1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
65 /* special positions in the game control window (relative to main window) */
66 #define DX_LEVEL (DX + XX_LEVEL)
67 #define DY_LEVEL (DY + YY_LEVEL)
68 #define DX_EMERALDS (DX + XX_EMERALDS)
69 #define DY_EMERALDS (DY + YY_EMERALDS)
70 #define DX_DYNAMITE (DX + XX_DYNAMITE)
71 #define DY_DYNAMITE (DY + YY_DYNAMITE)
72 #define DX_KEYS (DX + XX_KEYS)
73 #define DY_KEYS (DY + YY_KEYS)
74 #define DX_SCORE (DX + XX_SCORE)
75 #define DY_SCORE (DY + YY_SCORE)
76 #define DX_TIME (DX + XX_TIME)
77 #define DY_TIME (DY + YY_TIME)
79 /* values for initial player move delay (initial delay counter value) */
80 #define INITIAL_MOVE_DELAY_OFF -1
81 #define INITIAL_MOVE_DELAY_ON 0
83 /* values for player movement speed (which is in fact a delay value) */
84 #define MOVE_DELAY_NORMAL_SPEED 8
85 #define MOVE_DELAY_HIGH_SPEED 4
87 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
88 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
89 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
90 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
92 /* values for other actions */
93 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
95 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
97 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
98 RND(element_info[e].push_delay_random))
99 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
100 RND(element_info[e].move_delay_random))
101 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 (element_info[e].move_delay_random))
105 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
106 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
108 (DONT_COLLIDE_WITH(e) && \
110 !PLAYER_ENEMY_PROTECTED(x, y))))
112 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
113 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
115 (DONT_COLLIDE_WITH(e) && \
116 IS_FREE_OR_PLAYER(x, y))))
119 #define ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, condition) \
120 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
123 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
124 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, 0)
126 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID(e, x, y) \
127 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, (Feld[x][y] == EL_ACID))
129 #define ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(x, y) \
130 ELEMENT_CAN_ENTER_FIELD_GENERIC_2(x, y, (Feld[x][y] == EL_ACID))
132 #define ENEMY_CAN_ENTER_FIELD(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
134 #define YAMYAM_CAN_ENTER_FIELD(x, y) \
135 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
136 Feld[x][y] == EL_DIAMOND))
138 #define DARK_YAMYAM_CAN_ENTER_FIELD(x, y) \
139 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
140 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
142 #define PACMAN_CAN_ENTER_FIELD(x, y) \
143 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
144 IS_AMOEBOID(Feld[x][y])))
146 #define PIG_CAN_ENTER_FIELD(x, y) \
147 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
148 IS_FOOD_PIG(Feld[x][y])))
150 #define PENGUIN_CAN_ENTER_FIELD(x, y) \
151 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
152 IS_FOOD_PENGUIN(Feld[x][y]) || \
153 Feld[x][y] == EL_EXIT_OPEN || \
154 Feld[x][y] == EL_ACID))
158 #define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \
159 (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
161 #define MAZE_RUNNER_CAN_ENTER_FIELD(x, y) \
162 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
163 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
167 #define GROUP_NR(e) ((e) - EL_GROUP_START)
168 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
169 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
170 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
172 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
173 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
176 #define CE_ENTER_FIELD_COND(e, x, y) \
177 (!IS_PLAYER(x, y) && \
178 (Feld[x][y] == EL_ACID || \
179 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
181 #define CE_ENTER_FIELD_COND(e, x, y) \
182 (!IS_PLAYER(x, y) && \
183 (Feld[x][y] == EL_ACID || \
184 Feld[x][y] == MOVE_ENTER_EL(e) || \
185 (IS_GROUP_ELEMENT(MOVE_ENTER_EL(e)) && \
186 IS_IN_GROUP_EL(Feld[x][y], MOVE_ENTER_EL(e)))))
189 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
190 ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
192 #define MOLE_CAN_ENTER_FIELD(x, y, condition) \
193 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || (condition)))
195 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
196 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
198 /* game button identifiers */
199 #define GAME_CTRL_ID_STOP 0
200 #define GAME_CTRL_ID_PAUSE 1
201 #define GAME_CTRL_ID_PLAY 2
202 #define SOUND_CTRL_ID_MUSIC 3
203 #define SOUND_CTRL_ID_LOOPS 4
204 #define SOUND_CTRL_ID_SIMPLE 5
206 #define NUM_GAME_BUTTONS 6
209 /* forward declaration for internal use */
211 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
212 static boolean MovePlayer(struct PlayerInfo *, int, int);
213 static void ScrollPlayer(struct PlayerInfo *, int);
214 static void ScrollScreen(struct PlayerInfo *, int);
216 static void InitBeltMovement(void);
217 static void CloseAllOpenTimegates(void);
218 static void CheckGravityMovement(struct PlayerInfo *);
219 static void KillHeroUnlessEnemyProtected(int, int);
220 static void KillHeroUnlessExplosionProtected(int, int);
222 static void TestIfPlayerTouchesCustomElement(int, int);
223 static void TestIfElementTouchesCustomElement(int, int);
224 static void TestIfElementHitsCustomElement(int, int, int);
226 static void ChangeElement(int, int, int);
227 static boolean CheckTriggeredElementSideChange(int, int, int, int, int);
228 static boolean CheckTriggeredElementChange(int, int, int, int);
229 static boolean CheckElementSideChange(int, int, int, int, int, int);
230 static boolean CheckElementChange(int, int, int, int);
232 static void PlayLevelSound(int, int, int);
233 static void PlayLevelSoundNearest(int, int, int);
234 static void PlayLevelSoundAction(int, int, int);
235 static void PlayLevelSoundElementAction(int, int, int, int);
236 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
237 static void PlayLevelSoundActionIfLoop(int, int, int);
238 static void StopLevelSoundActionIfLoop(int, int, int);
239 static void PlayLevelMusic();
241 static void MapGameButtons();
242 static void HandleGameButtons(struct GadgetInfo *);
244 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
247 /* ------------------------------------------------------------------------- */
248 /* definition of elements that automatically change to other elements after */
249 /* a specified time, eventually calling a function when changing */
250 /* ------------------------------------------------------------------------- */
252 /* forward declaration for changer functions */
253 static void InitBuggyBase(int x, int y);
254 static void WarnBuggyBase(int x, int y);
256 static void InitTrap(int x, int y);
257 static void ActivateTrap(int x, int y);
258 static void ChangeActiveTrap(int x, int y);
260 static void InitRobotWheel(int x, int y);
261 static void RunRobotWheel(int x, int y);
262 static void StopRobotWheel(int x, int y);
264 static void InitTimegateWheel(int x, int y);
265 static void RunTimegateWheel(int x, int y);
267 struct ChangingElementInfo
272 void (*pre_change_function)(int x, int y);
273 void (*change_function)(int x, int y);
274 void (*post_change_function)(int x, int y);
277 static struct ChangingElementInfo change_delay_list[] =
328 EL_SWITCHGATE_OPENING,
336 EL_SWITCHGATE_CLOSING,
337 EL_SWITCHGATE_CLOSED,
369 EL_ACID_SPLASH_RIGHT,
378 EL_SP_BUGGY_BASE_ACTIVATING,
385 EL_SP_BUGGY_BASE_ACTIVATING,
386 EL_SP_BUGGY_BASE_ACTIVE,
393 EL_SP_BUGGY_BASE_ACTIVE,
417 EL_ROBOT_WHEEL_ACTIVE,
425 EL_TIMEGATE_SWITCH_ACTIVE,
446 int push_delay_fixed, push_delay_random;
451 { EL_BALLOON, 0, 0 },
453 { EL_SOKOBAN_OBJECT, 2, 0 },
454 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
455 { EL_SATELLITE, 2, 0 },
456 { EL_SP_DISK_YELLOW, 2, 0 },
458 { EL_UNDEFINED, 0, 0 },
466 move_stepsize_list[] =
468 { EL_AMOEBA_DROP, 2 },
469 { EL_AMOEBA_DROPPING, 2 },
470 { EL_QUICKSAND_FILLING, 1 },
471 { EL_QUICKSAND_EMPTYING, 1 },
472 { EL_MAGIC_WALL_FILLING, 2 },
473 { EL_BD_MAGIC_WALL_FILLING, 2 },
474 { EL_MAGIC_WALL_EMPTYING, 2 },
475 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
485 collect_count_list[] =
488 { EL_BD_DIAMOND, 1 },
489 { EL_EMERALD_YELLOW, 1 },
490 { EL_EMERALD_RED, 1 },
491 { EL_EMERALD_PURPLE, 1 },
493 { EL_SP_INFOTRON, 1 },
507 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
508 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
509 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
510 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
511 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
512 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
513 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
514 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
515 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
516 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
517 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
522 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
524 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
525 CH_EVENT_BIT(CE_DELAY))
526 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
527 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
528 IS_JUST_CHANGING(x, y))
530 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
533 void GetPlayerConfig()
535 if (!audio.sound_available)
536 setup.sound_simple = FALSE;
538 if (!audio.loops_available)
539 setup.sound_loops = FALSE;
541 if (!audio.music_available)
542 setup.sound_music = FALSE;
544 if (!video.fullscreen_available)
545 setup.fullscreen = FALSE;
547 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
549 SetAudioMode(setup.sound);
553 static int getBeltNrFromBeltElement(int element)
555 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
556 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
557 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
560 static int getBeltNrFromBeltActiveElement(int element)
562 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
563 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
564 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
567 static int getBeltNrFromBeltSwitchElement(int element)
569 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
570 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
571 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
574 static int getBeltDirNrFromBeltSwitchElement(int element)
576 static int belt_base_element[4] =
578 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
579 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
580 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
581 EL_CONVEYOR_BELT_4_SWITCH_LEFT
584 int belt_nr = getBeltNrFromBeltSwitchElement(element);
585 int belt_dir_nr = element - belt_base_element[belt_nr];
587 return (belt_dir_nr % 3);
590 static int getBeltDirFromBeltSwitchElement(int element)
592 static int belt_move_dir[3] =
599 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
601 return belt_move_dir[belt_dir_nr];
604 static void InitPlayerField(int x, int y, int element, boolean init_game)
606 if (element == EL_SP_MURPHY)
610 if (stored_player[0].present)
612 Feld[x][y] = EL_SP_MURPHY_CLONE;
618 stored_player[0].use_murphy_graphic = TRUE;
621 Feld[x][y] = EL_PLAYER_1;
627 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
628 int jx = player->jx, jy = player->jy;
630 player->present = TRUE;
632 player->block_last_field = (element == EL_SP_MURPHY ?
633 level.sp_block_last_field :
634 level.block_last_field);
636 if (!options.network || player->connected)
638 player->active = TRUE;
640 /* remove potentially duplicate players */
641 if (StorePlayer[jx][jy] == Feld[x][y])
642 StorePlayer[jx][jy] = 0;
644 StorePlayer[x][y] = Feld[x][y];
648 printf("Player %d activated.\n", player->element_nr);
649 printf("[Local player is %d and currently %s.]\n",
650 local_player->element_nr,
651 local_player->active ? "active" : "not active");
655 Feld[x][y] = EL_EMPTY;
656 player->jx = player->last_jx = x;
657 player->jy = player->last_jy = y;
661 static void InitField(int x, int y, boolean init_game)
663 int element = Feld[x][y];
672 InitPlayerField(x, y, element, init_game);
675 case EL_SOKOBAN_FIELD_PLAYER:
676 element = Feld[x][y] = EL_PLAYER_1;
677 InitField(x, y, init_game);
679 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
680 InitField(x, y, init_game);
683 case EL_SOKOBAN_FIELD_EMPTY:
684 local_player->sokobanfields_still_needed++;
688 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
689 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
690 else if (x > 0 && Feld[x-1][y] == EL_ACID)
691 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
692 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
693 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
694 else if (y > 0 && Feld[x][y-1] == EL_ACID)
695 Feld[x][y] = EL_ACID_POOL_BOTTOM;
696 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
697 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
705 case EL_SPACESHIP_RIGHT:
706 case EL_SPACESHIP_UP:
707 case EL_SPACESHIP_LEFT:
708 case EL_SPACESHIP_DOWN:
710 case EL_BD_BUTTERFLY_RIGHT:
711 case EL_BD_BUTTERFLY_UP:
712 case EL_BD_BUTTERFLY_LEFT:
713 case EL_BD_BUTTERFLY_DOWN:
714 case EL_BD_BUTTERFLY:
715 case EL_BD_FIREFLY_RIGHT:
716 case EL_BD_FIREFLY_UP:
717 case EL_BD_FIREFLY_LEFT:
718 case EL_BD_FIREFLY_DOWN:
720 case EL_PACMAN_RIGHT:
744 if (y == lev_fieldy - 1)
746 Feld[x][y] = EL_AMOEBA_GROWING;
747 Store[x][y] = EL_AMOEBA_WET;
751 case EL_DYNAMITE_ACTIVE:
752 case EL_SP_DISK_RED_ACTIVE:
753 case EL_DYNABOMB_PLAYER_1_ACTIVE:
754 case EL_DYNABOMB_PLAYER_2_ACTIVE:
755 case EL_DYNABOMB_PLAYER_3_ACTIVE:
756 case EL_DYNABOMB_PLAYER_4_ACTIVE:
761 local_player->lights_still_needed++;
765 local_player->friends_still_needed++;
770 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
775 Feld[x][y] = EL_EMPTY;
780 case EL_EM_KEY_1_FILE:
781 Feld[x][y] = EL_EM_KEY_1;
783 case EL_EM_KEY_2_FILE:
784 Feld[x][y] = EL_EM_KEY_2;
786 case EL_EM_KEY_3_FILE:
787 Feld[x][y] = EL_EM_KEY_3;
789 case EL_EM_KEY_4_FILE:
790 Feld[x][y] = EL_EM_KEY_4;
794 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
795 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
796 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
797 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
798 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
799 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
800 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
801 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
802 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
803 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
804 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
805 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
808 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
809 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
810 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
812 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
814 game.belt_dir[belt_nr] = belt_dir;
815 game.belt_dir_nr[belt_nr] = belt_dir_nr;
817 else /* more than one switch -- set it like the first switch */
819 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
824 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
826 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
829 case EL_LIGHT_SWITCH_ACTIVE:
831 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
835 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
837 else if (IS_GROUP_ELEMENT(element))
839 struct ElementGroupInfo *group = element_info[element].group;
840 int last_anim_random_frame = gfx.anim_random_frame;
843 if (group->choice_mode == ANIM_RANDOM)
844 gfx.anim_random_frame = RND(group->num_elements_resolved);
846 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
847 group->choice_mode, 0,
850 if (group->choice_mode == ANIM_RANDOM)
851 gfx.anim_random_frame = last_anim_random_frame;
855 Feld[x][y] = group->element_resolved[element_pos];
857 InitField(x, y, init_game);
863 void DrawGameDoorValues()
867 for (i = 0; i < MAX_PLAYERS; i++)
868 for (j = 0; j < 4; j++)
869 if (stored_player[i].key[j])
870 DrawMiniGraphicExt(drawto, DX_KEYS + j * MINI_TILEX, DY_KEYS,
871 el2edimg(EL_KEY_1 + j));
873 DrawText(DX + XX_EMERALDS, DY + YY_EMERALDS,
874 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
875 DrawText(DX + XX_DYNAMITE, DY + YY_DYNAMITE,
876 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
877 DrawText(DX + XX_SCORE, DY + YY_SCORE,
878 int2str(local_player->score, 5), FONT_TEXT_2);
879 DrawText(DX + XX_TIME, DY + YY_TIME,
880 int2str(TimeLeft, 3), FONT_TEXT_2);
883 static void resolve_group_element(int group_element, int recursion_depth)
886 static struct ElementGroupInfo *group;
887 struct ElementGroupInfo *actual_group = element_info[group_element].group;
890 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
892 Error(ERR_WARN, "recursion too deep when resolving group element %d",
893 group_element - EL_GROUP_START + 1);
895 /* replace element which caused too deep recursion by question mark */
896 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
901 if (recursion_depth == 0) /* initialization */
903 group = element_info[group_element].group;
904 group_nr = group_element - EL_GROUP_START;
906 group->num_elements_resolved = 0;
907 group->choice_pos = 0;
910 for (i = 0; i < actual_group->num_elements; i++)
912 int element = actual_group->element[i];
914 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
917 if (IS_GROUP_ELEMENT(element))
918 resolve_group_element(element, recursion_depth + 1);
921 group->element_resolved[group->num_elements_resolved++] = element;
922 element_info[element].in_group[group_nr] = TRUE;
927 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
929 printf("::: group %d: %d resolved elements\n",
930 group_element - EL_GROUP_START, group->num_elements_resolved);
931 for (i = 0; i < group->num_elements_resolved; i++)
932 printf("::: - %d ['%s']\n", group->element_resolved[i],
933 element_info[group->element_resolved[i]].token_name);
940 =============================================================================
942 -----------------------------------------------------------------------------
943 initialize game engine due to level / tape version number
944 =============================================================================
947 static void InitGameEngine()
951 /* set game engine from tape file when re-playing, else from level file */
952 game.engine_version = (tape.playing ? tape.engine_version :
955 /* dynamically adjust element properties according to game engine version */
956 InitElementPropertiesEngine(game.engine_version);
959 printf("level %d: level version == %06d\n", level_nr, level.game_version);
960 printf(" tape version == %06d [%s] [file: %06d]\n",
961 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
963 printf(" => game.engine_version == %06d\n", game.engine_version);
966 /* ---------- recursively resolve group elements ------------------------- */
968 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
969 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
970 element_info[i].in_group[j] = FALSE;
972 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
973 resolve_group_element(EL_GROUP_START + i, 0);
975 /* ---------- initialize player's initial move delay --------------------- */
977 /* dynamically adjust player properties according to game engine version */
978 game.initial_move_delay =
979 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
980 INITIAL_MOVE_DELAY_OFF);
982 /* dynamically adjust player properties according to level information */
983 game.initial_move_delay_value =
984 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
986 /* ---------- initialize player's initial push delay --------------------- */
988 /* dynamically adjust player properties according to game engine version */
989 game.initial_push_delay_value =
990 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
992 /* ---------- initialize changing elements ------------------------------- */
994 /* initialize changing elements information */
995 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
997 struct ElementInfo *ei = &element_info[i];
999 /* this pointer might have been changed in the level editor */
1000 ei->change = &ei->change_page[0];
1002 if (!IS_CUSTOM_ELEMENT(i))
1004 ei->change->target_element = EL_EMPTY_SPACE;
1005 ei->change->delay_fixed = 0;
1006 ei->change->delay_random = 0;
1007 ei->change->delay_frames = 1;
1010 ei->change_events = CE_BITMASK_DEFAULT;
1011 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1013 ei->event_page_nr[j] = 0;
1014 ei->event_page[j] = &ei->change_page[0];
1018 /* add changing elements from pre-defined list */
1019 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1021 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1022 struct ElementInfo *ei = &element_info[ch_delay->element];
1024 ei->change->target_element = ch_delay->target_element;
1025 ei->change->delay_fixed = ch_delay->change_delay;
1027 ei->change->pre_change_function = ch_delay->pre_change_function;
1028 ei->change->change_function = ch_delay->change_function;
1029 ei->change->post_change_function = ch_delay->post_change_function;
1031 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1035 /* add change events from custom element configuration */
1036 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1038 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1040 for (j = 0; j < ei->num_change_pages; j++)
1042 if (!ei->change_page[j].can_change)
1045 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1047 /* only add event page for the first page found with this event */
1048 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1049 !(ei->change_events & CH_EVENT_BIT(k)))
1051 ei->change_events |= CH_EVENT_BIT(k);
1052 ei->event_page_nr[k] = j;
1053 ei->event_page[k] = &ei->change_page[j];
1061 /* add change events from custom element configuration */
1062 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1064 int element = EL_CUSTOM_START + i;
1066 /* only add custom elements that change after fixed/random frame delay */
1067 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1068 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1072 /* ---------- initialize trigger events ---------------------------------- */
1074 /* initialize trigger events information */
1075 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1076 trigger_events[i] = EP_BITMASK_DEFAULT;
1079 /* add trigger events from element change event properties */
1080 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1082 struct ElementInfo *ei = &element_info[i];
1084 for (j = 0; j < ei->num_change_pages; j++)
1086 if (!ei->change_page[j].can_change)
1089 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1091 int trigger_element = ei->change_page[j].trigger_element;
1093 if (IS_GROUP_ELEMENT(trigger_element))
1095 struct ElementGroupInfo *group = element_info[trigger_element].group;
1097 for (k = 0; k < group->num_elements_resolved; k++)
1098 trigger_events[group->element_resolved[k]]
1099 |= ei->change_page[j].events;
1102 trigger_events[trigger_element] |= ei->change_page[j].events;
1107 /* add trigger events from element change event properties */
1108 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1109 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1110 trigger_events[element_info[i].change->trigger_element] |=
1111 element_info[i].change->events;
1114 /* ---------- initialize push delay -------------------------------------- */
1116 /* initialize push delay values to default */
1117 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1119 if (!IS_CUSTOM_ELEMENT(i))
1121 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1122 element_info[i].push_delay_random = game.default_push_delay_random;
1126 /* set push delay value for certain elements from pre-defined list */
1127 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1129 int e = push_delay_list[i].element;
1131 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1132 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1135 /* set push delay value for Supaplex elements for newer engine versions */
1136 if (game.engine_version >= VERSION_IDENT(3,0,9,0))
1138 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1140 if (IS_SP_ELEMENT(i))
1142 element_info[i].push_delay_fixed = 6;
1143 element_info[i].push_delay_random = 0;
1148 /* ---------- initialize move stepsize ----------------------------------- */
1150 /* initialize move stepsize values to default */
1151 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1152 if (!IS_CUSTOM_ELEMENT(i))
1153 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1155 /* set move stepsize value for certain elements from pre-defined list */
1156 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1158 int e = move_stepsize_list[i].element;
1160 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1163 /* ---------- initialize move dig/leave ---------------------------------- */
1165 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1167 element_info[i].can_leave_element = FALSE;
1168 element_info[i].can_leave_element_last = FALSE;
1171 /* ---------- initialize gem count --------------------------------------- */
1173 /* initialize gem count values for each element */
1174 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1175 if (!IS_CUSTOM_ELEMENT(i))
1176 element_info[i].collect_count = 0;
1178 /* add gem count values for all elements from pre-defined list */
1179 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1180 element_info[collect_count_list[i].element].collect_count =
1181 collect_count_list[i].count;
1183 /* ---------- initialize access direction -------------------------------- */
1185 /* initialize access direction values to default */
1186 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1187 if (!IS_CUSTOM_ELEMENT(i))
1188 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1190 /* set access direction value for certain elements from pre-defined list */
1191 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1192 element_info[tube_access[i].element].access_direction =
1193 tube_access[i].direction;
1198 =============================================================================
1200 -----------------------------------------------------------------------------
1201 initialize and start new game
1202 =============================================================================
1207 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1208 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1209 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1216 #if USE_NEW_AMOEBA_CODE
1217 printf("Using new amoeba code.\n");
1219 printf("Using old amoeba code.\n");
1224 /* don't play tapes over network */
1225 network_playing = (options.network && !tape.playing);
1227 for (i = 0; i < MAX_PLAYERS; i++)
1229 struct PlayerInfo *player = &stored_player[i];
1231 player->index_nr = i;
1232 player->element_nr = EL_PLAYER_1 + i;
1234 player->present = FALSE;
1235 player->active = FALSE;
1238 player->effective_action = 0;
1239 player->programmed_action = 0;
1242 player->gems_still_needed = level.gems_needed;
1243 player->sokobanfields_still_needed = 0;
1244 player->lights_still_needed = 0;
1245 player->friends_still_needed = 0;
1247 for (j = 0; j < 4; j++)
1248 player->key[j] = FALSE;
1250 player->dynabomb_count = 0;
1251 player->dynabomb_size = 1;
