
1176 if (!IS_CUSTOM_ELEMENT(i))
1178 ei->change->target_element = EL_EMPTY_SPACE;
1179 ei->change->delay_fixed = 0;
1180 ei->change->delay_random = 0;
1181 ei->change->delay_frames = 1;
1184 ei->change_events = CE_BITMASK_DEFAULT;
1185 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1187 ei->event_page_nr[j] = 0;
1188 ei->event_page[j] = &ei->change_page[0];
1192 /* add changing elements from pre-defined list */
1193 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1195 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1196 struct ElementInfo *ei = &element_info[ch_delay->element];
1198 ei->change->target_element = ch_delay->target_element;
1199 ei->change->delay_fixed = ch_delay->change_delay;
1201 ei->change->pre_change_function = ch_delay->pre_change_function;
1202 ei->change->change_function = ch_delay->change_function;
1203 ei->change->post_change_function = ch_delay->post_change_function;
1205 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1208 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1213 /* add change events from custom element configuration */
1214 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1216 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1218 for (j = 0; j < ei->num_change_pages; j++)
1220 if (!ei->change_page[j].can_change)
1223 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1225 /* only add event page for the first page found with this event */
1226 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1227 !(ei->change_events & CH_EVENT_BIT(k)))
1229 ei->change_events |= CH_EVENT_BIT(k);
1230 ei->event_page_nr[k] = j;
1231 ei->event_page[k] = &ei->change_page[j];
1239 /* add change events from custom element configuration */
1240 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1242 int element = EL_CUSTOM_START + i;
1244 /* only add custom elements that change after fixed/random frame delay */
1245 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1246 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1250 /* ---------- initialize run-time trigger player and element ------------- */
1252 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1254 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1256 for (j = 0; j < ei->num_change_pages; j++)
1258 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1259 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1263 /* ---------- initialize trigger events ---------------------------------- */
1265 /* initialize trigger events information */
1266 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1267 trigger_events[i] = EP_BITMASK_DEFAULT;
1270 /* add trigger events from element change event properties */
1271 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1273 struct ElementInfo *ei = &element_info[i];
1275 for (j = 0; j < ei->num_change_pages; j++)
1277 if (!ei->change_page[j].can_change)
1280 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1282 int trigger_element = ei->change_page[j].trigger_element;
1284 if (IS_GROUP_ELEMENT(trigger_element))
1286 struct ElementGroupInfo *group = element_info[trigger_element].group;
1288 for (k = 0; k < group->num_elements_resolved; k++)
1289 trigger_events[group->element_resolved[k]]
1290 |= ei->change_page[j].events;
1293 trigger_events[trigger_element] |= ei->change_page[j].events;
1298 /* add trigger events from element change event properties */
1299 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1300 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1301 trigger_events[element_info[i].change->trigger_element] |=
1302 element_info[i].change->events;
1305 /* ---------- initialize push delay -------------------------------------- */
1307 /* initialize push delay values to default */
1308 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1310 if (!IS_CUSTOM_ELEMENT(i))
1312 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1313 element_info[i].push_delay_random = game.default_push_delay_random;
1317 /* set push delay value for certain elements from pre-defined list */
1318 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1320 int e = push_delay_list[i].element;
1322 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1323 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1326 /* set push delay value for Supaplex elements for newer engine versions */
1327 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1331 if (IS_SP_ELEMENT(i))
1333 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1334 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1339 /* ---------- initialize move stepsize ----------------------------------- */
1341 /* initialize move stepsize values to default */
1342 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1343 if (!IS_CUSTOM_ELEMENT(i))
1344 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1346 /* set move stepsize value for certain elements from pre-defined list */
1347 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1349 int e = move_stepsize_list[i].element;
1351 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1354 /* ---------- initialize move dig/leave ---------------------------------- */
1356 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1358 element_info[i].can_leave_element = FALSE;
1359 element_info[i].can_leave_element_last = FALSE;
1362 /* ---------- initialize gem count --------------------------------------- */
1364 /* initialize gem count values for each element */
1365 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1366 if (!IS_CUSTOM_ELEMENT(i))
1367 element_info[i].collect_count = 0;
1369 /* add gem count values for all elements from pre-defined list */
1370 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1371 element_info[collect_count_list[i].element].collect_count =
1372 collect_count_list[i].count;
1374 /* ---------- initialize access direction -------------------------------- */
1376 /* initialize access direction values to default */
1377 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1378 if (!IS_CUSTOM_ELEMENT(i))
1379 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1381 /* set access direction value for certain elements from pre-defined list */
1382 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1383 element_info[tube_access[i].element].access_direction =
1384 tube_access[i].direction;
1389 =============================================================================
1391 -----------------------------------------------------------------------------
1392 initialize and start new game
1393 =============================================================================
1398 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1399 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1400 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1407 #if USE_NEW_AMOEBA_CODE
1408 printf("Using new amoeba code.\n");
1410 printf("Using old amoeba code.\n");
1415 /* don't play tapes over network */
1416 network_playing = (options.network && !tape.playing);
1418 for (i = 0; i < MAX_PLAYERS; i++)
1420 struct PlayerInfo *player = &stored_player[i];
1422 player->index_nr = i;
1423 player->index_bit = (1 << i);
1424 player->element_nr = EL_PLAYER_1 + i;
1426 player->present = FALSE;
1427 player->active = FALSE;
1430 player->effective_action = 0;
1431 player->programmed_action = 0;
1434 player->gems_still_needed = level.gems_needed;
1435 player->sokobanfields_still_needed = 0;
1436 player->lights_still_needed = 0;
1437 player->friends_still_needed = 0;
1439 for (j = 0; j < MAX_KEYS; j++)
1440 player->key[j] = FALSE;
1442 player->dynabomb_count = 0;
1443 player->dynabomb_size = 1;
1444 player->dynabombs_left = 0;
1445 player->dynabomb_xl = FALSE;
1447 player->MovDir = MV_NO_MOVING;
1450 player->GfxDir = MV_NO_MOVING;
1451 player->GfxAction = ACTION_DEFAULT;
1453 player->StepFrame = 0;
1455 player->use_murphy_graphic = FALSE;
1457 player->block_last_field = FALSE;
1458 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1460 player->actual_frame_counter = 0;
1462 player->step_counter = 0;
1464 player->last_move_dir = MV_NO_MOVING;
1466 player->is_waiting = FALSE;
1467 player->is_moving = FALSE;
1468 player->is_digging = FALSE;
1469 player->is_snapping = FALSE;
1470 player->is_collecting = FALSE;
1471 player->is_pushing = FALSE;
1472 player->is_switching = FALSE;
1473 player->is_dropping = FALSE;
1475 player->is_bored = FALSE;
1476 player->is_sleeping = FALSE;
1478 player->frame_counter_bored = -1;
1479 player->frame_counter_sleeping = -1;
1481 player->anim_delay_counter = 0;
1482 player->post_delay_counter = 0;
1484 player->action_waiting = ACTION_DEFAULT;
1485 player->last_action_waiting = ACTION_DEFAULT;
1486 player->special_action_bored = ACTION_DEFAULT;
1487 player->special_action_sleeping = ACTION_DEFAULT;
1489 player->num_special_action_bored = 0;
1490 player->num_special_action_sleeping = 0;
1492 /* determine number of special actions for bored and sleeping animation */
1493 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1495 boolean found = FALSE;
1497 for (k = 0; k < NUM_DIRECTIONS; k++)
1498 if (el_act_dir2img(player->element_nr, j, k) !=
1499 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1503 player->num_special_action_bored++;
1507 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1509 boolean found = FALSE;
1511 for (k = 0; k < NUM_DIRECTIONS; k++)
1512 if (el_act_dir2img(player->element_nr, j, k) !=
1513 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1517 player->num_special_action_sleeping++;
1522 player->switch_x = -1;
1523 player->switch_y = -1;
1525 player->show_envelope = 0;
1527 player->move_delay = game.initial_move_delay;
1528 player->move_delay_value = game.initial_move_delay_value;
1530 player->move_delay_reset_counter = 0;
1532 player->push_delay = 0;
1533 player->push_delay_value = game.initial_push_delay_value;
1535 player->drop_delay = 0;
1537 player->last_jx = player->last_jy = 0;
1538 player->jx = player->jy = 0;
1540 player->shield_normal_time_left = 0;
1541 player->shield_deadly_time_left = 0;
1543 player->inventory_infinite_element = EL_UNDEFINED;
1544 player->inventory_size = 0;
1546 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1547 SnapField(player, 0, 0);
1549 player->LevelSolved = FALSE;
1550 player->GameOver = FALSE;
1553 network_player_action_received = FALSE;
1555 #if defined(PLATFORM_UNIX)
1556 /* initial null action */
1557 if (network_playing)
1558 SendToServer_MovePlayer(MV_NO_MOVING);
1566 TimeLeft = level.time;
1569 ScreenMovDir = MV_NO_MOVING;
1573 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1575 AllPlayersGone = FALSE;
1577 game.yamyam_content_nr = 0;
1578 game.magic_wall_active = FALSE;
1579 game.magic_wall_time_left = 0;
1580 game.light_time_left = 0;
1581 game.timegate_time_left = 0;
1582 game.switchgate_pos = 0;
1583 game.balloon_dir = MV_NO_MOVING;
1584 game.gravity = level.initial_gravity;
1585 game.explosions_delayed = TRUE;
1587 game.envelope_active = FALSE;
1589 for (i = 0; i < NUM_BELTS; i++)
1591 game.belt_dir[i] = MV_NO_MOVING;
1592 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1595 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1596 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1598 for (x = 0; x < lev_fieldx; x++)
1600 for (y = 0; y < lev_fieldy; y++)
1602 Feld[x][y] = level.field[x][y];
1603 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1604 ChangeDelay[x][y] = 0;
1605 ChangePage[x][y] = -1;
1606 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1608 WasJustMoving[x][y] = 0;
1609 WasJustFalling[x][y] = 0;
1611 Pushed[x][y] = FALSE;
1613 Changed[x][y] = CE_BITMASK_DEFAULT;
1614 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1616 ExplodePhase[x][y] = 0;
1617 ExplodeDelay[x][y] = 0;
1618 ExplodeField[x][y] = EX_TYPE_NONE;
1620 RunnerVisit[x][y] = 0;
1621 PlayerVisit[x][y] = 0;
1624 GfxRandom[x][y] = INIT_GFX_RANDOM();
1625 GfxElement[x][y] = EL_UNDEFINED;
1626 GfxAction[x][y] = ACTION_DEFAULT;
1627 GfxDir[x][y] = MV_NO_MOVING;
1631 for (y = 0; y < lev_fieldy; y++)
1633 for (x = 0; x < lev_fieldx; x++)
1635 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1637 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1639 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1642 InitField(x, y, TRUE);
1648 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1649 emulate_sb ? EMU_SOKOBAN :
1650 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1652 /* initialize explosion and ignition delay */
1653 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1655 if (!IS_CUSTOM_ELEMENT(i))
1658 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1659 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1660 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1661 int last_phase = (num_phase + 1) * delay;
1662 int half_phase = (num_phase / 2) * delay;
1664 element_info[i].explosion_delay = last_phase - 1;
1665 element_info[i].ignition_delay = half_phase;
1668 if (i == EL_BLACK_ORB)
1669 element_info[i].ignition_delay = 0;
1671 if (i == EL_BLACK_ORB)
1672 element_info[i].ignition_delay = 1;
1677 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1678 element_info[i].explosion_delay = 1;
1680 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1681 element_info[i].ignition_delay = 1;
1685 /* correct non-moving belts to start moving left */
1686 for (i = 0; i < NUM_BELTS; i++)
1687 if (game.belt_dir[i] == MV_NO_MOVING)
1688 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1690 /* check if any connected player was not found in playfield */
1691 for (i = 0; i < MAX_PLAYERS; i++)
1693 struct PlayerInfo *player = &stored_player[i];
1695 if (player->connected && !player->present)
1697 for (j = 0; j < MAX_PLAYERS; j++)
1699 struct PlayerInfo *some_player = &stored_player[j];
1700 int jx = some_player->jx, jy = some_player->jy;
1702 /* assign first free player found that is present in the playfield */
1703 if (some_player->present && !some_player->connected)
1705 player->present = TRUE;
1706 player->active = TRUE;
1708 some_player->present = FALSE;
1709 some_player->active = FALSE;
1712 player->element_nr = some_player->element_nr;
1715 StorePlayer[jx][jy] = player->element_nr;
1716 player->jx = player->last_jx = jx;
1717 player->jy = player->last_jy = jy;
1727 /* when playing a tape, eliminate all players which do not participate */
1729 for (i = 0; i < MAX_PLAYERS; i++)
1731 if (stored_player[i].active && !tape.player_participates[i])
1733 struct PlayerInfo *player = &stored_player[i];
1734 int jx = player->jx, jy = player->jy;
1736 player->active = FALSE;
1737 StorePlayer[jx][jy] = 0;
1738 Feld[jx][jy] = EL_EMPTY;
1742 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1744 /* when in single player mode, eliminate all but the first active player */
1746 for (i = 0; i < MAX_PLAYERS; i++)
1748 if (stored_player[i].active)
1750 for (j = i + 1; j < MAX_PLAYERS; j++)
1752 if (stored_player[j].active)
1754 struct PlayerInfo *player = &stored_player[j];
1755 int jx = player->jx, jy = player->jy;
1757 player->active = FALSE;
1758 player->present = FALSE;
1760 StorePlayer[jx][jy] = 0;
1761 Feld[jx][jy] = EL_EMPTY;
1768 /* when recording the game, store which players take part in the game */
1771 for (i = 0; i < MAX_PLAYERS; i++)
1772 if (stored_player[i].active)
1773 tape.player_participates[i] = TRUE;
1778 for (i = 0; i < MAX_PLAYERS; i++)
1780 struct PlayerInfo *player = &stored_player[i];
1782 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1787 if (local_player == player)
1788 printf("Player %d is local player.\n", i+1);
1792 if (BorderElement == EL_EMPTY)
1795 SBX_Right = lev_fieldx - SCR_FIELDX;
1797 SBY_Lower = lev_fieldy - SCR_FIELDY;
1802 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1804 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1807 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1808 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1810 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1811 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1813 /* if local player not found, look for custom element that might create
1814 the player (make some assumptions about the right custom element) */
1815 if (!local_player->present)
1817 int start_x = 0, start_y = 0;
1818 int found_rating = 0;
1819 int found_element = EL_UNDEFINED;
1821 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1823 int element = Feld[x][y];
1828 if (!IS_CUSTOM_ELEMENT(element))
1831 if (CAN_CHANGE(element))
1833 for (i = 0; i < element_info[element].num_change_pages; i++)
1835 content = element_info[element].change_page[i].target_element;
1836 is_player = ELEM_IS_PLAYER(content);
1838 if (is_player && (found_rating < 3 || element < found_element))
1844 found_element = element;
1849 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1851 content = element_info[element].content[xx][yy];
1852 is_player = ELEM_IS_PLAYER(content);
1854 if (is_player && (found_rating < 2 || element < found_element))
1856 start_x = x + xx - 1;
1857 start_y = y + yy - 1;
1860 found_element = element;
1863 if (!CAN_CHANGE(element))
1866 for (i = 0; i < element_info[element].num_change_pages; i++)
1868 content= element_info[element].change_page[i].target_content[xx][yy];
1869 is_player = ELEM_IS_PLAYER(content);
1871 if (is_player && (found_rating < 1 || element < found_element))
1873 start_x = x + xx - 1;
1874 start_y = y + yy - 1;
1877 found_element = element;
1883 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1884 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1887 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1888 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1894 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1895 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1896 local_player->jx - MIDPOSX);
1898 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1899 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1900 local_player->jy - MIDPOSY);
1902 scroll_x = SBX_Left;
1903 scroll_y = SBY_Upper;
1904 if (local_player->jx >= SBX_Left + MIDPOSX)
1905 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1906 local_player->jx - MIDPOSX :
1908 if (local_player->jy >= SBY_Upper + MIDPOSY)
1909 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1910 local_player->jy - MIDPOSY :
1915 CloseDoor(DOOR_CLOSE_1);
1920 /* after drawing the level, correct some elements */
1921 if (game.timegate_time_left == 0)
1922 CloseAllOpenTimegates();
1924 if (setup.soft_scrolling)
1925 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1927 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1930 /* copy default game door content to main double buffer */
1931 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1932 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1934 DrawGameDoorValues();
1938 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1939 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1940 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1944 /* copy actual game door content to door double buffer for OpenDoor() */
1945 BlitBitmap(drawto, bitmap_db_door,
1946 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1948 OpenDoor(DOOR_OPEN_ALL);
1950 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1952 if (setup.sound_music)
1955 KeyboardAutoRepeatOffUnlessAutoplay();
1959 for (i = 0; i < MAX_PLAYERS; i++)
1960 printf("Player %d %sactive.\n",
1961 i + 1, (stored_player[i].active ? "" : "not "));
1965 printf("::: starting game [%d]\n", FrameCounter);
1969 void InitMovDir(int x, int y)
1971 int i, element = Feld[x][y];
1972 static int xy[4][2] =
1979 static int direction[3][4] =
1981 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1982 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1983 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1992 Feld[x][y] = EL_BUG;
1993 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1996 case EL_SPACESHIP_RIGHT:
1997 case EL_SPACESHIP_UP:
1998 case EL_SPACESHIP_LEFT:
1999 case EL_SPACESHIP_DOWN:
2000 Feld[x][y] = EL_SPACESHIP;
2001 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2004 case EL_BD_BUTTERFLY_RIGHT:
2005 case EL_BD_BUTTERFLY_UP:
2006 case EL_BD_BUTTERFLY_LEFT:
2007 case EL_BD_BUTTERFLY_DOWN:
2008 Feld[x][y] = EL_BD_BUTTERFLY;
2009 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2012 case EL_BD_FIREFLY_RIGHT:
2013 case EL_BD_FIREFLY_UP:
2014 case EL_BD_FIREFLY_LEFT:
2015 case EL_BD_FIREFLY_DOWN:
2016 Feld[x][y] = EL_BD_FIREFLY;
2017 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2020 case EL_PACMAN_RIGHT:
2022 case EL_PACMAN_LEFT:
2023 case EL_PACMAN_DOWN:
2024 Feld[x][y] = EL_PACMAN;
2025 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2028 case EL_SP_SNIKSNAK:
2029 MovDir[x][y] = MV_UP;
2032 case EL_SP_ELECTRON:
2033 MovDir[x][y] = MV_LEFT;
2040 Feld[x][y] = EL_MOLE;
2041 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2045 if (IS_CUSTOM_ELEMENT(element))
2047 struct ElementInfo *ei = &element_info[element];
2048 int move_direction_initial = ei->move_direction_initial;
2049 int move_pattern = ei->move_pattern;
2051 if (move_direction_initial == MV_START_PREVIOUS)
2053 if (MovDir[x][y] != MV_NO_MOVING)
2056 move_direction_initial = MV_START_AUTOMATIC;
2059 if (move_direction_initial == MV_START_RANDOM)
2060 MovDir[x][y] = 1 << RND(4);
2061 else if (move_direction_initial & MV_ANY_DIRECTION)
2062 MovDir[x][y] = move_direction_initial;
2063 else if (move_pattern == MV_ALL_DIRECTIONS ||
2064 move_pattern == MV_TURNING_LEFT ||
2065 move_pattern == MV_TURNING_RIGHT ||
2066 move_pattern == MV_TURNING_LEFT_RIGHT ||
2067 move_pattern == MV_TURNING_RIGHT_LEFT ||
2068 move_pattern == MV_TURNING_RANDOM)
2069 MovDir[x][y] = 1 << RND(4);
2070 else if (move_pattern == MV_HORIZONTAL)
2071 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2072 else if (move_pattern == MV_VERTICAL)
2073 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2074 else if (move_pattern & MV_ANY_DIRECTION)
2075 MovDir[x][y] = element_info[element].move_pattern;
2076 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2077 move_pattern == MV_ALONG_RIGHT_SIDE)
2079 for (i = 0; i < NUM_DIRECTIONS; i++)
2081 int x1 = x + xy[i][0];
2082 int y1 = y + xy[i][1];
2084 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2086 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2087 MovDir[x][y] = direction[0][i];
2089 MovDir[x][y] = direction[1][i];
2098 MovDir[x][y] = 1 << RND(4);
2100 if (element != EL_BUG &&
2101 element != EL_SPACESHIP &&
2102 element != EL_BD_BUTTERFLY &&
2103 element != EL_BD_FIREFLY)
2106 for (i = 0; i < NUM_DIRECTIONS; i++)
2108 int x1 = x + xy[i][0];
2109 int y1 = y + xy[i][1];
2111 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2113 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2115 MovDir[x][y] = direction[0][i];
2118 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2119 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2121 MovDir[x][y] = direction[1][i];
2130 GfxDir[x][y] = MovDir[x][y];
2133 void InitAmoebaNr(int x, int y)
2136 int group_nr = AmoebeNachbarNr(x, y);
2140 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2142 if (AmoebaCnt[i] == 0)
2150 AmoebaNr[x][y] = group_nr;
2151 AmoebaCnt[group_nr]++;
2152 AmoebaCnt2[group_nr]++;
2158 boolean raise_level = FALSE;
2160 if (local_player->MovPos)
2164 if (tape.auto_play) /* tape might already be stopped here */
2165 tape.auto_play_level_solved = TRUE;
2167 if (tape.playing && tape.auto_play)
2168 tape.auto_play_level_solved = TRUE;
2171 local_player->LevelSolved = FALSE;
2173 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2177 if (!tape.playing && setup.sound_loops)
2178 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2179 SND_CTRL_PLAY_LOOP);
2181 while (TimeLeft > 0)
2183 if (!tape.playing && !setup.sound_loops)
2184 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2185 if (TimeLeft > 0 && !(TimeLeft % 10))
2186 RaiseScore(level.score[SC_TIME_BONUS]);
2187 if (TimeLeft > 100 && !(TimeLeft % 10))
2192 DrawGameValue_Time(TimeLeft);
2200 if (!tape.playing && setup.sound_loops)
2201 StopSound(SND_GAME_LEVELTIME_BONUS);
2203 else if (level.time == 0) /* level without time limit */
2205 if (!tape.playing && setup.sound_loops)
2206 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2207 SND_CTRL_PLAY_LOOP);
2209 while (TimePlayed < 999)
2211 if (!tape.playing && !setup.sound_loops)
2212 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2213 if (TimePlayed < 999 && !(TimePlayed % 10))
2214 RaiseScore(level.score[SC_TIME_BONUS]);
2215 if (TimePlayed < 900 && !(TimePlayed % 10))
2220 DrawGameValue_Time(TimePlayed);
2228 if (!tape.playing && setup.sound_loops)
2229 StopSound(SND_GAME_LEVELTIME_BONUS);
2232 /* close exit door after last player */
2233 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2234 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2236 int element = Feld[ExitX][ExitY];
2238 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2239 EL_SP_EXIT_CLOSING);
2241 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2244 /* Hero disappears */
2245 DrawLevelField(ExitX, ExitY);
2251 CloseDoor(DOOR_CLOSE_1);
2256 SaveTape(tape.level_nr); /* Ask to save tape */
2259 if (level_nr == leveldir_current->handicap_level)
2261 leveldir_current->handicap_level++;
2262 SaveLevelSetup_SeriesInfo();
2265 if (level_editor_test_game)
2266 local_player->score = -1; /* no highscore when playing from editor */
2267 else if (level_nr < leveldir_current->last_level)
2268 raise_level = TRUE; /* advance to next level */
2270 if ((hi_pos = NewHiScore()) >= 0)
2272 game_status = GAME_MODE_SCORES;
2273 DrawHallOfFame(hi_pos);
2282 game_status = GAME_MODE_MAIN;
2299 LoadScore(level_nr);
2301 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2302 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2305 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2307 if (local_player->score > highscore[k].Score)
2309 /* player has made it to the hall of fame */
2311 if (k < MAX_SCORE_ENTRIES - 1)
2313 int m = MAX_SCORE_ENTRIES - 1;
2316 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2317 if (!strcmp(setup.player_name, highscore[l].Name))
2319 if (m == k) /* player's new highscore overwrites his old one */
2323 for (l = m; l > k; l--)
2325 strcpy(highscore[l].Name, highscore[l - 1].Name);
2326 highscore[l].Score = highscore[l - 1].Score;
2333 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2334 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2335 highscore[k].Score = local_player->score;
2341 else if (!strncmp(setup.player_name, highscore[k].Name,
2342 MAX_PLAYER_NAME_LEN))
2343 break; /* player already there with a higher score */
2349 SaveScore(level_nr);
2354 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2356 if (player->GfxAction != action || player->GfxDir != dir)
2359 printf("Player frame reset! (%d => %d, %d => %d)\n",
2360 player->GfxAction, action, player->GfxDir, dir);
2363 player->GfxAction = action;
2364 player->GfxDir = dir;
2366 player->StepFrame = 0;
2370 static void ResetRandomAnimationValue(int x, int y)
2372 GfxRandom[x][y] = INIT_GFX_RANDOM();
2375 static void ResetGfxAnimation(int x, int y)
2378 GfxAction[x][y] = ACTION_DEFAULT;
2379 GfxDir[x][y] = MovDir[x][y];
2382 void InitMovingField(int x, int y, int direction)
2384 int element = Feld[x][y];
2385 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2386 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2390 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2391 ResetGfxAnimation(x, y);
2393 MovDir[newx][newy] = MovDir[x][y] = direction;
2394 GfxDir[x][y] = direction;
2396 if (Feld[newx][newy] == EL_EMPTY)
2397 Feld[newx][newy] = EL_BLOCKED;
2399 if (direction == MV_DOWN && CAN_FALL(element))
2400 GfxAction[x][y] = ACTION_FALLING;
2402 GfxAction[x][y] = ACTION_MOVING;
2404 GfxFrame[newx][newy] = GfxFrame[x][y];
2405 GfxRandom[newx][newy] = GfxRandom[x][y];
2406 GfxAction[newx][newy] = GfxAction[x][y];
2407 GfxDir[newx][newy] = GfxDir[x][y];
2410 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2412 int direction = MovDir[x][y];
2413 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2414 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2420 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2422 int oldx = x, oldy = y;
2423 int direction = MovDir[x][y];
2425 if (direction == MV_LEFT)
2427 else if (direction == MV_RIGHT)
2429 else if (direction == MV_UP)
2431 else if (direction == MV_DOWN)
2434 *comes_from_x = oldx;
2435 *comes_from_y = oldy;
2438 int MovingOrBlocked2Element(int x, int y)
2440 int element = Feld[x][y];
2442 if (element == EL_BLOCKED)
2446 Blocked2Moving(x, y, &oldx, &oldy);
2447 return Feld[oldx][oldy];
2453 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2455 /* like MovingOrBlocked2Element(), but if element is moving
2456 and (x,y) is the field the moving element is just leaving,
2457 return EL_BLOCKED instead of the element value */
2458 int element = Feld[x][y];
2460 if (IS_MOVING(x, y))
2462 if (element == EL_BLOCKED)
2466 Blocked2Moving(x, y, &oldx, &oldy);
2467 return Feld[oldx][oldy];
2476 static void RemoveField(int x, int y)
2478 Feld[x][y] = EL_EMPTY;
2485 ChangeDelay[x][y] = 0;
2486 ChangePage[x][y] = -1;
2487 Pushed[x][y] = FALSE;
2489 GfxElement[x][y] = EL_UNDEFINED;
2490 GfxAction[x][y] = ACTION_DEFAULT;
2491 GfxDir[x][y] = MV_NO_MOVING;
2494 void RemoveMovingField(int x, int y)
2496 int oldx = x, oldy = y, newx = x, newy = y;
2497 int element = Feld[x][y];
2498 int next_element = EL_UNDEFINED;
2500 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2503 if (IS_MOVING(x, y))
2505 Moving2Blocked(x, y, &newx, &newy);
2507 if (Feld[newx][newy] != EL_BLOCKED)
2510 if (Feld[newx][newy] != EL_BLOCKED)
2512 /* element is moving, but target field is not free (blocked), but
2513 already occupied by something different (example: acid pool);
2514 in this case, only remove the moving field, but not the target */
2516 RemoveField(oldx, oldy);
2518 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2520 DrawLevelField(oldx, oldy);
2526 else if (element == EL_BLOCKED)
2528 Blocked2Moving(x, y, &oldx, &oldy);
2529 if (!IS_MOVING(oldx, oldy))
2533 if (element == EL_BLOCKED &&
2534 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2535 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2536 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2537 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2538 next_element = get_next_element(Feld[oldx][oldy]);
2540 RemoveField(oldx, oldy);
2541 RemoveField(newx, newy);
2543 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2545 if (next_element != EL_UNDEFINED)
2546 Feld[oldx][oldy] = next_element;
2548 DrawLevelField(oldx, oldy);
2549 DrawLevelField(newx, newy);
2552 void DrawDynamite(int x, int y)
2554 int sx = SCREENX(x), sy = SCREENY(y);
2555 int graphic = el2img(Feld[x][y]);
2558 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2561 if (IS_WALKABLE_INSIDE(Back[x][y]))
2565 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2566 else if (Store[x][y])
2567 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2569 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2572 if (Back[x][y] || Store[x][y])
2573 DrawGraphicThruMask(sx, sy, graphic, frame);
2575 DrawGraphic(sx, sy, graphic, frame);
2577 if (game.emulation == EMU_SUPAPLEX)
2578 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2579 else if (Store[x][y])
2580 DrawGraphicThruMask(sx, sy, graphic, frame);
2582 DrawGraphic(sx, sy, graphic, frame);
2586 void CheckDynamite(int x, int y)
2588 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2592 if (MovDelay[x][y] != 0)
2595 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2602 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2604 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2605 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2606 StopSound(SND_DYNAMITE_ACTIVE);
2608 StopSound(SND_DYNABOMB_ACTIVE);
2614 void RelocatePlayer(int x, int y, int element_raw)
2616 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2617 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2618 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2619 boolean no_delay = (tape.index_search);
2620 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2621 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2624 if (player->GameOver) /* do not reanimate dead player */
2627 RemoveField(x, y); /* temporarily remove newly placed player */
2628 DrawLevelField(x, y);
2630 if (player->present)
2632 while (player->MovPos)
2634 ScrollPlayer(player, SCROLL_GO_ON);
2635 ScrollScreen(NULL, SCROLL_GO_ON);
2641 Delay(wait_delay_value);
2644 DrawPlayer(player); /* needed here only to cleanup last field */
2645 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2647 player->is_moving = FALSE;
2650 old_jx = player->jx;
2651 old_jy = player->jy;
2653 Feld[x][y] = element;
2654 InitPlayerField(x, y, element, TRUE);
2656 if (player != local_player) /* do not visually relocate other players */
2659 if (level.instant_relocation)
2662 int offset = (setup.scroll_delay ? 3 : 0);
2663 int jx = local_player->jx;
2664 int jy = local_player->jy;
2666 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2668 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2669 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2670 local_player->jx - MIDPOSX);
2672 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2673 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2674 local_player->jy - MIDPOSY);
2678 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2679 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2680 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2682 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2683 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2684 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2686 /* don't scroll over playfield boundaries */
2687 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2688 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2690 /* don't scroll over playfield boundaries */
2691 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2692 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2695 scroll_x += (local_player->jx - old_jx);
2696 scroll_y += (local_player->jy - old_jy);
2698 /* don't scroll over playfield boundaries */
2699 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2700 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2702 /* don't scroll over playfield boundaries */
2703 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2704 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2707 RedrawPlayfield(TRUE, 0,0,0,0);
2713 int offset = (setup.scroll_delay ? 3 : 0);
2714 int jx = local_player->jx;
2715 int jy = local_player->jy;
2717 int scroll_xx = -999, scroll_yy = -999;
2719 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2721 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2724 int fx = FX, fy = FY;
2726 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2727 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2728 local_player->jx - MIDPOSX);
2730 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2731 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2732 local_player->jy - MIDPOSY);
2734 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2735 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2738 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2741 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2748 fx += dx * TILEX / 2;
2749 fy += dy * TILEY / 2;
2751 ScrollLevel(dx, dy);
2754 /* scroll in two steps of half tile size to make things smoother */
2755 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2757 Delay(wait_delay_value);
2759 /* scroll second step to align at full tile size */
2761 Delay(wait_delay_value);
2764 int scroll_xx = -999, scroll_yy = -999;
2766 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2768 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2771 int fx = FX, fy = FY;
2773 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2774 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2775 local_player->jx - MIDPOSX);
2777 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2778 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2779 local_player->jy - MIDPOSY);
2781 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2782 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2785 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2788 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2795 fx += dx * TILEX / 2;
2796 fy += dy * TILEY / 2;
2798 ScrollLevel(dx, dy);
2801 /* scroll in two steps of half tile size to make things smoother */
2802 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2804 Delay(wait_delay_value);
2806 /* scroll second step to align at full tile size */
2808 Delay(wait_delay_value);
2814 void Explode(int ex, int ey, int phase, int mode)
2821 /* !!! eliminate this variable !!! */
2822 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2827 int last_phase = num_phase * delay;
2828 int half_phase = (num_phase / 2) * delay;
2829 int first_phase_after_start = EX_PHASE_START + 1;
2833 if (game.explosions_delayed)
2835 ExplodeField[ex][ey] = mode;
2839 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2841 int center_element = Feld[ex][ey];
2844 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2848 /* --- This is only really needed (and now handled) in "Impact()". --- */
2849 /* do not explode moving elements that left the explode field in time */
2850 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2851 center_element == EL_EMPTY &&
2852 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2856 if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
2857 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2859 /* remove things displayed in background while burning dynamite */
2860 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2863 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2865 /* put moving element to center field (and let it explode there) */
2866 center_element = MovingOrBlocked2Element(ex, ey);
2867 RemoveMovingField(ex, ey);
2868 Feld[ex][ey] = center_element;
2874 last_phase = element_info[center_element].explosion_delay + 1;
2876 last_phase = element_info[center_element].explosion_delay;
2880 printf("::: %d -> %d\n", center_element, last_phase);
2884 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2886 int xx = x - ex + 1;
2887 int yy = y - ey + 1;
2892 if (!IN_LEV_FIELD(x, y) ||
2893 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2894 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2897 if (!IN_LEV_FIELD(x, y) ||
2898 (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
2902 if (!IN_LEV_FIELD(x, y) ||
2903 ((mode != EX_TYPE_NORMAL ||
2904 center_element == EL_AMOEBA_TO_DIAMOND) &&
2905 (x != ex || y != ey)))
2909 element = Feld[x][y];
2911 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2913 element = MovingOrBlocked2Element(x, y);
2915 if (!IS_EXPLOSION_PROOF(element))
2916 RemoveMovingField(x, y);
2922 if (IS_EXPLOSION_PROOF(element))
2925 /* indestructible elements can only explode in center (but not flames) */
2926 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2927 element == EL_FLAMES)
2932 if ((IS_INDESTRUCTIBLE(element) &&
2933 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2934 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2935 element == EL_FLAMES)
2939 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2941 if (IS_ACTIVE_BOMB(element))
2943 /* re-activate things under the bomb like gate or penguin */
2944 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2951 /* save walkable background elements while explosion on same tile */
2953 if (IS_INDESTRUCTIBLE(element))
2954 Back[x][y] = element;
2956 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2957 Back[x][y] = element;
2960 /* ignite explodable elements reached by other explosion */
2961 if (element == EL_EXPLOSION)
2962 element = Store2[x][y];
2965 if (AmoebaNr[x][y] &&
2966 (element == EL_AMOEBA_FULL ||
2967 element == EL_BD_AMOEBA ||
2968 element == EL_AMOEBA_GROWING))
2970 AmoebaCnt[AmoebaNr[x][y]]--;
2971 AmoebaCnt2[AmoebaNr[x][y]]--;
2977 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2979 switch(StorePlayer[ex][ey])
2982 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2985 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2988 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2992 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2997 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
2998 Store[x][y] = EL_EMPTY;
3000 if (game.emulation == EMU_SUPAPLEX)
3001 Store[x][y] = EL_EMPTY;
3004 else if (center_element == EL_MOLE)
3005 Store[x][y] = EL_EMERALD_RED;
3006 else if (center_element == EL_PENGUIN)
3007 Store[x][y] = EL_EMERALD_PURPLE;
3008 else if (center_element == EL_BUG)
3009 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3010 else if (center_element == EL_BD_BUTTERFLY)
3011 Store[x][y] = EL_BD_DIAMOND;
3012 else if (center_element == EL_SP_ELECTRON)
3013 Store[x][y] = EL_SP_INFOTRON;
3014 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3015 Store[x][y] = level.amoeba_content;
3016 else if (center_element == EL_YAMYAM)
3017 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3018 else if (IS_CUSTOM_ELEMENT(center_element) &&
3019 element_info[center_element].content[xx][yy] != EL_EMPTY)
3020 Store[x][y] = element_info[center_element].content[xx][yy];
3021 else if (element == EL_WALL_EMERALD)
3022 Store[x][y] = EL_EMERALD;
3023 else if (element == EL_WALL_DIAMOND)
3024 Store[x][y] = EL_DIAMOND;
3025 else if (element == EL_WALL_BD_DIAMOND)
3026 Store[x][y] = EL_BD_DIAMOND;
3027 else if (element == EL_WALL_EMERALD_YELLOW)
3028 Store[x][y] = EL_EMERALD_YELLOW;
3029 else if (element == EL_WALL_EMERALD_RED)
3030 Store[x][y] = EL_EMERALD_RED;
3031 else if (element == EL_WALL_EMERALD_PURPLE)
3032 Store[x][y] = EL_EMERALD_PURPLE;
3033 else if (element == EL_WALL_PEARL)
3034 Store[x][y] = EL_PEARL;
3035 else if (element == EL_WALL_CRYSTAL)
3036 Store[x][y] = EL_CRYSTAL;
3037 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3038 Store[x][y] = element_info[element].content[1][1];
3040 Store[x][y] = EL_EMPTY;
3042 if (x != ex || y != ey ||
3043 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER)
3044 Store2[x][y] = element;
3047 if (AmoebaNr[x][y] &&
3048 (element == EL_AMOEBA_FULL ||
3049 element == EL_BD_AMOEBA ||
3050 element == EL_AMOEBA_GROWING))
3052 AmoebaCnt[AmoebaNr[x][y]]--;
3053 AmoebaCnt2[AmoebaNr[x][y]]--;
3059 MovDir[x][y] = MovPos[x][y] = 0;
3060 GfxDir[x][y] = MovDir[x][y];
3065 Feld[x][y] = EL_EXPLOSION;
3067 GfxElement[x][y] = center_element;
3069 GfxElement[x][y] = EL_UNDEFINED;
3072 ExplodePhase[x][y] = 1;
3074 ExplodeDelay[x][y] = last_phase;
3079 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3081 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3088 if (center_element == EL_YAMYAM)
3089 game.yamyam_content_nr =
3090 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3103 GfxFrame[x][y] = 0; /* restart explosion animation */
3107 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3111 last_phase = ExplodeDelay[x][y];
3114 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3118 /* activate this even in non-DEBUG version until cause for crash in
3119 getGraphicAnimationFrame() (see below) is found and eliminated */
3123 if (GfxElement[x][y] == EL_UNDEFINED)
3126 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3127 printf("Explode(): This should never happen!\n");
3130 GfxElement[x][y] = EL_EMPTY;
3136 border_element = Store2[x][y];
3137 if (IS_PLAYER(x, y))
3138 border_element = StorePlayer[x][y];
3141 printf("::: phase == %d\n", phase);
3144 if (phase == element_info[border_element].ignition_delay ||
3145 phase == last_phase)
3147 boolean border_explosion = FALSE;
3150 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3152 if (IS_PLAYER(x, y))
3155 KillHeroUnlessExplosionProtected(x, y);
3156 border_explosion = TRUE;
3159 if (phase == last_phase)
3160 printf("::: IS_PLAYER\n");
3163 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3165 Feld[x][y] = Store2[x][y];
3168 border_explosion = TRUE;
3171 if (phase == last_phase)
3172 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3175 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3177 AmoebeUmwandeln(x, y);
3179 border_explosion = TRUE;
3182 if (phase == last_phase)
3183 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3184 element_info[border_element].explosion_delay,
3185 element_info[border_element].ignition_delay,
3191 /* if an element just explodes due to another explosion (chain-reaction),
3192 do not immediately end the new explosion when it was the last frame of
3193 the explosion (as it would be done in the following "if"-statement!) */
3194 if (border_explosion && phase == last_phase)
3201 if (phase == first_phase_after_start)
3203 int element = Store2[x][y];
3205 if (element == EL_BLACK_ORB)
3207 Feld[x][y] = Store2[x][y];
3212 else if (phase == half_phase)
3214 int element = Store2[x][y];
3216 if (IS_PLAYER(x, y))
3217 KillHeroUnlessExplosionProtected(x, y);
3218 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3220 Feld[x][y] = Store2[x][y];
3224 else if (element == EL_AMOEBA_TO_DIAMOND)
3225 AmoebeUmwandeln(x, y);
3229 if (phase == last_phase)
3234 printf("::: done: phase == %d\n", phase);
3238 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3241 element = Feld[x][y] = Store[x][y];
3242 Store[x][y] = Store2[x][y] = 0;
3243 GfxElement[x][y] = EL_UNDEFINED;
3245 /* player can escape from explosions and might therefore be still alive */
3246 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3247 element <= EL_PLAYER_IS_EXPLODING_4)
3248 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3250 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3251 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3252 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3255 /* restore probably existing indestructible background element */
3256 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3257 element = Feld[x][y] = Back[x][y];
3260 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3261 GfxDir[x][y] = MV_NO_MOVING;
3262 ChangeDelay[x][y] = 0;
3263 ChangePage[x][y] = -1;
3266 InitField_WithBug2(x, y, FALSE);
3268 InitField(x, y, FALSE);
3270 /* !!! not needed !!! */
3272 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3273 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3276 if (CAN_MOVE(element))
3281 DrawLevelField(x, y);
3283 TestIfElementTouchesCustomElement(x, y);
3285 if (GFX_CRUMBLED(element))
3286 DrawLevelFieldCrumbledSandNeighbours(x, y);
3288 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3289 StorePlayer[x][y] = 0;
3291 if (ELEM_IS_PLAYER(element))
3292 RelocatePlayer(x, y, element);
3295 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3297 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3301 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3303 int stored = Store[x][y];
3304 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3305 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3309 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3311 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3315 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3319 printf("::: %d / %d [%d - %d]\n",
3320 GfxFrame[x][y], phase - delay, phase, delay);
3324 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3325 element_info[GfxElement[x][y]].token_name,
3330 DrawLevelFieldCrumbledSand(x, y);
3332 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3334 DrawLevelElement(x, y, Back[x][y]);
3335 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3337 else if (IS_WALKABLE_UNDER(Back[x][y]))
3339 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3340 DrawLevelElementThruMask(x, y, Back[x][y]);
3342 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3343 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3347 void DynaExplode(int ex, int ey)
3350 int dynabomb_element = Feld[ex][ey];
3351 int dynabomb_size = 1;
3352 boolean dynabomb_xl = FALSE;
3353 struct PlayerInfo *player;
3354 static int xy[4][2] =
3362 if (IS_ACTIVE_BOMB(dynabomb_element))
3364 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3365 dynabomb_size = player->dynabomb_size;
3366 dynabomb_xl = player->dynabomb_xl;
3367 player->dynabombs_left++;
3370 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3372 for (i = 0; i < NUM_DIRECTIONS; i++)
3374 for (j = 1; j <= dynabomb_size; j++)
3376 int x = ex + j * xy[i][0];
3377 int y = ey + j * xy[i][1];
3380 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3383 element = Feld[x][y];
3385 /* do not restart explosions of fields with active bombs */
3386 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3389 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3391 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3392 if (element != EL_EMPTY &&
3393 element != EL_SAND &&
3394 element != EL_EXPLOSION &&
3401 void Bang(int x, int y)
3404 int element = MovingOrBlocked2Element(x, y);
3406 int element = Feld[x][y];
3410 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3412 if (IS_PLAYER(x, y))
3415 struct PlayerInfo *player = PLAYERINFO(x, y);
3417 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3418 player->element_nr);
3423 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3425 if (game.emulation == EMU_SUPAPLEX)
3426 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3428 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3433 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3441 case EL_BD_BUTTERFLY:
3444 case EL_DARK_YAMYAM:
3448 RaiseScoreElement(element);
3449 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3451 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3452 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3453 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3454 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3455 case EL_DYNABOMB_INCREASE_NUMBER:
3456 case EL_DYNABOMB_INCREASE_SIZE:
3457 case EL_DYNABOMB_INCREASE_POWER:
3462 case EL_LAMP_ACTIVE:
3464 case EL_AMOEBA_TO_DIAMOND:
3466 if (IS_PLAYER(x, y))
3467 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3469 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3472 if (CAN_EXPLODE_CROSS(element))
3474 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3478 else if (CAN_EXPLODE_1X1(element))
3479 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3481 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3485 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3488 void SplashAcid(int x, int y)
3491 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3492 (!IN_LEV_FIELD(x - 1, y - 2) ||
3493 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3494 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3496 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3497 (!IN_LEV_FIELD(x + 1, y - 2) ||
3498 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3499 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3501 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3503 /* input: position of element entering acid (obsolete) */
3505 int element = Feld[x][y];
3507 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3510 if (element != EL_ACID_SPLASH_LEFT &&
3511 element != EL_ACID_SPLASH_RIGHT)
3513 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3515 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3516 (!IN_LEV_FIELD(x - 1, y - 1) ||
3517 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3518 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3520 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3521 (!IN_LEV_FIELD(x + 1, y - 1) ||
3522 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3523 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3528 static void InitBeltMovement()
3530 static int belt_base_element[4] =
3532 EL_CONVEYOR_BELT_1_LEFT,
3533 EL_CONVEYOR_BELT_2_LEFT,
3534 EL_CONVEYOR_BELT_3_LEFT,
3535 EL_CONVEYOR_BELT_4_LEFT
3537 static int belt_base_active_element[4] =
3539 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3540 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3541 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3542 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3547 /* set frame order for belt animation graphic according to belt direction */
3548 for (i = 0; i < NUM_BELTS; i++)
3552 for (j = 0; j < NUM_BELT_PARTS; j++)
3554 int element = belt_base_active_element[belt_nr] + j;
3555 int graphic = el2img(element);
3557 if (game.belt_dir[i] == MV_LEFT)
3558 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3560 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3564 for (y = 0; y < lev_fieldy; y++)
3566 for (x = 0; x < lev_fieldx; x++)
3568 int element = Feld[x][y];
3570 for (i = 0; i < NUM_BELTS; i++)
3572 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3574 int e_belt_nr = getBeltNrFromBeltElement(element);
3577 if (e_belt_nr == belt_nr)
3579 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3581 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3589 static void ToggleBeltSwitch(int x, int y)
3591 static int belt_base_element[4] =
3593 EL_CONVEYOR_BELT_1_LEFT,
3594 EL_CONVEYOR_BELT_2_LEFT,
3595 EL_CONVEYOR_BELT_3_LEFT,
3596 EL_CONVEYOR_BELT_4_LEFT
3598 static int belt_base_active_element[4] =
3600 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3601 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3602 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3603 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3605 static int belt_base_switch_element[4] =
3607 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3608 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3609 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3610 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3612 static int belt_move_dir[4] =
3620 int element = Feld[x][y];
3621 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3622 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3623 int belt_dir = belt_move_dir[belt_dir_nr];
3626 if (!IS_BELT_SWITCH(element))
3629 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3630 game.belt_dir[belt_nr] = belt_dir;
3632 if (belt_dir_nr == 3)
3635 /* set frame order for belt animation graphic according to belt direction */
3636 for (i = 0; i < NUM_BELT_PARTS; i++)
3638 int element = belt_base_active_element[belt_nr] + i;
3639 int graphic = el2img(element);
3641 if (belt_dir == MV_LEFT)
3642 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3644 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3647 for (yy = 0; yy < lev_fieldy; yy++)
3649 for (xx = 0; xx < lev_fieldx; xx++)
3651 int element = Feld[xx][yy];
3653 if (IS_BELT_SWITCH(element))
3655 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3657 if (e_belt_nr == belt_nr)
3659 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3660 DrawLevelField(xx, yy);
3663 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3665 int e_belt_nr = getBeltNrFromBeltElement(element);
3667 if (e_belt_nr == belt_nr)
3669 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3671 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3672 DrawLevelField(xx, yy);
3675 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3677 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3679 if (e_belt_nr == belt_nr)
3681 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3683 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3684 DrawLevelField(xx, yy);
3691 static void ToggleSwitchgateSwitch(int x, int y)
3695 game.switchgate_pos = !game.switchgate_pos;
3697 for (yy = 0; yy < lev_fieldy; yy++)
3699 for (xx = 0; xx < lev_fieldx; xx++)
3701 int element = Feld[xx][yy];
3703 if (element == EL_SWITCHGATE_SWITCH_UP ||
3704 element == EL_SWITCHGATE_SWITCH_DOWN)
3706 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3707 DrawLevelField(xx, yy);
3709 else if (element == EL_SWITCHGATE_OPEN ||
3710 element == EL_SWITCHGATE_OPENING)
3712 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3714 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3716 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3719 else if (element == EL_SWITCHGATE_CLOSED ||
3720 element == EL_SWITCHGATE_CLOSING)
3722 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3724 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3726 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3733 static int getInvisibleActiveFromInvisibleElement(int element)
3735 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3736 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3737 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3741 static int getInvisibleFromInvisibleActiveElement(int element)
3743 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3744 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3745 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3749 static void RedrawAllLightSwitchesAndInvisibleElements()
3753 for (y = 0; y < lev_fieldy; y++)
3755 for (x = 0; x < lev_fieldx; x++)
3757 int element = Feld[x][y];
3759 if (element == EL_LIGHT_SWITCH &&
3760 game.light_time_left > 0)
3762 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3763 DrawLevelField(x, y);
3765 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3766 game.light_time_left == 0)
3768 Feld[x][y] = EL_LIGHT_SWITCH;
3769 DrawLevelField(x, y);
3771 else if (element == EL_INVISIBLE_STEELWALL ||
3772 element == EL_INVISIBLE_WALL ||
3773 element == EL_INVISIBLE_SAND)
3775 if (game.light_time_left > 0)
3776 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3778 DrawLevelField(x, y);
3780 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3781 element == EL_INVISIBLE_WALL_ACTIVE ||
3782 element == EL_INVISIBLE_SAND_ACTIVE)
3784 if (game.light_time_left == 0)
3785 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3787 DrawLevelField(x, y);
3793 static void ToggleLightSwitch(int x, int y)
3795 int element = Feld[x][y];
3797 game.light_time_left =
3798 (element == EL_LIGHT_SWITCH ?