1252 player->dynabombs_left = 0;
1253 player->dynabomb_xl = FALSE;
1255 player->MovDir = MV_NO_MOVING;
1258 player->GfxDir = MV_NO_MOVING;
1259 player->GfxAction = ACTION_DEFAULT;
1261 player->StepFrame = 0;
1263 player->use_murphy_graphic = FALSE;
1265 player->block_last_field = FALSE;
1267 player->actual_frame_counter = 0;
1269 player->step_counter = 0;
1271 player->last_move_dir = MV_NO_MOVING;
1273 player->is_waiting = FALSE;
1274 player->is_moving = FALSE;
1275 player->is_digging = FALSE;
1276 player->is_snapping = FALSE;
1277 player->is_collecting = FALSE;
1278 player->is_pushing = FALSE;
1279 player->is_switching = FALSE;
1280 player->is_dropping = FALSE;
1282 player->is_bored = FALSE;
1283 player->is_sleeping = FALSE;
1285 player->frame_counter_bored = -1;
1286 player->frame_counter_sleeping = -1;
1288 player->anim_delay_counter = 0;
1289 player->post_delay_counter = 0;
1291 player->action_waiting = ACTION_DEFAULT;
1292 player->last_action_waiting = ACTION_DEFAULT;
1293 player->special_action_bored = ACTION_DEFAULT;
1294 player->special_action_sleeping = ACTION_DEFAULT;
1296 player->num_special_action_bored = 0;
1297 player->num_special_action_sleeping = 0;
1299 /* determine number of special actions for bored and sleeping animation */
1300 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1302 boolean found = FALSE;
1304 for (k = 0; k < NUM_DIRECTIONS; k++)
1305 if (el_act_dir2img(player->element_nr, j, k) !=
1306 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1310 player->num_special_action_bored++;
1314 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1316 boolean found = FALSE;
1318 for (k = 0; k < NUM_DIRECTIONS; k++)
1319 if (el_act_dir2img(player->element_nr, j, k) !=
1320 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1324 player->num_special_action_sleeping++;
1329 player->switch_x = -1;
1330 player->switch_y = -1;
1332 player->show_envelope = 0;
1334 player->move_delay = game.initial_move_delay;
1335 player->move_delay_value = game.initial_move_delay_value;
1337 player->move_delay_reset_counter = 0;
1339 player->push_delay = 0;
1340 player->push_delay_value = game.initial_push_delay_value;
1342 player->drop_delay = 0;
1344 player->last_jx = player->last_jy = 0;
1345 player->jx = player->jy = 0;
1347 player->shield_normal_time_left = 0;
1348 player->shield_deadly_time_left = 0;
1350 player->inventory_size = 0;
1352 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
1353 SnapField(player, 0, 0);
1355 player->LevelSolved = FALSE;
1356 player->GameOver = FALSE;
1359 network_player_action_received = FALSE;
1361 #if defined(PLATFORM_UNIX)
1362 /* initial null action */
1363 if (network_playing)
1364 SendToServer_MovePlayer(MV_NO_MOVING);
1372 TimeLeft = level.time;
1374 ScreenMovDir = MV_NO_MOVING;
1378 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1380 AllPlayersGone = FALSE;
1382 game.yamyam_content_nr = 0;
1383 game.magic_wall_active = FALSE;
1384 game.magic_wall_time_left = 0;
1385 game.light_time_left = 0;
1386 game.timegate_time_left = 0;
1387 game.switchgate_pos = 0;
1388 game.balloon_dir = MV_NO_MOVING;
1389 game.gravity = level.initial_gravity;
1390 game.explosions_delayed = TRUE;
1392 game.envelope_active = FALSE;
1394 for (i = 0; i < 4; i++)
1396 game.belt_dir[i] = MV_NO_MOVING;
1397 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1400 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1401 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1403 for (x = 0; x < lev_fieldx; x++)
1405 for (y = 0; y < lev_fieldy; y++)
1407 Feld[x][y] = level.field[x][y];
1408 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1409 ChangeDelay[x][y] = 0;
1410 ChangePage[x][y] = -1;
1411 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1413 WasJustMoving[x][y] = 0;
1414 WasJustFalling[x][y] = 0;
1416 Pushed[x][y] = FALSE;
1418 Changed[x][y] = CE_BITMASK_DEFAULT;
1419 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1421 ExplodePhase[x][y] = 0;
1422 ExplodeDelay[x][y] = 0;
1423 ExplodeField[x][y] = EX_NO_EXPLOSION;
1425 RunnerVisit[x][y] = 0;
1426 PlayerVisit[x][y] = 0;
1429 GfxRandom[x][y] = INIT_GFX_RANDOM();
1430 GfxElement[x][y] = EL_UNDEFINED;
1431 GfxAction[x][y] = ACTION_DEFAULT;
1432 GfxDir[x][y] = MV_NO_MOVING;
1436 for (y = 0; y < lev_fieldy; y++)
1438 for (x = 0; x < lev_fieldx; x++)
1440 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1442 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1444 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1447 InitField(x, y, TRUE);
1453 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1454 emulate_sb ? EMU_SOKOBAN :
1455 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1457 /* initialize explosion and ignition delay */
1458 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1460 if (!IS_CUSTOM_ELEMENT(i))
1463 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
1464 int last_phase = num_phase * delay;
1465 int half_phase = (num_phase / 2) * delay;
1467 element_info[i].explosion_delay = last_phase;
1468 element_info[i].ignition_delay = half_phase;
1470 if (i == EL_BLACK_ORB)
1471 element_info[i].ignition_delay = 1;
1474 if (element_info[i].explosion_delay < 2) /* !!! check again !!! */
1475 element_info[i].explosion_delay = 2;
1477 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1478 element_info[i].ignition_delay = 1;
1481 /* correct non-moving belts to start moving left */
1482 for (i = 0; i < 4; i++)
1483 if (game.belt_dir[i] == MV_NO_MOVING)
1484 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1486 /* check if any connected player was not found in playfield */
1487 for (i = 0; i < MAX_PLAYERS; i++)
1489 struct PlayerInfo *player = &stored_player[i];
1491 if (player->connected && !player->present)
1493 for (j = 0; j < MAX_PLAYERS; j++)
1495 struct PlayerInfo *some_player = &stored_player[j];
1496 int jx = some_player->jx, jy = some_player->jy;
1498 /* assign first free player found that is present in the playfield */
1499 if (some_player->present && !some_player->connected)
1501 player->present = TRUE;
1502 player->active = TRUE;
1504 some_player->present = FALSE;
1505 some_player->active = FALSE;
1507 StorePlayer[jx][jy] = player->element_nr;
1508 player->jx = player->last_jx = jx;
1509 player->jy = player->last_jy = jy;
1519 /* when playing a tape, eliminate all players which do not participate */
1521 for (i = 0; i < MAX_PLAYERS; i++)
1523 if (stored_player[i].active && !tape.player_participates[i])
1525 struct PlayerInfo *player = &stored_player[i];
1526 int jx = player->jx, jy = player->jy;
1528 player->active = FALSE;
1529 StorePlayer[jx][jy] = 0;
1530 Feld[jx][jy] = EL_EMPTY;
1534 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1536 /* when in single player mode, eliminate all but the first active player */
1538 for (i = 0; i < MAX_PLAYERS; i++)
1540 if (stored_player[i].active)
1542 for (j = i + 1; j < MAX_PLAYERS; j++)
1544 if (stored_player[j].active)
1546 struct PlayerInfo *player = &stored_player[j];
1547 int jx = player->jx, jy = player->jy;
1549 player->active = FALSE;
1550 player->present = FALSE;
1552 StorePlayer[jx][jy] = 0;
1553 Feld[jx][jy] = EL_EMPTY;
1560 /* when recording the game, store which players take part in the game */
1563 for (i = 0; i < MAX_PLAYERS; i++)
1564 if (stored_player[i].active)
1565 tape.player_participates[i] = TRUE;
1570 for (i = 0; i < MAX_PLAYERS; i++)
1572 struct PlayerInfo *player = &stored_player[i];
1574 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1579 if (local_player == player)
1580 printf("Player %d is local player.\n", i+1);
1584 if (BorderElement == EL_EMPTY)
1587 SBX_Right = lev_fieldx - SCR_FIELDX;
1589 SBY_Lower = lev_fieldy - SCR_FIELDY;
1594 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1596 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1599 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1600 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1602 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1603 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1605 /* if local player not found, look for custom element that might create
1606 the player (make some assumptions about the right custom element) */
1607 if (!local_player->present)
1609 int start_x = 0, start_y = 0;
1610 int found_rating = 0;
1611 int found_element = EL_UNDEFINED;
1613 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1615 int element = Feld[x][y];
1620 if (!IS_CUSTOM_ELEMENT(element))
1623 if (CAN_CHANGE(element))
1625 for (i = 0; i < element_info[element].num_change_pages; i++)
1627 content = element_info[element].change_page[i].target_element;
1628 is_player = ELEM_IS_PLAYER(content);
1630 if (is_player && (found_rating < 3 || element < found_element))
1636 found_element = element;
1641 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1643 content = element_info[element].content[xx][yy];
1644 is_player = ELEM_IS_PLAYER(content);
1646 if (is_player && (found_rating < 2 || element < found_element))
1648 start_x = x + xx - 1;
1649 start_y = y + yy - 1;
1652 found_element = element;
1655 if (!CAN_CHANGE(element))
1658 for (i = 0; i < element_info[element].num_change_pages; i++)
1660 content = element_info[element].change_page[i].content[xx][yy];
1661 is_player = ELEM_IS_PLAYER(content);
1663 if (is_player && (found_rating < 1 || element < found_element))
1665 start_x = x + xx - 1;
1666 start_y = y + yy - 1;
1669 found_element = element;
1675 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1676 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1679 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1680 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1686 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1687 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1688 local_player->jx - MIDPOSX);
1690 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1691 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1692 local_player->jy - MIDPOSY);
1694 scroll_x = SBX_Left;
1695 scroll_y = SBY_Upper;
1696 if (local_player->jx >= SBX_Left + MIDPOSX)
1697 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1698 local_player->jx - MIDPOSX :
1700 if (local_player->jy >= SBY_Upper + MIDPOSY)
1701 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1702 local_player->jy - MIDPOSY :
1707 CloseDoor(DOOR_CLOSE_1);
1712 /* after drawing the level, correct some elements */
1713 if (game.timegate_time_left == 0)
1714 CloseAllOpenTimegates();
1716 if (setup.soft_scrolling)
1717 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1719 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1722 /* copy default game door content to main double buffer */
1723 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1724 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1727 DrawText(DX + XX_LEVEL, DY + YY_LEVEL, int2str(level_nr, 2), FONT_TEXT_2);
1730 DrawTextExt(drawto, DX + XX_EMERALDS, DY + YY_EMERALDS,
1731 int2str(level_nr, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1732 BlitBitmap(drawto, drawto,
1733 DX + XX_EMERALDS, DY + YY_EMERALDS + 1,
1734 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1735 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1736 DX + XX_LEVEL - 1, DY + YY_LEVEL + 1);
1739 DrawGameDoorValues();
1743 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1744 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1745 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1749 /* copy actual game door content to door double buffer for OpenDoor() */
1750 BlitBitmap(drawto, bitmap_db_door,
1751 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1753 OpenDoor(DOOR_OPEN_ALL);
1755 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1757 if (setup.sound_music)
1760 KeyboardAutoRepeatOffUnlessAutoplay();
1764 for (i = 0; i < 4; i++)
1765 printf("Player %d %sactive.\n",
1766 i + 1, (stored_player[i].active ? "" : "not "));
1770 printf("::: starting game [%d]\n", FrameCounter);
1774 void InitMovDir(int x, int y)
1776 int i, element = Feld[x][y];
1777 static int xy[4][2] =
1784 static int direction[3][4] =
1786 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1787 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1788 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1797 Feld[x][y] = EL_BUG;
1798 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1801 case EL_SPACESHIP_RIGHT:
1802 case EL_SPACESHIP_UP:
1803 case EL_SPACESHIP_LEFT:
1804 case EL_SPACESHIP_DOWN:
1805 Feld[x][y] = EL_SPACESHIP;
1806 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1809 case EL_BD_BUTTERFLY_RIGHT:
1810 case EL_BD_BUTTERFLY_UP:
1811 case EL_BD_BUTTERFLY_LEFT:
1812 case EL_BD_BUTTERFLY_DOWN:
1813 Feld[x][y] = EL_BD_BUTTERFLY;
1814 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1817 case EL_BD_FIREFLY_RIGHT:
1818 case EL_BD_FIREFLY_UP:
1819 case EL_BD_FIREFLY_LEFT:
1820 case EL_BD_FIREFLY_DOWN:
1821 Feld[x][y] = EL_BD_FIREFLY;
1822 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1825 case EL_PACMAN_RIGHT:
1827 case EL_PACMAN_LEFT:
1828 case EL_PACMAN_DOWN:
1829 Feld[x][y] = EL_PACMAN;
1830 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
1833 case EL_SP_SNIKSNAK:
1834 MovDir[x][y] = MV_UP;
1837 case EL_SP_ELECTRON:
1838 MovDir[x][y] = MV_LEFT;
1845 Feld[x][y] = EL_MOLE;
1846 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
1850 if (IS_CUSTOM_ELEMENT(element))
1852 struct ElementInfo *ei = &element_info[element];
1853 int move_direction_initial = ei->move_direction_initial;
1854 int move_pattern = ei->move_pattern;
1856 if (move_direction_initial == MV_START_PREVIOUS)
1858 if (MovDir[x][y] != MV_NO_MOVING)
1861 move_direction_initial = MV_START_AUTOMATIC;
1864 if (move_direction_initial == MV_START_RANDOM)
1865 MovDir[x][y] = 1 << RND(4);
1866 else if (move_direction_initial & MV_ANY_DIRECTION)
1867 MovDir[x][y] = move_direction_initial;
1868 else if (move_pattern == MV_ALL_DIRECTIONS ||
1869 move_pattern == MV_TURNING_LEFT ||
1870 move_pattern == MV_TURNING_RIGHT ||
1871 move_pattern == MV_TURNING_LEFT_RIGHT ||
1872 move_pattern == MV_TURNING_RIGHT_LEFT ||
1873 move_pattern == MV_TURNING_RANDOM)
1874 MovDir[x][y] = 1 << RND(4);
1875 else if (move_pattern == MV_HORIZONTAL)
1876 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
1877 else if (move_pattern == MV_VERTICAL)
1878 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
1879 else if (move_pattern & MV_ANY_DIRECTION)
1880 MovDir[x][y] = element_info[element].move_pattern;
1881 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
1882 move_pattern == MV_ALONG_RIGHT_SIDE)
1884 for (i = 0; i < 4; i++)
1886 int x1 = x + xy[i][0];
1887 int y1 = y + xy[i][1];
1889 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1891 if (move_pattern == MV_ALONG_RIGHT_SIDE)
1892 MovDir[x][y] = direction[0][i];
1894 MovDir[x][y] = direction[1][i];
1903 MovDir[x][y] = 1 << RND(4);
1905 if (element != EL_BUG &&
1906 element != EL_SPACESHIP &&
1907 element != EL_BD_BUTTERFLY &&
1908 element != EL_BD_FIREFLY)
1911 for (i = 0; i < 4; i++)
1913 int x1 = x + xy[i][0];
1914 int y1 = y + xy[i][1];
1916 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
1918 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
1920 MovDir[x][y] = direction[0][i];
1923 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
1924 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
1926 MovDir[x][y] = direction[1][i];
1935 GfxDir[x][y] = MovDir[x][y];
1938 void InitAmoebaNr(int x, int y)
1941 int group_nr = AmoebeNachbarNr(x, y);
1945 for (i = 1; i < MAX_NUM_AMOEBA; i++)
1947 if (AmoebaCnt[i] == 0)
1955 AmoebaNr[x][y] = group_nr;
1956 AmoebaCnt[group_nr]++;
1957 AmoebaCnt2[group_nr]++;
1963 boolean raise_level = FALSE;
1965 if (local_player->MovPos)
1969 if (tape.auto_play) /* tape might already be stopped here */
1970 tape.auto_play_level_solved = TRUE;
1972 if (tape.playing && tape.auto_play)
1973 tape.auto_play_level_solved = TRUE;
1976 local_player->LevelSolved = FALSE;
1978 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
1982 if (!tape.playing && setup.sound_loops)
1983 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
1984 SND_CTRL_PLAY_LOOP);
1986 while (TimeLeft > 0)
1988 if (!tape.playing && !setup.sound_loops)
1989 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
1990 if (TimeLeft > 0 && !(TimeLeft % 10))
1991 RaiseScore(level.score[SC_TIME_BONUS]);
1992 if (TimeLeft > 100 && !(TimeLeft % 10))
1996 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
2003 if (!tape.playing && setup.sound_loops)
2004 StopSound(SND_GAME_LEVELTIME_BONUS);
2006 else if (level.time == 0) /* level without time limit */
2008 if (!tape.playing && setup.sound_loops)
2009 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2010 SND_CTRL_PLAY_LOOP);
2012 while (TimePlayed < 999)
2014 if (!tape.playing && !setup.sound_loops)
2015 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2016 if (TimePlayed < 999 && !(TimePlayed % 10))
2017 RaiseScore(level.score[SC_TIME_BONUS]);
2018 if (TimePlayed < 900 && !(TimePlayed % 10))
2022 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
2029 if (!tape.playing && setup.sound_loops)
2030 StopSound(SND_GAME_LEVELTIME_BONUS);
2033 /* close exit door after last player */
2034 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2035 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2037 int element = Feld[ExitX][ExitY];
2039 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2040 EL_SP_EXIT_CLOSING);
2042 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2045 /* Hero disappears */
2046 DrawLevelField(ExitX, ExitY);
2052 CloseDoor(DOOR_CLOSE_1);
2057 SaveTape(tape.level_nr); /* Ask to save tape */
2060 if (level_nr == leveldir_current->handicap_level)
2062 leveldir_current->handicap_level++;
2063 SaveLevelSetup_SeriesInfo();
2066 if (level_editor_test_game)
2067 local_player->score = -1; /* no highscore when playing from editor */
2068 else if (level_nr < leveldir_current->last_level)
2069 raise_level = TRUE; /* advance to next level */
2071 if ((hi_pos = NewHiScore()) >= 0)
2073 game_status = GAME_MODE_SCORES;
2074 DrawHallOfFame(hi_pos);
2083 game_status = GAME_MODE_MAIN;
2100 LoadScore(level_nr);
2102 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2103 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2106 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2108 if (local_player->score > highscore[k].Score)
2110 /* player has made it to the hall of fame */
2112 if (k < MAX_SCORE_ENTRIES - 1)
2114 int m = MAX_SCORE_ENTRIES - 1;
2117 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2118 if (!strcmp(setup.player_name, highscore[l].Name))
2120 if (m == k) /* player's new highscore overwrites his old one */
2124 for (l = m; l > k; l--)
2126 strcpy(highscore[l].Name, highscore[l - 1].Name);
2127 highscore[l].Score = highscore[l - 1].Score;
2134 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2135 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2136 highscore[k].Score = local_player->score;
2142 else if (!strncmp(setup.player_name, highscore[k].Name,
2143 MAX_PLAYER_NAME_LEN))
2144 break; /* player already there with a higher score */
2150 SaveScore(level_nr);
2155 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2157 if (player->GfxAction != action || player->GfxDir != dir)
2160 printf("Player frame reset! (%d => %d, %d => %d)\n",
2161 player->GfxAction, action, player->GfxDir, dir);
2164 player->GfxAction = action;
2165 player->GfxDir = dir;
2167 player->StepFrame = 0;
2171 static void ResetRandomAnimationValue(int x, int y)
2173 GfxRandom[x][y] = INIT_GFX_RANDOM();
2176 static void ResetGfxAnimation(int x, int y)
2179 GfxAction[x][y] = ACTION_DEFAULT;
2180 GfxDir[x][y] = MovDir[x][y];
2183 void InitMovingField(int x, int y, int direction)
2185 int element = Feld[x][y];
2186 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2187 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2191 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2192 ResetGfxAnimation(x, y);
2194 MovDir[newx][newy] = MovDir[x][y] = direction;
2195 GfxDir[x][y] = direction;
2197 if (Feld[newx][newy] == EL_EMPTY)
2198 Feld[newx][newy] = EL_BLOCKED;
2200 if (direction == MV_DOWN && CAN_FALL(element))
2201 GfxAction[x][y] = ACTION_FALLING;
2203 GfxAction[x][y] = ACTION_MOVING;
2205 GfxFrame[newx][newy] = GfxFrame[x][y];
2206 GfxRandom[newx][newy] = GfxRandom[x][y];
2207 GfxAction[newx][newy] = GfxAction[x][y];
2208 GfxDir[newx][newy] = GfxDir[x][y];
2211 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2213 int direction = MovDir[x][y];
2214 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2215 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2221 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2223 int oldx = x, oldy = y;
2224 int direction = MovDir[x][y];
2226 if (direction == MV_LEFT)
2228 else if (direction == MV_RIGHT)
2230 else if (direction == MV_UP)
2232 else if (direction == MV_DOWN)
2235 *comes_from_x = oldx;
2236 *comes_from_y = oldy;
2239 int MovingOrBlocked2Element(int x, int y)
2241 int element = Feld[x][y];
2243 if (element == EL_BLOCKED)
2247 Blocked2Moving(x, y, &oldx, &oldy);
2248 return Feld[oldx][oldy];
2254 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2256 /* like MovingOrBlocked2Element(), but if element is moving
2257 and (x,y) is the field the moving element is just leaving,
2258 return EL_BLOCKED instead of the element value */
2259 int element = Feld[x][y];
2261 if (IS_MOVING(x, y))
2263 if (element == EL_BLOCKED)
2267 Blocked2Moving(x, y, &oldx, &oldy);
2268 return Feld[oldx][oldy];
2277 static void RemoveField(int x, int y)
2279 Feld[x][y] = EL_EMPTY;
2286 ChangeDelay[x][y] = 0;
2287 ChangePage[x][y] = -1;
2288 Pushed[x][y] = FALSE;
2290 GfxElement[x][y] = EL_UNDEFINED;
2291 GfxAction[x][y] = ACTION_DEFAULT;
2292 GfxDir[x][y] = MV_NO_MOVING;
2295 void RemoveMovingField(int x, int y)
2297 int oldx = x, oldy = y, newx = x, newy = y;
2298 int element = Feld[x][y];
2299 int next_element = EL_UNDEFINED;
2301 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2304 if (IS_MOVING(x, y))
2306 Moving2Blocked(x, y, &newx, &newy);
2307 if (Feld[newx][newy] != EL_BLOCKED)
2310 else if (element == EL_BLOCKED)
2312 Blocked2Moving(x, y, &oldx, &oldy);
2313 if (!IS_MOVING(oldx, oldy))
2317 if (element == EL_BLOCKED &&
2318 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2319 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2320 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2321 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2322 next_element = get_next_element(Feld[oldx][oldy]);
2324 RemoveField(oldx, oldy);
2325 RemoveField(newx, newy);
2327 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2329 if (next_element != EL_UNDEFINED)
2330 Feld[oldx][oldy] = next_element;
2332 DrawLevelField(oldx, oldy);
2333 DrawLevelField(newx, newy);
2336 void DrawDynamite(int x, int y)
2338 int sx = SCREENX(x), sy = SCREENY(y);
2339 int graphic = el2img(Feld[x][y]);
2342 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2345 if (IS_WALKABLE_INSIDE(Back[x][y]))
2349 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2350 else if (Store[x][y])
2351 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2353 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2356 if (Back[x][y] || Store[x][y])
2357 DrawGraphicThruMask(sx, sy, graphic, frame);
2359 DrawGraphic(sx, sy, graphic, frame);
2361 if (game.emulation == EMU_SUPAPLEX)
2362 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2363 else if (Store[x][y])
2364 DrawGraphicThruMask(sx, sy, graphic, frame);
2366 DrawGraphic(sx, sy, graphic, frame);
2370 void CheckDynamite(int x, int y)
2372 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2376 if (MovDelay[x][y] != 0)
2379 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2386 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2388 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2389 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2390 StopSound(SND_DYNAMITE_ACTIVE);
2392 StopSound(SND_DYNABOMB_ACTIVE);
2398 void RelocatePlayer(int x, int y, int element_raw)
2400 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2401 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2402 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2403 boolean no_delay = (tape.index_search);
2404 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2405 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2407 if (player->GameOver) /* do not reanimate dead player */
2411 RemoveField(x, y); /* temporarily remove newly placed player */
2412 DrawLevelField(x, y);
2415 if (player->present)
2417 while (player->MovPos)
2419 ScrollPlayer(player, SCROLL_GO_ON);
2420 ScrollScreen(NULL, SCROLL_GO_ON);
2426 Delay(wait_delay_value);
2429 DrawPlayer(player); /* needed here only to cleanup last field */
2430 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2432 player->is_moving = FALSE;
2435 Feld[x][y] = element;
2436 InitPlayerField(x, y, element, TRUE);
2438 if (player == local_player)
2440 int scroll_xx = -999, scroll_yy = -999;
2442 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2445 int fx = FX, fy = FY;
2447 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2448 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2449 local_player->jx - MIDPOSX);
2451 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2452 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2453 local_player->jy - MIDPOSY);
2455 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2456 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2461 fx += dx * TILEX / 2;
2462 fy += dy * TILEY / 2;
2464 ScrollLevel(dx, dy);
2467 /* scroll in two steps of half tile size to make things smoother */
2468 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2470 Delay(wait_delay_value);
2472 /* scroll second step to align at full tile size */
2474 Delay(wait_delay_value);
2479 void Explode(int ex, int ey, int phase, int mode)
2486 /* !!! eliminate this variable !!! */
2487 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2492 int last_phase = num_phase * delay;
2493 int half_phase = (num_phase / 2) * delay;
2494 int first_phase_after_start = EX_PHASE_START + 1;
2498 if (game.explosions_delayed)
2500 ExplodeField[ex][ey] = mode;
2504 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2506 int center_element = Feld[ex][ey];
2509 /* --- This is only really needed (and now handled) in "Impact()". --- */
2510 /* do not explode moving elements that left the explode field in time */
2511 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2512 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2516 if (mode == EX_NORMAL || mode == EX_CENTER)
2517 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2519 /* remove things displayed in background while burning dynamite */
2520 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2523 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2525 /* put moving element to center field (and let it explode there) */
2526 center_element = MovingOrBlocked2Element(ex, ey);
2527 RemoveMovingField(ex, ey);
2528 Feld[ex][ey] = center_element;
2532 last_phase = element_info[center_element].explosion_delay;
2535 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2537 int xx = x - ex + 1;
2538 int yy = y - ey + 1;
2541 if (!IN_LEV_FIELD(x, y) ||
2542 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2543 (x != ex || y != ey)))
2546 element = Feld[x][y];
2548 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2550 element = MovingOrBlocked2Element(x, y);
2552 if (!IS_EXPLOSION_PROOF(element))
2553 RemoveMovingField(x, y);
2559 if (IS_EXPLOSION_PROOF(element))
2562 /* indestructible elements can only explode in center (but not flames) */
2563 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2564 element == EL_FLAMES)
2569 if ((IS_INDESTRUCTIBLE(element) &&