3799 level.time_light * FRAMES_PER_SECOND : 0);
3801 RedrawAllLightSwitchesAndInvisibleElements();
3804 static void ActivateTimegateSwitch(int x, int y)
3808 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3810 for (yy = 0; yy < lev_fieldy; yy++)
3812 for (xx = 0; xx < lev_fieldx; xx++)
3814 int element = Feld[xx][yy];
3816 if (element == EL_TIMEGATE_CLOSED ||
3817 element == EL_TIMEGATE_CLOSING)
3819 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3820 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3824 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3826 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3827 DrawLevelField(xx, yy);
3834 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3837 inline static int getElementMoveStepsize(int x, int y)
3839 int element = Feld[x][y];
3840 int direction = MovDir[x][y];
3841 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3842 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3843 int horiz_move = (dx != 0);
3844 int sign = (horiz_move ? dx : dy);
3845 int step = sign * element_info[element].move_stepsize;
3847 /* special values for move stepsize for spring and things on conveyor belt */
3851 if (element == EL_SPRING)
3852 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3853 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3854 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3855 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3857 if (CAN_FALL(element) &&
3858 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3859 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3860 else if (element == EL_SPRING)
3861 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3868 void Impact(int x, int y)
3870 boolean lastline = (y == lev_fieldy-1);
3871 boolean object_hit = FALSE;
3872 boolean impact = (lastline || object_hit);
3873 int element = Feld[x][y];
3874 int smashed = EL_STEELWALL;
3876 if (!lastline) /* check if element below was hit */
3878 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3881 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3882 MovDir[x][y + 1] != MV_DOWN ||
3883 MovPos[x][y + 1] <= TILEY / 2));
3886 object_hit = !IS_FREE(x, y + 1);
3889 /* do not smash moving elements that left the smashed field in time */
3890 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3891 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3895 smashed = MovingOrBlocked2Element(x, y + 1);
3897 impact = (lastline || object_hit);
3900 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3902 SplashAcid(x, y + 1);
3906 /* only reset graphic animation if graphic really changes after impact */
3908 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3910 ResetGfxAnimation(x, y);
3911 DrawLevelField(x, y);
3914 if (impact && CAN_EXPLODE_IMPACT(element))
3919 else if (impact && element == EL_PEARL)
3921 Feld[x][y] = EL_PEARL_BREAKING;
3922 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3925 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3927 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3932 if (impact && element == EL_AMOEBA_DROP)
3934 if (object_hit && IS_PLAYER(x, y + 1))
3935 KillHeroUnlessEnemyProtected(x, y + 1);
3936 else if (object_hit && smashed == EL_PENGUIN)
3940 Feld[x][y] = EL_AMOEBA_GROWING;
3941 Store[x][y] = EL_AMOEBA_WET;
3943 ResetRandomAnimationValue(x, y);
3948 if (object_hit) /* check which object was hit */
3950 if (CAN_PASS_MAGIC_WALL(element) &&
3951 (smashed == EL_MAGIC_WALL ||
3952 smashed == EL_BD_MAGIC_WALL))
3955 int activated_magic_wall =
3956 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3957 EL_BD_MAGIC_WALL_ACTIVE);
3959 /* activate magic wall / mill */
3960 for (yy = 0; yy < lev_fieldy; yy++)
3961 for (xx = 0; xx < lev_fieldx; xx++)
3962 if (Feld[xx][yy] == smashed)
3963 Feld[xx][yy] = activated_magic_wall;
3965 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3966 game.magic_wall_active = TRUE;
3968 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3969 SND_MAGIC_WALL_ACTIVATING :
3970 SND_BD_MAGIC_WALL_ACTIVATING));
3973 if (IS_PLAYER(x, y + 1))
3975 if (CAN_SMASH_PLAYER(element))
3977 KillHeroUnlessEnemyProtected(x, y + 1);
3981 else if (smashed == EL_PENGUIN)
3983 if (CAN_SMASH_PLAYER(element))
3989 else if (element == EL_BD_DIAMOND)
3991 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3997 else if (((element == EL_SP_INFOTRON ||
3998 element == EL_SP_ZONK) &&
3999 (smashed == EL_SP_SNIKSNAK ||
4000 smashed == EL_SP_ELECTRON ||
4001 smashed == EL_SP_DISK_ORANGE)) ||
4002 (element == EL_SP_INFOTRON &&
4003 smashed == EL_SP_DISK_YELLOW))
4009 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
4015 else if (CAN_SMASH_EVERYTHING(element))
4017 if (IS_CLASSIC_ENEMY(smashed) ||
4018 CAN_EXPLODE_SMASHED(smashed))
4023 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4025 if (smashed == EL_LAMP ||
4026 smashed == EL_LAMP_ACTIVE)
4031 else if (smashed == EL_NUT)
4033 Feld[x][y + 1] = EL_NUT_BREAKING;
4034 PlayLevelSound(x, y, SND_NUT_BREAKING);
4035 RaiseScoreElement(EL_NUT);
4038 else if (smashed == EL_PEARL)
4040 Feld[x][y + 1] = EL_PEARL_BREAKING;
4041 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4044 else if (smashed == EL_DIAMOND)
4046 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4047 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4050 else if (IS_BELT_SWITCH(smashed))
4052 ToggleBeltSwitch(x, y + 1);
4054 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4055 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4057 ToggleSwitchgateSwitch(x, y + 1);
4059 else if (smashed == EL_LIGHT_SWITCH ||
4060 smashed == EL_LIGHT_SWITCH_ACTIVE)
4062 ToggleLightSwitch(x, y + 1);
4067 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4070 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4072 CheckTriggeredElementChangeSide(x, y + 1, smashed,
4073 CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
4074 CheckElementChangeSide(x, y + 1, smashed, element,
4075 CE_SWITCHED, CH_SIDE_TOP);
4080 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4085 /* play sound of magic wall / mill */
4087 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4088 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4090 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4091 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4092 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4093 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4098 /* play sound of object that hits the ground */
4099 if (lastline || object_hit)
4100 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4103 inline static void TurnRoundExt(int x, int y)
4115 { 0, 0 }, { 0, 0 }, { 0, 0 },
4120 int left, right, back;
4124 { MV_DOWN, MV_UP, MV_RIGHT },
4125 { MV_UP, MV_DOWN, MV_LEFT },
4127 { MV_LEFT, MV_RIGHT, MV_DOWN },
4131 { MV_RIGHT, MV_LEFT, MV_UP }
4134 int element = Feld[x][y];
4135 int move_pattern = element_info[element].move_pattern;
4137 int old_move_dir = MovDir[x][y];
4138 int left_dir = turn[old_move_dir].left;
4139 int right_dir = turn[old_move_dir].right;
4140 int back_dir = turn[old_move_dir].back;
4142 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4143 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4144 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4145 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4147 int left_x = x + left_dx, left_y = y + left_dy;
4148 int right_x = x + right_dx, right_y = y + right_dy;
4149 int move_x = x + move_dx, move_y = y + move_dy;
4153 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4155 TestIfBadThingTouchesOtherBadThing(x, y);
4157 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4158 MovDir[x][y] = right_dir;
4159 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4160 MovDir[x][y] = left_dir;
4162 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4164 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4168 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4169 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4171 TestIfBadThingTouchesOtherBadThing(x, y);
4173 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4174 MovDir[x][y] = left_dir;
4175 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4176 MovDir[x][y] = right_dir;
4178 if ((element == EL_SPACESHIP ||
4179 element == EL_SP_SNIKSNAK ||
4180 element == EL_SP_ELECTRON)
4181 && MovDir[x][y] != old_move_dir)
4183 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4187 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4189 TestIfBadThingTouchesOtherBadThing(x, y);
4191 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4192 MovDir[x][y] = left_dir;
4193 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4194 MovDir[x][y] = right_dir;
4196 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4198 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4201 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4203 TestIfBadThingTouchesOtherBadThing(x, y);
4205 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4206 MovDir[x][y] = left_dir;
4207 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4208 MovDir[x][y] = right_dir;
4210 if (MovDir[x][y] != old_move_dir)
4214 else if (element == EL_YAMYAM)
4216 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4217 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4219 if (can_turn_left && can_turn_right)
4220 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4221 else if (can_turn_left)
4222 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4223 else if (can_turn_right)
4224 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4226 MovDir[x][y] = back_dir;
4228 MovDelay[x][y] = 16 + 16 * RND(3);
4230 else if (element == EL_DARK_YAMYAM)
4232 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4234 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4237 if (can_turn_left && can_turn_right)
4238 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4239 else if (can_turn_left)
4240 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4241 else if (can_turn_right)
4242 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4244 MovDir[x][y] = back_dir;
4246 MovDelay[x][y] = 16 + 16 * RND(3);
4248 else if (element == EL_PACMAN)
4250 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4251 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4253 if (can_turn_left && can_turn_right)
4254 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4255 else if (can_turn_left)
4256 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4257 else if (can_turn_right)
4258 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4260 MovDir[x][y] = back_dir;
4262 MovDelay[x][y] = 6 + RND(40);
4264 else if (element == EL_PIG)
4266 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4267 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4268 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4269 boolean should_turn_left, should_turn_right, should_move_on;
4271 int rnd = RND(rnd_value);
4273 should_turn_left = (can_turn_left &&
4275 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4276 y + back_dy + left_dy)));
4277 should_turn_right = (can_turn_right &&
4279 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4280 y + back_dy + right_dy)));
4281 should_move_on = (can_move_on &&
4284 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4285 y + move_dy + left_dy) ||
4286 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4287 y + move_dy + right_dy)));
4289 if (should_turn_left || should_turn_right || should_move_on)
4291 if (should_turn_left && should_turn_right && should_move_on)
4292 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4293 rnd < 2 * rnd_value / 3 ? right_dir :
4295 else if (should_turn_left && should_turn_right)
4296 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4297 else if (should_turn_left && should_move_on)
4298 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4299 else if (should_turn_right && should_move_on)
4300 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4301 else if (should_turn_left)
4302 MovDir[x][y] = left_dir;
4303 else if (should_turn_right)
4304 MovDir[x][y] = right_dir;
4305 else if (should_move_on)
4306 MovDir[x][y] = old_move_dir;
4308 else if (can_move_on && rnd > rnd_value / 8)
4309 MovDir[x][y] = old_move_dir;
4310 else if (can_turn_left && can_turn_right)
4311 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4312 else if (can_turn_left && rnd > rnd_value / 8)
4313 MovDir[x][y] = left_dir;
4314 else if (can_turn_right && rnd > rnd_value/8)
4315 MovDir[x][y] = right_dir;
4317 MovDir[x][y] = back_dir;
4319 xx = x + move_xy[MovDir[x][y]].x;
4320 yy = y + move_xy[MovDir[x][y]].y;
4322 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4323 MovDir[x][y] = old_move_dir;
4327 else if (element == EL_DRAGON)
4329 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4330 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4331 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4333 int rnd = RND(rnd_value);
4336 if (FrameCounter < 1 && x == 0 && y == 29)
4337 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4340 if (can_move_on && rnd > rnd_value / 8)
4341 MovDir[x][y] = old_move_dir;
4342 else if (can_turn_left && can_turn_right)
4343 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4344 else if (can_turn_left && rnd > rnd_value / 8)
4345 MovDir[x][y] = left_dir;
4346 else if (can_turn_right && rnd > rnd_value / 8)
4347 MovDir[x][y] = right_dir;
4349 MovDir[x][y] = back_dir;
4351 xx = x + move_xy[MovDir[x][y]].x;
4352 yy = y + move_xy[MovDir[x][y]].y;
4355 if (FrameCounter < 1 && x == 0 && y == 29)
4356 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4357 xx, yy, Feld[xx][yy],
4362 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4363 MovDir[x][y] = old_move_dir;
4365 if (!IS_FREE(xx, yy))
4366 MovDir[x][y] = old_move_dir;
4370 if (FrameCounter < 1 && x == 0 && y == 29)
4371 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4376 else if (element == EL_MOLE)
4378 boolean can_move_on =
4379 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4380 IS_AMOEBOID(Feld[move_x][move_y]) ||
4381 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4384 boolean can_turn_left =
4385 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4386 IS_AMOEBOID(Feld[left_x][left_y])));
4388 boolean can_turn_right =
4389 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4390 IS_AMOEBOID(Feld[right_x][right_y])));
4392 if (can_turn_left && can_turn_right)
4393 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4394 else if (can_turn_left)
4395 MovDir[x][y] = left_dir;
4397 MovDir[x][y] = right_dir;
4400 if (MovDir[x][y] != old_move_dir)
4403 else if (element == EL_BALLOON)
4405 MovDir[x][y] = game.balloon_dir;
4408 else if (element == EL_SPRING)
4411 if (MovDir[x][y] & MV_HORIZONTAL &&
4412 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4413 MovDir[x][y] = MV_NO_MOVING;
4415 if (MovDir[x][y] & MV_HORIZONTAL &&
4416 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4417 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4418 MovDir[x][y] = MV_NO_MOVING;
4423 else if (element == EL_ROBOT ||
4424 element == EL_SATELLITE ||
4425 element == EL_PENGUIN)
4427 int attr_x = -1, attr_y = -1;
4438 for (i = 0; i < MAX_PLAYERS; i++)
4440 struct PlayerInfo *player = &stored_player[i];
4441 int jx = player->jx, jy = player->jy;
4443 if (!player->active)
4447 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4455 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4461 if (element == EL_PENGUIN)
4464 static int xy[4][2] =
4472 for (i = 0; i < NUM_DIRECTIONS; i++)
4474 int ex = x + xy[i][0];
4475 int ey = y + xy[i][1];
4477 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4486 MovDir[x][y] = MV_NO_MOVING;
4488 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4489 else if (attr_x > x)
4490 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4492 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4493 else if (attr_y > y)
4494 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4496 if (element == EL_ROBOT)
4500 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4501 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4502 Moving2Blocked(x, y, &newx, &newy);
4504 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4505 MovDelay[x][y] = 8 + 8 * !RND(3);
4507 MovDelay[x][y] = 16;
4509 else if (element == EL_PENGUIN)
4515 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4517 boolean first_horiz = RND(2);
4518 int new_move_dir = MovDir[x][y];
4521 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4522 Moving2Blocked(x, y, &newx, &newy);
4524 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4528 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4529 Moving2Blocked(x, y, &newx, &newy);
4531 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4534 MovDir[x][y] = old_move_dir;
4538 else /* (element == EL_SATELLITE) */
4544 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4546 boolean first_horiz = RND(2);
4547 int new_move_dir = MovDir[x][y];
4550 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4551 Moving2Blocked(x, y, &newx, &newy);
4553 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4557 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4558 Moving2Blocked(x, y, &newx, &newy);
4560 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4563 MovDir[x][y] = old_move_dir;
4568 else if (move_pattern == MV_TURNING_LEFT ||
4569 move_pattern == MV_TURNING_RIGHT ||
4570 move_pattern == MV_TURNING_LEFT_RIGHT ||
4571 move_pattern == MV_TURNING_RIGHT_LEFT ||
4572 move_pattern == MV_TURNING_RANDOM ||
4573 move_pattern == MV_ALL_DIRECTIONS)
4575 boolean can_turn_left =
4576 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4577 boolean can_turn_right =
4578 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4580 if (move_pattern == MV_TURNING_LEFT)
4581 MovDir[x][y] = left_dir;
4582 else if (move_pattern == MV_TURNING_RIGHT)
4583 MovDir[x][y] = right_dir;
4584 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4585 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4586 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4587 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4588 else if (move_pattern == MV_TURNING_RANDOM)
4589 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4590 can_turn_right && !can_turn_left ? right_dir :
4591 RND(2) ? left_dir : right_dir);
4592 else if (can_turn_left && can_turn_right)
4593 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4594 else if (can_turn_left)
4595 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4596 else if (can_turn_right)
4597 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4599 MovDir[x][y] = back_dir;
4601 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4603 else if (move_pattern == MV_HORIZONTAL ||
4604 move_pattern == MV_VERTICAL)
4606 if (move_pattern & old_move_dir)
4607 MovDir[x][y] = back_dir;
4608 else if (move_pattern == MV_HORIZONTAL)
4609 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4610 else if (move_pattern == MV_VERTICAL)
4611 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4613 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4615 else if (move_pattern & MV_ANY_DIRECTION)
4617 MovDir[x][y] = move_pattern;
4618 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4620 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4622 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4623 MovDir[x][y] = left_dir;
4624 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4625 MovDir[x][y] = right_dir;
4627 if (MovDir[x][y] != old_move_dir)
4628 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4630 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4632 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4633 MovDir[x][y] = right_dir;
4634 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4635 MovDir[x][y] = left_dir;
4637 if (MovDir[x][y] != old_move_dir)
4638 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4640 else if (move_pattern == MV_TOWARDS_PLAYER ||
4641 move_pattern == MV_AWAY_FROM_PLAYER)
4643 int attr_x = -1, attr_y = -1;
4645 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4656 for (i = 0; i < MAX_PLAYERS; i++)
4658 struct PlayerInfo *player = &stored_player[i];
4659 int jx = player->jx, jy = player->jy;
4661 if (!player->active)
4665 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4673 MovDir[x][y] = MV_NO_MOVING;
4675 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4676 else if (attr_x > x)
4677 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4679 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4680 else if (attr_y > y)
4681 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4683 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4685 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4687 boolean first_horiz = RND(2);
4688 int new_move_dir = MovDir[x][y];
4691 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4692 Moving2Blocked(x, y, &newx, &newy);
4694 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4698 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4699 Moving2Blocked(x, y, &newx, &newy);
4701 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4704 MovDir[x][y] = old_move_dir;
4707 else if (move_pattern == MV_WHEN_PUSHED ||
4708 move_pattern == MV_WHEN_DROPPED)
4710 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4711 MovDir[x][y] = MV_NO_MOVING;
4715 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4717 static int test_xy[7][2] =
4727 static int test_dir[7] =
4737 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4738 int move_preference = -1000000; /* start with very low preference */
4739 int new_move_dir = MV_NO_MOVING;
4740 int start_test = RND(4);
4743 for (i = 0; i < NUM_DIRECTIONS; i++)
4745 int move_dir = test_dir[start_test + i];
4746 int move_dir_preference;
4748 xx = x + test_xy[start_test + i][0];
4749 yy = y + test_xy[start_test + i][1];
4751 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4752 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4754 new_move_dir = move_dir;
4759 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4762 move_dir_preference = -1 * RunnerVisit[xx][yy];
4763 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4764 move_dir_preference = PlayerVisit[xx][yy];
4766 if (move_dir_preference > move_preference)
4768 /* prefer field that has not been visited for the longest time */
4769 move_preference = move_dir_preference;
4770 new_move_dir = move_dir;
4772 else if (move_dir_preference == move_preference &&
4773 move_dir == old_move_dir)
4775 /* prefer last direction when all directions are preferred equally */
4776 move_preference = move_dir_preference;
4777 new_move_dir = move_dir;
4781 MovDir[x][y] = new_move_dir;
4782 if (old_move_dir != new_move_dir)
4787 static void TurnRound(int x, int y)
4789 int direction = MovDir[x][y];
4792 GfxDir[x][y] = MovDir[x][y];
4798 GfxDir[x][y] = MovDir[x][y];
4801 if (direction != MovDir[x][y])
4806 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4809 GfxAction[x][y] = ACTION_WAITING;
4813 static boolean JustBeingPushed(int x, int y)
4817 for (i = 0; i < MAX_PLAYERS; i++)
4819 struct PlayerInfo *player = &stored_player[i];
4821 if (player->active && player->is_pushing && player->MovPos)
4823 int next_jx = player->jx + (player->jx - player->last_jx);
4824 int next_jy = player->jy + (player->jy - player->last_jy);
4826 if (x == next_jx && y == next_jy)
4834 void StartMoving(int x, int y)
4837 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4839 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4840 int element = Feld[x][y];
4846 if (MovDelay[x][y] == 0)
4847 GfxAction[x][y] = ACTION_DEFAULT;
4849 /* !!! this should be handled more generic (not only for mole) !!! */
4850 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4851 GfxAction[x][y] = ACTION_DEFAULT;
4854 if (CAN_FALL(element) && y < lev_fieldy - 1)
4856 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4857 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4858 if (JustBeingPushed(x, y))
4861 if (element == EL_QUICKSAND_FULL)
4863 if (IS_FREE(x, y + 1))
4865 InitMovingField(x, y, MV_DOWN);
4866 started_moving = TRUE;
4868 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4869 Store[x][y] = EL_ROCK;
4871 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4873 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4876 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4878 if (!MovDelay[x][y])
4879 MovDelay[x][y] = TILEY + 1;
4888 Feld[x][y] = EL_QUICKSAND_EMPTY;
4889 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4890 Store[x][y + 1] = Store[x][y];
4893 PlayLevelSoundAction(x, y, ACTION_FILLING);
4895 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4899 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4900 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4902 InitMovingField(x, y, MV_DOWN);
4903 started_moving = TRUE;
4905 Feld[x][y] = EL_QUICKSAND_FILLING;
4906 Store[x][y] = element;
4908 PlayLevelSoundAction(x, y, ACTION_FILLING);
4910 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4913 else if (element == EL_MAGIC_WALL_FULL)
4915 if (IS_FREE(x, y + 1))
4917 InitMovingField(x, y, MV_DOWN);
4918 started_moving = TRUE;
4920 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4921 Store[x][y] = EL_CHANGED(Store[x][y]);
4923 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4925 if (!MovDelay[x][y])
4926 MovDelay[x][y] = TILEY/4 + 1;
4935 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4936 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4937 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4941 else if (element == EL_BD_MAGIC_WALL_FULL)
4943 if (IS_FREE(x, y + 1))
4945 InitMovingField(x, y, MV_DOWN);
4946 started_moving = TRUE;
4948 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4949 Store[x][y] = EL_CHANGED2(Store[x][y]);
4951 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4953 if (!MovDelay[x][y])
4954 MovDelay[x][y] = TILEY/4 + 1;
4963 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4964 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4965 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4969 else if (CAN_PASS_MAGIC_WALL(element) &&
4970 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4971 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4973 InitMovingField(x, y, MV_DOWN);
4974 started_moving = TRUE;
4977 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4978 EL_BD_MAGIC_WALL_FILLING);
4979 Store[x][y] = element;
4982 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4984 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4987 SplashAcid(x, y + 1);
4989 InitMovingField(x, y, MV_DOWN);
4990 started_moving = TRUE;
4992 Store[x][y] = EL_ACID;
4994 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4995 GfxAction[x][y + 1] = ACTION_ACTIVE;
4999 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
5000 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5001 (Feld[x][y + 1] == EL_BLOCKED)) ||
5002 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5003 CAN_SMASH(element) && WasJustFalling[x][y] &&
5004 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
5008 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5009 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5010 WasJustMoving[x][y] && !Pushed[x][y + 1])
5012 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5013 WasJustMoving[x][y])
5018 /* this is needed for a special case not covered by calling "Impact()"
5019 from "ContinueMoving()": if an element moves to a tile directly below
5020 another element which was just falling on that tile (which was empty
5021 in the previous frame), the falling element above would just stop
5022 instead of smashing the element below (in previous version, the above
5023 element was just checked for "moving" instead of "falling", resulting
5024 in incorrect smashes caused by horizontal movement of the above
5025 element; also, the case of the player being the element to smash was
5026 simply not covered here... :-/ ) */
5029 WasJustMoving[x][y] = 0;
5030 WasJustFalling[x][y] = 0;
5035 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5037 if (MovDir[x][y] == MV_NO_MOVING)
5039 InitMovingField(x, y, MV_DOWN);
5040 started_moving = TRUE;
5043 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5045 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5046 MovDir[x][y] = MV_DOWN;
5048 InitMovingField(x, y, MV_DOWN);
5049 started_moving = TRUE;
5051 else if (element == EL_AMOEBA_DROP)
5053 Feld[x][y] = EL_AMOEBA_GROWING;
5054 Store[x][y] = EL_AMOEBA_WET;
5056 /* Store[x][y + 1] must be zero, because:
5057 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5060 #if OLD_GAME_BEHAVIOUR
5061 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5063 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5064 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5065 element != EL_DX_SUPABOMB)
5068 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5069 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5070 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5071 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5074 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5075 (IS_FREE(x - 1, y + 1) ||
5076 Feld[x - 1][y + 1] == EL_ACID));
5077 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5078 (IS_FREE(x + 1, y + 1) ||
5079 Feld[x + 1][y + 1] == EL_ACID));
5080 boolean can_fall_any = (can_fall_left || can_fall_right);
5081 boolean can_fall_both = (can_fall_left && can_fall_right);
5083 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5085 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5087 if (slippery_type == SLIPPERY_ONLY_LEFT)
5088 can_fall_right = FALSE;
5089 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5090 can_fall_left = FALSE;
5091 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5092 can_fall_right = FALSE;
5093 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5094 can_fall_left = FALSE;
5096 can_fall_any = (can_fall_left || can_fall_right);
5097 can_fall_both = (can_fall_left && can_fall_right);
5102 if (can_fall_both &&
5103 (game.emulation != EMU_BOULDERDASH &&
5104 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5105 can_fall_left = !(can_fall_right = RND(2));
5107 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5108 started_moving = TRUE;
5112 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5114 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5117 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5118 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5119 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5120 int belt_dir = game.belt_dir[belt_nr];
5122 if ((belt_dir == MV_LEFT && left_is_free) ||
5123 (belt_dir == MV_RIGHT && right_is_free))
5126 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5129 InitMovingField(x, y, belt_dir);
5130 started_moving = TRUE;
5133 Pushed[x][y] = TRUE;
5134 Pushed[nextx][y] = TRUE;
5137 GfxAction[x][y] = ACTION_DEFAULT;
5141 MovDir[x][y] = 0; /* if element was moving, stop it */
5146 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5147 if (CAN_MOVE(element) && !started_moving)
5149 int move_pattern = element_info[element].move_pattern;
5152 Moving2Blocked(x, y, &newx, &newy);
5155 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5158 if ((element == EL_SATELLITE ||
5159 element == EL_BALLOON ||
5160 element == EL_SPRING)
5161 && JustBeingPushed(x, y))
5166 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5167 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5168 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5171 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5172 element, element_info[element].token_name,
5173 WasJustMoving[x][y],
5174 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5175 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5176 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5177 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5181 WasJustMoving[x][y] = 0;
5184 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5187 if (Feld[x][y] != element) /* element has changed */
5189 element = Feld[x][y];
5190 move_pattern = element_info[element].move_pattern;
5192 if (!CAN_MOVE(element))
5196 if (Feld[x][y] != element) /* element has changed */
5204 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5205 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5207 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5209 Moving2Blocked(x, y, &newx, &newy);
5210 if (Feld[newx][newy] == EL_BLOCKED)
5211 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5217 if (FrameCounter < 1 && x == 0 && y == 29)
5218 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5221 if (!MovDelay[x][y]) /* start new movement phase */
5223 /* all objects that can change their move direction after each step
5224 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5226 if (element != EL_YAMYAM &&
5227 element != EL_DARK_YAMYAM &&
5228 element != EL_PACMAN &&
5229 !(move_pattern & MV_ANY_DIRECTION) &&
5230 move_pattern != MV_TURNING_LEFT &&
5231 move_pattern != MV_TURNING_RIGHT &&
5232 move_pattern != MV_TURNING_LEFT_RIGHT &&
5233 move_pattern != MV_TURNING_RIGHT_LEFT &&
5234 move_pattern != MV_TURNING_RANDOM)
5239 if (FrameCounter < 1 && x == 0 && y == 29)
5240 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5243 if (MovDelay[x][y] && (element == EL_BUG ||
5244 element == EL_SPACESHIP ||
5245 element == EL_SP_SNIKSNAK ||
5246 element == EL_SP_ELECTRON ||
5247 element == EL_MOLE))
5248 DrawLevelField(x, y);
5252 if (MovDelay[x][y]) /* wait some time before next movement */
5257 if (element == EL_YAMYAM)
5260 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5261 DrawLevelElementAnimation(x, y, element);
5265 if (MovDelay[x][y]) /* element still has to wait some time */
5268 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5269 ResetGfxAnimation(x, y);
5273 if (GfxAction[x][y] != ACTION_WAITING)
5274 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5276 GfxAction[x][y] = ACTION_WAITING;
5280 if (element == EL_ROBOT ||
5282 element == EL_PACMAN ||
5284 element == EL_YAMYAM ||
5285 element == EL_DARK_YAMYAM)
5288 DrawLevelElementAnimation(x, y, element);
5290 DrawLevelElementAnimationIfNeeded(x, y, element);
5292 PlayLevelSoundAction(x, y, ACTION_WAITING);
5294 else if (element == EL_SP_ELECTRON)
5295 DrawLevelElementAnimationIfNeeded(x, y, element);
5296 else if (element == EL_DRAGON)
5299 int dir = MovDir[x][y];
5300 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5301 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5302 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5303 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5304 dir == MV_UP ? IMG_FLAMES_1_UP :
5305 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5306 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5309 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5312 GfxAction[x][y] = ACTION_ATTACKING;
5314 if (IS_PLAYER(x, y))
5315 DrawPlayerField(x, y);
5317 DrawLevelField(x, y);
5319 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5321 for (i = 1; i <= 3; i++)
5323 int xx = x + i * dx;
5324 int yy = y + i * dy;
5325 int sx = SCREENX(xx);
5326 int sy = SCREENY(yy);
5327 int flame_graphic = graphic + (i - 1);
5329 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5334 int flamed = MovingOrBlocked2Element(xx, yy);
5336 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5339 RemoveMovingField(xx, yy);
5341 Feld[xx][yy] = EL_FLAMES;
5342 if (IN_SCR_FIELD(sx, sy))
5344 DrawLevelFieldCrumbledSand(xx, yy);
5345 DrawGraphic(sx, sy, flame_graphic, frame);
5350 if (Feld[xx][yy] == EL_FLAMES)
5351 Feld[xx][yy] = EL_EMPTY;
5352 DrawLevelField(xx, yy);
5357 if (MovDelay[x][y]) /* element still has to wait some time */
5359 PlayLevelSoundAction(x, y, ACTION_WAITING);
5365 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5366 for all other elements GfxAction will be set by InitMovingField() */
5367 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5368 GfxAction[x][y] = ACTION_MOVING;
5372 /* now make next step */
5374 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5376 if (DONT_COLLIDE_WITH(element) &&
5377 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5378 !PLAYER_ENEMY_PROTECTED(newx, newy))
5381 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5385 /* player killed by element which is deadly when colliding with */
5387 KillHero(PLAYERINFO(newx, newy));
5394 else if (CAN_MOVE_INTO_ACID(element) &&
5395 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5396 (MovDir[x][y] == MV_DOWN ||
5397 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5399 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5400 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5404 else if ((element == EL_PENGUIN ||
5405 element == EL_ROBOT ||
5406 element == EL_SATELLITE ||
5407 element == EL_BALLOON ||
5408 IS_CUSTOM_ELEMENT(element)) &&
5409 IN_LEV_FIELD(newx, newy) &&
5410 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5413 SplashAcid(newx, newy);
5414 Store[x][y] = EL_ACID;
5416 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5418 if (Feld[newx][newy] == EL_EXIT_OPEN)
5422 DrawLevelField(x, y);
5424 Feld[x][y] = EL_EMPTY;
5425 DrawLevelField(x, y);
5428 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5429 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5430 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5432 local_player->friends_still_needed--;
5433 if (!local_player->friends_still_needed &&
5434 !local_player->GameOver && AllPlayersGone)
5435 local_player->LevelSolved = local_player->GameOver = TRUE;
5439 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5441 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5442 DrawLevelField(newx, newy);
5444 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5446 else if (!IS_FREE(newx, newy))
5448 GfxAction[x][y] = ACTION_WAITING;
5450 if (IS_PLAYER(x, y))
5451 DrawPlayerField(x, y);
5453 DrawLevelField(x, y);
5458 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5460 if (IS_FOOD_PIG(Feld[newx][newy]))
5462 if (IS_MOVING(newx, newy))
5463 RemoveMovingField(newx, newy);
5466 Feld[newx][newy] = EL_EMPTY;
5467 DrawLevelField(newx, newy);
5470 PlayLevelSound(x, y, SND_PIG_DIGGING);
5472 else if (!IS_FREE(newx, newy))
5474 if (IS_PLAYER(x, y))
5475 DrawPlayerField(x, y);
5477 DrawLevelField(x, y);
5486 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5489 else if (IS_CUSTOM_ELEMENT(element) &&
5490 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5494 !IS_FREE(newx, newy)
5499 int new_element = Feld[newx][newy];
5502 printf("::: '%s' digs '%s' [%d]\n",
5503 element_info[element].token_name,
5504 element_info[Feld[newx][newy]].token_name,
5505 StorePlayer[newx][newy]);
5508 if (!IS_FREE(newx, newy))
5510 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5511 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5514 /* no element can dig solid indestructible elements */
5515 if (IS_INDESTRUCTIBLE(new_element) &&
5516 !IS_DIGGABLE(new_element) &&
5517 !IS_COLLECTIBLE(new_element))
5520 if (AmoebaNr[newx][newy] &&
5521 (new_element == EL_AMOEBA_FULL ||
5522 new_element == EL_BD_AMOEBA ||
5523 new_element == EL_AMOEBA_GROWING))
5525 AmoebaCnt[AmoebaNr[newx][newy]]--;
5526 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5529 if (IS_MOVING(newx, newy))
5530 RemoveMovingField(newx, newy);
5533 RemoveField(newx, newy);
5534 DrawLevelField(newx, newy);
5537 PlayLevelSoundAction(x, y, action);
5540 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5541 element_info[element].can_leave_element = TRUE;
5543 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5545 RunnerVisit[x][y] = FrameCounter;
5546 PlayerVisit[x][y] /= 8; /* expire player visit path */
5552 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5554 if (!IS_FREE(newx, newy))
5556 if (IS_PLAYER(x, y))
5557 DrawPlayerField(x, y);
5559 DrawLevelField(x, y);
5565 boolean wanna_flame = !RND(10);
5566 int dx = newx - x, dy = newy - y;
5567 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5568 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5569 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5570 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5571 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5572 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5575 IS_CLASSIC_ENEMY(element1) ||
5576 IS_CLASSIC_ENEMY(element2)) &&
5577 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5578 element1 != EL_FLAMES && element2 != EL_FLAMES)
5581 ResetGfxAnimation(x, y);
5582 GfxAction[x][y] = ACTION_ATTACKING;
5585 if (IS_PLAYER(x, y))
5586 DrawPlayerField(x, y);
5588 DrawLevelField(x, y);
5590 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5592 MovDelay[x][y] = 50;
5594 Feld[newx][newy] = EL_FLAMES;
5595 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5596 Feld[newx1][newy1] = EL_FLAMES;
5597 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5598 Feld[newx2][newy2] = EL_FLAMES;
5604 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5605 Feld[newx][newy] == EL_DIAMOND)
5607 if (IS_MOVING(newx, newy))
5608 RemoveMovingField(newx, newy);
5611 Feld[newx][newy] = EL_EMPTY;
5612 DrawLevelField(newx, newy);
5615 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5617 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5618 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5620 if (AmoebaNr[newx][newy])
5622 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5623 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5624 Feld[newx][newy] == EL_BD_AMOEBA)
5625 AmoebaCnt[AmoebaNr[newx][newy]]--;
5630 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5632 if (IS_MOVING(newx, newy))
5635 RemoveMovingField(newx, newy);
5639 Feld[newx][newy] = EL_EMPTY;
5640 DrawLevelField(newx, newy);
5643 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5645 else if ((element == EL_PACMAN || element == EL_MOLE)
5646 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5648 if (AmoebaNr[newx][newy])
5650 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5651 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5652 Feld[newx][newy] == EL_BD_AMOEBA)
5653 AmoebaCnt[AmoebaNr[newx][newy]]--;
5656 if (element == EL_MOLE)
5658 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5659 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5661 ResetGfxAnimation(x, y);
5662 GfxAction[x][y] = ACTION_DIGGING;
5663 DrawLevelField(x, y);
5665 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5667 return; /* wait for shrinking amoeba */
5669 else /* element == EL_PACMAN */
5671 Feld[newx][newy] = EL_EMPTY;
5672 DrawLevelField(newx, newy);
5673 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5676 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5677 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5678 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5680 /* wait for shrinking amoeba to completely disappear */
5683 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5685 /* object was running against a wall */
5690 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5691 DrawLevelElementAnimation(x, y, element);
5693 if (element == EL_BUG ||
5694 element == EL_SPACESHIP ||
5695 element == EL_SP_SNIKSNAK)
5696 DrawLevelField(x, y);
5697 else if (element == EL_MOLE)
5698 DrawLevelField(x, y);
5699 else if (element == EL_BD_BUTTERFLY ||
5700 element == EL_BD_FIREFLY)
5701 DrawLevelElementAnimationIfNeeded(x, y, element);
5702 else if (element == EL_SATELLITE)
5703 DrawLevelElementAnimationIfNeeded(x, y, element);
5704 else if (element == EL_SP_ELECTRON)
5705 DrawLevelElementAnimationIfNeeded(x, y, element);
5708 if (DONT_TOUCH(element))
5709 TestIfBadThingTouchesHero(x, y);
5712 PlayLevelSoundAction(x, y, ACTION_WAITING);
5718 InitMovingField(x, y, MovDir[x][y]);
5720 PlayLevelSoundAction(x, y, ACTION_MOVING);
5724 ContinueMoving(x, y);
5727 void ContinueMoving(int x, int y)
5729 int element = Feld[x][y];
5730 struct ElementInfo *ei = &element_info[element];
5731 int direction = MovDir[x][y];
5732 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5733 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5734 int newx = x + dx, newy = y + dy;
5736 int nextx = newx + dx, nexty = newy + dy;
5739 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5740 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5742 boolean pushed_by_player = Pushed[x][y];
5745 MovPos[x][y] += getElementMoveStepsize(x, y);
5748 if (pushed_by_player && IS_PLAYER(x, y))
5750 /* special case: moving object pushed by player */
5751 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5754 if (pushed_by_player) /* special case: moving object pushed by player */
5755 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5758 if (ABS(MovPos[x][y]) < TILEX)
5760 DrawLevelField(x, y);
5762 return; /* element is still moving */
5765 /* element reached destination field */
5767 Feld[x][y] = EL_EMPTY;
5768 Feld[newx][newy] = element;
5769 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5771 if (element == EL_MOLE)
5773 Feld[x][y] = EL_SAND;
5775 DrawLevelFieldCrumbledSandNeighbours(x, y);
5777 else if (element == EL_QUICKSAND_FILLING)
5779 element = Feld[newx][newy] = get_next_element(element);
5780 Store[newx][newy] = Store[x][y];
5782 else if (element == EL_QUICKSAND_EMPTYING)
5784 Feld[x][y] = get_next_element(element);
5785 element = Feld[newx][newy] = Store[x][y];
5787 else if (element == EL_MAGIC_WALL_FILLING)
5789 element = Feld[newx][newy] = get_next_element(element);
5790 if (!game.magic_wall_active)
5791 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5792 Store[newx][newy] = Store[x][y];
5794 else if (element == EL_MAGIC_WALL_EMPTYING)
5796 Feld[x][y] = get_next_element(element);
5797 if (!game.magic_wall_active)
5798 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5799 element = Feld[newx][newy] = Store[x][y];
5801 else if (element == EL_BD_MAGIC_WALL_FILLING)
5803 element = Feld[newx][newy] = get_next_element(element);
5804 if (!game.magic_wall_active)
5805 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5806 Store[newx][newy] = Store[x][y];
5808 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5810 Feld[x][y] = get_next_element(element);
5811 if (!game.magic_wall_active)
5812 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5813 element = Feld[newx][newy] = Store[x][y];
5815 else if (element == EL_AMOEBA_DROPPING)
5817 Feld[x][y] = get_next_element(element);
5818 element = Feld[newx][newy] = Store[x][y];
5820 else if (element == EL_SOKOBAN_OBJECT)
5823 Feld[x][y] = Back[x][y];
5825 if (Back[newx][newy])
5826 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5828 Back[x][y] = Back[newx][newy] = 0;
5830 else if (Store[x][y] == EL_ACID)
5832 element = Feld[newx][newy] = EL_ACID;
5836 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5837 MovDelay[newx][newy] = 0;
5839 if (CAN_CHANGE(element))
5841 /* copy element change control values to new field */
5842 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5843 ChangePage[newx][newy] = ChangePage[x][y];
5844 Changed[newx][newy] = Changed[x][y];
5845 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5848 ChangeDelay[x][y] = 0;
5849 ChangePage[x][y] = -1;
5850 Changed[x][y] = CE_BITMASK_DEFAULT;
5851 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5853 /* copy animation control values to new field */
5854 GfxFrame[newx][newy] = GfxFrame[x][y];
5855 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5856 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5857 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5859 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5861 ResetGfxAnimation(x, y); /* reset animation values for old field */
5864 /* some elements can leave other elements behind after moving */
5865 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5866 ei->move_leave_element != EL_EMPTY &&
5867 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5868 ei->can_leave_element_last))
5870 Feld[x][y] = ei->move_leave_element;
5871 InitField(x, y, FALSE);
5873 if (GFX_CRUMBLED(Feld[x][y]))
5874 DrawLevelFieldCrumbledSandNeighbours(x, y);
5877 ei->can_leave_element_last = ei->can_leave_element;
5878 ei->can_leave_element = FALSE;
5882 /* 2.1.1 (does not work correctly for spring) */
5883 if (!CAN_MOVE(element))
5884 MovDir[newx][newy] = 0;
5888 /* (does not work for falling objects that slide horizontally) */
5889 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5890 MovDir[newx][newy] = 0;
5893 if (!CAN_MOVE(element) ||
5894 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5895 MovDir[newx][newy] = 0;
5898 if (!CAN_MOVE(element) ||
5899 (CAN_FALL(element) && direction == MV_DOWN))
5900 GfxDir[x][y] = MovDir[newx][newy] = 0;
5905 DrawLevelField(x, y);
5906 DrawLevelField(newx, newy);
5908 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5910 /* prevent pushed element from moving on in pushed direction */
5911 if (pushed_by_player && CAN_MOVE(element) &&
5912 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5913 !(element_info[element].move_pattern & direction))
5914 TurnRound(newx, newy);
5917 /* prevent elements on conveyor belt from moving on in last direction */
5918 if (pushed_by_conveyor && CAN_FALL(element) &&
5919 direction & MV_HORIZONTAL)
5920 MovDir[newx][newy] = 0;
5923 if (!pushed_by_player)
5925 WasJustMoving[newx][newy] = 3;
5927 if (CAN_FALL(element) && direction == MV_DOWN)
5928 WasJustFalling[newx][newy] = 3;
5931 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5933 TestIfBadThingTouchesHero(newx, newy);
5934 TestIfBadThingTouchesFriend(newx, newy);
5936 if (!IS_CUSTOM_ELEMENT(element))
5937 TestIfBadThingTouchesOtherBadThing(newx, newy);
5939 else if (element == EL_PENGUIN)
5940 TestIfFriendTouchesBadThing(newx, newy);
5942 if (CAN_FALL(element) && direction == MV_DOWN &&
5943 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5947 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5951 if (ChangePage[newx][newy] != -1) /* delayed change */
5952 ChangeElement(newx, newy, ChangePage[newx][newy]);
5957 TestIfElementHitsCustomElement(newx, newy, direction);
5961 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5963 int hitting_element = Feld[newx][newy];
5965 /* !!! fix side (direction) orientation here and elsewhere !!! */
5966 CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
5970 if (IN_LEV_FIELD(nextx, nexty))
5972 int opposite_direction = MV_DIR_OPPOSITE(direction);
5973 int hitting_side = direction;
5974 int touched_side = opposite_direction;
5975 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5976 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5977 MovDir[nextx][nexty] != direction ||
5978 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5984 CheckElementChangeSide(nextx, nexty, touched_element,
5985 CE_HIT_BY_SOMETHING, opposite_direction);
5987 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5988 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5990 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5992 struct ElementChangeInfo *change =
5993 &element_info[hitting_element].change_page[i];
5995 if (change->can_change &&
5996 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5997 change->trigger_side & touched_side &&
5998 change->trigger_element == touched_element)
6000 CheckElementChangePage(newx, newy, hitting_element,
6001 touched_element, CE_OTHER_IS_HITTING, i);
6007 if (IS_CUSTOM_ELEMENT(touched_element) &&
6008 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
6010 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
6012 struct ElementChangeInfo *change =
6013 &element_info[touched_element].change_page[i];
6015 if (change->can_change &&
6016 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
6017 change->trigger_side & hitting_side &&
6018 change->trigger_element == hitting_element)
6020 CheckElementChangePage(nextx, nexty, touched_element,
6021 hitting_element, CE_OTHER_GETS_HIT, i);
6032 TestIfPlayerTouchesCustomElement(newx, newy);
6033 TestIfElementTouchesCustomElement(newx, newy);
6036 int AmoebeNachbarNr(int ax, int ay)
6039 int element = Feld[ax][ay];
6041 static int xy[4][2] =
6049 for (i = 0; i < NUM_DIRECTIONS; i++)
6051 int x = ax + xy[i][0];
6052 int y = ay + xy[i][1];
6054 if (!IN_LEV_FIELD(x, y))
6057 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6058 group_nr = AmoebaNr[x][y];
6064 void AmoebenVereinigen(int ax, int ay)