2570 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2571 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2572 element == EL_FLAMES)
2576 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2578 if (IS_ACTIVE_BOMB(element))
2580 /* re-activate things under the bomb like gate or penguin */
2581 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2588 /* save walkable background elements while explosion on same tile */
2590 if (IS_INDESTRUCTIBLE(element))
2591 Back[x][y] = element;
2593 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2594 Back[x][y] = element;
2597 /* ignite explodable elements reached by other explosion */
2598 if (element == EL_EXPLOSION)
2599 element = Store2[x][y];
2602 if (AmoebaNr[x][y] &&
2603 (element == EL_AMOEBA_FULL ||
2604 element == EL_BD_AMOEBA ||
2605 element == EL_AMOEBA_GROWING))
2607 AmoebaCnt[AmoebaNr[x][y]]--;
2608 AmoebaCnt2[AmoebaNr[x][y]]--;
2614 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2616 switch(StorePlayer[ex][ey])
2619 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2622 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2625 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2629 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2633 if (game.emulation == EMU_SUPAPLEX)
2634 Store[x][y] = EL_EMPTY;
2636 else if (center_element == EL_MOLE)
2637 Store[x][y] = EL_EMERALD_RED;
2638 else if (center_element == EL_PENGUIN)
2639 Store[x][y] = EL_EMERALD_PURPLE;
2640 else if (center_element == EL_BUG)
2641 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2642 else if (center_element == EL_BD_BUTTERFLY)
2643 Store[x][y] = EL_BD_DIAMOND;
2644 else if (center_element == EL_SP_ELECTRON)
2645 Store[x][y] = EL_SP_INFOTRON;
2646 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2647 Store[x][y] = level.amoeba_content;
2648 else if (center_element == EL_YAMYAM)
2649 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2650 else if (IS_CUSTOM_ELEMENT(center_element) &&
2651 element_info[center_element].content[xx][yy] != EL_EMPTY)
2652 Store[x][y] = element_info[center_element].content[xx][yy];
2653 else if (element == EL_WALL_EMERALD)
2654 Store[x][y] = EL_EMERALD;
2655 else if (element == EL_WALL_DIAMOND)
2656 Store[x][y] = EL_DIAMOND;
2657 else if (element == EL_WALL_BD_DIAMOND)
2658 Store[x][y] = EL_BD_DIAMOND;
2659 else if (element == EL_WALL_EMERALD_YELLOW)
2660 Store[x][y] = EL_EMERALD_YELLOW;
2661 else if (element == EL_WALL_EMERALD_RED)
2662 Store[x][y] = EL_EMERALD_RED;
2663 else if (element == EL_WALL_EMERALD_PURPLE)
2664 Store[x][y] = EL_EMERALD_PURPLE;
2665 else if (element == EL_WALL_PEARL)
2666 Store[x][y] = EL_PEARL;
2667 else if (element == EL_WALL_CRYSTAL)
2668 Store[x][y] = EL_CRYSTAL;
2669 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2670 Store[x][y] = element_info[element].content[1][1];
2672 Store[x][y] = EL_EMPTY;
2674 if (x != ex || y != ey ||
2675 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2676 Store2[x][y] = element;
2679 if (AmoebaNr[x][y] &&
2680 (element == EL_AMOEBA_FULL ||
2681 element == EL_BD_AMOEBA ||
2682 element == EL_AMOEBA_GROWING))
2684 AmoebaCnt[AmoebaNr[x][y]]--;
2685 AmoebaCnt2[AmoebaNr[x][y]]--;
2691 MovDir[x][y] = MovPos[x][y] = 0;
2692 GfxDir[x][y] = MovDir[x][y];
2697 Feld[x][y] = EL_EXPLOSION;
2699 GfxElement[x][y] = center_element;
2701 GfxElement[x][y] = EL_UNDEFINED;
2704 ExplodePhase[x][y] = 1;
2706 ExplodeDelay[x][y] = last_phase;
2711 if (center_element == EL_YAMYAM)
2712 game.yamyam_content_nr =
2713 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2725 last_phase = ExplodeDelay[x][y];
2728 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
2732 /* activate this even in non-DEBUG version until cause for crash in
2733 getGraphicAnimationFrame() (see below) is found and eliminated */
2737 if (GfxElement[x][y] == EL_UNDEFINED)
2740 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
2741 printf("Explode(): This should never happen!\n");
2744 GfxElement[x][y] = EL_EMPTY;
2750 border_element = Store2[x][y];
2751 if (IS_PLAYER(x, y))
2752 border_element = StorePlayer[x][y];
2754 if (phase == element_info[border_element].ignition_delay ||
2755 phase == last_phase)
2757 boolean border_explosion = FALSE;
2760 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
2762 if (IS_PLAYER(x, y))
2765 KillHeroUnlessExplosionProtected(x, y);
2766 border_explosion = TRUE;
2769 if (phase == last_phase)
2770 printf("::: IS_PLAYER\n");
2773 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
2775 Feld[x][y] = Store2[x][y];
2778 border_explosion = TRUE;
2781 if (phase == last_phase)
2782 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
2785 else if (border_element == EL_AMOEBA_TO_DIAMOND)
2787 AmoebeUmwandeln(x, y);
2789 border_explosion = TRUE;
2792 if (phase == last_phase)
2793 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
2794 element_info[border_element].explosion_delay,
2795 element_info[border_element].ignition_delay,
2801 /* if an element just explodes due to another explosion (chain-reaction),
2802 do not immediately end the new explosion when it was the last frame of
2803 the explosion (as it would be done in the following "if"-statement!) */
2804 if (border_explosion && phase == last_phase)
2811 if (phase == first_phase_after_start)
2813 int element = Store2[x][y];
2815 if (element == EL_BLACK_ORB)
2817 Feld[x][y] = Store2[x][y];
2822 else if (phase == half_phase)
2824 int element = Store2[x][y];
2826 if (IS_PLAYER(x, y))
2827 KillHeroUnlessExplosionProtected(x, y);
2828 else if (CAN_EXPLODE_BY_EXPLOSION(element))
2830 Feld[x][y] = Store2[x][y];
2834 else if (element == EL_AMOEBA_TO_DIAMOND)
2835 AmoebeUmwandeln(x, y);
2839 if (phase == last_phase)
2843 element = Feld[x][y] = Store[x][y];
2844 Store[x][y] = Store2[x][y] = 0;
2845 GfxElement[x][y] = EL_UNDEFINED;
2847 /* player can escape from explosions and might therefore be still alive */
2848 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
2849 element <= EL_PLAYER_IS_EXPLODING_4)
2850 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
2852 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
2853 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
2854 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
2857 /* restore probably existing indestructible background element */
2858 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
2859 element = Feld[x][y] = Back[x][y];
2862 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
2863 GfxDir[x][y] = MV_NO_MOVING;
2864 ChangeDelay[x][y] = 0;
2865 ChangePage[x][y] = -1;
2867 InitField(x, y, FALSE);
2869 /* !!! not needed !!! */
2870 if (CAN_MOVE(element))
2873 DrawLevelField(x, y);
2875 TestIfElementTouchesCustomElement(x, y);
2877 if (GFX_CRUMBLED(element))
2878 DrawLevelFieldCrumbledSandNeighbours(x, y);
2880 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
2881 StorePlayer[x][y] = 0;
2883 if (ELEM_IS_PLAYER(element))
2884 RelocatePlayer(x, y, element);
2887 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2889 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
2893 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
2895 int stored = Store[x][y];
2896 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
2897 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
2900 int frame = getGraphicAnimationFrame(graphic, phase - delay);
2903 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
2904 element_info[GfxElement[x][y]].token_name,
2909 DrawLevelFieldCrumbledSand(x, y);
2911 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
2913 DrawLevelElement(x, y, Back[x][y]);
2914 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
2916 else if (IS_WALKABLE_UNDER(Back[x][y]))
2918 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2919 DrawLevelElementThruMask(x, y, Back[x][y]);
2921 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
2922 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
2926 void DynaExplode(int ex, int ey)
2929 int dynabomb_element = Feld[ex][ey];
2930 int dynabomb_size = 1;
2931 boolean dynabomb_xl = FALSE;
2932 struct PlayerInfo *player;
2933 static int xy[4][2] =
2941 if (IS_ACTIVE_BOMB(dynabomb_element))
2943 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
2944 dynabomb_size = player->dynabomb_size;
2945 dynabomb_xl = player->dynabomb_xl;
2946 player->dynabombs_left++;
2949 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
2951 for (i = 0; i < 4; i++)
2953 for (j = 1; j <= dynabomb_size; j++)
2955 int x = ex + j * xy[i % 4][0];
2956 int y = ey + j * xy[i % 4][1];
2959 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
2962 element = Feld[x][y];
2964 /* do not restart explosions of fields with active bombs */
2965 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
2968 Explode(x, y, EX_PHASE_START, EX_BORDER);
2970 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
2971 if (element != EL_EMPTY &&
2972 element != EL_SAND &&
2973 element != EL_EXPLOSION &&
2980 void Bang(int x, int y)
2983 int element = MovingOrBlocked2Element(x, y);
2985 int element = Feld[x][y];
2989 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
2991 if (IS_PLAYER(x, y))
2994 struct PlayerInfo *player = PLAYERINFO(x, y);
2996 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
2997 player->element_nr);
3002 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3004 if (game.emulation == EMU_SUPAPLEX)
3005 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3007 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3012 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3020 case EL_BD_BUTTERFLY:
3023 case EL_DARK_YAMYAM:
3027 RaiseScoreElement(element);
3028 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3030 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3031 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3032 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3033 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3034 case EL_DYNABOMB_INCREASE_NUMBER:
3035 case EL_DYNABOMB_INCREASE_SIZE:
3036 case EL_DYNABOMB_INCREASE_POWER:
3041 case EL_LAMP_ACTIVE:
3042 if (IS_PLAYER(x, y))
3043 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3045 Explode(x, y, EX_PHASE_START, EX_CENTER);
3048 if (CAN_EXPLODE_DYNA(element))
3050 else if (CAN_EXPLODE_1X1(element))
3051 Explode(x, y, EX_PHASE_START, EX_CENTER);
3053 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3057 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3060 void SplashAcid(int x, int y)
3062 int element = Feld[x][y];
3064 if (element != EL_ACID_SPLASH_LEFT &&
3065 element != EL_ACID_SPLASH_RIGHT)
3067 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3069 if (IN_LEV_FIELD(x-1, y) && IS_FREE(x-1, y) &&
3070 (!IN_LEV_FIELD(x-1, y-1) ||
3071 !CAN_FALL(MovingOrBlocked2Element(x-1, y-1))))
3072 Feld[x-1][y] = EL_ACID_SPLASH_LEFT;
3074 if (IN_LEV_FIELD(x+1, y) && IS_FREE(x+1, y) &&
3075 (!IN_LEV_FIELD(x+1, y-1) ||
3076 !CAN_FALL(MovingOrBlocked2Element(x+1, y-1))))
3077 Feld[x+1][y] = EL_ACID_SPLASH_RIGHT;
3081 static void InitBeltMovement()
3083 static int belt_base_element[4] =
3085 EL_CONVEYOR_BELT_1_LEFT,
3086 EL_CONVEYOR_BELT_2_LEFT,
3087 EL_CONVEYOR_BELT_3_LEFT,
3088 EL_CONVEYOR_BELT_4_LEFT
3090 static int belt_base_active_element[4] =
3092 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3093 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3094 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3095 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3100 /* set frame order for belt animation graphic according to belt direction */
3101 for (i = 0; i < 4; i++)
3105 for (j = 0; j < 3; j++)
3107 int element = belt_base_active_element[belt_nr] + j;
3108 int graphic = el2img(element);
3110 if (game.belt_dir[i] == MV_LEFT)
3111 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3113 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3117 for (y = 0; y < lev_fieldy; y++)
3119 for (x = 0; x < lev_fieldx; x++)
3121 int element = Feld[x][y];
3123 for (i = 0; i < 4; i++)
3125 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3127 int e_belt_nr = getBeltNrFromBeltElement(element);
3130 if (e_belt_nr == belt_nr)
3132 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3134 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3142 static void ToggleBeltSwitch(int x, int y)
3144 static int belt_base_element[4] =
3146 EL_CONVEYOR_BELT_1_LEFT,
3147 EL_CONVEYOR_BELT_2_LEFT,
3148 EL_CONVEYOR_BELT_3_LEFT,
3149 EL_CONVEYOR_BELT_4_LEFT
3151 static int belt_base_active_element[4] =
3153 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3154 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3155 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3156 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3158 static int belt_base_switch_element[4] =
3160 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3161 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3162 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3163 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3165 static int belt_move_dir[4] =
3173 int element = Feld[x][y];
3174 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3175 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3176 int belt_dir = belt_move_dir[belt_dir_nr];
3179 if (!IS_BELT_SWITCH(element))
3182 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3183 game.belt_dir[belt_nr] = belt_dir;
3185 if (belt_dir_nr == 3)
3188 /* set frame order for belt animation graphic according to belt direction */
3189 for (i = 0; i < 3; i++)
3191 int element = belt_base_active_element[belt_nr] + i;
3192 int graphic = el2img(element);
3194 if (belt_dir == MV_LEFT)
3195 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3197 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3200 for (yy = 0; yy < lev_fieldy; yy++)
3202 for (xx = 0; xx < lev_fieldx; xx++)
3204 int element = Feld[xx][yy];
3206 if (IS_BELT_SWITCH(element))
3208 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3210 if (e_belt_nr == belt_nr)
3212 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3213 DrawLevelField(xx, yy);
3216 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3218 int e_belt_nr = getBeltNrFromBeltElement(element);
3220 if (e_belt_nr == belt_nr)
3222 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3224 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3225 DrawLevelField(xx, yy);
3228 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3230 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3232 if (e_belt_nr == belt_nr)
3234 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3236 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3237 DrawLevelField(xx, yy);
3244 static void ToggleSwitchgateSwitch(int x, int y)
3248 game.switchgate_pos = !game.switchgate_pos;
3250 for (yy = 0; yy < lev_fieldy; yy++)
3252 for (xx = 0; xx < lev_fieldx; xx++)
3254 int element = Feld[xx][yy];
3256 if (element == EL_SWITCHGATE_SWITCH_UP ||
3257 element == EL_SWITCHGATE_SWITCH_DOWN)
3259 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3260 DrawLevelField(xx, yy);
3262 else if (element == EL_SWITCHGATE_OPEN ||
3263 element == EL_SWITCHGATE_OPENING)
3265 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3267 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3269 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3272 else if (element == EL_SWITCHGATE_CLOSED ||
3273 element == EL_SWITCHGATE_CLOSING)
3275 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3277 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3279 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3286 static int getInvisibleActiveFromInvisibleElement(int element)
3288 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3289 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3290 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3294 static int getInvisibleFromInvisibleActiveElement(int element)
3296 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3297 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3298 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3302 static void RedrawAllLightSwitchesAndInvisibleElements()
3306 for (y = 0; y < lev_fieldy; y++)
3308 for (x = 0; x < lev_fieldx; x++)
3310 int element = Feld[x][y];
3312 if (element == EL_LIGHT_SWITCH &&
3313 game.light_time_left > 0)
3315 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3316 DrawLevelField(x, y);
3318 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3319 game.light_time_left == 0)
3321 Feld[x][y] = EL_LIGHT_SWITCH;
3322 DrawLevelField(x, y);
3324 else if (element == EL_INVISIBLE_STEELWALL ||
3325 element == EL_INVISIBLE_WALL ||
3326 element == EL_INVISIBLE_SAND)
3328 if (game.light_time_left > 0)
3329 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3331 DrawLevelField(x, y);
3333 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3334 element == EL_INVISIBLE_WALL_ACTIVE ||
3335 element == EL_INVISIBLE_SAND_ACTIVE)
3337 if (game.light_time_left == 0)
3338 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3340 DrawLevelField(x, y);
3346 static void ToggleLightSwitch(int x, int y)
3348 int element = Feld[x][y];
3350 game.light_time_left =
3351 (element == EL_LIGHT_SWITCH ?
3352 level.time_light * FRAMES_PER_SECOND : 0);
3354 RedrawAllLightSwitchesAndInvisibleElements();
3357 static void ActivateTimegateSwitch(int x, int y)
3361 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3363 for (yy = 0; yy < lev_fieldy; yy++)
3365 for (xx = 0; xx < lev_fieldx; xx++)
3367 int element = Feld[xx][yy];
3369 if (element == EL_TIMEGATE_CLOSED ||
3370 element == EL_TIMEGATE_CLOSING)
3372 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3373 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3377 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3379 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3380 DrawLevelField(xx, yy);
3387 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3390 inline static int getElementMoveStepsize(int x, int y)
3392 int element = Feld[x][y];
3393 int direction = MovDir[x][y];
3394 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3395 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3396 int horiz_move = (dx != 0);
3397 int sign = (horiz_move ? dx : dy);
3398 int step = sign * element_info[element].move_stepsize;
3400 /* special values for move stepsize for spring and things on conveyor belt */
3404 if (element == EL_SPRING)
3405 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3406 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3407 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3408 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3410 if (CAN_FALL(element) &&
3411 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3412 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3413 else if (element == EL_SPRING)
3414 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3421 void Impact(int x, int y)
3423 boolean lastline = (y == lev_fieldy-1);
3424 boolean object_hit = FALSE;
3425 boolean impact = (lastline || object_hit);
3426 int element = Feld[x][y];
3427 int smashed = EL_UNDEFINED;
3429 if (!lastline) /* check if element below was hit */
3431 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3434 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3435 MovDir[x][y + 1] != MV_DOWN ||
3436 MovPos[x][y + 1] <= TILEY / 2));
3439 object_hit = !IS_FREE(x, y + 1);
3442 /* do not smash moving elements that left the smashed field in time */
3443 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3444 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3448 smashed = MovingOrBlocked2Element(x, y + 1);
3450 impact = (lastline || object_hit);
3453 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3459 /* only reset graphic animation if graphic really changes after impact */
3461 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3463 ResetGfxAnimation(x, y);
3464 DrawLevelField(x, y);
3467 if (impact && CAN_EXPLODE_IMPACT(element))
3472 else if (impact && element == EL_PEARL)
3474 Feld[x][y] = EL_PEARL_BREAKING;
3475 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3478 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3480 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3485 if (impact && element == EL_AMOEBA_DROP)
3487 if (object_hit && IS_PLAYER(x, y + 1))
3488 KillHeroUnlessEnemyProtected(x, y + 1);
3489 else if (object_hit && smashed == EL_PENGUIN)
3493 Feld[x][y] = EL_AMOEBA_GROWING;
3494 Store[x][y] = EL_AMOEBA_WET;
3496 ResetRandomAnimationValue(x, y);
3501 if (object_hit) /* check which object was hit */
3503 if (CAN_PASS_MAGIC_WALL(element) &&
3504 (smashed == EL_MAGIC_WALL ||
3505 smashed == EL_BD_MAGIC_WALL))
3508 int activated_magic_wall =
3509 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3510 EL_BD_MAGIC_WALL_ACTIVE);
3512 /* activate magic wall / mill */
3513 for (yy = 0; yy < lev_fieldy; yy++)
3514 for (xx = 0; xx < lev_fieldx; xx++)
3515 if (Feld[xx][yy] == smashed)
3516 Feld[xx][yy] = activated_magic_wall;
3518 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3519 game.magic_wall_active = TRUE;
3521 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3522 SND_MAGIC_WALL_ACTIVATING :
3523 SND_BD_MAGIC_WALL_ACTIVATING));
3526 if (IS_PLAYER(x, y + 1))
3528 if (CAN_SMASH_PLAYER(element))
3530 KillHeroUnlessEnemyProtected(x, y + 1);
3534 else if (smashed == EL_PENGUIN)
3536 if (CAN_SMASH_PLAYER(element))
3542 else if (element == EL_BD_DIAMOND)
3544 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3550 else if (((element == EL_SP_INFOTRON ||
3551 element == EL_SP_ZONK) &&
3552 (smashed == EL_SP_SNIKSNAK ||
3553 smashed == EL_SP_ELECTRON ||
3554 smashed == EL_SP_DISK_ORANGE)) ||
3555 (element == EL_SP_INFOTRON &&
3556 smashed == EL_SP_DISK_YELLOW))
3562 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3568 else if (CAN_SMASH_EVERYTHING(element))
3570 if (IS_CLASSIC_ENEMY(smashed) ||
3571 CAN_EXPLODE_SMASHED(smashed))
3576 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3578 if (smashed == EL_LAMP ||
3579 smashed == EL_LAMP_ACTIVE)
3584 else if (smashed == EL_NUT)
3586 Feld[x][y + 1] = EL_NUT_BREAKING;
3587 PlayLevelSound(x, y, SND_NUT_BREAKING);
3588 RaiseScoreElement(EL_NUT);
3591 else if (smashed == EL_PEARL)
3593 Feld[x][y + 1] = EL_PEARL_BREAKING;
3594 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3597 else if (smashed == EL_DIAMOND)
3599 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3600 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3603 else if (IS_BELT_SWITCH(smashed))
3605 ToggleBeltSwitch(x, y + 1);
3607 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3608 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3610 ToggleSwitchgateSwitch(x, y + 1);
3612 else if (smashed == EL_LIGHT_SWITCH ||
3613 smashed == EL_LIGHT_SWITCH_ACTIVE)
3615 ToggleLightSwitch(x, y + 1);
3619 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3621 CheckTriggeredElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3622 CE_OTHER_IS_SWITCHING);
3623 CheckElementSideChange(x, y + 1, smashed, CH_SIDE_TOP,
3629 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3634 /* play sound of magic wall / mill */
3636 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3637 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3639 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3640 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3641 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3642 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3647 /* play sound of object that hits the ground */
3648 if (lastline || object_hit)
3649 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3652 inline static void TurnRoundExt(int x, int y)
3664 { 0, 0 }, { 0, 0 }, { 0, 0 },
3669 int left, right, back;
3673 { MV_DOWN, MV_UP, MV_RIGHT },
3674 { MV_UP, MV_DOWN, MV_LEFT },
3676 { MV_LEFT, MV_RIGHT, MV_DOWN },
3680 { MV_RIGHT, MV_LEFT, MV_UP }
3683 int element = Feld[x][y];
3684 int move_pattern = element_info[element].move_pattern;
3686 int old_move_dir = MovDir[x][y];
3687 int left_dir = turn[old_move_dir].left;
3688 int right_dir = turn[old_move_dir].right;
3689 int back_dir = turn[old_move_dir].back;
3691 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3692 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3693 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3694 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3696 int left_x = x + left_dx, left_y = y + left_dy;
3697 int right_x = x + right_dx, right_y = y + right_dy;
3698 int move_x = x + move_dx, move_y = y + move_dy;
3702 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3704 TestIfBadThingTouchesOtherBadThing(x, y);
3706 if (ENEMY_CAN_ENTER_FIELD(right_x, right_y))
3707 MovDir[x][y] = right_dir;
3708 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3709 MovDir[x][y] = left_dir;
3711 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3713 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3716 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
3717 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3719 TestIfBadThingTouchesOtherBadThing(x, y);
3721 if (ENEMY_CAN_ENTER_FIELD(left_x, left_y))
3722 MovDir[x][y] = left_dir;
3723 else if (!ENEMY_CAN_ENTER_FIELD(move_x, move_y))
3724 MovDir[x][y] = right_dir;
3726 if ((element == EL_SPACESHIP ||
3727 element == EL_SP_SNIKSNAK ||
3728 element == EL_SP_ELECTRON)
3729 && MovDir[x][y] != old_move_dir)
3731 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3734 else if (element == EL_YAMYAM)
3736 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3737 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3739 if (can_turn_left && can_turn_right)
3740 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3741 else if (can_turn_left)
3742 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3743 else if (can_turn_right)
3744 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3746 MovDir[x][y] = back_dir;
3748 MovDelay[x][y] = 16 + 16 * RND(3);
3750 else if (element == EL_DARK_YAMYAM)
3752 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(left_x, left_y);
3753 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(right_x, right_y);
3755 if (can_turn_left && can_turn_right)
3756 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3757 else if (can_turn_left)
3758 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3759 else if (can_turn_right)
3760 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3762 MovDir[x][y] = back_dir;
3764 MovDelay[x][y] = 16 + 16 * RND(3);
3766 else if (element == EL_PACMAN)
3768 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(left_x, left_y);
3769 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(right_x, right_y);
3771 if (can_turn_left && can_turn_right)
3772 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3773 else if (can_turn_left)
3774 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3775 else if (can_turn_right)
3776 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3778 MovDir[x][y] = back_dir;
3780 MovDelay[x][y] = 6 + RND(40);
3782 else if (element == EL_PIG)
3784 boolean can_turn_left = PIG_CAN_ENTER_FIELD(left_x, left_y);
3785 boolean can_turn_right = PIG_CAN_ENTER_FIELD(right_x, right_y);
3786 boolean can_move_on = PIG_CAN_ENTER_FIELD(move_x, move_y);
3787 boolean should_turn_left, should_turn_right, should_move_on;
3789 int rnd = RND(rnd_value);
3791 should_turn_left = (can_turn_left &&
3793 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
3794 y + back_dy + left_dy)));
3795 should_turn_right = (can_turn_right &&
3797 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
3798 y + back_dy + right_dy)));
3799 should_move_on = (can_move_on &&
3802 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
3803 y + move_dy + left_dy) ||
3804 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
3805 y + move_dy + right_dy)));
3807 if (should_turn_left || should_turn_right || should_move_on)