6066 int i, x, y, xx, yy;
6067 int new_group_nr = AmoebaNr[ax][ay];
6068 static int xy[4][2] =
6076 if (new_group_nr == 0)
6079 for (i = 0; i < NUM_DIRECTIONS; i++)
6084 if (!IN_LEV_FIELD(x, y))
6087 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6088 Feld[x][y] == EL_BD_AMOEBA ||
6089 Feld[x][y] == EL_AMOEBA_DEAD) &&
6090 AmoebaNr[x][y] != new_group_nr)
6092 int old_group_nr = AmoebaNr[x][y];
6094 if (old_group_nr == 0)
6097 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6098 AmoebaCnt[old_group_nr] = 0;
6099 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6100 AmoebaCnt2[old_group_nr] = 0;
6102 for (yy = 0; yy < lev_fieldy; yy++)
6104 for (xx = 0; xx < lev_fieldx; xx++)
6106 if (AmoebaNr[xx][yy] == old_group_nr)
6107 AmoebaNr[xx][yy] = new_group_nr;
6114 void AmoebeUmwandeln(int ax, int ay)
6118 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6120 int group_nr = AmoebaNr[ax][ay];
6125 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6126 printf("AmoebeUmwandeln(): This should never happen!\n");
6131 for (y = 0; y < lev_fieldy; y++)
6133 for (x = 0; x < lev_fieldx; x++)
6135 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6138 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6142 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6143 SND_AMOEBA_TURNING_TO_GEM :
6144 SND_AMOEBA_TURNING_TO_ROCK));
6149 static int xy[4][2] =
6157 for (i = 0; i < NUM_DIRECTIONS; i++)
6162 if (!IN_LEV_FIELD(x, y))
6165 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6167 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6168 SND_AMOEBA_TURNING_TO_GEM :
6169 SND_AMOEBA_TURNING_TO_ROCK));
6176 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6179 int group_nr = AmoebaNr[ax][ay];
6180 boolean done = FALSE;
6185 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6186 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6191 for (y = 0; y < lev_fieldy; y++)
6193 for (x = 0; x < lev_fieldx; x++)
6195 if (AmoebaNr[x][y] == group_nr &&
6196 (Feld[x][y] == EL_AMOEBA_DEAD ||
6197 Feld[x][y] == EL_BD_AMOEBA ||
6198 Feld[x][y] == EL_AMOEBA_GROWING))
6201 Feld[x][y] = new_element;
6202 InitField(x, y, FALSE);
6203 DrawLevelField(x, y);
6210 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6211 SND_BD_AMOEBA_TURNING_TO_ROCK :
6212 SND_BD_AMOEBA_TURNING_TO_GEM));
6215 void AmoebeWaechst(int x, int y)
6217 static unsigned long sound_delay = 0;
6218 static unsigned long sound_delay_value = 0;
6220 if (!MovDelay[x][y]) /* start new growing cycle */
6224 if (DelayReached(&sound_delay, sound_delay_value))
6227 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6229 if (Store[x][y] == EL_BD_AMOEBA)
6230 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6232 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6234 sound_delay_value = 30;
6238 if (MovDelay[x][y]) /* wait some time before growing bigger */
6241 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6243 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6244 6 - MovDelay[x][y]);
6246 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6249 if (!MovDelay[x][y])
6251 Feld[x][y] = Store[x][y];
6253 DrawLevelField(x, y);
6258 void AmoebaDisappearing(int x, int y)
6260 static unsigned long sound_delay = 0;
6261 static unsigned long sound_delay_value = 0;
6263 if (!MovDelay[x][y]) /* start new shrinking cycle */
6267 if (DelayReached(&sound_delay, sound_delay_value))
6268 sound_delay_value = 30;
6271 if (MovDelay[x][y]) /* wait some time before shrinking */
6274 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6276 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6277 6 - MovDelay[x][y]);
6279 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6282 if (!MovDelay[x][y])
6284 Feld[x][y] = EL_EMPTY;
6285 DrawLevelField(x, y);
6287 /* don't let mole enter this field in this cycle;
6288 (give priority to objects falling to this field from above) */
6294 void AmoebeAbleger(int ax, int ay)
6297 int element = Feld[ax][ay];
6298 int graphic = el2img(element);
6299 int newax = ax, neway = ay;
6300 static int xy[4][2] =
6308 if (!level.amoeba_speed)
6310 Feld[ax][ay] = EL_AMOEBA_DEAD;
6311 DrawLevelField(ax, ay);
6315 if (IS_ANIMATED(graphic))
6316 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6318 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6319 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6321 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6324 if (MovDelay[ax][ay])
6328 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6331 int x = ax + xy[start][0];
6332 int y = ay + xy[start][1];
6334 if (!IN_LEV_FIELD(x, y))
6337 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6338 if (IS_FREE(x, y) ||
6339 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6345 if (newax == ax && neway == ay)
6348 else /* normal or "filled" (BD style) amoeba */
6351 boolean waiting_for_player = FALSE;
6353 for (i = 0; i < NUM_DIRECTIONS; i++)
6355 int j = (start + i) % 4;
6356 int x = ax + xy[j][0];
6357 int y = ay + xy[j][1];
6359 if (!IN_LEV_FIELD(x, y))
6362 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6363 if (IS_FREE(x, y) ||
6364 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6370 else if (IS_PLAYER(x, y))
6371 waiting_for_player = TRUE;
6374 if (newax == ax && neway == ay) /* amoeba cannot grow */
6376 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6378 Feld[ax][ay] = EL_AMOEBA_DEAD;
6379 DrawLevelField(ax, ay);
6380 AmoebaCnt[AmoebaNr[ax][ay]]--;
6382 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6384 if (element == EL_AMOEBA_FULL)
6385 AmoebeUmwandeln(ax, ay);
6386 else if (element == EL_BD_AMOEBA)
6387 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6392 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6394 /* amoeba gets larger by growing in some direction */
6396 int new_group_nr = AmoebaNr[ax][ay];
6399 if (new_group_nr == 0)
6401 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6402 printf("AmoebeAbleger(): This should never happen!\n");
6407 AmoebaNr[newax][neway] = new_group_nr;
6408 AmoebaCnt[new_group_nr]++;
6409 AmoebaCnt2[new_group_nr]++;
6411 /* if amoeba touches other amoeba(s) after growing, unify them */
6412 AmoebenVereinigen(newax, neway);
6414 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6416 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6422 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6423 (neway == lev_fieldy - 1 && newax != ax))
6425 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6426 Store[newax][neway] = element;
6428 else if (neway == ay)
6430 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6432 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6434 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6439 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6440 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6441 Store[ax][ay] = EL_AMOEBA_DROP;
6442 ContinueMoving(ax, ay);
6446 DrawLevelField(newax, neway);
6449 void Life(int ax, int ay)
6452 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6454 int element = Feld[ax][ay];
6455 int graphic = el2img(element);
6456 boolean changed = FALSE;
6458 if (IS_ANIMATED(graphic))
6459 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6464 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6465 MovDelay[ax][ay] = life_time;
6467 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6470 if (MovDelay[ax][ay])
6474 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6476 int xx = ax+x1, yy = ay+y1;
6479 if (!IN_LEV_FIELD(xx, yy))
6482 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6484 int x = xx+x2, y = yy+y2;
6486 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6489 if (((Feld[x][y] == element ||
6490 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6492 (IS_FREE(x, y) && Stop[x][y]))
6496 if (xx == ax && yy == ay) /* field in the middle */
6498 if (nachbarn < life[0] || nachbarn > life[1])
6500 Feld[xx][yy] = EL_EMPTY;
6502 DrawLevelField(xx, yy);
6503 Stop[xx][yy] = TRUE;
6507 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6508 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6509 { /* free border field */
6510 if (nachbarn >= life[2] && nachbarn <= life[3])
6512 Feld[xx][yy] = element;
6513 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6515 DrawLevelField(xx, yy);
6516 Stop[xx][yy] = TRUE;
6523 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6524 SND_GAME_OF_LIFE_GROWING);
6527 static void InitRobotWheel(int x, int y)
6529 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6532 static void RunRobotWheel(int x, int y)
6534 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6537 static void StopRobotWheel(int x, int y)
6539 if (ZX == x && ZY == y)
6543 static void InitTimegateWheel(int x, int y)
6545 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6548 static void RunTimegateWheel(int x, int y)
6550 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6553 void CheckExit(int x, int y)
6555 if (local_player->gems_still_needed > 0 ||
6556 local_player->sokobanfields_still_needed > 0 ||
6557 local_player->lights_still_needed > 0)
6559 int element = Feld[x][y];
6560 int graphic = el2img(element);
6562 if (IS_ANIMATED(graphic))
6563 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6568 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6571 Feld[x][y] = EL_EXIT_OPENING;
6573 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6576 void CheckExitSP(int x, int y)
6578 if (local_player->gems_still_needed > 0)
6580 int element = Feld[x][y];
6581 int graphic = el2img(element);
6583 if (IS_ANIMATED(graphic))
6584 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6589 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6592 Feld[x][y] = EL_SP_EXIT_OPENING;
6594 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6597 static void CloseAllOpenTimegates()
6601 for (y = 0; y < lev_fieldy; y++)
6603 for (x = 0; x < lev_fieldx; x++)
6605 int element = Feld[x][y];
6607 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6609 Feld[x][y] = EL_TIMEGATE_CLOSING;
6611 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6613 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6620 void EdelsteinFunkeln(int x, int y)
6622 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6625 if (Feld[x][y] == EL_BD_DIAMOND)
6628 if (MovDelay[x][y] == 0) /* next animation frame */
6629 MovDelay[x][y] = 11 * !SimpleRND(500);
6631 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6635 if (setup.direct_draw && MovDelay[x][y])
6636 SetDrawtoField(DRAW_BUFFERED);
6638 DrawLevelElementAnimation(x, y, Feld[x][y]);
6640 if (MovDelay[x][y] != 0)
6642 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6643 10 - MovDelay[x][y]);
6645 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6647 if (setup.direct_draw)
6651 dest_x = FX + SCREENX(x) * TILEX;
6652 dest_y = FY + SCREENY(y) * TILEY;
6654 BlitBitmap(drawto_field, window,
6655 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6656 SetDrawtoField(DRAW_DIRECT);
6662 void MauerWaechst(int x, int y)
6666 if (!MovDelay[x][y]) /* next animation frame */
6667 MovDelay[x][y] = 3 * delay;
6669 if (MovDelay[x][y]) /* wait some time before next frame */
6673 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6675 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6676 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6678 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6681 if (!MovDelay[x][y])
6683 if (MovDir[x][y] == MV_LEFT)
6685 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6686 DrawLevelField(x - 1, y);
6688 else if (MovDir[x][y] == MV_RIGHT)
6690 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6691 DrawLevelField(x + 1, y);
6693 else if (MovDir[x][y] == MV_UP)
6695 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6696 DrawLevelField(x, y - 1);
6700 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6701 DrawLevelField(x, y + 1);
6704 Feld[x][y] = Store[x][y];
6706 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6707 DrawLevelField(x, y);
6712 void MauerAbleger(int ax, int ay)
6714 int element = Feld[ax][ay];
6715 int graphic = el2img(element);
6716 boolean oben_frei = FALSE, unten_frei = FALSE;
6717 boolean links_frei = FALSE, rechts_frei = FALSE;
6718 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6719 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6720 boolean new_wall = FALSE;
6722 if (IS_ANIMATED(graphic))
6723 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6725 if (!MovDelay[ax][ay]) /* start building new wall */
6726 MovDelay[ax][ay] = 6;
6728 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6731 if (MovDelay[ax][ay])
6735 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6737 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6739 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6741 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6744 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6745 element == EL_EXPANDABLE_WALL_ANY)
6749 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6750 Store[ax][ay-1] = element;
6751 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6752 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6753 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6754 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6759 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6760 Store[ax][ay+1] = element;
6761 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6762 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6763 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6764 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6769 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6770 element == EL_EXPANDABLE_WALL_ANY ||
6771 element == EL_EXPANDABLE_WALL)
6775 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6776 Store[ax-1][ay] = element;
6777 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6778 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6779 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6780 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6786 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6787 Store[ax+1][ay] = element;
6788 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6789 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6790 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6791 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6796 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6797 DrawLevelField(ax, ay);
6799 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6801 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6802 unten_massiv = TRUE;
6803 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6804 links_massiv = TRUE;
6805 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6806 rechts_massiv = TRUE;
6808 if (((oben_massiv && unten_massiv) ||
6809 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6810 element == EL_EXPANDABLE_WALL) &&
6811 ((links_massiv && rechts_massiv) ||
6812 element == EL_EXPANDABLE_WALL_VERTICAL))
6813 Feld[ax][ay] = EL_WALL;
6817 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6819 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6823 void CheckForDragon(int x, int y)
6826 boolean dragon_found = FALSE;
6827 static int xy[4][2] =
6835 for (i = 0; i < NUM_DIRECTIONS; i++)
6837 for (j = 0; j < 4; j++)
6839 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6841 if (IN_LEV_FIELD(xx, yy) &&
6842 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6844 if (Feld[xx][yy] == EL_DRAGON)
6845 dragon_found = TRUE;
6854 for (i = 0; i < NUM_DIRECTIONS; i++)
6856 for (j = 0; j < 3; j++)
6858 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6860 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6862 Feld[xx][yy] = EL_EMPTY;
6863 DrawLevelField(xx, yy);
6872 static void InitBuggyBase(int x, int y)
6874 int element = Feld[x][y];
6875 int activating_delay = FRAMES_PER_SECOND / 4;
6878 (element == EL_SP_BUGGY_BASE ?
6879 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6880 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6882 element == EL_SP_BUGGY_BASE_ACTIVE ?
6883 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6886 static void WarnBuggyBase(int x, int y)
6889 static int xy[4][2] =
6897 for (i = 0; i < NUM_DIRECTIONS; i++)
6899 int xx = x + xy[i][0], yy = y + xy[i][1];
6901 if (IS_PLAYER(xx, yy))
6903 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6910 static void InitTrap(int x, int y)
6912 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6915 static void ActivateTrap(int x, int y)
6917 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6920 static void ChangeActiveTrap(int x, int y)
6922 int graphic = IMG_TRAP_ACTIVE;
6924 /* if new animation frame was drawn, correct crumbled sand border */
6925 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6926 DrawLevelFieldCrumbledSand(x, y);
6929 static void ChangeElementNowExt(int x, int y, int target_element)
6931 int previous_move_direction = MovDir[x][y];
6933 /* check if element under player changes from accessible to unaccessible
6934 (needed for special case of dropping element which then changes) */
6935 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6936 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6943 Feld[x][y] = target_element;
6945 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6947 ResetGfxAnimation(x, y);
6948 ResetRandomAnimationValue(x, y);
6950 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6951 MovDir[x][y] = previous_move_direction;
6954 InitField_WithBug1(x, y, FALSE);
6956 InitField(x, y, FALSE);
6957 if (CAN_MOVE(Feld[x][y]))
6961 DrawLevelField(x, y);
6963 if (GFX_CRUMBLED(Feld[x][y]))
6964 DrawLevelFieldCrumbledSandNeighbours(x, y);
6966 TestIfBadThingTouchesHero(x, y);
6967 TestIfPlayerTouchesCustomElement(x, y);
6968 TestIfElementTouchesCustomElement(x, y);
6970 if (ELEM_IS_PLAYER(target_element))
6971 RelocatePlayer(x, y, target_element);
6974 static boolean ChangeElementNow(int x, int y, int element, int page)
6976 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6979 /* always use default change event to prevent running into a loop */
6980 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6981 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6983 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
6985 /* reset actual trigger element and player */
6986 change->actual_trigger_element = EL_EMPTY;
6987 change->actual_trigger_player = EL_PLAYER_1;
6990 /* do not change already changed elements with same change event */
6992 if (Changed[x][y] & ChangeEvent[x][y])
6999 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7001 CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
7003 if (change->explode)
7010 if (change->use_target_content)
7012 boolean complete_replace = TRUE;
7013 boolean can_replace[3][3];
7016 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7019 boolean is_diggable;
7020 boolean is_destructible;
7021 int ex = x + xx - 1;
7022 int ey = y + yy - 1;
7023 int content_element = change->target_content[xx][yy];
7026 can_replace[xx][yy] = TRUE;
7028 if (ex == x && ey == y) /* do not check changing element itself */
7031 if (content_element == EL_EMPTY_SPACE)
7033 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7038 if (!IN_LEV_FIELD(ex, ey))
7040 can_replace[xx][yy] = FALSE;
7041 complete_replace = FALSE;
7048 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7049 e = MovingOrBlocked2Element(ex, ey);
7052 is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
7053 IS_WALKABLE(content_element)));
7054 is_diggable = (is_empty || IS_DIGGABLE(e));
7055 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7057 can_replace[xx][yy] =
7058 ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7059 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7060 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
7062 if (!can_replace[xx][yy])
7063 complete_replace = FALSE;
7065 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
7066 IS_WALKABLE(content_element)));
7068 half_destructible = (empty_for_element || IS_DIGGABLE(e));
7070 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
7073 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
7074 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
7075 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
7077 can_replace[xx][yy] = FALSE;
7078 complete_replace = FALSE;
7083 if (!change->only_if_complete || complete_replace)
7085 boolean something_has_changed = FALSE;
7087 if (change->only_if_complete && change->use_random_replace &&
7088 RND(100) < change->random_percentage)
7091 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7093 int ex = x + xx - 1;
7094 int ey = y + yy - 1;
7095 int content_element;
7097 if (can_replace[xx][yy] && (!change->use_random_replace ||
7098 RND(100) < change->random_percentage))
7100 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7101 RemoveMovingField(ex, ey);
7103 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7105 content_element = change->target_content[xx][yy];
7106 target_element = GET_TARGET_ELEMENT(content_element, change);
7108 ChangeElementNowExt(ex, ey, target_element);
7110 something_has_changed = TRUE;
7112 /* for symmetry reasons, freeze newly created border elements */
7113 if (ex != x || ey != y)
7114 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7118 if (something_has_changed)
7119 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7124 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7126 ChangeElementNowExt(x, y, target_element);
7128 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7134 static void ChangeElement(int x, int y, int page)
7136 int element = MovingOrBlocked2Element(x, y);
7137 struct ElementInfo *ei = &element_info[element];
7138 struct ElementChangeInfo *change = &ei->change_page[page];
7141 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7144 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7145 x, y, element, element_info[element].token_name);
7146 printf("ChangeElement(): This should never happen!\n");
7151 /* this can happen with classic bombs on walkable, changing elements */
7152 if (!CAN_CHANGE(element))
7155 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7156 ChangeDelay[x][y] = 0;
7162 if (ChangeDelay[x][y] == 0) /* initialize element change */
7164 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7165 RND(change->delay_random * change->delay_frames)) + 1;
7167 ResetGfxAnimation(x, y);
7168 ResetRandomAnimationValue(x, y);
7170 if (change->pre_change_function)
7171 change->pre_change_function(x, y);
7174 ChangeDelay[x][y]--;
7176 if (ChangeDelay[x][y] != 0) /* continue element change */
7178 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7180 if (IS_ANIMATED(graphic))
7181 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7183 if (change->change_function)
7184 change->change_function(x, y);
7186 else /* finish element change */
7188 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7190 page = ChangePage[x][y];
7191 ChangePage[x][y] = -1;
7193 change = &ei->change_page[page];
7197 if (IS_MOVING(x, y) && !change->explode)
7199 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7202 ChangeDelay[x][y] = 1; /* try change after next move step */
7203 ChangePage[x][y] = page; /* remember page to use for change */
7208 if (ChangeElementNow(x, y, element, page))
7210 if (change->post_change_function)
7211 change->post_change_function(x, y);
7216 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7217 int trigger_element,
7224 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7226 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7229 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7231 int element = EL_CUSTOM_START + i;
7233 boolean change_element = FALSE;
7236 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7239 for (j = 0; j < element_info[element].num_change_pages; j++)
7241 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7243 if (change->can_change &&
7244 change->events & CH_EVENT_BIT(trigger_event) &&
7245 change->trigger_side & trigger_side &&
7246 change->trigger_player & trigger_player &&
7247 change->trigger_page & trigger_page_bits &&
7248 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7251 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7252 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7253 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7256 change_element = TRUE;
7259 change->actual_trigger_element = trigger_element;
7260 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7266 if (!change_element)
7269 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7272 if (x == lx && y == ly) /* do not change trigger element itself */
7276 if (Feld[x][y] == element)
7278 ChangeDelay[x][y] = 1;
7279 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7280 ChangeElement(x, y, page);
7288 static boolean CheckElementChangeExt(int x, int y,
7290 int trigger_element,
7296 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7299 if (Feld[x][y] == EL_BLOCKED)
7301 Blocked2Moving(x, y, &x, &y);
7302 element = Feld[x][y];
7306 if (Feld[x][y] != element) /* check if element has already changed */
7309 printf("::: %d ('%s') != %d ('%s') [%d]\n",
7310 Feld[x][y], element_info[Feld[x][y]].token_name,
7311 element, element_info[element].token_name,
7320 if (trigger_page < 0)
7322 boolean change_element = FALSE;
7325 for (i = 0; i < element_info[element].num_change_pages; i++)
7327 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7329 if (change->can_change &&
7330 change->events & CH_EVENT_BIT(trigger_event) &&
7331 change->trigger_side & trigger_side &&
7332 change->trigger_player & trigger_player)
7334 change_element = TRUE;
7337 change->actual_trigger_element = trigger_element;
7338 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7344 if (!change_element)
7349 struct ElementInfo *ei = &element_info[element];
7350 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7352 change->actual_trigger_element = trigger_element;
7353 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7358 /* !!! this check misses pages with same event, but different side !!! */
7360 if (trigger_page < 0)
7361 trigger_page = element_info[element].event_page_nr[trigger_event];
7363 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7367 ChangeDelay[x][y] = 1;
7368 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7369 ChangeElement(x, y, trigger_page);
7374 static void PlayPlayerSound(struct PlayerInfo *player)
7376 int jx = player->jx, jy = player->jy;
7377 int element = player->element_nr;
7378 int last_action = player->last_action_waiting;
7379 int action = player->action_waiting;
7381 if (player->is_waiting)
7383 if (action != last_action)
7384 PlayLevelSoundElementAction(jx, jy, element, action);
7386 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7390 if (action != last_action)
7391 StopSound(element_info[element].sound[last_action]);
7393 if (last_action == ACTION_SLEEPING)
7394 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7398 static void PlayAllPlayersSound()
7402 for (i = 0; i < MAX_PLAYERS; i++)
7403 if (stored_player[i].active)
7404 PlayPlayerSound(&stored_player[i]);
7407 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7409 boolean last_waiting = player->is_waiting;
7410 int move_dir = player->MovDir;
7412 player->last_action_waiting = player->action_waiting;
7416 if (!last_waiting) /* not waiting -> waiting */
7418 player->is_waiting = TRUE;
7420 player->frame_counter_bored =
7422 game.player_boring_delay_fixed +
7423 SimpleRND(game.player_boring_delay_random);
7424 player->frame_counter_sleeping =
7426 game.player_sleeping_delay_fixed +
7427 SimpleRND(game.player_sleeping_delay_random);
7429 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7432 if (game.player_sleeping_delay_fixed +
7433 game.player_sleeping_delay_random > 0 &&
7434 player->anim_delay_counter == 0 &&
7435 player->post_delay_counter == 0 &&
7436 FrameCounter >= player->frame_counter_sleeping)
7437 player->is_sleeping = TRUE;
7438 else if (game.player_boring_delay_fixed +
7439 game.player_boring_delay_random > 0 &&
7440 FrameCounter >= player->frame_counter_bored)
7441 player->is_bored = TRUE;
7443 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7444 player->is_bored ? ACTION_BORING :
7447 if (player->is_sleeping)
7449 if (player->num_special_action_sleeping > 0)
7451 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7453 int last_special_action = player->special_action_sleeping;
7454 int num_special_action = player->num_special_action_sleeping;
7455 int special_action =
7456 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7457 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7458 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7459 last_special_action + 1 : ACTION_SLEEPING);
7460 int special_graphic =
7461 el_act_dir2img(player->element_nr, special_action, move_dir);
7463 player->anim_delay_counter =
7464 graphic_info[special_graphic].anim_delay_fixed +
7465 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7466 player->post_delay_counter =
7467 graphic_info[special_graphic].post_delay_fixed +
7468 SimpleRND(graphic_info[special_graphic].post_delay_random);
7470 player->special_action_sleeping = special_action;
7473 if (player->anim_delay_counter > 0)
7475 player->action_waiting = player->special_action_sleeping;
7476 player->anim_delay_counter--;
7478 else if (player->post_delay_counter > 0)
7480 player->post_delay_counter--;
7484 else if (player->is_bored)
7486 if (player->num_special_action_bored > 0)
7488 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7490 int special_action =
7491 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7492 int special_graphic =
7493 el_act_dir2img(player->element_nr, special_action, move_dir);
7495 player->anim_delay_counter =
7496 graphic_info[special_graphic].anim_delay_fixed +
7497 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7498 player->post_delay_counter =
7499 graphic_info[special_graphic].post_delay_fixed +
7500 SimpleRND(graphic_info[special_graphic].post_delay_random);
7502 player->special_action_bored = special_action;
7505 if (player->anim_delay_counter > 0)
7507 player->action_waiting = player->special_action_bored;
7508 player->anim_delay_counter--;
7510 else if (player->post_delay_counter > 0)
7512 player->post_delay_counter--;
7517 else if (last_waiting) /* waiting -> not waiting */
7519 player->is_waiting = FALSE;
7520 player->is_bored = FALSE;
7521 player->is_sleeping = FALSE;
7523 player->frame_counter_bored = -1;
7524 player->frame_counter_sleeping = -1;
7526 player->anim_delay_counter = 0;
7527 player->post_delay_counter = 0;
7529 player->action_waiting = ACTION_DEFAULT;
7531 player->special_action_bored = ACTION_DEFAULT;
7532 player->special_action_sleeping = ACTION_DEFAULT;
7537 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7540 static byte stored_player_action[MAX_PLAYERS];
7541 static int num_stored_actions = 0;
7543 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7544 int left = player_action & JOY_LEFT;
7545 int right = player_action & JOY_RIGHT;
7546 int up = player_action & JOY_UP;
7547 int down = player_action & JOY_DOWN;
7548 int button1 = player_action & JOY_BUTTON_1;
7549 int button2 = player_action & JOY_BUTTON_2;
7550 int dx = (left ? -1 : right ? 1 : 0);
7551 int dy = (up ? -1 : down ? 1 : 0);
7554 stored_player_action[player->index_nr] = 0;
7555 num_stored_actions++;
7559 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7562 if (!player->active || tape.pausing)
7566 printf("::: [%d %d %d %d] [%d %d]\n",
7567 left, right, up, down, button1, button2);
7573 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7578 if (player->MovPos == 0)
7579 CheckGravityMovement(player);
7582 snapped = SnapField(player, dx, dy);
7586 dropped = DropElement(player);
7588 moved = MovePlayer(player, dx, dy);
7591 if (tape.single_step && tape.recording && !tape.pausing)
7593 if (button1 || (dropped && !moved))
7595 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7596 SnapField(player, 0, 0); /* stop snapping */
7600 SetPlayerWaiting(player, FALSE);
7603 return player_action;
7605 stored_player_action[player->index_nr] = player_action;
7611 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7614 /* no actions for this player (no input at player's configured device) */
7616 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7617 SnapField(player, 0, 0);
7618 CheckGravityMovementWhenNotMoving(player);
7620 if (player->MovPos == 0)
7621 SetPlayerWaiting(player, TRUE);
7623 if (player->MovPos == 0) /* needed for tape.playing */
7624 player->is_moving = FALSE;
7626 player->is_dropping = FALSE;
7632 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7634 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7636 TapeRecordAction(stored_player_action);
7637 num_stored_actions = 0;
7644 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7646 static byte stored_player_action[MAX_PLAYERS];
7647 static int num_stored_actions = 0;
7648 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7649 int left = player_action & JOY_LEFT;
7650 int right = player_action & JOY_RIGHT;
7651 int up = player_action & JOY_UP;
7652 int down = player_action & JOY_DOWN;
7653 int button1 = player_action & JOY_BUTTON_1;
7654 int button2 = player_action & JOY_BUTTON_2;
7655 int dx = (left ? -1 : right ? 1 : 0);
7656 int dy = (up ? -1 : down ? 1 : 0);
7658 stored_player_action[player->index_nr] = 0;
7659 num_stored_actions++;
7661 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7663 if (!player->active || tape.pausing)
7668 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7671 snapped = SnapField(player, dx, dy);
7675 dropped = DropElement(player);
7677 moved = MovePlayer(player, dx, dy);
7680 if (tape.single_step && tape.recording && !tape.pausing)
7682 if (button1 || (dropped && !moved))
7684 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7685 SnapField(player, 0, 0); /* stop snapping */
7689 stored_player_action[player->index_nr] = player_action;
7693 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7695 /* no actions for this player (no input at player's configured device) */
7697 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7698 SnapField(player, 0, 0);
7699 CheckGravityMovementWhenNotMoving(player);
7701 if (player->MovPos == 0)
7702 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7704 if (player->MovPos == 0) /* needed for tape.playing */
7705 player->is_moving = FALSE;
7708 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7710 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7712 TapeRecordAction(stored_player_action);
7713 num_stored_actions = 0;
7720 static unsigned long action_delay = 0;
7721 unsigned long action_delay_value;
7722 int magic_wall_x = 0, magic_wall_y = 0;
7723 int i, x, y, element, graphic;
7724 byte *recorded_player_action;
7725 byte summarized_player_action = 0;
7727 byte tape_action[MAX_PLAYERS];
7730 if (game_status != GAME_MODE_PLAYING)
7733 action_delay_value =
7734 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7736 if (tape.playing && tape.index_search && !tape.pausing)
7737 action_delay_value = 0;
7739 /* ---------- main game synchronization point ---------- */
7741 WaitUntilDelayReached(&action_delay, action_delay_value);
7743 if (network_playing && !network_player_action_received)
7747 printf("DEBUG: try to get network player actions in time\n");
7751 #if defined(PLATFORM_UNIX)
7752 /* last chance to get network player actions without main loop delay */
7756 if (game_status != GAME_MODE_PLAYING)
7759 if (!network_player_action_received)
7763 printf("DEBUG: failed to get network player actions in time\n");
7774 printf("::: getting new tape action [%d]\n", FrameCounter);
7777 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7780 if (recorded_player_action == NULL && tape.pausing)
7785 printf("::: %d\n", stored_player[0].action);
7789 if (recorded_player_action != NULL)
7790 for (i = 0; i < MAX_PLAYERS; i++)
7791 stored_player[i].action = recorded_player_action[i];
7794 for (i = 0; i < MAX_PLAYERS; i++)
7796 summarized_player_action |= stored_player[i].action;
7798 if (!network_playing)
7799 stored_player[i].effective_action = stored_player[i].action;
7802 #if defined(PLATFORM_UNIX)
7803 if (network_playing)
7804 SendToServer_MovePlayer(summarized_player_action);
7807 if (!options.network && !setup.team_mode)
7808 local_player->effective_action = summarized_player_action;
7811 if (recorded_player_action != NULL)
7812 for (i = 0; i < MAX_PLAYERS; i++)
7813 stored_player[i].effective_action = recorded_player_action[i];
7817 for (i = 0; i < MAX_PLAYERS; i++)
7819 tape_action[i] = stored_player[i].effective_action;
7821 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7822 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7825 /* only save actions from input devices, but not programmed actions */
7827 TapeRecordAction(tape_action);
7830 for (i = 0; i < MAX_PLAYERS; i++)
7832 int actual_player_action = stored_player[i].effective_action;
7835 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7836 - rnd_equinox_tetrachloride 048
7837 - rnd_equinox_tetrachloride_ii 096
7838 - rnd_emanuel_schmieg 002
7839 - doctor_sloan_ww 001, 020
7841 if (stored_player[i].MovPos == 0)
7842 CheckGravityMovement(&stored_player[i]);
7846 /* overwrite programmed action with tape action */
7847 if (stored_player[i].programmed_action)
7848 actual_player_action = stored_player[i].programmed_action;
7852 if (stored_player[i].programmed_action)
7853 printf("::: %d\n", stored_player[i].programmed_action);
7856 if (recorded_player_action)
7859 if (stored_player[i].programmed_action &&
7860 stored_player[i].programmed_action != recorded_player_action[i])
7861 printf("::: %d: %d <-> %d\n", i,
7862 stored_player[i].programmed_action, recorded_player_action[i]);
7866 actual_player_action = recorded_player_action[i];
7871 /* overwrite tape action with programmed action */
7872 if (stored_player[i].programmed_action)
7873 actual_player_action = stored_player[i].programmed_action;
7878 printf("::: action: %d: %x [%d]\n",
7879 stored_player[i].MovPos, actual_player_action, FrameCounter);
7883 PlayerActions(&stored_player[i], actual_player_action);
7885 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7887 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7888 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7891 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7896 TapeRecordAction(tape_action);
7899 network_player_action_received = FALSE;
7901 ScrollScreen(NULL, SCROLL_GO_ON);
7907 for (i = 0; i < MAX_PLAYERS; i++)
7908 stored_player[i].Frame++;
7912 /* for downwards compatibility, the following code emulates a fixed bug that
7913 occured when pushing elements (causing elements that just made their last
7914 pushing step to already (if possible) make their first falling step in the
7915 same game frame, which is bad); this code is also needed to use the famous
7916 "spring push bug" which is used in older levels and might be wanted to be
7917 used also in newer levels, but in this case the buggy pushing code is only
7918 affecting the "spring" element and no other elements */
7921 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7923 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7926 for (i = 0; i < MAX_PLAYERS; i++)
7928 struct PlayerInfo *player = &stored_player[i];
7933 if (player->active && player->is_pushing && player->is_moving &&
7935 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7936 Feld[x][y] == EL_SPRING))
7938 if (player->active && player->is_pushing && player->is_moving &&
7942 ContinueMoving(x, y);
7944 /* continue moving after pushing (this is actually a bug) */
7945 if (!IS_MOVING(x, y))
7954 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7956 Changed[x][y] = CE_BITMASK_DEFAULT;
7957 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7960 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7962 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7963 printf("GameActions(): This should never happen!\n");
7965 ChangePage[x][y] = -1;
7970 if (WasJustMoving[x][y] > 0)
7971 WasJustMoving[x][y]--;
7972 if (WasJustFalling[x][y] > 0)
7973 WasJustFalling[x][y]--;
7978 /* reset finished pushing action (not done in ContinueMoving() to allow
7979 continous pushing animation for elements with zero push delay) */
7980 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7982 ResetGfxAnimation(x, y);
7983 DrawLevelField(x, y);
7988 if (IS_BLOCKED(x, y))
7992 Blocked2Moving(x, y, &oldx, &oldy);
7993 if (!IS_MOVING(oldx, oldy))
7995 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7996 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7997 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7998 printf("GameActions(): This should never happen!\n");
8004 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8006 element = Feld[x][y];
8008 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8010 graphic = el2img(element);
8016 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
8018 element = graphic = 0;
8022 if (graphic_info[graphic].anim_global_sync)
8023 GfxFrame[x][y] = FrameCounter;
8025 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
8026 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
8027 ResetRandomAnimationValue(x, y);
8029 SetRandomAnimationValue(x, y);
8032 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
8035 if (IS_INACTIVE(element))
8037 if (IS_ANIMATED(graphic))
8038 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8044 /* this may take place after moving, so 'element' may have changed */
8046 if (IS_CHANGING(x, y))
8048 if (IS_CHANGING(x, y) &&
8049 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8053 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
8054 element_info[element].event_page_nr[CE_DELAY]);
8056 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
8059 element = Feld[x][y];
8060 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8064 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8069 element = Feld[x][y];
8070 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8072 if (element == EL_MOLE)
8073 printf("::: %d, %d, %d [%d]\n",
8074 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
8078 if (element == EL_YAMYAM)
8079 printf("::: %d, %d, %d\n",
8080 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
8084 if (IS_ANIMATED(graphic) &&
8088 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8091 if (element == EL_BUG)
8092 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8096 if (element == EL_MOLE)
8097 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8101 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8102 EdelsteinFunkeln(x, y);
8104 else if ((element == EL_ACID ||
8105 element == EL_EXIT_OPEN ||
8106 element == EL_SP_EXIT_OPEN ||
8107 element == EL_SP_TERMINAL ||
8108 element == EL_SP_TERMINAL_ACTIVE ||
8109 element == EL_EXTRA_TIME ||
8110 element == EL_SHIELD_NORMAL ||
8111 element == EL_SHIELD_DEADLY) &&
8112 IS_ANIMATED(graphic))
8113 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8114 else if (IS_MOVING(x, y))
8115 ContinueMoving(x, y);
8116 else if (IS_ACTIVE_BOMB(element))
8117 CheckDynamite(x, y);
8119 else if (element == EL_EXPLOSION && !game.explosions_delayed)
8120 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8122 else if (element == EL_AMOEBA_GROWING)
8123 AmoebeWaechst(x, y);
8124 else if (element == EL_AMOEBA_SHRINKING)
8125 AmoebaDisappearing(x, y);
8127 #if !USE_NEW_AMOEBA_CODE
8128 else if (IS_AMOEBALIVE(element))
8129 AmoebeAbleger(x, y);
8132 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8134 else if (element == EL_EXIT_CLOSED)
8136 else if (element == EL_SP_EXIT_CLOSED)
8138 else if (element == EL_EXPANDABLE_WALL_GROWING)
8140 else if (element == EL_EXPANDABLE_WALL ||
8141 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8142 element == EL_EXPANDABLE_WALL_VERTICAL ||
8143 element == EL_EXPANDABLE_WALL_ANY)
8145 else if (element == EL_FLAMES)
8146 CheckForDragon(x, y);
8148 else if (IS_AUTO_CHANGING(element))
8149 ChangeElement(x, y);
8151 else if (element == EL_EXPLOSION)
8152 ; /* drawing of correct explosion animation is handled separately */
8153 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8154 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8157 /* this may take place after moving, so 'element' may have changed */
8158 if (IS_AUTO_CHANGING(Feld[x][y]))
8159 ChangeElement(x, y);
8162 if (IS_BELT_ACTIVE(element))
8163 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8165 if (game.magic_wall_active)
8167 int jx = local_player->jx, jy = local_player->jy;
8169 /* play the element sound at the position nearest to the player */
8170 if ((element == EL_MAGIC_WALL_FULL ||
8171 element == EL_MAGIC_WALL_ACTIVE ||
8172 element == EL_MAGIC_WALL_EMPTYING ||
8173 element == EL_BD_MAGIC_WALL_FULL ||
8174 element == EL_BD_MAGIC_WALL_ACTIVE ||
8175 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8176 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8184 #if USE_NEW_AMOEBA_CODE
8185 /* new experimental amoeba growth stuff */
8187 if (!(FrameCounter % 8))
8190 static unsigned long random = 1684108901;
8192 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8195 x = (random >> 10) % lev_fieldx;
8196 y = (random >> 20) % lev_fieldy;
8198 x = RND(lev_fieldx);
8199 y = RND(lev_fieldy);
8201 element = Feld[x][y];
8203 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8204 if (!IS_PLAYER(x,y) &&
8205 (element == EL_EMPTY ||
8206 element == EL_SAND ||
8207 element == EL_QUICKSAND_EMPTY ||
8208 element == EL_ACID_SPLASH_LEFT ||
8209 element == EL_ACID_SPLASH_RIGHT))
8211 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8212 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8213 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8214 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8215 Feld[x][y] = EL_AMOEBA_DROP;
8218 random = random * 129 + 1;
8224 if (game.explosions_delayed)
8227 game.explosions_delayed = FALSE;
8229 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8231 element = Feld[x][y];
8233 if (ExplodeField[x][y])
8234 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8235 else if (element == EL_EXPLOSION)
8236 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8238 ExplodeField[x][y] = EX_TYPE_NONE;
8241 game.explosions_delayed = TRUE;
8244 if (game.magic_wall_active)
8246 if (!(game.magic_wall_time_left % 4))
8248 int element = Feld[magic_wall_x][magic_wall_y];
8250 if (element == EL_BD_MAGIC_WALL_FULL ||
8251 element == EL_BD_MAGIC_WALL_ACTIVE ||
8252 element == EL_BD_MAGIC_WALL_EMPTYING)
8253 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8255 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8258 if (game.magic_wall_time_left > 0)
8260 game.magic_wall_time_left--;
8261 if (!game.magic_wall_time_left)
8263 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8265 element = Feld[x][y];
8267 if (element == EL_MAGIC_WALL_ACTIVE ||
8268 element == EL_MAGIC_WALL_FULL)
8270 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8271 DrawLevelField(x, y);
8273 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8274 element == EL_BD_MAGIC_WALL_FULL)
8276 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8277 DrawLevelField(x, y);
8281 game.magic_wall_active = FALSE;
8286 if (game.light_time_left > 0)
8288 game.light_time_left--;
8290 if (game.light_time_left == 0)
8291 RedrawAllLightSwitchesAndInvisibleElements();
8294 if (game.timegate_time_left > 0)
8296 game.timegate_time_left--;
8298 if (game.timegate_time_left == 0)
8299 CloseAllOpenTimegates();
8302 for (i = 0; i < MAX_PLAYERS; i++)
8304 struct PlayerInfo *player = &stored_player[i];
8306 if (SHIELD_ON(player))
8308 if (player->shield_deadly_time_left)
8309 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8310 else if (player->shield_normal_time_left)
8311 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8315 if (TimeFrames >= FRAMES_PER_SECOND)
8320 if (!level.use_step_counter)
8324 for (i = 0; i < MAX_PLAYERS; i++)
8326 struct PlayerInfo *player = &stored_player[i];
8328 if (SHIELD_ON(player))
8330 player->shield_normal_time_left--;
8332 if (player->shield_deadly_time_left > 0)
8333 player->shield_deadly_time_left--;
8341 if (TimeLeft <= 10 && setup.time_limit)
8342 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8344 DrawGameValue_Time(TimeLeft);
8346 if (!TimeLeft && setup.time_limit)
8347 for (i = 0; i < MAX_PLAYERS; i++)
8348 KillHero(&stored_player[i]);
8350 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8351 DrawGameValue_Time(TimePlayed);
8354 if (tape.recording || tape.playing)
8355 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8359 PlayAllPlayersSound();
8361 if (options.debug) /* calculate frames per second */
8363 static unsigned long fps_counter = 0;
8364 static int fps_frames = 0;
8365 unsigned long fps_delay_ms = Counter() - fps_counter;
8369 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8371 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8374 fps_counter = Counter();
8377 redraw_mask |= REDRAW_FPS;
8381 if (stored_player[0].jx != stored_player[0].last_jx ||
8382 stored_player[0].jy != stored_player[0].last_jy)
8383 printf("::: %d, %d, %d, %d, %d\n",
8384 stored_player[0].MovDir,
8385 stored_player[0].MovPos,
8386 stored_player[0].GfxPos,
8387 stored_player[0].Frame,
8388 stored_player[0].StepFrame);
8395 for (i = 0; i < MAX_PLAYERS; i++)
8398 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8400 stored_player[i].Frame += move_frames;
8402 if (stored_player[i].MovPos != 0)
8403 stored_player[i].StepFrame += move_frames;
8405 if (stored_player[i].drop_delay > 0)
8406 stored_player[i].drop_delay--;
8411 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8413 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8415 local_player->show_envelope = 0;
8420 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8422 int min_x = x, min_y = y, max_x = x, max_y = y;
8425 for (i = 0; i < MAX_PLAYERS; i++)
8427 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8429 if (!stored_player[i].active || &stored_player[i] == player)
8432 min_x = MIN(min_x, jx);
8433 min_y = MIN(min_y, jy);
8434 max_x = MAX(max_x, jx);
8435 max_y = MAX(max_y, jy);
8438 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8441 static boolean AllPlayersInVisibleScreen()
8445 for (i = 0; i < MAX_PLAYERS; i++)
8447 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8449 if (!stored_player[i].active)
8452 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8459 void ScrollLevel(int dx, int dy)
8461 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8464 BlitBitmap(drawto_field, drawto_field,
8465 FX + TILEX * (dx == -1) - softscroll_offset,
8466 FY + TILEY * (dy == -1) - softscroll_offset,
8467 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8468 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8469 FX + TILEX * (dx == 1) - softscroll_offset,
8470 FY + TILEY * (dy == 1) - softscroll_offset);
8474 x = (dx == 1 ? BX1 : BX2);
8475 for (y = BY1; y <= BY2; y++)
8476 DrawScreenField(x, y);
8481 y = (dy == 1 ? BY1 : BY2);
8482 for (x = BX1; x <= BX2; x++)
8483 DrawScreenField(x, y);
8486 redraw_mask |= REDRAW_FIELD;
8489 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
8491 int nextx = x + dx, nexty = y + dy;
8492 int element = Feld[x][y];
8495 element != EL_SP_PORT_LEFT &&
8496 element != EL_SP_GRAVITY_PORT_LEFT &&
8497 element != EL_SP_PORT_HORIZONTAL &&
8498 element != EL_SP_PORT_ANY) ||
8500 element != EL_SP_PORT_RIGHT &&
8501 element != EL_SP_GRAVITY_PORT_RIGHT &&
8502 element != EL_SP_PORT_HORIZONTAL &&
8503 element != EL_SP_PORT_ANY) ||
8505 element != EL_SP_PORT_UP &&
8506 element != EL_SP_GRAVITY_PORT_UP &&
8507 element != EL_SP_PORT_VERTICAL &&
8508 element != EL_SP_PORT_ANY) ||
8510 element != EL_SP_PORT_DOWN &&
8511 element != EL_SP_GRAVITY_PORT_DOWN &&
8512 element != EL_SP_PORT_VERTICAL &&
8513 element != EL_SP_PORT_ANY) ||
8514 !IN_LEV_FIELD(nextx, nexty) ||
8515 !IS_FREE(nextx, nexty))
8521 static void CheckGravityMovement(struct PlayerInfo *player)
8523 if (game.gravity && !player->programmed_action)
8526 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8527 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8529 int move_dir_horizontal = player->action & MV_HORIZONTAL;
8530 int move_dir_vertical = player->action & MV_VERTICAL;
8533 (player->last_move_dir & MV_HORIZONTAL ?