3809 if (should_turn_left && should_turn_right && should_move_on)
3810 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
3811 rnd < 2 * rnd_value / 3 ? right_dir :
3813 else if (should_turn_left && should_turn_right)
3814 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3815 else if (should_turn_left && should_move_on)
3816 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
3817 else if (should_turn_right && should_move_on)
3818 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
3819 else if (should_turn_left)
3820 MovDir[x][y] = left_dir;
3821 else if (should_turn_right)
3822 MovDir[x][y] = right_dir;
3823 else if (should_move_on)
3824 MovDir[x][y] = old_move_dir;
3826 else if (can_move_on && rnd > rnd_value / 8)
3827 MovDir[x][y] = old_move_dir;
3828 else if (can_turn_left && can_turn_right)
3829 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3830 else if (can_turn_left && rnd > rnd_value / 8)
3831 MovDir[x][y] = left_dir;
3832 else if (can_turn_right && rnd > rnd_value/8)
3833 MovDir[x][y] = right_dir;
3835 MovDir[x][y] = back_dir;
3837 xx = x + move_xy[MovDir[x][y]].x;
3838 yy = y + move_xy[MovDir[x][y]].y;
3840 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
3841 MovDir[x][y] = old_move_dir;
3845 else if (element == EL_DRAGON)
3847 boolean can_turn_left = IN_LEV_FIELD_AND_IS_FREE(left_x, left_y);
3848 boolean can_turn_right = IN_LEV_FIELD_AND_IS_FREE(right_x, right_y);
3849 boolean can_move_on = IN_LEV_FIELD_AND_IS_FREE(move_x, move_y);
3851 int rnd = RND(rnd_value);
3854 if (FrameCounter < 1 && x == 0 && y == 29)
3855 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
3858 if (can_move_on && rnd > rnd_value / 8)
3859 MovDir[x][y] = old_move_dir;
3860 else if (can_turn_left && can_turn_right)
3861 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
3862 else if (can_turn_left && rnd > rnd_value / 8)
3863 MovDir[x][y] = left_dir;
3864 else if (can_turn_right && rnd > rnd_value / 8)
3865 MovDir[x][y] = right_dir;
3867 MovDir[x][y] = back_dir;
3869 xx = x + move_xy[MovDir[x][y]].x;
3870 yy = y + move_xy[MovDir[x][y]].y;
3873 if (FrameCounter < 1 && x == 0 && y == 29)
3874 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
3875 xx, yy, Feld[xx][yy],
3880 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
3881 MovDir[x][y] = old_move_dir;
3883 if (!IS_FREE(xx, yy))
3884 MovDir[x][y] = old_move_dir;
3888 if (FrameCounter < 1 && x == 0 && y == 29)
3889 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
3894 else if (element == EL_MOLE)
3896 boolean can_move_on =
3897 (MOLE_CAN_ENTER_FIELD(move_x, move_y,
3898 IS_AMOEBOID(Feld[move_x][move_y]) ||
3899 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
3902 boolean can_turn_left =
3903 (MOLE_CAN_ENTER_FIELD(left_x, left_y,
3904 IS_AMOEBOID(Feld[left_x][left_y])));
3906 boolean can_turn_right =
3907 (MOLE_CAN_ENTER_FIELD(right_x, right_y,
3908 IS_AMOEBOID(Feld[right_x][right_y])));
3910 if (can_turn_left && can_turn_right)
3911 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
3912 else if (can_turn_left)
3913 MovDir[x][y] = left_dir;
3915 MovDir[x][y] = right_dir;
3918 if (MovDir[x][y] != old_move_dir)
3921 else if (element == EL_BALLOON)
3923 MovDir[x][y] = game.balloon_dir;
3926 else if (element == EL_SPRING)
3928 if (MovDir[x][y] & MV_HORIZONTAL &&
3929 (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y) ||
3930 IN_LEV_FIELD_AND_IS_FREE(x, y + 1)))
3931 MovDir[x][y] = MV_NO_MOVING;
3935 else if (element == EL_ROBOT ||
3936 element == EL_SATELLITE ||
3937 element == EL_PENGUIN)
3939 int attr_x = -1, attr_y = -1;
3950 for (i = 0; i < MAX_PLAYERS; i++)
3952 struct PlayerInfo *player = &stored_player[i];
3953 int jx = player->jx, jy = player->jy;
3955 if (!player->active)
3959 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
3967 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
3973 if (element == EL_PENGUIN)
3976 static int xy[4][2] =
3984 for (i = 0; i < 4; i++)
3986 int ex = x + xy[i % 4][0];
3987 int ey = y + xy[i % 4][1];
3989 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
3998 MovDir[x][y] = MV_NO_MOVING;
4000 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4001 else if (attr_x > x)
4002 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4004 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4005 else if (attr_y > y)
4006 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4008 if (element == EL_ROBOT)
4012 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4013 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4014 Moving2Blocked(x, y, &newx, &newy);
4016 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4017 MovDelay[x][y] = 8 + 8 * !RND(3);
4019 MovDelay[x][y] = 16;
4021 else if (element == EL_PENGUIN)
4027 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4029 boolean first_horiz = RND(2);
4030 int new_move_dir = MovDir[x][y];
4033 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4034 Moving2Blocked(x, y, &newx, &newy);
4036 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
4040 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4041 Moving2Blocked(x, y, &newx, &newy);
4043 if (PENGUIN_CAN_ENTER_FIELD(newx, newy))
4046 MovDir[x][y] = old_move_dir;
4050 else /* (element == EL_SATELLITE) */
4056 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4058 boolean first_horiz = RND(2);
4059 int new_move_dir = MovDir[x][y];
4062 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4063 Moving2Blocked(x, y, &newx, &newy);
4065 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
4069 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4070 Moving2Blocked(x, y, &newx, &newy);
4072 if (ELEMENT_CAN_ENTER_FIELD_OR_ACID_2(newx, newy))
4075 MovDir[x][y] = old_move_dir;
4080 else if (move_pattern == MV_TURNING_LEFT ||
4081 move_pattern == MV_TURNING_RIGHT ||
4082 move_pattern == MV_TURNING_LEFT_RIGHT ||
4083 move_pattern == MV_TURNING_RIGHT_LEFT ||
4084 move_pattern == MV_TURNING_RANDOM ||
4085 move_pattern == MV_ALL_DIRECTIONS)
4087 boolean can_turn_left =
4088 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4089 boolean can_turn_right =
4090 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4092 if (move_pattern == MV_TURNING_LEFT)
4093 MovDir[x][y] = left_dir;
4094 else if (move_pattern == MV_TURNING_RIGHT)
4095 MovDir[x][y] = right_dir;
4096 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4097 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4098 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4099 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4100 else if (move_pattern == MV_TURNING_RANDOM)
4101 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4102 can_turn_right && !can_turn_left ? right_dir :
4103 RND(2) ? left_dir : right_dir);
4104 else if (can_turn_left && can_turn_right)
4105 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4106 else if (can_turn_left)
4107 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4108 else if (can_turn_right)
4109 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4111 MovDir[x][y] = back_dir;
4113 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4115 else if (move_pattern == MV_HORIZONTAL ||
4116 move_pattern == MV_VERTICAL)
4118 if (move_pattern & old_move_dir)
4119 MovDir[x][y] = back_dir;
4120 else if (move_pattern == MV_HORIZONTAL)
4121 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4122 else if (move_pattern == MV_VERTICAL)
4123 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4125 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4127 else if (move_pattern & MV_ANY_DIRECTION)
4129 MovDir[x][y] = move_pattern;
4130 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4132 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4134 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4135 MovDir[x][y] = left_dir;
4136 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4137 MovDir[x][y] = right_dir;
4139 if (MovDir[x][y] != old_move_dir)
4140 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4142 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4144 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4145 MovDir[x][y] = right_dir;
4146 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4147 MovDir[x][y] = left_dir;
4149 if (MovDir[x][y] != old_move_dir)
4150 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4152 else if (move_pattern == MV_TOWARDS_PLAYER ||
4153 move_pattern == MV_AWAY_FROM_PLAYER)
4155 int attr_x = -1, attr_y = -1;
4157 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4168 for (i = 0; i < MAX_PLAYERS; i++)
4170 struct PlayerInfo *player = &stored_player[i];
4171 int jx = player->jx, jy = player->jy;
4173 if (!player->active)
4177 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4185 MovDir[x][y] = MV_NO_MOVING;
4187 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4188 else if (attr_x > x)
4189 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4191 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4192 else if (attr_y > y)
4193 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4195 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4197 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4199 boolean first_horiz = RND(2);
4200 int new_move_dir = MovDir[x][y];
4203 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4204 Moving2Blocked(x, y, &newx, &newy);
4206 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4210 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4211 Moving2Blocked(x, y, &newx, &newy);
4213 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4216 MovDir[x][y] = old_move_dir;
4219 else if (move_pattern == MV_WHEN_PUSHED ||
4220 move_pattern == MV_WHEN_DROPPED)
4222 if (!IN_LEV_FIELD_AND_IS_FREE(move_x, move_y))
4223 MovDir[x][y] = MV_NO_MOVING;
4227 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4229 static int test_xy[7][2] =
4239 static int test_dir[7] =
4249 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4250 int move_preference = -1000000; /* start with very low preference */
4251 int new_move_dir = MV_NO_MOVING;
4252 int start_test = RND(4);
4255 for (i = 0; i < 4; i++)
4257 int move_dir = test_dir[start_test + i];
4258 int move_dir_preference;
4260 xx = x + test_xy[start_test + i][0];
4261 yy = y + test_xy[start_test + i][1];
4263 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4264 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4266 new_move_dir = move_dir;
4271 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4274 move_dir_preference = -1 * RunnerVisit[xx][yy];
4275 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4276 move_dir_preference = PlayerVisit[xx][yy];
4278 if (move_dir_preference > move_preference)
4280 /* prefer field that has not been visited for the longest time */
4281 move_preference = move_dir_preference;
4282 new_move_dir = move_dir;
4284 else if (move_dir_preference == move_preference &&
4285 move_dir == old_move_dir)
4287 /* prefer last direction when all directions are preferred equally */
4288 move_preference = move_dir_preference;
4289 new_move_dir = move_dir;
4293 MovDir[x][y] = new_move_dir;
4294 if (old_move_dir != new_move_dir)
4299 static void TurnRound(int x, int y)
4301 int direction = MovDir[x][y];
4304 GfxDir[x][y] = MovDir[x][y];
4310 GfxDir[x][y] = MovDir[x][y];
4313 if (direction != MovDir[x][y])
4318 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4321 GfxAction[x][y] = ACTION_WAITING;
4325 static boolean JustBeingPushed(int x, int y)
4329 for (i = 0; i < MAX_PLAYERS; i++)
4331 struct PlayerInfo *player = &stored_player[i];
4333 if (player->active && player->is_pushing && player->MovPos)
4335 int next_jx = player->jx + (player->jx - player->last_jx);
4336 int next_jy = player->jy + (player->jy - player->last_jy);
4338 if (x == next_jx && y == next_jy)
4346 void StartMoving(int x, int y)
4348 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4349 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4350 int element = Feld[x][y];
4356 if (MovDelay[x][y] == 0)
4357 GfxAction[x][y] = ACTION_DEFAULT;
4359 /* !!! this should be handled more generic (not only for mole) !!! */
4360 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4361 GfxAction[x][y] = ACTION_DEFAULT;
4364 if (CAN_FALL(element) && y < lev_fieldy - 1)
4366 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4367 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4368 if (JustBeingPushed(x, y))
4371 if (element == EL_QUICKSAND_FULL)
4373 if (IS_FREE(x, y + 1))
4375 InitMovingField(x, y, MV_DOWN);
4376 started_moving = TRUE;
4378 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4379 Store[x][y] = EL_ROCK;
4381 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4383 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4386 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4388 if (!MovDelay[x][y])
4389 MovDelay[x][y] = TILEY + 1;
4398 Feld[x][y] = EL_QUICKSAND_EMPTY;
4399 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4400 Store[x][y + 1] = Store[x][y];
4403 PlayLevelSoundAction(x, y, ACTION_FILLING);
4405 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4409 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4410 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4412 InitMovingField(x, y, MV_DOWN);
4413 started_moving = TRUE;
4415 Feld[x][y] = EL_QUICKSAND_FILLING;
4416 Store[x][y] = element;
4418 PlayLevelSoundAction(x, y, ACTION_FILLING);
4420 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4423 else if (element == EL_MAGIC_WALL_FULL)
4425 if (IS_FREE(x, y + 1))
4427 InitMovingField(x, y, MV_DOWN);
4428 started_moving = TRUE;
4430 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4431 Store[x][y] = EL_CHANGED(Store[x][y]);
4433 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4435 if (!MovDelay[x][y])
4436 MovDelay[x][y] = TILEY/4 + 1;
4445 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4446 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4447 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4451 else if (element == EL_BD_MAGIC_WALL_FULL)
4453 if (IS_FREE(x, y + 1))
4455 InitMovingField(x, y, MV_DOWN);
4456 started_moving = TRUE;
4458 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4459 Store[x][y] = EL_CHANGED2(Store[x][y]);
4461 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4463 if (!MovDelay[x][y])
4464 MovDelay[x][y] = TILEY/4 + 1;
4473 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4474 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4475 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4479 else if (CAN_PASS_MAGIC_WALL(element) &&
4480 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4481 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4483 InitMovingField(x, y, MV_DOWN);
4484 started_moving = TRUE;
4487 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4488 EL_BD_MAGIC_WALL_FILLING);
4489 Store[x][y] = element;
4492 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4494 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4499 InitMovingField(x, y, MV_DOWN);
4500 started_moving = TRUE;
4502 Store[x][y] = EL_ACID;
4504 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4505 GfxAction[x][y + 1] = ACTION_ACTIVE;
4509 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4510 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4511 (Feld[x][y + 1] == EL_BLOCKED)) ||
4512 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4513 CAN_SMASH(element) && WasJustFalling[x][y] &&
4514 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4518 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4519 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4520 WasJustMoving[x][y] && !Pushed[x][y + 1])
4522 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4523 WasJustMoving[x][y])
4528 /* this is needed for a special case not covered by calling "Impact()"
4529 from "ContinueMoving()": if an element moves to a tile directly below
4530 another element which was just falling on that tile (which was empty
4531 in the previous frame), the falling element above would just stop
4532 instead of smashing the element below (in previous version, the above
4533 element was just checked for "moving" instead of "falling", resulting
4534 in incorrect smashes caused by horizontal movement of the above
4535 element; also, the case of the player being the element to smash was
4536 simply not covered here... :-/ ) */
4539 WasJustMoving[x][y] = 0;
4540 WasJustFalling[x][y] = 0;
4545 else if (IS_FREE(x, y + 1) && element == EL_SPRING && use_spring_bug)
4547 if (MovDir[x][y] == MV_NO_MOVING)
4549 InitMovingField(x, y, MV_DOWN);
4550 started_moving = TRUE;
4553 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4555 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4556 MovDir[x][y] = MV_DOWN;
4558 InitMovingField(x, y, MV_DOWN);
4559 started_moving = TRUE;
4561 else if (element == EL_AMOEBA_DROP)
4563 Feld[x][y] = EL_AMOEBA_GROWING;
4564 Store[x][y] = EL_AMOEBA_WET;
4566 /* Store[x][y + 1] must be zero, because:
4567 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
4570 #if OLD_GAME_BEHAVIOUR
4571 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
4573 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
4574 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4575 element != EL_DX_SUPABOMB)
4578 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4579 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4580 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4581 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4584 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4585 (IS_FREE(x - 1, y + 1) ||
4586 Feld[x - 1][y + 1] == EL_ACID));
4587 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4588 (IS_FREE(x + 1, y + 1) ||
4589 Feld[x + 1][y + 1] == EL_ACID));
4590 boolean can_fall_any = (can_fall_left || can_fall_right);
4591 boolean can_fall_both = (can_fall_left && can_fall_right);
4593 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4595 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4597 if (slippery_type == SLIPPERY_ONLY_LEFT)
4598 can_fall_right = FALSE;
4599 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4600 can_fall_left = FALSE;
4601 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4602 can_fall_right = FALSE;
4603 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4604 can_fall_left = FALSE;
4606 can_fall_any = (can_fall_left || can_fall_right);
4607 can_fall_both = (can_fall_left && can_fall_right);
4612 if (can_fall_both &&
4613 (game.emulation != EMU_BOULDERDASH &&
4614 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
4615 can_fall_left = !(can_fall_right = RND(2));
4617 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4618 started_moving = TRUE;
4622 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4624 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4627 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4628 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4629 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4630 int belt_dir = game.belt_dir[belt_nr];
4632 if ((belt_dir == MV_LEFT && left_is_free) ||
4633 (belt_dir == MV_RIGHT && right_is_free))
4635 InitMovingField(x, y, belt_dir);
4636 started_moving = TRUE;
4638 GfxAction[x][y] = ACTION_DEFAULT;
4643 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4644 if (CAN_MOVE(element) && !started_moving)
4646 int move_pattern = element_info[element].move_pattern;
4649 Moving2Blocked(x, y, &newx, &newy);
4652 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4655 if ((element == EL_SATELLITE ||
4656 element == EL_BALLOON ||
4657 element == EL_SPRING)
4658 && JustBeingPushed(x, y))
4663 if (game.engine_version >= VERSION_IDENT(3,0,9,0) &&
4664 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
4665 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
4668 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
4669 element, element_info[element].token_name,
4670 WasJustMoving[x][y],
4671 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
4672 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
4673 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
4674 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
4678 WasJustMoving[x][y] = 0;
4681 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4684 if (Feld[x][y] != element) /* element has changed */
4686 element = Feld[x][y];
4687 move_pattern = element_info[element].move_pattern;
4689 if (!CAN_MOVE(element))
4693 if (Feld[x][y] != element) /* element has changed */
4701 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
4702 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
4704 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
4706 Moving2Blocked(x, y, &newx, &newy);
4707 if (Feld[newx][newy] == EL_BLOCKED)
4708 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
4714 if (FrameCounter < 1 && x == 0 && y == 29)
4715 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4718 if (!MovDelay[x][y]) /* start new movement phase */
4720 /* all objects that can change their move direction after each step
4721 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4723 if (element != EL_YAMYAM &&
4724 element != EL_DARK_YAMYAM &&
4725 element != EL_PACMAN &&
4726 !(move_pattern & MV_ANY_DIRECTION) &&
4727 move_pattern != MV_TURNING_LEFT &&
4728 move_pattern != MV_TURNING_RIGHT &&
4729 move_pattern != MV_TURNING_LEFT_RIGHT &&
4730 move_pattern != MV_TURNING_RIGHT_LEFT &&
4731 move_pattern != MV_TURNING_RANDOM)
4736 if (FrameCounter < 1 && x == 0 && y == 29)
4737 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
4740 if (MovDelay[x][y] && (element == EL_BUG ||
4741 element == EL_SPACESHIP ||
4742 element == EL_SP_SNIKSNAK ||
4743 element == EL_SP_ELECTRON ||
4744 element == EL_MOLE))
4745 DrawLevelField(x, y);
4749 if (MovDelay[x][y]) /* wait some time before next movement */
4754 if (element == EL_YAMYAM)
4757 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
4758 DrawLevelElementAnimation(x, y, element);
4762 if (MovDelay[x][y]) /* element still has to wait some time */
4765 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
4766 ResetGfxAnimation(x, y);
4770 if (GfxAction[x][y] != ACTION_WAITING)
4771 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
4773 GfxAction[x][y] = ACTION_WAITING;
4777 if (element == EL_ROBOT ||
4779 element == EL_PACMAN ||
4781 element == EL_YAMYAM ||
4782 element == EL_DARK_YAMYAM)
4785 DrawLevelElementAnimation(x, y, element);
4787 DrawLevelElementAnimationIfNeeded(x, y, element);
4789 PlayLevelSoundAction(x, y, ACTION_WAITING);
4791 else if (element == EL_SP_ELECTRON)
4792 DrawLevelElementAnimationIfNeeded(x, y, element);
4793 else if (element == EL_DRAGON)
4796 int dir = MovDir[x][y];
4797 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4798 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4799 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4800 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4801 dir == MV_UP ? IMG_FLAMES_1_UP :
4802 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4803 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4806 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
4809 GfxAction[x][y] = ACTION_ATTACKING;
4811 if (IS_PLAYER(x, y))
4812 DrawPlayerField(x, y);
4814 DrawLevelField(x, y);
4816 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4818 for (i = 1; i <= 3; i++)
4820 int xx = x + i * dx;
4821 int yy = y + i * dy;
4822 int sx = SCREENX(xx);
4823 int sy = SCREENY(yy);
4824 int flame_graphic = graphic + (i - 1);
4826 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4831 int flamed = MovingOrBlocked2Element(xx, yy);
4833 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
4836 RemoveMovingField(xx, yy);
4838 Feld[xx][yy] = EL_FLAMES;
4839 if (IN_SCR_FIELD(sx, sy))
4841 DrawLevelFieldCrumbledSand(xx, yy);
4842 DrawGraphic(sx, sy, flame_graphic, frame);
4847 if (Feld[xx][yy] == EL_FLAMES)
4848 Feld[xx][yy] = EL_EMPTY;
4849 DrawLevelField(xx, yy);
4854 if (MovDelay[x][y]) /* element still has to wait some time */
4856 PlayLevelSoundAction(x, y, ACTION_WAITING);
4862 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
4863 for all other elements GfxAction will be set by InitMovingField() */
4864 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
4865 GfxAction[x][y] = ACTION_MOVING;
4869 /* now make next step */
4871 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
4873 if (DONT_COLLIDE_WITH(element) &&
4874 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
4875 !PLAYER_ENEMY_PROTECTED(newx, newy))
4878 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
4882 /* player killed by element which is deadly when colliding with */
4884 KillHero(PLAYERINFO(newx, newy));
4889 else if ((element == EL_PENGUIN ||
4890 element == EL_ROBOT ||
4891 element == EL_SATELLITE ||
4892 element == EL_BALLOON ||
4893 IS_CUSTOM_ELEMENT(element)) &&
4894 IN_LEV_FIELD(newx, newy) &&
4895 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
4898 Store[x][y] = EL_ACID;
4900 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
4902 if (Feld[newx][newy] == EL_EXIT_OPEN)
4906 DrawLevelField(x, y);
4908 Feld[x][y] = EL_EMPTY;
4909 DrawLevelField(x, y);
4912 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
4913 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
4914 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
4916 local_player->friends_still_needed--;
4917 if (!local_player->friends_still_needed &&
4918 !local_player->GameOver && AllPlayersGone)
4919 local_player->LevelSolved = local_player->GameOver = TRUE;
4923 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
4925 if (DigField(local_player, newx, newy, 0, 0, DF_DIG) == MF_MOVING)
4926 DrawLevelField(newx, newy);
4928 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
4930 else if (!IS_FREE(newx, newy))
4932 GfxAction[x][y] = ACTION_WAITING;
4934 if (IS_PLAYER(x, y))
4935 DrawPlayerField(x, y);
4937 DrawLevelField(x, y);
4942 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
4944 if (IS_FOOD_PIG(Feld[newx][newy]))
4946 if (IS_MOVING(newx, newy))
4947 RemoveMovingField(newx, newy);
4950 Feld[newx][newy] = EL_EMPTY;
4951 DrawLevelField(newx, newy);
4954 PlayLevelSound(x, y, SND_PIG_DIGGING);
4956 else if (!IS_FREE(newx, newy))
4958 if (IS_PLAYER(x, y))
4959 DrawPlayerField(x, y);
4961 DrawLevelField(x, y);
4970 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
4973 else if (IS_CUSTOM_ELEMENT(element) &&
4974 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
4978 !IS_FREE(newx, newy)
4983 int new_element = Feld[newx][newy];
4986 printf("::: '%s' digs '%s' [%d]\n",
4987 element_info[element].token_name,
4988 element_info[Feld[newx][newy]].token_name,
4989 StorePlayer[newx][newy]);
4992 if (!IS_FREE(newx, newy))
4994 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
4995 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
4998 /* no element can dig solid indestructible elements */
4999 if (IS_INDESTRUCTIBLE(new_element) &&
5000 !IS_DIGGABLE(new_element) &&
5001 !IS_COLLECTIBLE(new_element))
5004 if (AmoebaNr[newx][newy] &&
5005 (new_element == EL_AMOEBA_FULL ||
5006 new_element == EL_BD_AMOEBA ||
5007 new_element == EL_AMOEBA_GROWING))
5009 AmoebaCnt[AmoebaNr[newx][newy]]--;
5010 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5013 if (IS_MOVING(newx, newy))
5014 RemoveMovingField(newx, newy);
5017 RemoveField(newx, newy);
5018 DrawLevelField(newx, newy);
5021 PlayLevelSoundAction(x, y, action);
5024 if (new_element == element_info[element].move_enter_element)
5025 element_info[element].can_leave_element = TRUE;
5027 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5029 RunnerVisit[x][y] = FrameCounter;
5030 PlayerVisit[x][y] /= 8; /* expire player visit path */
5036 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5038 if (!IS_FREE(newx, newy))
5040 if (IS_PLAYER(x, y))
5041 DrawPlayerField(x, y);
5043 DrawLevelField(x, y);
5049 boolean wanna_flame = !RND(10);