8534 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8535 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8536 int jx = player->jx, jy = player->jy;
8537 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8538 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8539 int new_jx = jx + dx, new_jy = jy + dy;
8541 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8543 boolean player_is_snapping = player->action & JOY_BUTTON_1;
8546 boolean player_can_fall_down =
8547 (IN_LEV_FIELD(jx, jy + 1) &&
8548 (IS_FREE(jx, jy + 1) ||
8549 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
8551 boolean player_can_fall_down =
8552 (IN_LEV_FIELD(jx, jy + 1) &&
8553 (IS_FREE(jx, jy + 1)));
8555 boolean player_is_moving_to_valid_field =
8558 !player_is_snapping &&
8560 IN_LEV_FIELD(new_jx, new_jy) &&
8561 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8562 Feld[new_jx][new_jy] == EL_SAND ||
8563 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8564 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8565 /* !!! extend EL_SAND to anything diggable !!! */
8567 boolean player_is_standing_on_valid_field =
8568 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8569 (IS_WALKABLE(Feld[jx][jy]) &&
8570 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8573 printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
8574 player_can_fall_down,
8575 player_is_standing_on_valid_field,
8576 player_is_moving_to_valid_field,
8577 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
8578 player->effective_action,
8579 player->can_fall_into_acid);
8582 if (player_can_fall_down &&
8583 !player_is_standing_on_valid_field &&
8584 !player_is_moving_to_valid_field)
8587 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
8588 jx, jy, FrameCounter);
8591 player->programmed_action = MV_DOWN;
8596 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8599 return CheckGravityMovement(player);
8602 if (game.gravity && !player->programmed_action)
8604 int jx = player->jx, jy = player->jy;
8605 boolean field_under_player_is_free =
8606 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8607 boolean player_is_standing_on_valid_field =
8608 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8609 (IS_WALKABLE(Feld[jx][jy]) &&
8610 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8612 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8613 player->programmed_action = MV_DOWN;
8619 -----------------------------------------------------------------------------
8620 dx, dy: direction (non-diagonal) to try to move the player to
8621 real_dx, real_dy: direction as read from input device (can be diagonal)
8624 boolean MovePlayerOneStep(struct PlayerInfo *player,
8625 int dx, int dy, int real_dx, int real_dy)
8628 static int trigger_sides[4][2] =
8630 /* enter side leave side */
8631 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8632 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8633 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8634 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8636 int move_direction = (dx == -1 ? MV_LEFT :
8637 dx == +1 ? MV_RIGHT :
8639 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8640 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8641 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8643 int jx = player->jx, jy = player->jy;
8644 int new_jx = jx + dx, new_jy = jy + dy;
8648 if (!player->active || (!dx && !dy))
8649 return MF_NO_ACTION;
8651 player->MovDir = (dx < 0 ? MV_LEFT :
8654 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8656 if (!IN_LEV_FIELD(new_jx, new_jy))
8657 return MF_NO_ACTION;
8659 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8660 return MF_NO_ACTION;
8663 element = MovingOrBlocked2Element(new_jx, new_jy);
8665 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8668 if (DONT_RUN_INTO(element))
8670 if (element == EL_ACID && dx == 0 && dy == 1)
8672 SplashAcid(new_jx, new_jy);
8673 Feld[jx][jy] = EL_PLAYER_1;
8674 InitMovingField(jx, jy, MV_DOWN);
8675 Store[jx][jy] = EL_ACID;
8676 ContinueMoving(jx, jy);
8680 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8685 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8686 if (can_move != MF_MOVING)
8689 /* check if DigField() has caused relocation of the player */
8690 if (player->jx != jx || player->jy != jy)
8691 return MF_NO_ACTION;
8693 StorePlayer[jx][jy] = 0;
8694 player->last_jx = jx;
8695 player->last_jy = jy;
8696 player->jx = new_jx;
8697 player->jy = new_jy;
8698 StorePlayer[new_jx][new_jy] = player->element_nr;
8701 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8703 player->step_counter++;
8705 player->drop_delay = 0;
8707 PlayerVisit[jx][jy] = FrameCounter;
8709 ScrollPlayer(player, SCROLL_INIT);
8712 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8714 CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
8716 CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
8719 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8721 CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8722 CE_OTHER_GETS_ENTERED, enter_side);
8723 CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8724 CE_ENTERED_BY_PLAYER, enter_side);
8731 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8733 int jx = player->jx, jy = player->jy;
8734 int old_jx = jx, old_jy = jy;
8735 int moved = MF_NO_ACTION;
8738 if (!player->active)
8743 if (player->MovPos == 0)
8745 player->is_moving = FALSE;
8746 player->is_digging = FALSE;
8747 player->is_collecting = FALSE;
8748 player->is_snapping = FALSE;
8749 player->is_pushing = FALSE;
8755 if (!player->active || (!dx && !dy))
8760 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8766 if (!FrameReached(&player->move_delay, player->move_delay_value))
8769 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8770 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8776 /* remove the last programmed player action */
8777 player->programmed_action = 0;
8781 /* should only happen if pre-1.2 tape recordings are played */
8782 /* this is only for backward compatibility */
8784 int original_move_delay_value = player->move_delay_value;
8787 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8791 /* scroll remaining steps with finest movement resolution */
8792 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8794 while (player->MovPos)
8796 ScrollPlayer(player, SCROLL_GO_ON);
8797 ScrollScreen(NULL, SCROLL_GO_ON);
8803 player->move_delay_value = original_move_delay_value;
8806 if (player->last_move_dir & MV_HORIZONTAL)
8808 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8809 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8813 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8814 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8820 if (moved & MF_MOVING && !ScreenMovPos &&
8821 (player == local_player || !options.network))
8823 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8824 int offset = (setup.scroll_delay ? 3 : 0);
8826 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8828 /* actual player has left the screen -- scroll in that direction */
8829 if (jx != old_jx) /* player has moved horizontally */
8830 scroll_x += (jx - old_jx);
8831 else /* player has moved vertically */
8832 scroll_y += (jy - old_jy);
8836 if (jx != old_jx) /* player has moved horizontally */
8838 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8839 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8840 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8842 /* don't scroll over playfield boundaries */
8843 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8844 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8846 /* don't scroll more than one field at a time */
8847 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8849 /* don't scroll against the player's moving direction */
8850 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8851 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8852 scroll_x = old_scroll_x;
8854 else /* player has moved vertically */
8856 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8857 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8858 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8860 /* don't scroll over playfield boundaries */
8861 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8862 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8864 /* don't scroll more than one field at a time */
8865 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8867 /* don't scroll against the player's moving direction */
8868 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8869 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8870 scroll_y = old_scroll_y;
8874 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8876 if (!options.network && !AllPlayersInVisibleScreen())
8878 scroll_x = old_scroll_x;
8879 scroll_y = old_scroll_y;
8883 ScrollScreen(player, SCROLL_INIT);
8884 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8891 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8893 if (!(moved & MF_MOVING) && !player->is_pushing)
8898 player->StepFrame = 0;
8900 if (moved & MF_MOVING)
8902 if (old_jx != jx && old_jy == jy)
8903 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8904 else if (old_jx == jx && old_jy != jy)
8905 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8907 DrawLevelField(jx, jy); /* for "crumbled sand" */
8909 player->last_move_dir = player->MovDir;
8910 player->is_moving = TRUE;
8912 player->is_snapping = FALSE;
8916 player->is_switching = FALSE;
8919 player->is_dropping = FALSE;
8923 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
8925 static int trigger_sides[4][2] =
8927 /* enter side leave side */
8928 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8929 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8930 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8931 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8933 int move_direction = player->MovDir;
8934 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8935 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8938 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8940 player->index_bit, leave_side);
8942 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8943 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8945 player->index_bit, leave_side);
8947 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8948 CE_OTHER_GETS_ENTERED,
8949 player->index_bit, enter_side);
8951 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8952 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8953 player->index_bit, enter_side);
8963 CheckGravityMovementWhenNotMoving(player);
8966 player->last_move_dir = MV_NO_MOVING;
8968 player->is_moving = FALSE;
8971 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8973 TestIfHeroTouchesBadThing(jx, jy);
8974 TestIfPlayerTouchesCustomElement(jx, jy);
8977 if (!player->active)
8983 void ScrollPlayer(struct PlayerInfo *player, int mode)
8985 int jx = player->jx, jy = player->jy;
8986 int last_jx = player->last_jx, last_jy = player->last_jy;
8987 int move_stepsize = TILEX / player->move_delay_value;
8989 if (!player->active || !player->MovPos)
8992 if (mode == SCROLL_INIT)
8994 player->actual_frame_counter = FrameCounter;
8995 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8997 if (Feld[last_jx][last_jy] == EL_EMPTY)
8998 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
9006 else if (!FrameReached(&player->actual_frame_counter, 1))
9009 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
9010 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9012 if (!player->block_last_field &&
9013 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9014 Feld[last_jx][last_jy] = EL_EMPTY;
9016 /* before DrawPlayer() to draw correct player graphic for this case */
9017 if (player->MovPos == 0)
9018 CheckGravityMovement(player);
9021 DrawPlayer(player); /* needed here only to cleanup last field */
9024 if (player->MovPos == 0) /* player reached destination field */
9027 if (player->move_delay_reset_counter > 0)
9029 player->move_delay_reset_counter--;
9031 if (player->move_delay_reset_counter == 0)
9033 /* continue with normal speed after quickly moving through gate */
9034 HALVE_PLAYER_SPEED(player);
9036 /* be able to make the next move without delay */
9037 player->move_delay = 0;
9041 if (IS_PASSABLE(Feld[last_jx][last_jy]))
9043 /* continue with normal speed after quickly moving through gate */
9044 HALVE_PLAYER_SPEED(player);
9046 /* be able to make the next move without delay */
9047 player->move_delay = 0;
9051 if (player->block_last_field &&
9052 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9053 Feld[last_jx][last_jy] = EL_EMPTY;
9055 player->last_jx = jx;
9056 player->last_jy = jy;
9058 if (Feld[jx][jy] == EL_EXIT_OPEN ||
9059 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
9060 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
9062 DrawPlayer(player); /* needed here only to cleanup last field */
9065 if (local_player->friends_still_needed == 0 ||
9066 IS_SP_ELEMENT(Feld[jx][jy]))
9067 player->LevelSolved = player->GameOver = TRUE;
9071 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
9072 /* this breaks one level: "machine", level 000 */
9074 static int trigger_sides[4][2] =
9076 /* enter side leave side */
9077 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9078 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9079 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9080 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9082 int move_direction = player->MovDir;
9083 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9084 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9085 int old_jx = last_jx;
9086 int old_jy = last_jy;
9089 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
9091 player->index_bit, leave_side);
9093 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
9094 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
9096 player->index_bit, leave_side);
9098 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
9099 CE_OTHER_GETS_ENTERED,
9100 player->index_bit, enter_side);
9102 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9103 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
9104 player->index_bit, enter_side);
9110 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9112 TestIfHeroTouchesBadThing(jx, jy);
9113 TestIfPlayerTouchesCustomElement(jx, jy);
9115 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
9118 if (!player->active)
9122 if (level.use_step_counter)
9128 for (i = 0; i < MAX_PLAYERS; i++)
9130 struct PlayerInfo *player = &stored_player[i];
9132 if (SHIELD_ON(player))
9134 player->shield_normal_time_left--;
9136 if (player->shield_deadly_time_left > 0)
9137 player->shield_deadly_time_left--;
9145 if (TimeLeft <= 10 && setup.time_limit)
9146 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9148 DrawGameValue_Time(TimeLeft);
9150 if (!TimeLeft && setup.time_limit)
9151 for (i = 0; i < MAX_PLAYERS; i++)
9152 KillHero(&stored_player[i]);
9154 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9155 DrawGameValue_Time(TimePlayed);
9158 if (tape.single_step && tape.recording && !tape.pausing &&
9159 !player->programmed_action)
9160 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9164 void ScrollScreen(struct PlayerInfo *player, int mode)
9166 static unsigned long screen_frame_counter = 0;
9168 if (mode == SCROLL_INIT)
9170 /* set scrolling step size according to actual player's moving speed */
9171 ScrollStepSize = TILEX / player->move_delay_value;
9173 screen_frame_counter = FrameCounter;
9174 ScreenMovDir = player->MovDir;
9175 ScreenMovPos = player->MovPos;
9176 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9179 else if (!FrameReached(&screen_frame_counter, 1))
9184 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
9185 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9186 redraw_mask |= REDRAW_FIELD;
9189 ScreenMovDir = MV_NO_MOVING;
9192 void TestIfPlayerTouchesCustomElement(int x, int y)
9194 static int xy[4][2] =
9201 static int trigger_sides[4][2] =
9203 /* center side border side */
9204 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9205 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9206 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9207 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9209 static int touch_dir[4] =
9216 int center_element = Feld[x][y]; /* should always be non-moving! */
9219 for (i = 0; i < NUM_DIRECTIONS; i++)
9221 int xx = x + xy[i][0];
9222 int yy = y + xy[i][1];
9223 int center_side = trigger_sides[i][0];
9224 int border_side = trigger_sides[i][1];
9227 if (!IN_LEV_FIELD(xx, yy))
9230 if (IS_PLAYER(x, y))
9232 struct PlayerInfo *player = PLAYERINFO(x, y);
9234 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9235 border_element = Feld[xx][yy]; /* may be moving! */
9236 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9237 border_element = Feld[xx][yy];
9238 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9239 border_element = MovingOrBlocked2Element(xx, yy);
9241 continue; /* center and border element do not touch */
9243 CheckTriggeredElementChangePlayer(xx, yy, border_element,
9244 CE_OTHER_GETS_TOUCHED,
9245 player->index_bit, border_side);
9246 CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9247 player->index_bit, border_side);
9249 else if (IS_PLAYER(xx, yy))
9251 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9253 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9255 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9256 continue; /* center and border element do not touch */
9259 CheckTriggeredElementChangePlayer(x, y, center_element,
9260 CE_OTHER_GETS_TOUCHED,
9261 player->index_bit, center_side);
9262 CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9263 player->index_bit, center_side);
9270 void TestIfElementTouchesCustomElement(int x, int y)
9272 static int xy[4][2] =
9279 static int trigger_sides[4][2] =
9281 /* center side border side */
9282 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9283 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9284 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9285 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9287 static int touch_dir[4] =
9294 boolean change_center_element = FALSE;
9295 int center_element_change_page = 0;
9296 int center_element = Feld[x][y]; /* should always be non-moving! */
9297 int border_trigger_element;
9300 for (i = 0; i < NUM_DIRECTIONS; i++)
9302 int xx = x + xy[i][0];
9303 int yy = y + xy[i][1];
9304 int center_side = trigger_sides[i][0];
9305 int border_side = trigger_sides[i][1];
9308 if (!IN_LEV_FIELD(xx, yy))
9311 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9312 border_element = Feld[xx][yy]; /* may be moving! */
9313 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9314 border_element = Feld[xx][yy];
9315 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9316 border_element = MovingOrBlocked2Element(xx, yy);
9318 continue; /* center and border element do not touch */
9320 /* check for change of center element (but change it only once) */
9321 if (IS_CUSTOM_ELEMENT(center_element) &&
9322 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
9323 !change_center_element)
9325 for (j = 0; j < element_info[center_element].num_change_pages; j++)
9327 struct ElementChangeInfo *change =
9328 &element_info[center_element].change_page[j];
9330 if (change->can_change &&
9331 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9332 change->trigger_side & border_side &&
9334 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
9336 change->trigger_element == border_element
9340 change_center_element = TRUE;
9341 center_element_change_page = j;
9342 border_trigger_element = border_element;
9349 /* check for change of border element */
9350 if (IS_CUSTOM_ELEMENT(border_element) &&
9351 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
9353 for (j = 0; j < element_info[border_element].num_change_pages; j++)
9355 struct ElementChangeInfo *change =
9356 &element_info[border_element].change_page[j];
9358 if (change->can_change &&
9359 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9360 change->trigger_side & center_side &&
9362 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
9364 change->trigger_element == center_element
9369 printf("::: border_element %d, %d\n", x, y);
9372 CheckElementChangePage(xx, yy, border_element, center_element,
9373 CE_OTHER_IS_TOUCHING, j);
9380 if (change_center_element)
9383 printf("::: center_element %d, %d\n", x, y);
9386 CheckElementChangePage(x, y, center_element, border_trigger_element,
9387 CE_OTHER_IS_TOUCHING, center_element_change_page);
9391 void TestIfElementHitsCustomElement(int x, int y, int direction)
9393 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9394 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9395 int hitx = x + dx, hity = y + dy;
9396 int hitting_element = Feld[x][y];
9397 int touched_element;
9399 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9400 !IS_FREE(hitx, hity) &&
9401 (!IS_MOVING(hitx, hity) ||
9402 MovDir[hitx][hity] != direction ||
9403 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9406 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9410 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9414 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9415 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9417 CheckElementChangeSide(x, y, hitting_element, touched_element,
9418 CE_HITTING_SOMETHING, direction);
9420 if (IN_LEV_FIELD(hitx, hity))
9422 int opposite_direction = MV_DIR_OPPOSITE(direction);
9423 int hitting_side = direction;
9424 int touched_side = opposite_direction;
9426 int touched_element = MovingOrBlocked2Element(hitx, hity);
9429 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9430 MovDir[hitx][hity] != direction ||
9431 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9440 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9441 CE_HIT_BY_SOMETHING, opposite_direction);
9443 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9444 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
9446 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9448 struct ElementChangeInfo *change =
9449 &element_info[hitting_element].change_page[i];
9451 if (change->can_change &&
9452 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
9453 change->trigger_side & touched_side &&
9456 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9458 change->trigger_element == touched_element
9462 CheckElementChangePage(x, y, hitting_element, touched_element,
9463 CE_OTHER_IS_HITTING, i);
9469 if (IS_CUSTOM_ELEMENT(touched_element) &&
9470 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
9472 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9474 struct ElementChangeInfo *change =
9475 &element_info[touched_element].change_page[i];
9477 if (change->can_change &&
9478 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
9479 change->trigger_side & hitting_side &&
9481 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9483 change->trigger_element == hitting_element
9487 CheckElementChangePage(hitx, hity, touched_element,
9488 hitting_element, CE_OTHER_GETS_HIT, i);
9498 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9500 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9501 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9502 int hitx = x + dx, hity = y + dy;
9503 int hitting_element = Feld[x][y];
9504 int touched_element;
9506 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9507 !IS_FREE(hitx, hity) &&
9508 (!IS_MOVING(hitx, hity) ||
9509 MovDir[hitx][hity] != direction ||
9510 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9513 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9517 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9521 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9522 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9524 CheckElementChangeSide(x, y, hitting_element, touched_element,
9525 EP_CAN_SMASH_EVERYTHING, direction);
9527 if (IN_LEV_FIELD(hitx, hity))
9529 int opposite_direction = MV_DIR_OPPOSITE(direction);
9530 int hitting_side = direction;
9531 int touched_side = opposite_direction;
9533 int touched_element = MovingOrBlocked2Element(hitx, hity);
9536 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9537 MovDir[hitx][hity] != direction ||
9538 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9547 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9548 CE_SMASHED_BY_SOMETHING, opposite_direction);
9550 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9551 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
9553 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9555 struct ElementChangeInfo *change =
9556 &element_info[hitting_element].change_page[i];
9558 if (change->can_change &&
9559 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
9560 change->trigger_side & touched_side &&
9563 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9565 change->trigger_element == touched_element
9569 CheckElementChangePage(x, y, hitting_element, touched_element,
9570 CE_OTHER_IS_SMASHING, i);
9576 if (IS_CUSTOM_ELEMENT(touched_element) &&
9577 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
9579 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9581 struct ElementChangeInfo *change =
9582 &element_info[touched_element].change_page[i];
9584 if (change->can_change &&
9585 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
9586 change->trigger_side & hitting_side &&
9588 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9590 change->trigger_element == hitting_element
9594 CheckElementChangePage(hitx, hity, touched_element,
9595 hitting_element, CE_OTHER_GETS_SMASHED, i);
9605 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9607 int i, kill_x = -1, kill_y = -1;
9608 static int test_xy[4][2] =
9615 static int test_dir[4] =
9623 for (i = 0; i < NUM_DIRECTIONS; i++)
9625 int test_x, test_y, test_move_dir, test_element;
9627 test_x = good_x + test_xy[i][0];
9628 test_y = good_y + test_xy[i][1];
9629 if (!IN_LEV_FIELD(test_x, test_y))
9633 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9636 test_element = Feld[test_x][test_y];
9638 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9641 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9642 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9644 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9645 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9653 if (kill_x != -1 || kill_y != -1)
9655 if (IS_PLAYER(good_x, good_y))
9657 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9659 if (player->shield_deadly_time_left > 0)
9660 Bang(kill_x, kill_y);
9661 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9665 Bang(good_x, good_y);
9669 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9671 int i, kill_x = -1, kill_y = -1;
9672 int bad_element = Feld[bad_x][bad_y];
9673 static int test_xy[4][2] =
9680 static int touch_dir[4] =
9687 static int test_dir[4] =
9695 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9698 for (i = 0; i < NUM_DIRECTIONS; i++)
9700 int test_x, test_y, test_move_dir, test_element;
9702 test_x = bad_x + test_xy[i][0];
9703 test_y = bad_y + test_xy[i][1];
9704 if (!IN_LEV_FIELD(test_x, test_y))
9708 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9710 test_element = Feld[test_x][test_y];
9712 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9713 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9715 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9716 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9718 /* good thing is player or penguin that does not move away */
9719 if (IS_PLAYER(test_x, test_y))
9721 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9723 if (bad_element == EL_ROBOT && player->is_moving)
9724 continue; /* robot does not kill player if he is moving */
9726 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9728 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9729 continue; /* center and border element do not touch */
9736 else if (test_element == EL_PENGUIN)
9745 if (kill_x != -1 || kill_y != -1)
9747 if (IS_PLAYER(kill_x, kill_y))
9749 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9751 if (player->shield_deadly_time_left > 0)
9753 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9757 Bang(kill_x, kill_y);
9761 void TestIfHeroTouchesBadThing(int x, int y)
9763 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9766 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9768 TestIfGoodThingHitsBadThing(x, y, move_dir);
9771 void TestIfBadThingTouchesHero(int x, int y)
9773 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9776 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9778 TestIfBadThingHitsGoodThing(x, y, move_dir);
9781 void TestIfFriendTouchesBadThing(int x, int y)
9783 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9786 void TestIfBadThingTouchesFriend(int x, int y)
9788 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9791 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9793 int i, kill_x = bad_x, kill_y = bad_y;
9794 static int xy[4][2] =
9802 for (i = 0; i < NUM_DIRECTIONS; i++)
9806 x = bad_x + xy[i][0];
9807 y = bad_y + xy[i][1];
9808 if (!IN_LEV_FIELD(x, y))
9811 element = Feld[x][y];
9812 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9813 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9821 if (kill_x != bad_x || kill_y != bad_y)
9825 void KillHero(struct PlayerInfo *player)
9827 int jx = player->jx, jy = player->jy;
9829 if (!player->active)
9832 /* remove accessible field at the player's position */
9833 Feld[jx][jy] = EL_EMPTY;
9835 /* deactivate shield (else Bang()/Explode() would not work right) */
9836 player->shield_normal_time_left = 0;
9837 player->shield_deadly_time_left = 0;
9843 static void KillHeroUnlessEnemyProtected(int x, int y)
9845 if (!PLAYER_ENEMY_PROTECTED(x, y))
9846 KillHero(PLAYERINFO(x, y));
9849 static void KillHeroUnlessExplosionProtected(int x, int y)
9851 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9852 KillHero(PLAYERINFO(x, y));
9855 void BuryHero(struct PlayerInfo *player)
9857 int jx = player->jx, jy = player->jy;
9859 if (!player->active)
9863 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9865 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9867 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9869 player->GameOver = TRUE;
9873 void RemoveHero(struct PlayerInfo *player)
9875 int jx = player->jx, jy = player->jy;
9876 int i, found = FALSE;
9878 player->present = FALSE;
9879 player->active = FALSE;
9881 if (!ExplodeField[jx][jy])
9882 StorePlayer[jx][jy] = 0;
9884 for (i = 0; i < MAX_PLAYERS; i++)
9885 if (stored_player[i].active)
9889 AllPlayersGone = TRUE;
9896 =============================================================================
9897 checkDiagonalPushing()
9898 -----------------------------------------------------------------------------
9899 check if diagonal input device direction results in pushing of object
9900 (by checking if the alternative direction is walkable, diggable, ...)
9901 =============================================================================
9904 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9905 int x, int y, int real_dx, int real_dy)
9907 int jx, jy, dx, dy, xx, yy;
9909 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9912 /* diagonal direction: check alternative direction */
9917 xx = jx + (dx == 0 ? real_dx : 0);
9918 yy = jy + (dy == 0 ? real_dy : 0);
9920 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9924 =============================================================================
9926 -----------------------------------------------------------------------------
9927 x, y: field next to player (non-diagonal) to try to dig to
9928 real_dx, real_dy: direction as read from input device (can be diagonal)
9929 =============================================================================
9932 int DigField(struct PlayerInfo *player,
9933 int oldx, int oldy, int x, int y,
9934 int real_dx, int real_dy, int mode)
9936 static int trigger_sides[4] =
9938 CH_SIDE_RIGHT, /* moving left */
9939 CH_SIDE_LEFT, /* moving right */
9940 CH_SIDE_BOTTOM, /* moving up */
9941 CH_SIDE_TOP, /* moving down */
9944 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9946 int jx = oldx, jy = oldy;
9947 int dx = x - jx, dy = y - jy;
9948 int nextx = x + dx, nexty = y + dy;
9949 int move_direction = (dx == -1 ? MV_LEFT :
9950 dx == +1 ? MV_RIGHT :
9952 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9953 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9954 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
9955 int old_element = Feld[jx][jy];
9958 if (player->MovPos == 0)
9960 player->is_digging = FALSE;
9961 player->is_collecting = FALSE;
9964 if (player->MovPos == 0) /* last pushing move finished */
9965 player->is_pushing = FALSE;
9967 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9969 player->is_switching = FALSE;
9970 player->push_delay = 0;
9972 return MF_NO_ACTION;
9975 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9976 return MF_NO_ACTION;
9981 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
9983 if (IS_TUBE(Feld[jx][jy]) ||
9984 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
9988 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
9989 int tube_leave_directions[][2] =
9991 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9992 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9993 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9994 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
9995 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
9996 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
9997 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
9998 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
9999 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
10000 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
10001 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
10002 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
10005 while (tube_leave_directions[i][0] != tube_element)
10008 if (tube_leave_directions[i][0] == -1) /* should not happen */
10012 if (!(tube_leave_directions[i][1] & move_direction))
10013 return MF_NO_ACTION; /* tube has no opening in this direction */
10018 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
10019 old_element = Back[jx][jy];
10023 if (IS_WALKABLE(old_element) &&
10024 !(element_info[old_element].access_direction & move_direction))
10025 return MF_NO_ACTION; /* field has no opening in this direction */
10027 element = Feld[x][y];
10029 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
10030 game.engine_version >= VERSION_IDENT(2,2,0,0))
10031 return MF_NO_ACTION;
10035 case EL_SP_PORT_LEFT:
10036 case EL_SP_PORT_RIGHT:
10037 case EL_SP_PORT_UP:
10038 case EL_SP_PORT_DOWN:
10039 case EL_SP_PORT_HORIZONTAL:
10040 case EL_SP_PORT_VERTICAL:
10041 case EL_SP_PORT_ANY:
10042 case EL_SP_GRAVITY_PORT_LEFT:
10043 case EL_SP_GRAVITY_PORT_RIGHT:
10044 case EL_SP_GRAVITY_PORT_UP:
10045 case EL_SP_GRAVITY_PORT_DOWN:
10047 if (!canEnterSupaplexPort(x, y, dx, dy))
10048 return MF_NO_ACTION;
10051 element != EL_SP_PORT_LEFT &&
10052 element != EL_SP_GRAVITY_PORT_LEFT &&
10053 element != EL_SP_PORT_HORIZONTAL &&
10054 element != EL_SP_PORT_ANY) ||
10056 element != EL_SP_PORT_RIGHT &&
10057 element != EL_SP_GRAVITY_PORT_RIGHT &&
10058 element != EL_SP_PORT_HORIZONTAL &&
10059 element != EL_SP_PORT_ANY) ||
10061 element != EL_SP_PORT_UP &&
10062 element != EL_SP_GRAVITY_PORT_UP &&
10063 element != EL_SP_PORT_VERTICAL &&
10064 element != EL_SP_PORT_ANY) ||
10066 element != EL_SP_PORT_DOWN &&
10067 element != EL_SP_GRAVITY_PORT_DOWN &&
10068 element != EL_SP_PORT_VERTICAL &&
10069 element != EL_SP_PORT_ANY) ||
10070 !IN_LEV_FIELD(nextx, nexty) ||
10071 !IS_FREE(nextx, nexty))
10072 return MF_NO_ACTION;
10075 if (element == EL_SP_GRAVITY_PORT_LEFT ||
10076 element == EL_SP_GRAVITY_PORT_RIGHT ||
10077 element == EL_SP_GRAVITY_PORT_UP ||
10078 element == EL_SP_GRAVITY_PORT_DOWN)
10079 game.gravity = !game.gravity;
10081 /* automatically move to the next field with double speed */
10082 player->programmed_action = move_direction;
10084 if (player->move_delay_reset_counter == 0)
10086 player->move_delay_reset_counter = 2; /* two double speed steps */
10088 DOUBLE_PLAYER_SPEED(player);
10091 player->move_delay_reset_counter = 2;
10093 DOUBLE_PLAYER_SPEED(player);
10097 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
10100 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
10105 case EL_TUBE_VERTICAL:
10106 case EL_TUBE_HORIZONTAL:
10107 case EL_TUBE_VERTICAL_LEFT:
10108 case EL_TUBE_VERTICAL_RIGHT:
10109 case EL_TUBE_HORIZONTAL_UP:
10110 case EL_TUBE_HORIZONTAL_DOWN:
10111 case EL_TUBE_LEFT_UP:
10112 case EL_TUBE_LEFT_DOWN:
10113 case EL_TUBE_RIGHT_UP:
10114 case EL_TUBE_RIGHT_DOWN:
10117 int tube_enter_directions[][2] =
10119 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10120 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10121 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10122 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
10123 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
10124 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
10125 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
10126 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
10127 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
10128 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
10129 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
10130 { -1, MV_NO_MOVING }
10133 while (tube_enter_directions[i][0] != element)
10136 if (tube_enter_directions[i][0] == -1) /* should not happen */
10140 if (!(tube_enter_directions[i][1] & move_direction))
10141 return MF_NO_ACTION; /* tube has no opening in this direction */
10143 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
10150 if (IS_WALKABLE(element))
10152 int sound_action = ACTION_WALKING;
10154 if (!(element_info[element].access_direction & opposite_direction))
10155 return MF_NO_ACTION; /* field not accessible from this direction */
10157 if (element >= EL_GATE_1 && element <= EL_GATE_4)
10159 if (!player->key[element - EL_GATE_1])
10160 return MF_NO_ACTION;
10162 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
10164 if (!player->key[element - EL_GATE_1_GRAY])
10165 return MF_NO_ACTION;
10167 else if (element == EL_EXIT_OPEN ||
10168 element == EL_SP_EXIT_OPEN ||
10169 element == EL_SP_EXIT_OPENING)
10171 sound_action = ACTION_PASSING; /* player is passing exit */
10173 else if (element == EL_EMPTY)
10175 sound_action = ACTION_MOVING; /* nothing to walk on */
10178 /* play sound from background or player, whatever is available */
10179 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
10180 PlayLevelSoundElementAction(x, y, element, sound_action);
10182 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
10186 else if (IS_PASSABLE(element))
10188 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
10189 return MF_NO_ACTION;
10191 if (IS_CUSTOM_ELEMENT(element) &&
10192 !(element_info[element].access_direction & opposite_direction))
10193 return MF_NO_ACTION; /* field not accessible from this direction */
10196 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
10197 return MF_NO_ACTION;
10200 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
10202 if (!player->key[element - EL_EM_GATE_1])
10203 return MF_NO_ACTION;
10205 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
10207 if (!player->key[element - EL_EM_GATE_1_GRAY])
10208 return MF_NO_ACTION;
10211 /* automatically move to the next field with double speed */
10212 player->programmed_action = move_direction;
10214 if (player->move_delay_reset_counter == 0)
10216 player->move_delay_reset_counter = 2; /* two double speed steps */
10218 DOUBLE_PLAYER_SPEED(player);
10221 player->move_delay_reset_counter = 2;
10223 DOUBLE_PLAYER_SPEED(player);
10226 PlayLevelSoundAction(x, y, ACTION_PASSING);
10230 else if (IS_DIGGABLE(element))
10234 if (mode != DF_SNAP)
10237 GfxElement[x][y] = GFX_ELEMENT(element);
10240 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
10242 player->is_digging = TRUE;
10245 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10247 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
10248 player->index_bit, dig_side);
10251 if (mode == DF_SNAP)
10252 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10257 else if (IS_COLLECTIBLE(element))
10261 if (mode != DF_SNAP)
10263 GfxElement[x][y] = element;
10264 player->is_collecting = TRUE;
10267 if (element == EL_SPEED_PILL)
10268 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
10269 else if (element == EL_EXTRA_TIME && level.time > 0)
10272 DrawGameValue_Time(TimeLeft);
10274 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
10276 player->shield_normal_time_left += 10;
10277 if (element == EL_SHIELD_DEADLY)
10278 player->shield_deadly_time_left += 10;
10280 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
10282 if (player->inventory_size < MAX_INVENTORY_SIZE)
10283 player->inventory_element[player->inventory_size++] = element;
10285 DrawGameValue_Dynamite(local_player->inventory_size);
10287 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
10289 player->dynabomb_count++;
10290 player->dynabombs_left++;
10292 else if (element == EL_DYNABOMB_INCREASE_SIZE)
10294 player->dynabomb_size++;
10296 else if (element == EL_DYNABOMB_INCREASE_POWER)
10298 player->dynabomb_xl = TRUE;
10300 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
10301 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
10303 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
10304 element - EL_KEY_1 : element - EL_EM_KEY_1);
10306 player->key[key_nr] = TRUE;
10308 DrawGameValue_Keys(player);
10310 redraw_mask |= REDRAW_DOOR_1;
10312 else if (IS_ENVELOPE(element))
10315 player->show_envelope = element;
10317 ShowEnvelope(element - EL_ENVELOPE_1);
10320 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
10324 if (element_info[element].collect_count == 0)
10325 player->inventory_infinite_element = element;
10327 for (i = 0; i < element_info[element].collect_count; i++)
10328 if (player->inventory_size < MAX_INVENTORY_SIZE)
10329 player->inventory_element[player->inventory_size++] = element;
10331 DrawGameValue_Dynamite(local_player->inventory_size);
10333 else if (element_info[element].collect_count > 0)
10335 local_player->gems_still_needed -=
10336 element_info[element].collect_count;
10337 if (local_player->gems_still_needed < 0)
10338 local_player->gems_still_needed = 0;
10340 DrawGameValue_Emeralds(local_player->gems_still_needed);
10343 RaiseScoreElement(element);
10344 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10346 CheckTriggeredElementChangePlayer(x, y, element,
10347 CE_OTHER_GETS_COLLECTED,
10348 player->index_bit, dig_side);
10351 if (mode == DF_SNAP)
10352 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10357 else if (IS_PUSHABLE(element))
10359 if (mode == DF_SNAP && element != EL_BD_ROCK)
10360 return MF_NO_ACTION;
10362 if (CAN_FALL(element) && dy)
10363 return MF_NO_ACTION;
10365 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
10366 !(element == EL_SPRING && level.use_spring_bug))
10367 return MF_NO_ACTION;
10370 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
10371 ((move_direction & MV_VERTICAL &&
10372 ((element_info[element].move_pattern & MV_LEFT &&
10373 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
10374 (element_info[element].move_pattern & MV_RIGHT &&
10375 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
10376 (move_direction & MV_HORIZONTAL &&
10377 ((element_info[element].move_pattern & MV_UP &&
10378 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
10379 (element_info[element].move_pattern & MV_DOWN &&
10380 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
10381 return MF_NO_ACTION;
10385 /* do not push elements already moving away faster than player */
10386 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
10387 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
10388 return MF_NO_ACTION;
10390 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
10391 return MF_NO_ACTION;
10395 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10397 if (player->push_delay_value == -1)
10398 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10400 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
10402 if (!player->is_pushing)
10403 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10407 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
10408 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
10409 !player_is_pushing))
10410 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10413 if (!player->is_pushing &&
10414 game.engine_version >= VERSION_IDENT(2,2,0,7))
10415 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10419 printf("::: push delay: %ld [%d, %d] [%d]\n",
10420 player->push_delay_value, FrameCounter, game.engine_version,
10421 player->is_pushing);
10424 player->is_pushing = TRUE;
10426 if (!(IN_LEV_FIELD(nextx, nexty) &&
10427 (IS_FREE(nextx, nexty) ||
10428 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
10429 IS_SB_ELEMENT(element)))))
10430 return MF_NO_ACTION;
10432 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
10433 return MF_NO_ACTION;
10435 if (player->push_delay == 0) /* new pushing; restart delay */
10436 player->push_delay = FrameCounter;
10438 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
10439 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
10440 element != EL_SPRING && element != EL_BALLOON)
10442 /* make sure that there is no move delay before next try to push */
10443 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10444 player->move_delay = INITIAL_MOVE_DELAY_OFF;
10446 return MF_NO_ACTION;
10450 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
10453 if (IS_SB_ELEMENT(element))
10455 if (element == EL_SOKOBAN_FIELD_FULL)
10457 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
10458 local_player->sokobanfields_still_needed++;
10461 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
10463 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
10464 local_player->sokobanfields_still_needed--;
10467 Feld[x][y] = EL_SOKOBAN_OBJECT;
10469 if (Back[x][y] == Back[nextx][nexty])
10470 PlayLevelSoundAction(x, y, ACTION_PUSHING);
10471 else if (Back[x][y] != 0)
10472 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
10475 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
10478 if (local_player->sokobanfields_still_needed == 0 &&
10479 game.emulation == EMU_SOKOBAN)
10481 player->LevelSolved = player->GameOver = TRUE;
10482 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
10486 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10488 InitMovingField(x, y, move_direction);
10489 GfxAction[x][y] = ACTION_PUSHING;
10491 if (mode == DF_SNAP)
10492 ContinueMoving(x, y);
10494 MovPos[x][y] = (dx != 0 ? dx : dy);
10496 Pushed[x][y] = TRUE;
10497 Pushed[nextx][nexty] = TRUE;
10499 if (game.engine_version < VERSION_IDENT(2,2,0,7))
10500 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10502 player->push_delay_value = -1; /* get new value later */
10504 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
10505 player->index_bit, dig_side);
10506 CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
10507 player->index_bit, dig_side);
10511 else if (IS_SWITCHABLE(element))
10513 if (PLAYER_SWITCHING(player, x, y))
10516 player->is_switching = TRUE;
10517 player->switch_x = x;
10518 player->switch_y = y;
10520 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10522 if (element == EL_ROBOT_WHEEL)
10524 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
10528 DrawLevelField(x, y);
10530 else if (element == EL_SP_TERMINAL)
10534 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
10536 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
10538 else if (Feld[xx][yy] == EL_SP_TERMINAL)
10539 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
10542 else if (IS_BELT_SWITCH(element))
10544 ToggleBeltSwitch(x, y);
10546 else if (element == EL_SWITCHGATE_SWITCH_UP ||
10547 element == EL_SWITCHGATE_SWITCH_DOWN)
10549 ToggleSwitchgateSwitch(x, y);
10551 else if (element == EL_LIGHT_SWITCH ||
10552 element == EL_LIGHT_SWITCH_ACTIVE)
10554 ToggleLightSwitch(x, y);
10557 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
10558 SND_LIGHT_SWITCH_ACTIVATING :
10559 SND_LIGHT_SWITCH_DEACTIVATING);
10562 else if (element == EL_TIMEGATE_SWITCH)
10564 ActivateTimegateSwitch(x, y);
10566 else if (element == EL_BALLOON_SWITCH_LEFT ||
10567 element == EL_BALLOON_SWITCH_RIGHT ||
10568 element == EL_BALLOON_SWITCH_UP ||
10569 element == EL_BALLOON_SWITCH_DOWN ||
10570 element == EL_BALLOON_SWITCH_ANY)
10572 if (element == EL_BALLOON_SWITCH_ANY)
10573 game.balloon_dir = move_direction;
10575 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
10576 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
10577 element == EL_BALLOON_SWITCH_UP ? MV_UP :
10578 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
10581 else if (element == EL_LAMP)
10583 Feld[x][y] = EL_LAMP_ACTIVE;
10584 local_player->lights_still_needed--;
10586 DrawLevelField(x, y);
10588 else if (element == EL_TIME_ORB_FULL)
10590 Feld[x][y] = EL_TIME_ORB_EMPTY;
10592 DrawGameValue_Time(TimeLeft);
10594 DrawLevelField(x, y);
10597 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
10605 if (!PLAYER_SWITCHING(player, x, y))
10607 player->is_switching = TRUE;
10608 player->switch_x = x;
10609 player->switch_y = y;
10611 CheckTriggeredElementChangePlayer(x, y, element,
10612 CE_OTHER_IS_SWITCHING,
10613 player->index_bit, dig_side);
10614 CheckElementChangePlayer(x, y, element, CE_SWITCHED,
10615 player->index_bit, dig_side);
10618 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
10619 player->index_bit, dig_side);
10620 CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10621 player->index_bit, dig_side);
10624 return MF_NO_ACTION;
10627 player->push_delay = 0;
10629 if (Feld[x][y] != element) /* really digged/collected something */
10630 player->is_collecting = !player->is_digging;
10635 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10637 int jx = player->jx, jy = player->jy;
10638 int x = jx + dx, y = jy + dy;
10639 int snap_direction = (dx == -1 ? MV_LEFT :
10640 dx == +1 ? MV_RIGHT :
10642 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10645 if (player->MovPos)
10648 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
10652 if (!player->active || !IN_LEV_FIELD(x, y))
10660 if (player->MovPos == 0)
10661 player->is_pushing = FALSE;
10663 player->is_snapping = FALSE;
10665 if (player->MovPos == 0)
10667 player->is_moving = FALSE;
10668 player->is_digging = FALSE;
10669 player->is_collecting = FALSE;
10675 if (player->is_snapping)
10678 player->MovDir = snap_direction;
10681 if (player->MovPos == 0)
10684 player->is_moving = FALSE;
10685 player->is_digging = FALSE;
10686 player->is_collecting = FALSE;
10689 player->is_dropping = FALSE;
10691 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10694 player->is_snapping = TRUE;
10697 if (player->MovPos == 0)
10700 player->is_moving = FALSE;
10701 player->is_digging = FALSE;
10702 player->is_collecting = FALSE;
10705 DrawLevelField(x, y);
10711 boolean DropElement(struct PlayerInfo *player)
10713 static int trigger_sides[4] =
10715 CH_SIDE_LEFT, /* dropping left */
10716 CH_SIDE_RIGHT, /* dropping right */
10717 CH_SIDE_TOP, /* dropping up */
10718 CH_SIDE_BOTTOM, /* dropping down */
10720 int jx = player->jx, jy = player->jy;
10721 int drop_direction = player->MovDir;
10722 int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
10723 int old_element = Feld[jx][jy];
10724 int new_element = (player->inventory_size > 0 ?
10725 player->inventory_element[player->inventory_size - 1] :
10726 player->inventory_infinite_element != EL_UNDEFINED ?
10727 player->inventory_infinite_element :
10728 player->dynabombs_left > 0 ?
10729 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10732 /* check if player is active, not moving and ready to drop */
10733 if (!player->active || player->MovPos || player->drop_delay > 0)
10736 /* check if player has anything that can be dropped */
10738 if (new_element == EL_UNDEFINED)
10741 if (player->inventory_size == 0 &&
10742 player->inventory_infinite_element == EL_UNDEFINED &&
10743 player->dynabombs_left == 0)
10747 /* check if anything can be dropped at the current position */
10748 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10751 /* collected custom elements can only be dropped on empty fields */
10753 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10756 if (player->inventory_size > 0 &&
10757 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
10758 && old_element != EL_EMPTY)
10762 if (old_element != EL_EMPTY)
10763 Back[jx][jy] = old_element; /* store old element on this field */
10765 ResetGfxAnimation(jx, jy);
10766 ResetRandomAnimationValue(jx, jy);
10768 if (player->inventory_size > 0 ||
10769 player->inventory_infinite_element != EL_UNDEFINED)
10771 if (player->inventory_size > 0)
10773 player->inventory_size--;
10776 new_element = player->inventory_element[player->inventory_size];
10779 DrawGameValue_Dynamite(local_player->inventory_size);
10781 if (new_element == EL_DYNAMITE)
10782 new_element = EL_DYNAMITE_ACTIVE;
10783 else if (new_element == EL_SP_DISK_RED)
10784 new_element = EL_SP_DISK_RED_ACTIVE;
10787 Feld[jx][jy] = new_element;
10789 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10790 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10792 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10795 /* needed if previous element just changed to "empty" in the last frame */
10796 Changed[jx][jy] = 0; /* allow another change */
10799 CheckTriggeredElementChangePlayer(jx, jy, new_element,
10800 CE_OTHER_GETS_DROPPED,
10801 player->index_bit, drop_side);
10802 CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
10803 player->index_bit, drop_side);
10805 TestIfElementTouchesCustomElement(jx, jy);
10807 else /* player is dropping a dyna bomb */
10809 player->dynabombs_left--;
10812 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
10815 Feld[jx][jy] = new_element;
10817 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10818 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10820 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10827 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10830 InitField_WithBug1(jx, jy, FALSE);
10832 InitField(jx, jy, FALSE);
10833 if (CAN_MOVE(Feld[jx][jy]))
10834 InitMovDir(jx, jy);
10838 new_element = Feld[jx][jy];
10840 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10841 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10843 int move_stepsize = element_info[new_element].move_stepsize;
10844 int direction, dx, dy, nextx, nexty;
10846 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10847 MovDir[jx][jy] = player->MovDir;
10849 direction = MovDir[jx][jy];
10850 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10851 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10855 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10858 WasJustMoving[jx][jy] = 3;
10860 InitMovingField(jx, jy, direction);
10861 ContinueMoving(jx, jy);
10866 Changed[jx][jy] = 0; /* allow another change */
10869 TestIfElementHitsCustomElement(jx, jy, direction);
10871 CheckElementChangeSide(jx, jy, new_element, touched_element,
10872 CE_HITTING_SOMETHING, direction);
10876 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10880 player->drop_delay = 8 + 8 + 8;
10885 player->is_dropping = TRUE;
10891 /* ------------------------------------------------------------------------- */
10892 /* game sound playing functions */
10893 /* ------------------------------------------------------------------------- */
10895 static int *loop_sound_frame = NULL;
10896 static int *loop_sound_volume = NULL;
10898 void InitPlayLevelSound()
10900 int num_sounds = getSoundListSize();
10902 checked_free(loop_sound_frame);
10903 checked_free(loop_sound_volume);
10905 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10906 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10909 static void PlayLevelSound(int x, int y, int nr)
10911 int sx = SCREENX(x), sy = SCREENY(y);
10912 int volume, stereo_position;
10913 int max_distance = 8;
10914 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10916 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10917 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10920 if (!IN_LEV_FIELD(x, y) ||
10921 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10922 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10925 volume = SOUND_MAX_VOLUME;
10927 if (!IN_SCR_FIELD(sx, sy))
10929 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10930 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10932 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10935 stereo_position = (SOUND_MAX_LEFT +
10936 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10937 (SCR_FIELDX + 2 * max_distance));
10939 if (IS_LOOP_SOUND(nr))
10941 /* This assures that quieter loop sounds do not overwrite louder ones,
10942 while restarting sound volume comparison with each new game frame. */
10944 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10947 loop_sound_volume[nr] = volume;
10948 loop_sound_frame[nr] = FrameCounter;
10951 PlaySoundExt(nr, volume, stereo_position, type);
10954 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10956 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10957 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10958 y < LEVELY(BY1) ? LEVELY(BY1) :
10959 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10963 static void PlayLevelSoundAction(int x, int y, int action)
10965 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10968 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10970 int sound_effect = element_info[element].sound[action];
10972 if (sound_effect != SND_UNDEFINED)
10973 PlayLevelSound(x, y, sound_effect);
10976 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10979 int sound_effect = element_info[element].sound[action];
10981 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10982 PlayLevelSound(x, y, sound_effect);
10985 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10987 int sound_effect = element_info[Feld[x][y]].sound[action];
10989 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10990 PlayLevelSound(x, y, sound_effect);
10993 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10995 int sound_effect = element_info[Feld[x][y]].sound[action];
10997 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10998 StopSound(sound_effect);
11001 static void PlayLevelMusic()
11003 if (levelset.music[level_nr] != MUS_UNDEFINED)
11004 PlayMusic(levelset.music[level_nr]); /* from config file */
11006 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
11009 void RaiseScore(int value)
11011 local_player->score += value;
11013 DrawGameValue_Score(local_player->score);
11016 void RaiseScoreElement(int element)
11021 case EL_BD_DIAMOND:
11022 case EL_EMERALD_YELLOW:
11023 case EL_EMERALD_RED:
11024 case EL_EMERALD_PURPLE:
11025 case EL_SP_INFOTRON:
11026 RaiseScore(level.score[SC_EMERALD]);
11029 RaiseScore(level.score[SC_DIAMOND]);
11032 RaiseScore(level.score[SC_CRYSTAL]);
11035 RaiseScore(level.score[SC_PEARL]);
11038 case EL_BD_BUTTERFLY:
11039 case EL_SP_ELECTRON:
11040 RaiseScore(level.score[SC_BUG]);
11043 case EL_BD_FIREFLY:
11044 case EL_SP_SNIKSNAK:
11045 RaiseScore(level.score[SC_SPACESHIP]);
11048 case EL_DARK_YAMYAM:
11049 RaiseScore(level.score[SC_YAMYAM]);
11052 RaiseScore(level.score[SC_ROBOT]);
11055 RaiseScore(level.score[SC_PACMAN]);
11058 RaiseScore(level.score[SC_NUT]);
11061 case EL_SP_DISK_RED:
11062 case EL_DYNABOMB_INCREASE_NUMBER:
11063 case EL_DYNABOMB_INCREASE_SIZE:
11064 case EL_DYNABOMB_INCREASE_POWER:
11065 RaiseScore(level.score[SC_DYNAMITE]);
11067 case EL_SHIELD_NORMAL:
11068 case EL_SHIELD_DEADLY:
11069 RaiseScore(level.score[SC_SHIELD]);
11071 case EL_EXTRA_TIME:
11072 RaiseScore(level.score[SC_TIME_BONUS]);
11078 RaiseScore(level.score[SC_KEY]);
11081 RaiseScore(element_info[element].collect_score);
11086 void RequestQuitGame(boolean ask_if_really_quit)
11088 if (AllPlayersGone ||
11089 !ask_if_really_quit ||
11090 level_editor_test_game ||
11091 Request("Do you really want to quit the game ?",
11092 REQ_ASK | REQ_STAY_CLOSED))
11094 #if defined(PLATFORM_UNIX)
11095 if (options.network)
11096 SendToServer_StopPlaying();
11100 game_status = GAME_MODE_MAIN;
11108 if (tape.playing && tape.index_search)
11110 SetDrawDeactivationMask(REDRAW_NONE);
11111 audio.sound_deactivated = FALSE;
11115 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
11118 if (tape.playing && tape.index_search)
11120 SetDrawDeactivationMask(REDRAW_FIELD);
11121 audio.sound_deactivated = TRUE;
11129 /* ---------- new game button stuff ---------------------------------------- */
11131 /* graphic position values for game buttons */
11132 #define GAME_BUTTON_XSIZE 30
11133 #define GAME_BUTTON_YSIZE 30
11134 #define GAME_BUTTON_XPOS 5
11135 #define GAME_BUTTON_YPOS 215
11136 #define SOUND_BUTTON_XPOS 5
11137 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
11139 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
11140 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
11141 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
11142 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
11143 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
11144 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
11151 } gamebutton_info[NUM_GAME_BUTTONS] =
11154 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
11159 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
11160 GAME_CTRL_ID_PAUSE,
11164 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
11169 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
11170 SOUND_CTRL_ID_MUSIC,
11171 "background music on/off"
11174 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
11175 SOUND_CTRL_ID_LOOPS,
11176 "sound loops on/off"
11179 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
11180 SOUND_CTRL_ID_SIMPLE,
11181 "normal sounds on/off"
11185 void CreateGameButtons()
11189 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11191 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
11192 struct GadgetInfo *gi;
11195 unsigned long event_mask;
11196 int gd_xoffset, gd_yoffset;
11197 int gd_x1, gd_x2, gd_y1, gd_y2;
11200 gd_xoffset = gamebutton_info[i].x;
11201 gd_yoffset = gamebutton_info[i].y;
11202 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
11203 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
11205 if (id == GAME_CTRL_ID_STOP ||
11206 id == GAME_CTRL_ID_PAUSE ||
11207 id == GAME_CTRL_ID_PLAY)
11209 button_type = GD_TYPE_NORMAL_BUTTON;
11211 event_mask = GD_EVENT_RELEASED;
11212 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11213 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11217 button_type = GD_TYPE_CHECK_BUTTON;
11219 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
11220 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
11221 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
11222 event_mask = GD_EVENT_PRESSED;
11223 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
11224 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11227 gi = CreateGadget(GDI_CUSTOM_ID, id,
11228 GDI_INFO_TEXT, gamebutton_info[i].infotext,
11229 GDI_X, DX + gd_xoffset,
11230 GDI_Y, DY + gd_yoffset,
11231 GDI_WIDTH, GAME_BUTTON_XSIZE,
11232 GDI_HEIGHT, GAME_BUTTON_YSIZE,
11233 GDI_TYPE, button_type,
11234 GDI_STATE, GD_BUTTON_UNPRESSED,
11235 GDI_CHECKED, checked,
11236 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
11237 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
11238 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
11239 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
11240 GDI_EVENT_MASK, event_mask,
11241 GDI_CALLBACK_ACTION, HandleGameButtons,
11245 Error(ERR_EXIT, "cannot create gadget");
11247 game_gadget[id] = gi;
11251 void FreeGameButtons()
11255 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11256 FreeGadget(game_gadget[i]);
11259 static void MapGameButtons()
11263 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11264 MapGadget(game_gadget[i]);
11267 void UnmapGameButtons()
11271 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11272 UnmapGadget(game_gadget[i]);
11275 static void HandleGameButtons(struct GadgetInfo *gi)
11277 int id = gi->custom_id;
11279 if (game_status != GAME_MODE_PLAYING)
11284 case GAME_CTRL_ID_STOP:
11285 RequestQuitGame(TRUE);
11288 case GAME_CTRL_ID_PAUSE:
11289 if (options.network)
11291 #if defined(PLATFORM_UNIX)
11293 SendToServer_ContinuePlaying();
11295 SendToServer_PausePlaying();
11299 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11302 case GAME_CTRL_ID_PLAY:
11305 #if defined(PLATFORM_UNIX)
11306 if (options.network)
11307 SendToServer_ContinuePlaying();
11311 tape.pausing = FALSE;
11312 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
11317 case SOUND_CTRL_ID_MUSIC:
11318 if (setup.sound_music)
11320 setup.sound_music = FALSE;
11323 else if (audio.music_available)
11325 setup.sound = setup.sound_music = TRUE;
11327 SetAudioMode(setup.sound);
11333 case SOUND_CTRL_ID_LOOPS:
11334 if (setup.sound_loops)
11335 setup.sound_loops = FALSE;
11336 else if (audio.loops_available)
11338 setup.sound = setup.sound_loops = TRUE;
11339 SetAudioMode(setup.sound);
11343 case SOUND_CTRL_ID_SIMPLE:
11344 if (setup.sound_simple)
11345 setup.sound_simple = FALSE;
11346 else if (audio.sound_available)
11348 setup.sound = setup.sound_simple = TRUE;
11349 SetAudioMode(setup.sound);