5050 int dx = newx - x, dy = newy - y;
5051 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5052 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5053 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5054 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5055 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5056 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5059 IS_CLASSIC_ENEMY(element1) ||
5060 IS_CLASSIC_ENEMY(element2)) &&
5061 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5062 element1 != EL_FLAMES && element2 != EL_FLAMES)
5065 ResetGfxAnimation(x, y);
5066 GfxAction[x][y] = ACTION_ATTACKING;
5069 if (IS_PLAYER(x, y))
5070 DrawPlayerField(x, y);
5072 DrawLevelField(x, y);
5074 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5076 MovDelay[x][y] = 50;
5078 Feld[newx][newy] = EL_FLAMES;
5079 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5080 Feld[newx1][newy1] = EL_FLAMES;
5081 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5082 Feld[newx2][newy2] = EL_FLAMES;
5088 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5089 Feld[newx][newy] == EL_DIAMOND)
5091 if (IS_MOVING(newx, newy))
5092 RemoveMovingField(newx, newy);
5095 Feld[newx][newy] = EL_EMPTY;
5096 DrawLevelField(newx, newy);
5099 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5101 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5102 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5104 if (AmoebaNr[newx][newy])
5106 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5107 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5108 Feld[newx][newy] == EL_BD_AMOEBA)
5109 AmoebaCnt[AmoebaNr[newx][newy]]--;
5112 if (IS_MOVING(newx, newy))
5113 RemoveMovingField(newx, newy);
5116 Feld[newx][newy] = EL_EMPTY;
5117 DrawLevelField(newx, newy);
5120 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5122 else if ((element == EL_PACMAN || element == EL_MOLE)
5123 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5125 if (AmoebaNr[newx][newy])
5127 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5128 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5129 Feld[newx][newy] == EL_BD_AMOEBA)
5130 AmoebaCnt[AmoebaNr[newx][newy]]--;
5133 if (element == EL_MOLE)
5135 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5136 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5138 ResetGfxAnimation(x, y);
5139 GfxAction[x][y] = ACTION_DIGGING;
5140 DrawLevelField(x, y);
5142 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5144 return; /* wait for shrinking amoeba */
5146 else /* element == EL_PACMAN */
5148 Feld[newx][newy] = EL_EMPTY;
5149 DrawLevelField(newx, newy);
5150 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5153 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5154 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5155 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5157 /* wait for shrinking amoeba to completely disappear */
5160 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5162 /* object was running against a wall */
5167 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5168 DrawLevelElementAnimation(x, y, element);
5170 if (element == EL_BUG ||
5171 element == EL_SPACESHIP ||
5172 element == EL_SP_SNIKSNAK)
5173 DrawLevelField(x, y);
5174 else if (element == EL_MOLE)
5175 DrawLevelField(x, y);
5176 else if (element == EL_BD_BUTTERFLY ||
5177 element == EL_BD_FIREFLY)
5178 DrawLevelElementAnimationIfNeeded(x, y, element);
5179 else if (element == EL_SATELLITE)
5180 DrawLevelElementAnimationIfNeeded(x, y, element);
5181 else if (element == EL_SP_ELECTRON)
5182 DrawLevelElementAnimationIfNeeded(x, y, element);
5185 if (DONT_TOUCH(element))
5186 TestIfBadThingTouchesHero(x, y);
5189 PlayLevelSoundAction(x, y, ACTION_WAITING);
5195 InitMovingField(x, y, MovDir[x][y]);
5197 PlayLevelSoundAction(x, y, ACTION_MOVING);
5201 ContinueMoving(x, y);
5204 void ContinueMoving(int x, int y)
5206 int element = Feld[x][y];
5207 struct ElementInfo *ei = &element_info[element];
5208 int direction = MovDir[x][y];
5209 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5210 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5211 int newx = x + dx, newy = y + dy;
5213 int nextx = newx + dx, nexty = newy + dy;
5215 boolean pushed = Pushed[x][y];
5217 MovPos[x][y] += getElementMoveStepsize(x, y);
5219 if (pushed) /* special case: moving object pushed by player */
5220 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5222 if (ABS(MovPos[x][y]) < TILEX)
5224 DrawLevelField(x, y);
5226 return; /* element is still moving */
5229 /* element reached destination field */
5231 Feld[x][y] = EL_EMPTY;
5232 Feld[newx][newy] = element;
5233 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5235 if (element == EL_MOLE)
5237 Feld[x][y] = EL_SAND;
5239 DrawLevelFieldCrumbledSandNeighbours(x, y);
5241 else if (element == EL_QUICKSAND_FILLING)
5243 element = Feld[newx][newy] = get_next_element(element);
5244 Store[newx][newy] = Store[x][y];
5246 else if (element == EL_QUICKSAND_EMPTYING)
5248 Feld[x][y] = get_next_element(element);
5249 element = Feld[newx][newy] = Store[x][y];
5251 else if (element == EL_MAGIC_WALL_FILLING)
5253 element = Feld[newx][newy] = get_next_element(element);
5254 if (!game.magic_wall_active)
5255 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5256 Store[newx][newy] = Store[x][y];
5258 else if (element == EL_MAGIC_WALL_EMPTYING)
5260 Feld[x][y] = get_next_element(element);
5261 if (!game.magic_wall_active)
5262 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5263 element = Feld[newx][newy] = Store[x][y];
5265 else if (element == EL_BD_MAGIC_WALL_FILLING)
5267 element = Feld[newx][newy] = get_next_element(element);
5268 if (!game.magic_wall_active)
5269 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5270 Store[newx][newy] = Store[x][y];
5272 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5274 Feld[x][y] = get_next_element(element);
5275 if (!game.magic_wall_active)
5276 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5277 element = Feld[newx][newy] = Store[x][y];
5279 else if (element == EL_AMOEBA_DROPPING)
5281 Feld[x][y] = get_next_element(element);
5282 element = Feld[newx][newy] = Store[x][y];
5284 else if (element == EL_SOKOBAN_OBJECT)
5287 Feld[x][y] = Back[x][y];
5289 if (Back[newx][newy])
5290 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5292 Back[x][y] = Back[newx][newy] = 0;
5294 else if (Store[x][y] == EL_ACID)
5296 element = Feld[newx][newy] = EL_ACID;
5300 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5301 MovDelay[newx][newy] = 0;
5303 /* copy element change control values to new field */
5304 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5305 ChangePage[newx][newy] = ChangePage[x][y];
5306 Changed[newx][newy] = Changed[x][y];
5307 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5309 ChangeDelay[x][y] = 0;
5310 ChangePage[x][y] = -1;
5311 Changed[x][y] = CE_BITMASK_DEFAULT;
5312 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5314 /* copy animation control values to new field */
5315 GfxFrame[newx][newy] = GfxFrame[x][y];
5316 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5317 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5318 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5320 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5322 ResetGfxAnimation(x, y); /* reset animation values for old field */
5325 /* some elements can leave other elements behind after moving */
5326 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5327 ei->move_leave_element != EL_EMPTY &&
5328 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5329 ei->can_leave_element_last))
5331 Feld[x][y] = ei->move_leave_element;
5332 InitField(x, y, FALSE);
5334 if (GFX_CRUMBLED(Feld[x][y]))
5335 DrawLevelFieldCrumbledSandNeighbours(x, y);
5338 ei->can_leave_element_last = ei->can_leave_element;
5339 ei->can_leave_element = FALSE;
5343 /* 2.1.1 (does not work correctly for spring) */
5344 if (!CAN_MOVE(element))
5345 MovDir[newx][newy] = 0;
5349 /* (does not work for falling objects that slide horizontally) */
5350 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5351 MovDir[newx][newy] = 0;
5354 if (!CAN_MOVE(element) ||
5355 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5356 MovDir[newx][newy] = 0;
5359 if (!CAN_MOVE(element) ||
5360 (CAN_FALL(element) && direction == MV_DOWN))
5361 GfxDir[x][y] = MovDir[newx][newy] = 0;
5366 DrawLevelField(x, y);
5367 DrawLevelField(newx, newy);
5369 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5371 /* prevent pushed element from moving on in pushed direction */
5372 if (pushed && CAN_MOVE(element) &&
5373 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5374 !(element_info[element].move_pattern & direction))
5375 TurnRound(newx, newy);
5377 if (!pushed) /* special case: moving object pushed by player */
5379 WasJustMoving[newx][newy] = 3;
5381 if (CAN_FALL(element) && direction == MV_DOWN)
5382 WasJustFalling[newx][newy] = 3;
5385 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5387 TestIfBadThingTouchesHero(newx, newy);
5388 TestIfBadThingTouchesFriend(newx, newy);
5390 if (!IS_CUSTOM_ELEMENT(element))
5391 TestIfBadThingTouchesOtherBadThing(newx, newy);
5393 else if (element == EL_PENGUIN)
5394 TestIfFriendTouchesBadThing(newx, newy);
5396 if (CAN_FALL(element) && direction == MV_DOWN &&
5397 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5401 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5405 if (ChangePage[newx][newy] != -1) /* delayed change */
5406 ChangeElement(newx, newy, ChangePage[newx][newy]);
5411 TestIfElementHitsCustomElement(newx, newy, direction);
5415 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5417 int hitting_element = Feld[newx][newy];
5419 /* !!! fix side (direction) orientation here and elsewhere !!! */
5420 CheckElementSideChange(newx, newy, hitting_element,
5421 direction, CE_HITTING_SOMETHING, -1);
5424 if (IN_LEV_FIELD(nextx, nexty))
5426 int opposite_direction = MV_DIR_OPPOSITE(direction);
5427 int hitting_side = direction;
5428 int touched_side = opposite_direction;
5429 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5430 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5431 MovDir[nextx][nexty] != direction ||
5432 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5438 CheckElementSideChange(nextx, nexty, touched_element,
5439 opposite_direction, CE_HIT_BY_SOMETHING, -1);
5441 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5442 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5444 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5446 struct ElementChangeInfo *change =
5447 &element_info[hitting_element].change_page[i];
5449 if (change->can_change &&
5450 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5451 change->sides & touched_side &&
5452 change->trigger_element == touched_element)
5454 CheckElementSideChange(newx, newy, hitting_element,
5455 CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
5461 if (IS_CUSTOM_ELEMENT(touched_element) &&
5462 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
5464 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
5466 struct ElementChangeInfo *change =
5467 &element_info[touched_element].change_page[i];
5469 if (change->can_change &&
5470 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
5471 change->sides & hitting_side &&
5472 change->trigger_element == hitting_element)
5474 CheckElementSideChange(nextx, nexty, touched_element,
5475 CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
5486 TestIfPlayerTouchesCustomElement(newx, newy);
5487 TestIfElementTouchesCustomElement(newx, newy);
5490 int AmoebeNachbarNr(int ax, int ay)
5493 int element = Feld[ax][ay];
5495 static int xy[4][2] =
5503 for (i = 0; i < 4; i++)
5505 int x = ax + xy[i][0];
5506 int y = ay + xy[i][1];
5508 if (!IN_LEV_FIELD(x, y))
5511 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5512 group_nr = AmoebaNr[x][y];
5518 void AmoebenVereinigen(int ax, int ay)
5520 int i, x, y, xx, yy;
5521 int new_group_nr = AmoebaNr[ax][ay];
5522 static int xy[4][2] =
5530 if (new_group_nr == 0)
5533 for (i = 0; i < 4; i++)
5538 if (!IN_LEV_FIELD(x, y))
5541 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5542 Feld[x][y] == EL_BD_AMOEBA ||
5543 Feld[x][y] == EL_AMOEBA_DEAD) &&
5544 AmoebaNr[x][y] != new_group_nr)
5546 int old_group_nr = AmoebaNr[x][y];
5548 if (old_group_nr == 0)
5551 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5552 AmoebaCnt[old_group_nr] = 0;
5553 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5554 AmoebaCnt2[old_group_nr] = 0;
5556 for (yy = 0; yy < lev_fieldy; yy++)
5558 for (xx = 0; xx < lev_fieldx; xx++)
5560 if (AmoebaNr[xx][yy] == old_group_nr)
5561 AmoebaNr[xx][yy] = new_group_nr;
5568 void AmoebeUmwandeln(int ax, int ay)
5572 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5574 int group_nr = AmoebaNr[ax][ay];
5579 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5580 printf("AmoebeUmwandeln(): This should never happen!\n");
5585 for (y = 0; y < lev_fieldy; y++)
5587 for (x = 0; x < lev_fieldx; x++)
5589 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5592 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5596 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5597 SND_AMOEBA_TURNING_TO_GEM :
5598 SND_AMOEBA_TURNING_TO_ROCK));
5603 static int xy[4][2] =
5611 for (i = 0; i < 4; i++)
5616 if (!IN_LEV_FIELD(x, y))
5619 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5621 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5622 SND_AMOEBA_TURNING_TO_GEM :
5623 SND_AMOEBA_TURNING_TO_ROCK));
5630 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5633 int group_nr = AmoebaNr[ax][ay];
5634 boolean done = FALSE;
5639 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5640 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5645 for (y = 0; y < lev_fieldy; y++)
5647 for (x = 0; x < lev_fieldx; x++)
5649 if (AmoebaNr[x][y] == group_nr &&
5650 (Feld[x][y] == EL_AMOEBA_DEAD ||
5651 Feld[x][y] == EL_BD_AMOEBA ||
5652 Feld[x][y] == EL_AMOEBA_GROWING))
5655 Feld[x][y] = new_element;
5656 InitField(x, y, FALSE);
5657 DrawLevelField(x, y);
5664 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5665 SND_BD_AMOEBA_TURNING_TO_ROCK :
5666 SND_BD_AMOEBA_TURNING_TO_GEM));
5669 void AmoebeWaechst(int x, int y)
5671 static unsigned long sound_delay = 0;
5672 static unsigned long sound_delay_value = 0;
5674 if (!MovDelay[x][y]) /* start new growing cycle */
5678 if (DelayReached(&sound_delay, sound_delay_value))
5681 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5683 if (Store[x][y] == EL_BD_AMOEBA)
5684 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
5686 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
5688 sound_delay_value = 30;
5692 if (MovDelay[x][y]) /* wait some time before growing bigger */
5695 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5697 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5698 6 - MovDelay[x][y]);
5700 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5703 if (!MovDelay[x][y])
5705 Feld[x][y] = Store[x][y];
5707 DrawLevelField(x, y);
5712 void AmoebaDisappearing(int x, int y)
5714 static unsigned long sound_delay = 0;
5715 static unsigned long sound_delay_value = 0;
5717 if (!MovDelay[x][y]) /* start new shrinking cycle */
5721 if (DelayReached(&sound_delay, sound_delay_value))
5722 sound_delay_value = 30;
5725 if (MovDelay[x][y]) /* wait some time before shrinking */
5728 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5730 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5731 6 - MovDelay[x][y]);
5733 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5736 if (!MovDelay[x][y])
5738 Feld[x][y] = EL_EMPTY;
5739 DrawLevelField(x, y);
5741 /* don't let mole enter this field in this cycle;
5742 (give priority to objects falling to this field from above) */
5748 void AmoebeAbleger(int ax, int ay)
5751 int element = Feld[ax][ay];
5752 int graphic = el2img(element);
5753 int newax = ax, neway = ay;
5754 static int xy[4][2] =
5762 if (!level.amoeba_speed)
5764 Feld[ax][ay] = EL_AMOEBA_DEAD;
5765 DrawLevelField(ax, ay);
5769 if (IS_ANIMATED(graphic))
5770 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5772 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5773 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5775 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5778 if (MovDelay[ax][ay])
5782 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5785 int x = ax + xy[start][0];
5786 int y = ay + xy[start][1];
5788 if (!IN_LEV_FIELD(x, y))
5791 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5792 if (IS_FREE(x, y) ||
5793 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
5799 if (newax == ax && neway == ay)
5802 else /* normal or "filled" (BD style) amoeba */
5805 boolean waiting_for_player = FALSE;
5807 for (i = 0; i < 4; i++)
5809 int j = (start + i) % 4;
5810 int x = ax + xy[j][0];
5811 int y = ay + xy[j][1];
5813 if (!IN_LEV_FIELD(x, y))
5816 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5817 if (IS_FREE(x, y) ||
5818 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
5824 else if (IS_PLAYER(x, y))
5825 waiting_for_player = TRUE;
5828 if (newax == ax && neway == ay) /* amoeba cannot grow */
5830 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
5832 Feld[ax][ay] = EL_AMOEBA_DEAD;
5833 DrawLevelField(ax, ay);
5834 AmoebaCnt[AmoebaNr[ax][ay]]--;
5836 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5838 if (element == EL_AMOEBA_FULL)
5839 AmoebeUmwandeln(ax, ay);
5840 else if (element == EL_BD_AMOEBA)
5841 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5846 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5848 /* amoeba gets larger by growing in some direction */
5850 int new_group_nr = AmoebaNr[ax][ay];
5853 if (new_group_nr == 0)
5855 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5856 printf("AmoebeAbleger(): This should never happen!\n");
5861 AmoebaNr[newax][neway] = new_group_nr;
5862 AmoebaCnt[new_group_nr]++;
5863 AmoebaCnt2[new_group_nr]++;
5865 /* if amoeba touches other amoeba(s) after growing, unify them */
5866 AmoebenVereinigen(newax, neway);
5868 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
5870 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
5876 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
5877 (neway == lev_fieldy - 1 && newax != ax))
5879 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
5880 Store[newax][neway] = element;
5882 else if (neway == ay)
5884 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
5886 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
5888 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
5893 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
5894 Feld[ax][ay] = EL_AMOEBA_DROPPING;
5895 Store[ax][ay] = EL_AMOEBA_DROP;
5896 ContinueMoving(ax, ay);
5900 DrawLevelField(newax, neway);
5903 void Life(int ax, int ay)
5906 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
5908 int element = Feld[ax][ay];
5909 int graphic = el2img(element);
5910 boolean changed = FALSE;
5912 if (IS_ANIMATED(graphic))
5913 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5918 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5919 MovDelay[ax][ay] = life_time;
5921 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5924 if (MovDelay[ax][ay])
5928 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
5930 int xx = ax+x1, yy = ay+y1;
5933 if (!IN_LEV_FIELD(xx, yy))
5936 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
5938 int x = xx+x2, y = yy+y2;
5940 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
5943 if (((Feld[x][y] == element ||
5944 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
5946 (IS_FREE(x, y) && Stop[x][y]))
5950 if (xx == ax && yy == ay) /* field in the middle */
5952 if (nachbarn < life[0] || nachbarn > life[1])
5954 Feld[xx][yy] = EL_EMPTY;
5956 DrawLevelField(xx, yy);
5957 Stop[xx][yy] = TRUE;
5961 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
5962 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
5963 { /* free border field */
5964 if (nachbarn >= life[2] && nachbarn <= life[3])
5966 Feld[xx][yy] = element;
5967 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
5969 DrawLevelField(xx, yy);
5970 Stop[xx][yy] = TRUE;
5977 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
5978 SND_GAME_OF_LIFE_GROWING);
5981 static void InitRobotWheel(int x, int y)
5983 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
5986 static void RunRobotWheel(int x, int y)
5988 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
5991 static void StopRobotWheel(int x, int y)
5993 if (ZX == x && ZY == y)
5997 static void InitTimegateWheel(int x, int y)
5999 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6002 static void RunTimegateWheel(int x, int y)
6004 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6007 void CheckExit(int x, int y)
6009 if (local_player->gems_still_needed > 0 ||
6010 local_player->sokobanfields_still_needed > 0 ||
6011 local_player->lights_still_needed > 0)
6013 int element = Feld[x][y];
6014 int graphic = el2img(element);
6016 if (IS_ANIMATED(graphic))
6017 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6022 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6025 Feld[x][y] = EL_EXIT_OPENING;
6027 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6030 void CheckExitSP(int x, int y)
6032 if (local_player->gems_still_needed > 0)
6034 int element = Feld[x][y];
6035 int graphic = el2img(element);
6037 if (IS_ANIMATED(graphic))
6038 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6043 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6046 Feld[x][y] = EL_SP_EXIT_OPENING;
6048 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6051 static void CloseAllOpenTimegates()
6055 for (y = 0; y < lev_fieldy; y++)
6057 for (x = 0; x < lev_fieldx; x++)
6059 int element = Feld[x][y];
6061 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6063 Feld[x][y] = EL_TIMEGATE_CLOSING;
6065 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6067 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6074 void EdelsteinFunkeln(int x, int y)
6076 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6079 if (Feld[x][y] == EL_BD_DIAMOND)
6082 if (MovDelay[x][y] == 0) /* next animation frame */
6083 MovDelay[x][y] = 11 * !SimpleRND(500);
6085 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6089 if (setup.direct_draw && MovDelay[x][y])
6090 SetDrawtoField(DRAW_BUFFERED);
6092 DrawLevelElementAnimation(x, y, Feld[x][y]);
6094 if (MovDelay[x][y] != 0)
6096 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6097 10 - MovDelay[x][y]);
6099 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6101 if (setup.direct_draw)
6105 dest_x = FX + SCREENX(x) * TILEX;
6106 dest_y = FY + SCREENY(y) * TILEY;
6108 BlitBitmap(drawto_field, window,
6109 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6110 SetDrawtoField(DRAW_DIRECT);
6116 void MauerWaechst(int x, int y)
6120 if (!MovDelay[x][y]) /* next animation frame */
6121 MovDelay[x][y] = 3 * delay;
6123 if (MovDelay[x][y]) /* wait some time before next frame */
6127 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6129 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6130 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6132 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6135 if (!MovDelay[x][y])
6137 if (MovDir[x][y] == MV_LEFT)
6139 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6140 DrawLevelField(x - 1, y);
6142 else if (MovDir[x][y] == MV_RIGHT)
6144 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6145 DrawLevelField(x + 1, y);
6147 else if (MovDir[x][y] == MV_UP)
6149 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6150 DrawLevelField(x, y - 1);
6154 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6155 DrawLevelField(x, y + 1);
6158 Feld[x][y] = Store[x][y];
6160 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6161 DrawLevelField(x, y);
6166 void MauerAbleger(int ax, int ay)
6168 int element = Feld[ax][ay];
6169 int graphic = el2img(element);
6170 boolean oben_frei = FALSE, unten_frei = FALSE;
6171 boolean links_frei = FALSE, rechts_frei = FALSE;
6172 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6173 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6174 boolean new_wall = FALSE;
6176 if (IS_ANIMATED(graphic))
6177 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6179 if (!MovDelay[ax][ay]) /* start building new wall */
6180 MovDelay[ax][ay] = 6;
6182 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6185 if (MovDelay[ax][ay])
6189 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6191 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6193 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6195 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6198 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6199 element == EL_EXPANDABLE_WALL_ANY)
6203 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6204 Store[ax][ay-1] = element;
6205 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6206 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6207 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6208 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6213 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6214 Store[ax][ay+1] = element;
6215 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6216 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6217 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6218 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6223 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6224 element == EL_EXPANDABLE_WALL_ANY ||
6225 element == EL_EXPANDABLE_WALL)
6229 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6230 Store[ax-1][ay] = element;
6231 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6232 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6233 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6234 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6240 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6241 Store[ax+1][ay] = element;
6242 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6243 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6244 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6245 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6250 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6251 DrawLevelField(ax, ay);
6253 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6255 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6256 unten_massiv = TRUE;
6257 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6258 links_massiv = TRUE;
6259 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6260 rechts_massiv = TRUE;
6262 if (((oben_massiv && unten_massiv) ||
6263 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6264 element == EL_EXPANDABLE_WALL) &&
6265 ((links_massiv && rechts_massiv) ||
6266 element == EL_EXPANDABLE_WALL_VERTICAL))
6267 Feld[ax][ay] = EL_WALL;
6271 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6273 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6277 void CheckForDragon(int x, int y)
6280 boolean dragon_found = FALSE;
6281 static int xy[4][2] =
6289 for (i = 0; i < 4; i++)
6291 for (j = 0; j < 4; j++)
6293 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
6295 if (IN_LEV_FIELD(xx, yy) &&
6296 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6298 if (Feld[xx][yy] == EL_DRAGON)
6299 dragon_found = TRUE;
6308 for (i = 0; i < 4; i++)
6310 for (j = 0; j < 3; j++)
6312 int xx = x + j*xy[i][0], yy = y + j*xy[i][1];
6314 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6316 Feld[xx][yy] = EL_EMPTY;
6317 DrawLevelField(xx, yy);
6326 static void InitBuggyBase(int x, int y)
6328 int element = Feld[x][y];
6329 int activating_delay = FRAMES_PER_SECOND / 4;
6332 (element == EL_SP_BUGGY_BASE ?
6333 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6334 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6336 element == EL_SP_BUGGY_BASE_ACTIVE ?
6337 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6340 static void WarnBuggyBase(int x, int y)
6343 static int xy[4][2] =
6351 for (i = 0; i < 4; i++)
6353 int xx = x + xy[i][0], yy = y + xy[i][1];
6355 if (IS_PLAYER(xx, yy))
6357 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6364 static void InitTrap(int x, int y)
6366 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6369 static void ActivateTrap(int x, int y)
6371 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6374 static void ChangeActiveTrap(int x, int y)
6376 int graphic = IMG_TRAP_ACTIVE;
6378 /* if new animation frame was drawn, correct crumbled sand border */
6379 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6380 DrawLevelFieldCrumbledSand(x, y);
6383 static void ChangeElementNowExt(int x, int y, int target_element)
6385 int previous_move_direction = MovDir[x][y];
6387 /* check if element under player changes from accessible to unaccessible
6388 (needed for special case of dropping element which then changes) */
6389 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6390 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6397 Feld[x][y] = target_element;
6399 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6401 ResetGfxAnimation(x, y);
6402 ResetRandomAnimationValue(x, y);
6404 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6405 MovDir[x][y] = previous_move_direction;
6407 InitField(x, y, FALSE);
6408 if (CAN_MOVE(Feld[x][y]))
6411 DrawLevelField(x, y);
6413 if (GFX_CRUMBLED(Feld[x][y]))
6414 DrawLevelFieldCrumbledSandNeighbours(x, y);
6416 TestIfBadThingTouchesHero(x, y);
6417 TestIfPlayerTouchesCustomElement(x, y);
6418 TestIfElementTouchesCustomElement(x, y);
6420 if (ELEM_IS_PLAYER(target_element))
6421 RelocatePlayer(x, y, target_element);
6424 static boolean ChangeElementNow(int x, int y, int element, int page)
6426 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6428 /* always use default change event to prevent running into a loop */
6429 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6430 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6432 /* do not change already changed elements with same change event */
6434 if (Changed[x][y] & ChangeEvent[x][y])
6441 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6443 CheckTriggeredElementChange(x, y, Feld[x][y], CE_OTHER_IS_CHANGING);
6445 if (change->explode)
6452 if (change->use_content)
6454 boolean complete_change = TRUE;
6455 boolean can_change[3][3];
6458 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6460 boolean half_destructible;
6461 int ex = x + xx - 1;
6462 int ey = y + yy - 1;
6465 can_change[xx][yy] = TRUE;
6467 if (ex == x && ey == y) /* do not check changing element itself */
6470 if (change->content[xx][yy] == EL_EMPTY_SPACE)
6472 can_change[xx][yy] = FALSE; /* do not change empty borders */
6477 if (!IN_LEV_FIELD(ex, ey))
6479 can_change[xx][yy] = FALSE;
6480 complete_change = FALSE;
6487 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6488 e = MovingOrBlocked2Element(ex, ey);
6490 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
6492 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
6493 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
6494 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
6496 can_change[xx][yy] = FALSE;
6497 complete_change = FALSE;
6501 if (!change->only_complete || complete_change)
6503 boolean something_has_changed = FALSE;
6505 if (change->only_complete && change->use_random_change &&
6506 RND(100) < change->random)
6509 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6511 int ex = x + xx - 1;
6512 int ey = y + yy - 1;
6514 if (can_change[xx][yy] && (!change->use_random_change ||
6515 RND(100) < change->random))
6517 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6518 RemoveMovingField(ex, ey);
6520 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6522 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
6524 something_has_changed = TRUE;
6526 /* for symmetry reasons, freeze newly created border elements */
6527 if (ex != x || ey != y)
6528 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6532 if (something_has_changed)
6533 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6538 ChangeElementNowExt(x, y, change->target_element);
6540 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6546 static void ChangeElement(int x, int y, int page)
6548 int element = MovingOrBlocked2Element(x, y);
6549 struct ElementInfo *ei = &element_info[element];
6550 struct ElementChangeInfo *change = &ei->change_page[page];
6554 if (!CAN_CHANGE(element))
6557 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
6558 x, y, element, element_info[element].token_name);
6559 printf("ChangeElement(): This should never happen!\n");
6565 if (ChangeDelay[x][y] == 0) /* initialize element change */
6567 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
6568 RND(change->delay_random * change->delay_frames)) + 1;
6570 ResetGfxAnimation(x, y);
6571 ResetRandomAnimationValue(x, y);
6573 if (change->pre_change_function)
6574 change->pre_change_function(x, y);
6577 ChangeDelay[x][y]--;
6579 if (ChangeDelay[x][y] != 0) /* continue element change */
6581 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
6583 if (IS_ANIMATED(graphic))
6584 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6586 if (change->change_function)
6587 change->change_function(x, y);
6589 else /* finish element change */
6591 if (ChangePage[x][y] != -1) /* remember page from delayed change */
6593 page = ChangePage[x][y];
6594 ChangePage[x][y] = -1;
6598 if (IS_MOVING(x, y) && !change->explode)
6600 if (IS_MOVING(x, y)) /* never change a running system ;-) */
6603 ChangeDelay[x][y] = 1; /* try change after next move step */
6604 ChangePage[x][y] = page; /* remember page to use for change */
6609 if (ChangeElementNow(x, y, element, page))
6611 if (change->post_change_function)
6612 change->post_change_function(x, y);
6617 static boolean CheckTriggeredElementSideChange(int lx, int ly,
6618 int trigger_element,
6624 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
6627 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
6629 int element = EL_CUSTOM_START + i;
6631 boolean change_element = FALSE;
6634 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
6637 for (j = 0; j < element_info[element].num_change_pages; j++)
6639 struct ElementChangeInfo *change = &element_info[element].change_page[j];
6641 if (change->can_change &&
6643 change->events & CH_EVENT_BIT(trigger_event) &&
6645 change->sides & trigger_side &&
6647 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)
6649 change->trigger_element == trigger_element
6654 if (!(change->events & CH_EVENT_BIT(trigger_event)))
6655 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
6656 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
6659 change_element = TRUE;
6666 if (!change_element)
6669 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
6672 if (x == lx && y == ly) /* do not change trigger element itself */
6676 if (Feld[x][y] == element)
6678 ChangeDelay[x][y] = 1;
6679 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
6680 ChangeElement(x, y, page);
6688 static boolean CheckTriggeredElementChange(int lx, int ly, int trigger_element,
6691 return CheckTriggeredElementSideChange(lx, ly, trigger_element, CH_SIDE_ANY,
6695 static boolean CheckElementSideChange(int x, int y, int element, int side,
6696 int trigger_event, int page)
6698 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
6701 if (Feld[x][y] == EL_BLOCKED)
6703 Blocked2Moving(x, y, &x, &y);
6704 element = Feld[x][y];
6710 boolean change_element = FALSE;
6713 for (i = 0; i < element_info[element].num_change_pages; i++)
6715 struct ElementChangeInfo *change = &element_info[element].change_page[i];
6717 if (change->can_change &&
6718 change->events & CH_EVENT_BIT(trigger_event) &&
6719 change->sides & side)
6721 change_element = TRUE;
6728 if (!change_element)
6734 /* !!! this check misses pages with same event, but different side !!! */
6737 page = element_info[element].event_page_nr[trigger_event];
6739 if (!(element_info[element].change_page[page].sides & side))
6743 ChangeDelay[x][y] = 1;
6744 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
6745 ChangeElement(x, y, page);
6750 static boolean CheckElementChange(int x, int y, int element, int trigger_event)
6752 return CheckElementSideChange(x, y, element, CH_SIDE_ANY, trigger_event, -1);
6755 static void PlayPlayerSound(struct PlayerInfo *player)
6757 int jx = player->jx, jy = player->jy;
6758 int element = player->element_nr;
6759 int last_action = player->last_action_waiting;
6760 int action = player->action_waiting;
6762 if (player->is_waiting)
6764 if (action != last_action)
6765 PlayLevelSoundElementAction(jx, jy, element, action);
6767 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
6771 if (action != last_action)
6772 StopSound(element_info[element].sound[last_action]);
6774 if (last_action == ACTION_SLEEPING)
6775 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
6779 static void PlayAllPlayersSound()
6783 for (i = 0; i < MAX_PLAYERS; i++)
6784 if (stored_player[i].active)
6785 PlayPlayerSound(&stored_player[i]);
6788 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
6790 boolean last_waiting = player->is_waiting;
6791 int move_dir = player->MovDir;
6793 player->last_action_waiting = player->action_waiting;
6797 if (!last_waiting) /* not waiting -> waiting */
6799 player->is_waiting = TRUE;
6801 player->frame_counter_bored =
6803 game.player_boring_delay_fixed +
6804 SimpleRND(game.player_boring_delay_random);
6805 player->frame_counter_sleeping =
6807 game.player_sleeping_delay_fixed +
6808 SimpleRND(game.player_sleeping_delay_random);
6810 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
6813 if (game.player_sleeping_delay_fixed +
6814 game.player_sleeping_delay_random > 0 &&
6815 player->anim_delay_counter == 0 &&
6816 player->post_delay_counter == 0 &&
6817 FrameCounter >= player->frame_counter_sleeping)
6818 player->is_sleeping = TRUE;
6819 else if (game.player_boring_delay_fixed +
6820 game.player_boring_delay_random > 0 &&
6821 FrameCounter >= player->frame_counter_bored)
6822 player->is_bored = TRUE;
6824 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
6825 player->is_bored ? ACTION_BORING :
6828 if (player->is_sleeping)
6830 if (player->num_special_action_sleeping > 0)
6832 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
6834 int last_special_action = player->special_action_sleeping;
6835 int num_special_action = player->num_special_action_sleeping;
6836 int special_action =
6837 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
6838 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
6839 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
6840 last_special_action + 1 : ACTION_SLEEPING);
6841 int special_graphic =
6842 el_act_dir2img(player->element_nr, special_action, move_dir);
6844 player->anim_delay_counter =
6845 graphic_info[special_graphic].anim_delay_fixed +
6846 SimpleRND(graphic_info[special_graphic].anim_delay_random);
6847 player->post_delay_counter =
6848 graphic_info[special_graphic].post_delay_fixed +
6849 SimpleRND(graphic_info[special_graphic].post_delay_random);
6851 player->special_action_sleeping = special_action;
6854 if (player->anim_delay_counter > 0)
6856 player->action_waiting = player->special_action_sleeping;
6857 player->anim_delay_counter--;
6859 else if (player->post_delay_counter > 0)
6861 player->post_delay_counter--;
6865 else if (player->is_bored)
6867 if (player->num_special_action_bored > 0)
6869 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
6871 int special_action =
6872 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
6873 int special_graphic =
6874 el_act_dir2img(player->element_nr, special_action, move_dir);
6876 player->anim_delay_counter =
6877 graphic_info[special_graphic].anim_delay_fixed +
6878 SimpleRND(graphic_info[special_graphic].anim_delay_random);
6879 player->post_delay_counter =
6880 graphic_info[special_graphic].post_delay_fixed +
6881 SimpleRND(graphic_info[special_graphic].post_delay_random);
6883 player->special_action_bored = special_action;
6886 if (player->anim_delay_counter > 0)
6888 player->action_waiting = player->special_action_bored;
6889 player->anim_delay_counter--;
6891 else if (player->post_delay_counter > 0)
6893 player->post_delay_counter--;
6898 else if (last_waiting) /* waiting -> not waiting */
6900 player->is_waiting = FALSE;
6901 player->is_bored = FALSE;
6902 player->is_sleeping = FALSE;
6904 player->frame_counter_bored = -1;
6905 player->frame_counter_sleeping = -1;
6907 player->anim_delay_counter = 0;
6908 player->post_delay_counter = 0;
6910 player->action_waiting = ACTION_DEFAULT;
6912 player->special_action_bored = ACTION_DEFAULT;
6913 player->special_action_sleeping = ACTION_DEFAULT;
6918 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
6921 static byte stored_player_action[MAX_PLAYERS];
6922 static int num_stored_actions = 0;
6924 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
6925 int left = player_action & JOY_LEFT;
6926 int right = player_action & JOY_RIGHT;
6927 int up = player_action & JOY_UP;
6928 int down = player_action & JOY_DOWN;
6929 int button1 = player_action & JOY_BUTTON_1;
6930 int button2 = player_action & JOY_BUTTON_2;
6931 int dx = (left ? -1 : right ? 1 : 0);
6932 int dy = (up ? -1 : down ? 1 : 0);
6935 stored_player_action[player->index_nr] = 0;
6936 num_stored_actions++;
6940 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
6943 if (!player->active || tape.pausing)
6947 printf("::: [%d %d %d %d] [%d %d]\n",
6948 left, right, up, down, button1, button2);
6954 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
6958 snapped = SnapField(player, dx, dy);
6962 dropped = DropElement(player);
6964 moved = MovePlayer(player, dx, dy);
6967 if (tape.single_step && tape.recording && !tape.pausing)
6969 if (button1 || (dropped && !moved))
6971 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
6972 SnapField(player, 0, 0); /* stop snapping */
6976 SetPlayerWaiting(player, FALSE);
6979 return player_action;
6981 stored_player_action[player->index_nr] = player_action;
6987 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
6990 /* no actions for this player (no input at player's configured device) */
6992 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
6993 SnapField(player, 0, 0);
6994 CheckGravityMovement(player);
6996 if (player->MovPos == 0)
6997 SetPlayerWaiting(player, TRUE);
6999 if (player->MovPos == 0) /* needed for tape.playing */
7000 player->is_moving = FALSE;
7002 player->is_dropping = FALSE;
7008 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7010 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7012 TapeRecordAction(stored_player_action);
7013 num_stored_actions = 0;
7020 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7022 static byte stored_player_action[MAX_PLAYERS];
7023 static int num_stored_actions = 0;
7024 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7025 int left = player_action & JOY_LEFT;
7026 int right = player_action & JOY_RIGHT;
7027 int up = player_action & JOY_UP;
7028 int down = player_action & JOY_DOWN;
7029 int button1 = player_action & JOY_BUTTON_1;
7030 int button2 = player_action & JOY_BUTTON_2;
7031 int dx = (left ? -1 : right ? 1 : 0);
7032 int dy = (up ? -1 : down ? 1 : 0);
7034 stored_player_action[player->index_nr] = 0;
7035 num_stored_actions++;
7037 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7039 if (!player->active || tape.pausing)
7044 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7047 snapped = SnapField(player, dx, dy);
7051 dropped = DropElement(player);
7053 moved = MovePlayer(player, dx, dy);
7056 if (tape.single_step && tape.recording && !tape.pausing)
7058 if (button1 || (dropped && !moved))
7060 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7061 SnapField(player, 0, 0); /* stop snapping */
7065 stored_player_action[player->index_nr] = player_action;
7069 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7071 /* no actions for this player (no input at player's configured device) */
7073 DigField(player, 0, 0, 0, 0, DF_NO_PUSH);
7074 SnapField(player, 0, 0);
7075 CheckGravityMovement(player);
7077 if (player->MovPos == 0)
7078 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7080 if (player->MovPos == 0) /* needed for tape.playing */
7081 player->is_moving = FALSE;
7084 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7086 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7088 TapeRecordAction(stored_player_action);
7089 num_stored_actions = 0;
7096 static unsigned long action_delay = 0;
7097 unsigned long action_delay_value;
7098 int magic_wall_x = 0, magic_wall_y = 0;
7099 int i, x, y, element, graphic;
7100 byte *recorded_player_action;
7101 byte summarized_player_action = 0;
7103 byte tape_action[MAX_PLAYERS];
7106 if (game_status != GAME_MODE_PLAYING)
7109 action_delay_value =
7110 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7112 if (tape.playing && tape.index_search && !tape.pausing)
7113 action_delay_value = 0;
7115 /* ---------- main game synchronization point ---------- */
7117 WaitUntilDelayReached(&action_delay, action_delay_value);
7119 if (network_playing && !network_player_action_received)
7123 printf("DEBUG: try to get network player actions in time\n");
7127 #if defined(PLATFORM_UNIX)
7128 /* last chance to get network player actions without main loop delay */
7132 if (game_status != GAME_MODE_PLAYING)
7135 if (!network_player_action_received)
7139 printf("DEBUG: failed to get network player actions in time\n");
7150 printf("::: getting new tape action [%d]\n", FrameCounter);
7153 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7155 for (i = 0; i < MAX_PLAYERS; i++)
7157 summarized_player_action |= stored_player[i].action;
7159 if (!network_playing)
7160 stored_player[i].effective_action = stored_player[i].action;
7163 #if defined(PLATFORM_UNIX)
7164 if (network_playing)
7165 SendToServer_MovePlayer(summarized_player_action);
7168 if (!options.network && !setup.team_mode)
7169 local_player->effective_action = summarized_player_action;
7171 for (i = 0; i < MAX_PLAYERS; i++)
7173 int actual_player_action = stored_player[i].effective_action;
7175 if (stored_player[i].programmed_action)
7176 actual_player_action = stored_player[i].programmed_action;
7178 if (recorded_player_action)
7179 actual_player_action = recorded_player_action[i];
7181 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7183 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7184 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7186 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7191 TapeRecordAction(tape_action);
7194 network_player_action_received = FALSE;
7196 ScrollScreen(NULL, SCROLL_GO_ON);
7202 for (i = 0; i < MAX_PLAYERS; i++)
7203 stored_player[i].Frame++;
7207 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7209 for (i = 0; i < MAX_PLAYERS; i++)
7211 struct PlayerInfo *player = &stored_player[i];
7215 if (player->active && player->is_pushing && player->is_moving &&
7218 ContinueMoving(x, y);
7220 /* continue moving after pushing (this is actually a bug) */
7221 if (!IS_MOVING(x, y))
7230 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7232 Changed[x][y] = CE_BITMASK_DEFAULT;
7233 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7236 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7238 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7239 printf("GameActions(): This should never happen!\n");
7241 ChangePage[x][y] = -1;
7246 if (WasJustMoving[x][y] > 0)
7247 WasJustMoving[x][y]--;
7248 if (WasJustFalling[x][y] > 0)
7249 WasJustFalling[x][y]--;
7254 /* reset finished pushing action (not done in ContinueMoving() to allow
7255 continous pushing animation for elements with zero push delay) */
7256 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7258 ResetGfxAnimation(x, y);
7259 DrawLevelField(x, y);
7264 if (IS_BLOCKED(x, y))
7268 Blocked2Moving(x, y, &oldx, &oldy);
7269 if (!IS_MOVING(oldx, oldy))
7271 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7272 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7273 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7274 printf("GameActions(): This should never happen!\n");
7280 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7282 element = Feld[x][y];
7284 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7286 graphic = el2img(element);
7292 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
7294 element = graphic = 0;
7298 if (graphic_info[graphic].anim_global_sync)
7299 GfxFrame[x][y] = FrameCounter;
7301 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7302 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7303 ResetRandomAnimationValue(x, y);
7305 SetRandomAnimationValue(x, y);
7308 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7311 if (IS_INACTIVE(element))
7313 if (IS_ANIMATED(graphic))
7314 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7320 /* this may take place after moving, so 'element' may have changed */
7322 if (IS_CHANGING(x, y))
7324 if (IS_CHANGING(x, y) &&
7325 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7329 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7330 element_info[element].event_page_nr[CE_DELAY]);
7332 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7335 element = Feld[x][y];
7336 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7340 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7345 element = Feld[x][y];
7346 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7348 if (element == EL_MOLE)
7349 printf("::: %d, %d, %d [%d]\n",
7350 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
7354 if (element == EL_YAMYAM)
7355 printf("::: %d, %d, %d\n",
7356 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
7360 if (IS_ANIMATED(graphic) &&
7364 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7367 if (element == EL_BUG)
7368 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7372 if (element == EL_MOLE)
7373 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7377 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7378 EdelsteinFunkeln(x, y);
7380 else if ((element == EL_ACID ||
7381 element == EL_EXIT_OPEN ||
7382 element == EL_SP_EXIT_OPEN ||
7383 element == EL_SP_TERMINAL ||
7384 element == EL_SP_TERMINAL_ACTIVE ||
7385 element == EL_EXTRA_TIME ||
7386 element == EL_SHIELD_NORMAL ||
7387 element == EL_SHIELD_DEADLY) &&
7388 IS_ANIMATED(graphic))
7389 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7390 else if (IS_MOVING(x, y))
7391 ContinueMoving(x, y);
7392 else if (IS_ACTIVE_BOMB(element))
7393 CheckDynamite(x, y);
7395 else if (element == EL_EXPLOSION && !game.explosions_delayed)
7396 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7398 else if (element == EL_AMOEBA_GROWING)
7399 AmoebeWaechst(x, y);
7400 else if (element == EL_AMOEBA_SHRINKING)
7401 AmoebaDisappearing(x, y);
7403 #if !USE_NEW_AMOEBA_CODE
7404 else if (IS_AMOEBALIVE(element))
7405 AmoebeAbleger(x, y);
7408 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7410 else if (element == EL_EXIT_CLOSED)
7412 else if (element == EL_SP_EXIT_CLOSED)
7414 else if (element == EL_EXPANDABLE_WALL_GROWING)
7416 else if (element == EL_EXPANDABLE_WALL ||
7417 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7418 element == EL_EXPANDABLE_WALL_VERTICAL ||
7419 element == EL_EXPANDABLE_WALL_ANY)
7421 else if (element == EL_FLAMES)
7422 CheckForDragon(x, y);
7424 else if (IS_AUTO_CHANGING(element))
7425 ChangeElement(x, y);
7427 else if (element == EL_EXPLOSION)
7428 ; /* drawing of correct explosion animation is handled separately */
7429 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7430 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7433 /* this may take place after moving, so 'element' may have changed */
7434 if (IS_AUTO_CHANGING(Feld[x][y]))
7435 ChangeElement(x, y);
7438 if (IS_BELT_ACTIVE(element))
7439 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7441 if (game.magic_wall_active)
7443 int jx = local_player->jx, jy = local_player->jy;
7445 /* play the element sound at the position nearest to the player */
7446 if ((element == EL_MAGIC_WALL_FULL ||
7447 element == EL_MAGIC_WALL_ACTIVE ||
7448 element == EL_MAGIC_WALL_EMPTYING ||
7449 element == EL_BD_MAGIC_WALL_FULL ||
7450 element == EL_BD_MAGIC_WALL_ACTIVE ||
7451 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7452 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7460 #if USE_NEW_AMOEBA_CODE
7461 /* new experimental amoeba growth stuff */
7463 if (!(FrameCounter % 8))
7466 static unsigned long random = 1684108901;
7468 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7471 x = (random >> 10) % lev_fieldx;
7472 y = (random >> 20) % lev_fieldy;
7474 x = RND(lev_fieldx);
7475 y = RND(lev_fieldy);
7477 element = Feld[x][y];
7479 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7480 if (!IS_PLAYER(x,y) &&
7481 (element == EL_EMPTY ||
7482 element == EL_SAND ||
7483 element == EL_QUICKSAND_EMPTY ||
7484 element == EL_ACID_SPLASH_LEFT ||
7485 element == EL_ACID_SPLASH_RIGHT))
7487 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7488 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7489 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7490 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7491 Feld[x][y] = EL_AMOEBA_DROP;
7494 random = random * 129 + 1;
7500 if (game.explosions_delayed)
7503 game.explosions_delayed = FALSE;
7505 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7507 element = Feld[x][y];
7509 if (ExplodeField[x][y])
7510 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7511 else if (element == EL_EXPLOSION)
7512 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7514 ExplodeField[x][y] = EX_NO_EXPLOSION;
7517 game.explosions_delayed = TRUE;
7520 if (game.magic_wall_active)
7522 if (!(game.magic_wall_time_left % 4))
7524 int element = Feld[magic_wall_x][magic_wall_y];
7526 if (element == EL_BD_MAGIC_WALL_FULL ||
7527 element == EL_BD_MAGIC_WALL_ACTIVE ||
7528 element == EL_BD_MAGIC_WALL_EMPTYING)
7529 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7531 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7534 if (game.magic_wall_time_left > 0)
7536 game.magic_wall_time_left--;
7537 if (!game.magic_wall_time_left)
7539 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7541 element = Feld[x][y];
7543 if (element == EL_MAGIC_WALL_ACTIVE ||
7544 element == EL_MAGIC_WALL_FULL)
7546 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7547 DrawLevelField(x, y);
7549 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7550 element == EL_BD_MAGIC_WALL_FULL)
7552 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7553 DrawLevelField(x, y);
7557 game.magic_wall_active = FALSE;
7562 if (game.light_time_left > 0)
7564 game.light_time_left--;
7566 if (game.light_time_left == 0)
7567 RedrawAllLightSwitchesAndInvisibleElements();
7570 if (game.timegate_time_left > 0)
7572 game.timegate_time_left--;
7574 if (game.timegate_time_left == 0)
7575 CloseAllOpenTimegates();
7578 for (i = 0; i < MAX_PLAYERS; i++)
7580 struct PlayerInfo *player = &stored_player[i];
7582 if (SHIELD_ON(player))
7584 if (player->shield_deadly_time_left)
7585 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7586 else if (player->shield_normal_time_left)
7587 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
7591 if (TimeFrames >= FRAMES_PER_SECOND)
7596 for (i = 0; i < MAX_PLAYERS; i++)
7598 struct PlayerInfo *player = &stored_player[i];
7600 if (SHIELD_ON(player))
7602 player->shield_normal_time_left--;
7604 if (player->shield_deadly_time_left > 0)
7605 player->shield_deadly_time_left--;
7609 if (tape.recording || tape.playing)
7610 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TimePlayed);
7616 if (TimeLeft <= 10 && setup.time_limit)
7617 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
7619 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
7621 if (!TimeLeft && setup.time_limit)
7622 for (i = 0; i < MAX_PLAYERS; i++)
7623 KillHero(&stored_player[i]);
7625 else if (level.time == 0 && !AllPlayersGone) /* level without time limit */
7626 DrawText(DX_TIME, DY_TIME, int2str(TimePlayed, 3), FONT_TEXT_2);
7630 PlayAllPlayersSound();
7632 if (options.debug) /* calculate frames per second */
7634 static unsigned long fps_counter = 0;
7635 static int fps_frames = 0;
7636 unsigned long fps_delay_ms = Counter() - fps_counter;
7640 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
7642 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
7645 fps_counter = Counter();
7648 redraw_mask |= REDRAW_FPS;
7652 if (stored_player[0].jx != stored_player[0].last_jx ||
7653 stored_player[0].jy != stored_player[0].last_jy)
7654 printf("::: %d, %d, %d, %d, %d\n",
7655 stored_player[0].MovDir,
7656 stored_player[0].MovPos,
7657 stored_player[0].GfxPos,
7658 stored_player[0].Frame,
7659 stored_player[0].StepFrame);
7666 for (i = 0; i < MAX_PLAYERS; i++)
7669 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
7671 stored_player[i].Frame += move_frames;
7673 if (stored_player[i].MovPos != 0)
7674 stored_player[i].StepFrame += move_frames;
7676 if (stored_player[i].drop_delay > 0)
7677 stored_player[i].drop_delay--;
7682 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
7684 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
7686 local_player->show_envelope = 0;
7691 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
7693 int min_x = x, min_y = y, max_x = x, max_y = y;
7696 for (i = 0; i < MAX_PLAYERS; i++)
7698 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7700 if (!stored_player[i].active || &stored_player[i] == player)
7703 min_x = MIN(min_x, jx);
7704 min_y = MIN(min_y, jy);
7705 max_x = MAX(max_x, jx);
7706 max_y = MAX(max_y, jy);
7709 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
7712 static boolean AllPlayersInVisibleScreen()
7716 for (i = 0; i < MAX_PLAYERS; i++)
7718 int jx = stored_player[i].jx, jy = stored_player[i].jy;
7720 if (!stored_player[i].active)
7723 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
7730 void ScrollLevel(int dx, int dy)
7732 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
7735 BlitBitmap(drawto_field, drawto_field,
7736 FX + TILEX * (dx == -1) - softscroll_offset,
7737 FY + TILEY * (dy == -1) - softscroll_offset,
7738 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
7739 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
7740 FX + TILEX * (dx == 1) - softscroll_offset,
7741 FY + TILEY * (dy == 1) - softscroll_offset);
7745 x = (dx == 1 ? BX1 : BX2);
7746 for (y = BY1; y <= BY2; y++)
7747 DrawScreenField(x, y);
7752 y = (dy == 1 ? BY1 : BY2);
7753 for (x = BX1; x <= BX2; x++)
7754 DrawScreenField(x, y);
7757 redraw_mask |= REDRAW_FIELD;
7760 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
7762 int nextx = x + dx, nexty = y + dy;
7763 int element = Feld[x][y];
7766 element != EL_SP_PORT_LEFT &&
7767 element != EL_SP_GRAVITY_PORT_LEFT &&
7768 element != EL_SP_PORT_HORIZONTAL &&
7769 element != EL_SP_PORT_ANY) ||
7771 element != EL_SP_PORT_RIGHT &&
7772 element != EL_SP_GRAVITY_PORT_RIGHT &&
7773 element != EL_SP_PORT_HORIZONTAL &&
7774 element != EL_SP_PORT_ANY) ||
7776 element != EL_SP_PORT_UP &&
7777 element != EL_SP_GRAVITY_PORT_UP &&
7778 element != EL_SP_PORT_VERTICAL &&
7779 element != EL_SP_PORT_ANY) ||
7781 element != EL_SP_PORT_DOWN &&
7782 element != EL_SP_GRAVITY_PORT_DOWN &&
7783 element != EL_SP_PORT_VERTICAL &&
7784 element != EL_SP_PORT_ANY) ||
7785 !IN_LEV_FIELD(nextx, nexty) ||
7786 !IS_FREE(nextx, nexty))
7792 static void CheckGravityMovement(struct PlayerInfo *player)
7794 if (game.gravity && !player->programmed_action)
7796 int move_dir_vertical = player->action & (MV_UP | MV_DOWN);
7797 int move_dir_horizontal = player->action & (MV_LEFT | MV_RIGHT);
7799 (player->last_move_dir & (MV_LEFT | MV_RIGHT) ?
7800 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
7801 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
7802 int jx = player->jx, jy = player->jy;
7803 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
7804 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
7805 int new_jx = jx + dx, new_jy = jy + dy;
7806 boolean field_under_player_is_free =
7807 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
7808 boolean player_is_moving_to_valid_field =
7809 (IN_LEV_FIELD(new_jx, new_jy) &&
7810 (Feld[new_jx][new_jy] == EL_SP_BASE ||
7811 Feld[new_jx][new_jy] == EL_SAND ||
7812 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
7813 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
7814 /* !!! extend EL_SAND to anything diggable !!! */
7816 boolean player_is_standing_on_valid_field =
7817 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
7818 (IS_WALKABLE(Feld[jx][jy]) &&
7819 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
7821 if (field_under_player_is_free &&
7822 !player_is_standing_on_valid_field &&
7823 !player_is_moving_to_valid_field)
7824 player->programmed_action = MV_DOWN;
7830 -----------------------------------------------------------------------------
7831 dx, dy: direction (non-diagonal) to try to move the player to
7832 real_dx, real_dy: direction as read from input device (can be diagonal)
7835 boolean MovePlayerOneStep(struct PlayerInfo *player,
7836 int dx, int dy, int real_dx, int real_dy)
7839 static int change_sides[4][2] =
7841 /* enter side leave side */
7842 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
7843 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
7844 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
7845 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
7847 int move_direction = (dx == -1 ? MV_LEFT :
7848 dx == +1 ? MV_RIGHT :
7850 dy == +1 ? MV_DOWN : MV_NO_MOVING);
7851 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
7852 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
7854 int jx = player->jx, jy = player->jy;
7855 int new_jx = jx + dx, new_jy = jy + dy;
7859 if (!player->active || (!dx && !dy))
7860 return MF_NO_ACTION;
7862 player->MovDir = (dx < 0 ? MV_LEFT :
7865 dy > 0 ? MV_DOWN : MV_NO_MOVING);
7867 if (!IN_LEV_FIELD(new_jx, new_jy))
7868 return MF_NO_ACTION;
7870 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
7871 return MF_NO_ACTION;
7874 element = MovingOrBlocked2Element(new_jx, new_jy);
7876 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
7879 if (DONT_RUN_INTO(element))
7881 if (element == EL_ACID && dx == 0 && dy == 1)
7884 Feld[jx][jy] = EL_PLAYER_1;
7885 InitMovingField(jx, jy, MV_DOWN);
7886 Store[jx][jy] = EL_ACID;
7887 ContinueMoving(jx, jy);
7891 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
7896 can_move = DigField(player, new_jx, new_jy, real_dx, real_dy, DF_DIG);
7897 if (can_move != MF_MOVING)
7900 /* check if DigField() has caused relocation of the player */
7901 if (player->jx != jx || player->jy != jy)
7902 return MF_NO_ACTION;
7904 StorePlayer[jx][jy] = 0;
7905 player->last_jx = jx;
7906 player->last_jy = jy;
7907 player->jx = new_jx;
7908 player->jy = new_jy;
7909 StorePlayer[new_jx][new_jy] = player->element_nr;
7912 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
7914 player->step_counter++;
7916 player->drop_delay = 0;
7918 PlayerVisit[jx][jy] = FrameCounter;
7920 ScrollPlayer(player, SCROLL_INIT);
7923 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
7925 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7926 CE_OTHER_GETS_LEFT);
7927 CheckElementSideChange(jx, jy, Feld[jx][jy], leave_side,
7928 CE_LEFT_BY_PLAYER, -1);
7931 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
7933 CheckTriggeredElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy],
7934 enter_side, CE_OTHER_GETS_ENTERED);
7935 CheckElementSideChange(new_jx, new_jy, Feld[new_jx][new_jy], enter_side,
7936 CE_ENTERED_BY_PLAYER, -1);
7943 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
7945 int jx = player->jx, jy = player->jy;
7946 int old_jx = jx, old_jy = jy;
7947 int moved = MF_NO_ACTION;
7950 if (!player->active)
7955 if (player->MovPos == 0)
7957 player->is_moving = FALSE;
7958 player->is_digging = FALSE;
7959 player->is_collecting = FALSE;
7960 player->is_snapping = FALSE;
7961 player->is_pushing = FALSE;
7967 if (!player->active || (!dx && !dy))
7972 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
7976 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
7977 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
7981 /* remove the last programmed player action */
7982 player->programmed_action = 0;
7986 /* should only happen if pre-1.2 tape recordings are played */
7987 /* this is only for backward compatibility */
7989 int original_move_delay_value = player->move_delay_value;
7992 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
7996 /* scroll remaining steps with finest movement resolution */
7997 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
7999 while (player->MovPos)
8001 ScrollPlayer(player, SCROLL_GO_ON);
8002 ScrollScreen(NULL, SCROLL_GO_ON);
8008 player->move_delay_value = original_move_delay_value;
8011 if (player->last_move_dir & (MV_LEFT | MV_RIGHT))
8013 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8014 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8018 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8019 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8025 if (moved & MF_MOVING && !ScreenMovPos &&
8026 (player == local_player || !options.network))
8028 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8029 int offset = (setup.scroll_delay ? 3 : 0);
8031 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8033 /* actual player has left the screen -- scroll in that direction */
8034 if (jx != old_jx) /* player has moved horizontally */
8035 scroll_x += (jx - old_jx);
8036 else /* player has moved vertically */
8037 scroll_y += (jy - old_jy);
8041 if (jx != old_jx) /* player has moved horizontally */
8043 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8044 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8045 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8047 /* don't scroll over playfield boundaries */
8048 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8049 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8051 /* don't scroll more than one field at a time */
8052 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8054 /* don't scroll against the player's moving direction */
8055 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8056 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8057 scroll_x = old_scroll_x;
8059 else /* player has moved vertically */
8061 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8062 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8063 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8065 /* don't scroll over playfield boundaries */
8066 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8067 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8069 /* don't scroll more than one field at a time */
8070 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8072 /* don't scroll against the player's moving direction */
8073 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8074 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8075 scroll_y = old_scroll_y;
8079 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8081 if (!options.network && !AllPlayersInVisibleScreen())
8083 scroll_x = old_scroll_x;
8084 scroll_y = old_scroll_y;
8088 ScrollScreen(player, SCROLL_INIT);
8089 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8096 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8098 if (!(moved & MF_MOVING) && !player->is_pushing)
8103 player->StepFrame = 0;
8105 if (moved & MF_MOVING)
8107 if (old_jx != jx && old_jy == jy)
8108 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8109 else if (old_jx == jx && old_jy != jy)
8110 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8112 DrawLevelField(jx, jy); /* for "crumbled sand" */
8114 player->last_move_dir = player->MovDir;
8115 player->is_moving = TRUE;
8117 player->is_snapping = FALSE;
8121 player->is_switching = FALSE;
8124 player->is_dropping = FALSE;
8129 static int change_sides[4][2] =
8131 /* enter side leave side */
8132 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8133 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8134 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8135 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8137 int move_direction = player->MovDir;
8138 int enter_side = change_sides[MV_DIR_BIT(move_direction)][0];
8139 int leave_side = change_sides[MV_DIR_BIT(move_direction)][1];
8142 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8144 CheckTriggeredElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
8145 leave_side, CE_OTHER_GETS_LEFT);
8146 CheckElementSideChange(old_jx, old_jy, Feld[old_jx][old_jy],
8147 leave_side, CE_LEFT_BY_PLAYER, -1);
8150 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8152 CheckTriggeredElementSideChange(jx, jy, Feld[jx][jy],
8153 enter_side, CE_OTHER_GETS_ENTERED);
8154 CheckElementSideChange(jx, jy, Feld[jx][jy],
8155 enter_side, CE_ENTERED_BY_PLAYER, -1);
8166 CheckGravityMovement(player);
8169 player->last_move_dir = MV_NO_MOVING;
8171 player->is_moving = FALSE;
8174 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8176 TestIfHeroTouchesBadThing(jx, jy);
8177 TestIfPlayerTouchesCustomElement(jx, jy);
8180 if (!player->active)
8186 void ScrollPlayer(struct PlayerInfo *player, int mode)
8188 int jx = player->jx, jy = player->jy;
8189 int last_jx = player->last_jx, last_jy = player->last_jy;
8190 int move_stepsize = TILEX / player->move_delay_value;
8192 if (!player->active || !player->MovPos)
8195 if (mode == SCROLL_INIT)
8197 player->actual_frame_counter = FrameCounter;
8198 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8200 if (Feld[last_jx][last_jy] == EL_EMPTY)
8201 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8209 else if (!FrameReached(&player->actual_frame_counter, 1))
8212 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8213 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8215 if (!player->block_last_field &&
8216 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8217 Feld[last_jx][last_jy] = EL_EMPTY;
8219 /* before DrawPlayer() to draw correct player graphic for this case */
8220 if (player->MovPos == 0)
8221 CheckGravityMovement(player);
8224 DrawPlayer(player); /* needed here only to cleanup last field */
8227 if (player->MovPos == 0) /* player reached destination field */
8230 if (player->move_delay_reset_counter > 0)
8232 player->move_delay_reset_counter--;
8234 if (player->move_delay_reset_counter == 0)
8236 /* continue with normal speed after quickly moving through gate */
8237 HALVE_PLAYER_SPEED(player);
8239 /* be able to make the next move without delay */
8240 player->move_delay = 0;
8244 if (IS_PASSABLE(Feld[last_jx][last_jy]))
8246 /* continue with normal speed after quickly moving through gate */
8247 HALVE_PLAYER_SPEED(player);
8249 /* be able to make the next move without delay */
8250 player->move_delay = 0;
8254 if (player->block_last_field &&
8255 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8256 Feld[last_jx][last_jy] = EL_EMPTY;
8258 player->last_jx = jx;
8259 player->last_jy = jy;
8261 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8262 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8263 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8265 DrawPlayer(player); /* needed here only to cleanup last field */
8268 if (local_player->friends_still_needed == 0 ||
8269 IS_SP_ELEMENT(Feld[jx][jy]))
8270 player->LevelSolved = player->GameOver = TRUE;
8273 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8275 TestIfHeroTouchesBadThing(jx, jy);
8276 TestIfPlayerTouchesCustomElement(jx, jy);
8278 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8281 if (!player->active)
8285 if (tape.single_step && tape.recording && !tape.pausing &&
8286 !player->programmed_action)
8287 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8291 void ScrollScreen(struct PlayerInfo *player, int mode)
8293 static unsigned long screen_frame_counter = 0;
8295 if (mode == SCROLL_INIT)
8297 /* set scrolling step size according to actual player's moving speed */
8298 ScrollStepSize = TILEX / player->move_delay_value;
8300 screen_frame_counter = FrameCounter;
8301 ScreenMovDir = player->MovDir;
8302 ScreenMovPos = player->MovPos;
8303 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8306 else if (!FrameReached(&screen_frame_counter, 1))
8311 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8312 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8313 redraw_mask |= REDRAW_FIELD;
8316 ScreenMovDir = MV_NO_MOVING;
8319 void TestIfPlayerTouchesCustomElement(int x, int y)
8321 static int xy[4][2] =
8328 static int change_sides[4][2] =
8330 /* center side border side */
8331 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8332 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8333 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8334 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8336 static int touch_dir[4] =
8343 int center_element = Feld[x][y]; /* should always be non-moving! */
8346 for (i = 0; i < 4; i++)
8348 int xx = x + xy[i][0];
8349 int yy = y + xy[i][1];
8350 int center_side = change_sides[i][0];
8351 int border_side = change_sides[i][1];
8354 if (!IN_LEV_FIELD(xx, yy))
8357 if (IS_PLAYER(x, y))
8359 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8360 border_element = Feld[xx][yy]; /* may be moving! */
8361 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8362 border_element = Feld[xx][yy];
8363 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8364 border_element = MovingOrBlocked2Element(xx, yy);
8366 continue; /* center and border element do not touch */
8368 CheckTriggeredElementSideChange(xx, yy, border_element, border_side,
8369 CE_OTHER_GETS_TOUCHED);
8370 CheckElementSideChange(xx, yy, border_element, border_side,
8371 CE_TOUCHED_BY_PLAYER, -1);
8373 else if (IS_PLAYER(xx, yy))
8375 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8377 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8379 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8380 continue; /* center and border element do not touch */
8383 CheckTriggeredElementSideChange(x, y, center_element, center_side,
8384 CE_OTHER_GETS_TOUCHED);
8385 CheckElementSideChange(x, y, center_element, center_side,
8386 CE_TOUCHED_BY_PLAYER, -1);
8393 void TestIfElementTouchesCustomElement(int x, int y)
8395 static int xy[4][2] =
8402 static int change_sides[4][2] =
8404 /* center side border side */
8405 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8406 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8407 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8408 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8410 static int touch_dir[4] =
8417 boolean change_center_element = FALSE;
8418 int center_element_change_page = 0;
8419 int center_element = Feld[x][y]; /* should always be non-moving! */
8422 for (i = 0; i < 4; i++)
8424 int xx = x + xy[i][0];
8425 int yy = y + xy[i][1];
8426 int center_side = change_sides[i][0];
8427 int border_side = change_sides[i][1];
8430 if (!IN_LEV_FIELD(xx, yy))
8433 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8434 border_element = Feld[xx][yy]; /* may be moving! */
8435 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8436 border_element = Feld[xx][yy];
8437 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8438 border_element = MovingOrBlocked2Element(xx, yy);
8440 continue; /* center and border element do not touch */
8442 /* check for change of center element (but change it only once) */
8443 if (IS_CUSTOM_ELEMENT(center_element) &&
8444 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
8445 !change_center_element)
8447 for (j = 0; j < element_info[center_element].num_change_pages; j++)
8449 struct ElementChangeInfo *change =
8450 &element_info[center_element].change_page[j];
8452 if (change->can_change &&
8453 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
8454 change->sides & border_side &&
8456 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
8458 change->trigger_element == border_element
8462 change_center_element = TRUE;
8463 center_element_change_page = j;
8470 /* check for change of border element */
8471 if (IS_CUSTOM_ELEMENT(border_element) &&
8472 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
8474 for (j = 0; j < element_info[border_element].num_change_pages; j++)
8476 struct ElementChangeInfo *change =
8477 &element_info[border_element].change_page[j];
8479 if (change->can_change &&
8480 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
8481 change->sides & center_side &&
8483 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
8485 change->trigger_element == center_element
8489 CheckElementSideChange(xx, yy, border_element, CH_SIDE_ANY,
8490 CE_OTHER_IS_TOUCHING, j);
8497 if (change_center_element)
8498 CheckElementSideChange(x, y, center_element, CH_SIDE_ANY,
8499 CE_OTHER_IS_TOUCHING, center_element_change_page);
8502 void TestIfElementHitsCustomElement(int x, int y, int direction)
8504 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8505 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8506 int hitx = x + dx, hity = y + dy;
8507 int hitting_element = Feld[x][y];
8509 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8510 !IS_FREE(hitx, hity) &&
8511 (!IS_MOVING(hitx, hity) ||
8512 MovDir[hitx][hity] != direction ||
8513 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8516 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8520 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8524 CheckElementSideChange(x, y, hitting_element,
8525 direction, CE_HITTING_SOMETHING, -1);
8527 if (IN_LEV_FIELD(hitx, hity))
8529 int opposite_direction = MV_DIR_OPPOSITE(direction);
8530 int hitting_side = direction;
8531 int touched_side = opposite_direction;
8532 int touched_element = MovingOrBlocked2Element(hitx, hity);
8534 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8535 MovDir[hitx][hity] != direction ||
8536 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8545 CheckElementSideChange(hitx, hity, touched_element,
8546 opposite_direction, CE_HIT_BY_SOMETHING, -1);
8548 if (IS_CUSTOM_ELEMENT(hitting_element) &&
8549 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
8551 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
8553 struct ElementChangeInfo *change =
8554 &element_info[hitting_element].change_page[i];
8556 if (change->can_change &&
8557 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
8558 change->sides & touched_side &&
8561 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
8563 change->trigger_element == touched_element
8567 CheckElementSideChange(x, y, hitting_element,
8568 CH_SIDE_ANY, CE_OTHER_IS_HITTING, i);
8574 if (IS_CUSTOM_ELEMENT(touched_element) &&
8575 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
8577 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
8579 struct ElementChangeInfo *change =
8580 &element_info[touched_element].change_page[i];
8582 if (change->can_change &&
8583 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
8584 change->sides & hitting_side &&
8586 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
8588 change->trigger_element == hitting_element
8592 CheckElementSideChange(hitx, hity, touched_element,
8593 CH_SIDE_ANY, CE_OTHER_GETS_HIT, i);
8602 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8604 int i, kill_x = -1, kill_y = -1;
8605 static int test_xy[4][2] =
8612 static int test_dir[4] =
8620 for (i = 0; i < 4; i++)
8622 int test_x, test_y, test_move_dir, test_element;
8624 test_x = good_x + test_xy[i][0];
8625 test_y = good_y + test_xy[i][1];
8626 if (!IN_LEV_FIELD(test_x, test_y))
8630 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8633 test_element = Feld[test_x][test_y];
8635 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8638 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8639 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8641 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8642 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8650 if (kill_x != -1 || kill_y != -1)
8652 if (IS_PLAYER(good_x, good_y))
8654 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
8656 if (player->shield_deadly_time_left > 0)
8657 Bang(kill_x, kill_y);
8658 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
8662 Bang(good_x, good_y);
8666 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
8668 int i, kill_x = -1, kill_y = -1;
8669 int bad_element = Feld[bad_x][bad_y];
8670 static int test_xy[4][2] =
8677 static int touch_dir[4] =
8684 static int test_dir[4] =
8692 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
8695 for (i = 0; i < 4; i++)
8697 int test_x, test_y, test_move_dir, test_element;
8699 test_x = bad_x + test_xy[i][0];
8700 test_y = bad_y + test_xy[i][1];
8701 if (!IN_LEV_FIELD(test_x, test_y))
8705 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8707 test_element = Feld[test_x][test_y];
8709 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8710 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8712 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
8713 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
8715 /* good thing is player or penguin that does not move away */
8716 if (IS_PLAYER(test_x, test_y))
8718 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
8720 if (bad_element == EL_ROBOT && player->is_moving)
8721 continue; /* robot does not kill player if he is moving */
8723 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8725 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8726 continue; /* center and border element do not touch */
8733 else if (test_element == EL_PENGUIN)
8742 if (kill_x != -1 || kill_y != -1)
8744 if (IS_PLAYER(kill_x, kill_y))
8746 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
8748 if (player->shield_deadly_time_left > 0)
8750 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
8754 Bang(kill_x, kill_y);
8758 void TestIfHeroTouchesBadThing(int x, int y)
8760 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
8763 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
8765 TestIfGoodThingHitsBadThing(x, y, move_dir);
8768 void TestIfBadThingTouchesHero(int x, int y)
8770 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
8773 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
8775 TestIfBadThingHitsGoodThing(x, y, move_dir);
8778 void TestIfFriendTouchesBadThing(int x, int y)
8780 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
8783 void TestIfBadThingTouchesFriend(int x, int y)
8785 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
8788 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
8790 int i, kill_x = bad_x, kill_y = bad_y;
8791 static int xy[4][2] =
8799 for (i = 0; i < 4; i++)
8803 x = bad_x + xy[i][0];
8804 y = bad_y + xy[i][1];
8805 if (!IN_LEV_FIELD(x, y))
8808 element = Feld[x][y];
8809 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
8810 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
8818 if (kill_x != bad_x || kill_y != bad_y)
8822 void KillHero(struct PlayerInfo *player)
8824 int jx = player->jx, jy = player->jy;
8826 if (!player->active)
8829 /* remove accessible field at the player's position */
8830 Feld[jx][jy] = EL_EMPTY;
8832 /* deactivate shield (else Bang()/Explode() would not work right) */
8833 player->shield_normal_time_left = 0;
8834 player->shield_deadly_time_left = 0;
8840 static void KillHeroUnlessEnemyProtected(int x, int y)
8842 if (!PLAYER_ENEMY_PROTECTED(x, y))
8843 KillHero(PLAYERINFO(x, y));
8846 static void KillHeroUnlessExplosionProtected(int x, int y)
8848 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
8849 KillHero(PLAYERINFO(x, y));
8852 void BuryHero(struct PlayerInfo *player)
8854 int jx = player->jx, jy = player->jy;
8856 if (!player->active)
8860 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
8862 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
8864 PlayLevelSound(jx, jy, SND_GAME_LOSING);
8866 player->GameOver = TRUE;
8870 void RemoveHero(struct PlayerInfo *player)
8872 int jx = player->jx, jy = player->jy;
8873 int i, found = FALSE;
8875 player->present = FALSE;
8876 player->active = FALSE;
8878 if (!ExplodeField[jx][jy])
8879 StorePlayer[jx][jy] = 0;
8881 for (i = 0; i < MAX_PLAYERS; i++)
8882 if (stored_player[i].active)
8886 AllPlayersGone = TRUE;
8893 =============================================================================
8894 checkDiagonalPushing()
8895 -----------------------------------------------------------------------------
8896 check if diagonal input device direction results in pushing of object
8897 (by checking if the alternative direction is walkable, diggable, ...)
8898 =============================================================================
8901 static boolean checkDiagonalPushing(struct PlayerInfo *player,
8902 int x, int y, int real_dx, int real_dy)
8904 int jx, jy, dx, dy, xx, yy;
8906 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
8909 /* diagonal direction: check alternative direction */
8914 xx = jx + (dx == 0 ? real_dx : 0);
8915 yy = jy + (dy == 0 ? real_dy : 0);
8917 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
8921 =============================================================================
8923 -----------------------------------------------------------------------------
8924 x, y: field next to player (non-diagonal) to try to dig to
8925 real_dx, real_dy: direction as read from input device (can be diagonal)
8926 =============================================================================
8929 int DigField(struct PlayerInfo *player,
8930 int x, int y, int real_dx, int real_dy, int mode)
8932 static int change_sides[4] =
8934 CH_SIDE_RIGHT, /* moving left */
8935 CH_SIDE_LEFT, /* moving right */
8936 CH_SIDE_BOTTOM, /* moving up */
8937 CH_SIDE_TOP, /* moving down */
8939 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
8940 int jx = player->jx, jy = player->jy;
8941 int dx = x - jx, dy = y - jy;
8942 int nextx = x + dx, nexty = y + dy;
8943 int move_direction = (dx == -1 ? MV_LEFT :
8944 dx == +1 ? MV_RIGHT :
8946 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8947 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
8948 int dig_side = change_sides[MV_DIR_BIT(move_direction)];
8949 int old_element = Feld[jx][jy];
8952 if (player->MovPos == 0)
8954 player->is_digging = FALSE;
8955 player->is_collecting = FALSE;
8958 if (player->MovPos == 0) /* last pushing move finished */
8959 player->is_pushing = FALSE;
8961 if (mode == DF_NO_PUSH) /* player just stopped pushing */
8963 player->is_switching = FALSE;
8964 player->push_delay = 0;
8966 return MF_NO_ACTION;
8969 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
8970 return MF_NO_ACTION;
8975 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
8977 if (IS_TUBE(Feld[jx][jy]) ||
8978 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
8982 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
8983 int tube_leave_directions[][2] =
8985 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
8986 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
8987 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
8988 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
8989 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
8990 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
8991 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
8992 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
8993 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
8994 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
8995 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
8996 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
8999 while (tube_leave_directions[i][0] != tube_element)
9002 if (tube_leave_directions[i][0] == -1) /* should not happen */
9006 if (!(tube_leave_directions[i][1] & move_direction))
9007 return MF_NO_ACTION; /* tube has no opening in this direction */
9012 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9013 old_element = Back[jx][jy];
9017 if (IS_WALKABLE(old_element) &&
9018 !(element_info[old_element].access_direction & move_direction))
9019 return MF_NO_ACTION; /* field has no opening in this direction */
9021 element = Feld[x][y];
9023 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9024 game.engine_version >= VERSION_IDENT(2,2,0,0))
9025 return MF_NO_ACTION;
9029 case EL_SP_PORT_LEFT:
9030 case EL_SP_PORT_RIGHT:
9032 case EL_SP_PORT_DOWN:
9033 case EL_SP_PORT_HORIZONTAL:
9034 case EL_SP_PORT_VERTICAL:
9035 case EL_SP_PORT_ANY:
9036 case EL_SP_GRAVITY_PORT_LEFT:
9037 case EL_SP_GRAVITY_PORT_RIGHT:
9038 case EL_SP_GRAVITY_PORT_UP:
9039 case EL_SP_GRAVITY_PORT_DOWN:
9041 if (!canEnterSupaplexPort(x, y, dx, dy))
9042 return MF_NO_ACTION;
9045 element != EL_SP_PORT_LEFT &&
9046 element != EL_SP_GRAVITY_PORT_LEFT &&
9047 element != EL_SP_PORT_HORIZONTAL &&
9048 element != EL_SP_PORT_ANY) ||
9050 element != EL_SP_PORT_RIGHT &&
9051 element != EL_SP_GRAVITY_PORT_RIGHT &&
9052 element != EL_SP_PORT_HORIZONTAL &&
9053 element != EL_SP_PORT_ANY) ||
9055 element != EL_SP_PORT_UP &&
9056 element != EL_SP_GRAVITY_PORT_UP &&
9057 element != EL_SP_PORT_VERTICAL &&
9058 element != EL_SP_PORT_ANY) ||
9060 element != EL_SP_PORT_DOWN &&
9061 element != EL_SP_GRAVITY_PORT_DOWN &&
9062 element != EL_SP_PORT_VERTICAL &&
9063 element != EL_SP_PORT_ANY) ||
9064 !IN_LEV_FIELD(nextx, nexty) ||
9065 !IS_FREE(nextx, nexty))
9066 return MF_NO_ACTION;
9069 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9070 element == EL_SP_GRAVITY_PORT_RIGHT ||
9071 element == EL_SP_GRAVITY_PORT_UP ||
9072 element == EL_SP_GRAVITY_PORT_DOWN)
9073 game.gravity = !game.gravity;
9075 /* automatically move to the next field with double speed */
9076 player->programmed_action = move_direction;
9078 if (player->move_delay_reset_counter == 0)
9080 player->move_delay_reset_counter = 2; /* two double speed steps */
9082 DOUBLE_PLAYER_SPEED(player);
9085 player->move_delay_reset_counter = 2;
9087 DOUBLE_PLAYER_SPEED(player);
9090 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
9095 case EL_TUBE_VERTICAL:
9096 case EL_TUBE_HORIZONTAL:
9097 case EL_TUBE_VERTICAL_LEFT:
9098 case EL_TUBE_VERTICAL_RIGHT:
9099 case EL_TUBE_HORIZONTAL_UP:
9100 case EL_TUBE_HORIZONTAL_DOWN:
9101 case EL_TUBE_LEFT_UP:
9102 case EL_TUBE_LEFT_DOWN:
9103 case EL_TUBE_RIGHT_UP:
9104 case EL_TUBE_RIGHT_DOWN:
9107 int tube_enter_directions[][2] =
9109 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9110 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9111 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9112 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
9113 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
9114 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
9115 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
9116 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
9117 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
9118 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
9119 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
9120 { -1, MV_NO_MOVING }
9123 while (tube_enter_directions[i][0] != element)
9126 if (tube_enter_directions[i][0] == -1) /* should not happen */
9130 if (!(tube_enter_directions[i][1] & move_direction))
9131 return MF_NO_ACTION; /* tube has no opening in this direction */
9133 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
9140 if (IS_WALKABLE(element))
9142 int sound_action = ACTION_WALKING;
9144 if (!(element_info[element].access_direction & opposite_direction))
9145 return MF_NO_ACTION; /* field not accessible from this direction */
9147 if (element >= EL_GATE_1 && element <= EL_GATE_4)
9149 if (!player->key[element - EL_GATE_1])
9150 return MF_NO_ACTION;
9152 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
9154 if (!player->key[element - EL_GATE_1_GRAY])
9155 return MF_NO_ACTION;
9157 else if (element == EL_EXIT_OPEN ||
9158 element == EL_SP_EXIT_OPEN ||
9159 element == EL_SP_EXIT_OPENING)
9161 sound_action = ACTION_PASSING; /* player is passing exit */
9163 else if (element == EL_EMPTY)
9165 sound_action = ACTION_MOVING; /* nothing to walk on */
9168 /* play sound from background or player, whatever is available */
9169 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
9170 PlayLevelSoundElementAction(x, y, element, sound_action);
9172 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9176 else if (IS_PASSABLE(element))
9178 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
9179 return MF_NO_ACTION;
9181 if (IS_CUSTOM_ELEMENT(element) &&
9182 !(element_info[element].access_direction & opposite_direction))
9183 return MF_NO_ACTION; /* field not accessible from this direction */
9186 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9187 return MF_NO_ACTION;
9190 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
9192 if (!player->key[element - EL_EM_GATE_1])
9193 return MF_NO_ACTION;
9195 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
9197 if (!player->key[element - EL_EM_GATE_1_GRAY])
9198 return MF_NO_ACTION;
9201 /* automatically move to the next field with double speed */
9202 player->programmed_action = move_direction;
9204 if (player->move_delay_reset_counter == 0)
9206 player->move_delay_reset_counter = 2; /* two double speed steps */
9208 DOUBLE_PLAYER_SPEED(player);
9211 player->move_delay_reset_counter = 2;
9213 DOUBLE_PLAYER_SPEED(player);
9216 PlayLevelSoundAction(x, y, ACTION_PASSING);
9220 else if (IS_DIGGABLE(element))
9224 if (mode != DF_SNAP)
9227 GfxElement[x][y] = GFX_ELEMENT(element);
9230 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
9232 player->is_digging = TRUE;
9235 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9237 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_DIGGED);
9240 if (mode == DF_SNAP)
9241 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9246 else if (IS_COLLECTIBLE(element))
9250 if (mode != DF_SNAP)
9252 GfxElement[x][y] = element;
9253 player->is_collecting = TRUE;
9256 if (element == EL_SPEED_PILL)
9257 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9258 else if (element == EL_EXTRA_TIME && level.time > 0)
9261 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
9263 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9265 player->shield_normal_time_left += 10;
9266 if (element == EL_SHIELD_DEADLY)
9267 player->shield_deadly_time_left += 10;
9269 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9271 if (player->inventory_size < MAX_INVENTORY_SIZE)
9272 player->inventory_element[player->inventory_size++] = element;
9274 DrawText(DX_DYNAMITE, DY_DYNAMITE,
9275 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
9277 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9279 player->dynabomb_count++;
9280 player->dynabombs_left++;
9282 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9284 player->dynabomb_size++;
9286 else if (element == EL_DYNABOMB_INCREASE_POWER)
9288 player->dynabomb_xl = TRUE;
9290 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
9291 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
9293 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
9294 element - EL_KEY_1 : element - EL_EM_KEY_1);
9296 player->key[key_nr] = TRUE;
9298 DrawMiniGraphicExt(drawto, DX_KEYS + key_nr * MINI_TILEX, DY_KEYS,
9299 el2edimg(EL_KEY_1 + key_nr));
9300 redraw_mask |= REDRAW_DOOR_1;
9302 else if (IS_ENVELOPE(element))
9305 player->show_envelope = element;
9307 ShowEnvelope(element - EL_ENVELOPE_1);
9310 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
9314 for (i = 0; i < element_info[element].collect_count; i++)
9315 if (player->inventory_size < MAX_INVENTORY_SIZE)
9316 player->inventory_element[player->inventory_size++] = element;
9318 DrawText(DX_DYNAMITE, DY_DYNAMITE,
9319 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
9321 else if (element_info[element].collect_count > 0)
9323 local_player->gems_still_needed -=
9324 element_info[element].collect_count;
9325 if (local_player->gems_still_needed < 0)
9326 local_player->gems_still_needed = 0;
9328 DrawText(DX_EMERALDS, DY_EMERALDS,
9329 int2str(local_player->gems_still_needed, 3), FONT_TEXT_2);
9332 RaiseScoreElement(element);
9333 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9335 CheckTriggeredElementChange(x, y, element, CE_OTHER_GETS_COLLECTED);
9338 if (mode == DF_SNAP)
9339 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9344 else if (IS_PUSHABLE(element))
9346 if (mode == DF_SNAP && element != EL_BD_ROCK)
9347 return MF_NO_ACTION;
9349 if (CAN_FALL(element) && dy)
9350 return MF_NO_ACTION;
9352 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9353 !(element == EL_SPRING && use_spring_bug))
9354 return MF_NO_ACTION;
9357 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9358 ((move_direction & MV_VERTICAL &&
9359 ((element_info[element].move_pattern & MV_LEFT &&
9360 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9361 (element_info[element].move_pattern & MV_RIGHT &&
9362 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9363 (move_direction & MV_HORIZONTAL &&
9364 ((element_info[element].move_pattern & MV_UP &&
9365 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9366 (element_info[element].move_pattern & MV_DOWN &&
9367 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9368 return MF_NO_ACTION;
9372 /* do not push elements already moving away faster than player */
9373 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9374 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9375 return MF_NO_ACTION;
9377 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
9378 return MF_NO_ACTION;
9382 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9384 if (player->push_delay_value == -1)
9385 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9387 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9389 if (!player->is_pushing)
9390 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9394 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
9395 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
9396 !player_is_pushing))
9397 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9400 if (!player->is_pushing &&
9401 game.engine_version >= VERSION_IDENT(2,2,0,7))
9402 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9406 printf("::: push delay: %ld [%d, %d] [%d]\n",
9407 player->push_delay_value, FrameCounter, game.engine_version,
9408 player->is_pushing);
9411 player->is_pushing = TRUE;
9413 if (!(IN_LEV_FIELD(nextx, nexty) &&
9414 (IS_FREE(nextx, nexty) ||
9415 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9416 IS_SB_ELEMENT(element)))))
9417 return MF_NO_ACTION;
9419 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9420 return MF_NO_ACTION;
9422 if (player->push_delay == 0) /* new pushing; restart delay */
9423 player->push_delay = FrameCounter;
9425 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
9426 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9427 element != EL_SPRING && element != EL_BALLOON)
9429 /* make sure that there is no move delay before next try to push */
9430 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9431 player->move_delay = INITIAL_MOVE_DELAY_OFF;
9433 return MF_NO_ACTION;
9437 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
9440 if (IS_SB_ELEMENT(element))
9442 if (element == EL_SOKOBAN_FIELD_FULL)
9444 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9445 local_player->sokobanfields_still_needed++;
9448 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9450 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9451 local_player->sokobanfields_still_needed--;
9454 Feld[x][y] = EL_SOKOBAN_OBJECT;
9456 if (Back[x][y] == Back[nextx][nexty])
9457 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9458 else if (Back[x][y] != 0)
9459 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9462 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9465 if (local_player->sokobanfields_still_needed == 0 &&
9466 game.emulation == EMU_SOKOBAN)
9468 player->LevelSolved = player->GameOver = TRUE;
9469 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9473 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9475 InitMovingField(x, y, move_direction);
9476 GfxAction[x][y] = ACTION_PUSHING;
9478 if (mode == DF_SNAP)
9479 ContinueMoving(x, y);
9481 MovPos[x][y] = (dx != 0 ? dx : dy);
9483 Pushed[x][y] = TRUE;
9484 Pushed[nextx][nexty] = TRUE;
9486 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9487 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9489 player->push_delay_value = -1; /* get new value later */
9491 CheckTriggeredElementSideChange(x, y, element, dig_side,
9492 CE_OTHER_GETS_PUSHED);
9493 CheckElementSideChange(x, y, element, dig_side,
9494 CE_PUSHED_BY_PLAYER, -1);
9498 else if (IS_SWITCHABLE(element))
9500 if (PLAYER_SWITCHING(player, x, y))
9503 player->is_switching = TRUE;
9504 player->switch_x = x;
9505 player->switch_y = y;
9507 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9509 if (element == EL_ROBOT_WHEEL)
9511 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9515 DrawLevelField(x, y);
9517 else if (element == EL_SP_TERMINAL)
9521 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9523 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9525 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9526 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9529 else if (IS_BELT_SWITCH(element))
9531 ToggleBeltSwitch(x, y);
9533 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9534 element == EL_SWITCHGATE_SWITCH_DOWN)
9536 ToggleSwitchgateSwitch(x, y);
9538 else if (element == EL_LIGHT_SWITCH ||
9539 element == EL_LIGHT_SWITCH_ACTIVE)
9541 ToggleLightSwitch(x, y);
9544 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
9545 SND_LIGHT_SWITCH_ACTIVATING :
9546 SND_LIGHT_SWITCH_DEACTIVATING);
9549 else if (element == EL_TIMEGATE_SWITCH)
9551 ActivateTimegateSwitch(x, y);
9553 else if (element == EL_BALLOON_SWITCH_LEFT ||
9554 element == EL_BALLOON_SWITCH_RIGHT ||
9555 element == EL_BALLOON_SWITCH_UP ||
9556 element == EL_BALLOON_SWITCH_DOWN ||
9557 element == EL_BALLOON_SWITCH_ANY)
9559 if (element == EL_BALLOON_SWITCH_ANY)
9560 game.balloon_dir = move_direction;
9562 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9563 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9564 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9565 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9568 else if (element == EL_LAMP)
9570 Feld[x][y] = EL_LAMP_ACTIVE;
9571 local_player->lights_still_needed--;
9573 DrawLevelField(x, y);
9575 else if (element == EL_TIME_ORB_FULL)
9577 Feld[x][y] = EL_TIME_ORB_EMPTY;
9579 DrawText(DX_TIME, DY_TIME, int2str(TimeLeft, 3), FONT_TEXT_2);
9581 DrawLevelField(x, y);
9584 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
9592 if (!PLAYER_SWITCHING(player, x, y))
9594 player->is_switching = TRUE;
9595 player->switch_x = x;
9596 player->switch_y = y;
9598 CheckTriggeredElementSideChange(x, y, element, dig_side,
9599 CE_OTHER_IS_SWITCHING);
9600 CheckElementSideChange(x, y, element, dig_side, CE_SWITCHED, -1);
9603 CheckTriggeredElementSideChange(x, y, element, dig_side,
9604 CE_OTHER_GETS_PRESSED);
9605 CheckElementSideChange(x, y, element, dig_side,
9606 CE_PRESSED_BY_PLAYER, -1);
9609 return MF_NO_ACTION;
9612 player->push_delay = 0;
9614 if (Feld[x][y] != element) /* really digged/collected something */
9615 player->is_collecting = !player->is_digging;
9620 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9622 int jx = player->jx, jy = player->jy;
9623 int x = jx + dx, y = jy + dy;
9624 int snap_direction = (dx == -1 ? MV_LEFT :
9625 dx == +1 ? MV_RIGHT :
9627 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9629 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
9632 if (!player->active || !IN_LEV_FIELD(x, y))
9640 if (player->MovPos == 0)
9641 player->is_pushing = FALSE;
9643 player->is_snapping = FALSE;
9645 if (player->MovPos == 0)
9647 player->is_moving = FALSE;
9648 player->is_digging = FALSE;
9649 player->is_collecting = FALSE;
9655 if (player->is_snapping)
9658 player->MovDir = snap_direction;
9661 if (player->MovPos == 0)
9664 player->is_moving = FALSE;
9665 player->is_digging = FALSE;
9666 player->is_collecting = FALSE;
9669 player->is_dropping = FALSE;
9671 if (DigField(player, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9674 player->is_snapping = TRUE;
9677 if (player->MovPos == 0)
9680 player->is_moving = FALSE;
9681 player->is_digging = FALSE;
9682 player->is_collecting = FALSE;
9685 DrawLevelField(x, y);
9691 boolean DropElement(struct PlayerInfo *player)
9693 int jx = player->jx, jy = player->jy;
9694 int old_element = Feld[jx][jy];
9697 /* check if player is active, not moving and ready to drop */
9698 if (!player->active || player->MovPos || player->drop_delay > 0)
9701 /* check if player has anything that can be dropped */
9702 if (player->inventory_size == 0 && player->dynabombs_left == 0)
9705 /* check if anything can be dropped at the current position */
9706 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9709 /* collected custom elements can only be dropped on empty fields */
9710 if (player->inventory_size > 0 &&
9711 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
9712 && old_element != EL_EMPTY)
9715 if (old_element != EL_EMPTY)
9716 Back[jx][jy] = old_element; /* store old element on this field */
9718 ResetGfxAnimation(jx, jy);
9719 ResetRandomAnimationValue(jx, jy);
9721 if (player->inventory_size > 0)
9723 player->inventory_size--;
9724 new_element = player->inventory_element[player->inventory_size];
9726 if (new_element == EL_DYNAMITE)
9727 new_element = EL_DYNAMITE_ACTIVE;
9728 else if (new_element == EL_SP_DISK_RED)
9729 new_element = EL_SP_DISK_RED_ACTIVE;
9731 Feld[jx][jy] = new_element;
9733 DrawText(DX_DYNAMITE, DY_DYNAMITE,
9734 int2str(local_player->inventory_size, 3), FONT_TEXT_2);
9736 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
9737 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
9739 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
9742 /* needed if previous element just changed to "empty" in the last frame */
9743 Changed[jx][jy] = 0; /* allow another change */
9746 CheckTriggeredElementChange(jx, jy, new_element, CE_OTHER_GETS_DROPPED);
9747 CheckElementChange(jx, jy, new_element, CE_DROPPED_BY_PLAYER);
9749 TestIfElementTouchesCustomElement(jx, jy);
9751 else /* player is dropping a dyna bomb */
9753 player->dynabombs_left--;
9754 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
9756 Feld[jx][jy] = new_element;
9758 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
9759 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
9761 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
9768 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
9770 InitField(jx, jy, FALSE);
9771 if (CAN_MOVE(Feld[jx][jy]))
9775 new_element = Feld[jx][jy];
9777 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
9778 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
9780 int move_stepsize = element_info[new_element].move_stepsize;
9781 int direction, dx, dy, nextx, nexty;
9783 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
9784 MovDir[jx][jy] = player->MovDir;
9786 direction = MovDir[jx][jy];
9787 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9788 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9792 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
9795 WasJustMoving[jx][jy] = 3;
9797 InitMovingField(jx, jy, direction);
9798 ContinueMoving(jx, jy);
9803 Changed[jx][jy] = 0; /* allow another change */
9806 TestIfElementHitsCustomElement(jx, jy, direction);
9808 CheckElementSideChange(jx, jy, new_element,
9809 direction, CE_HITTING_SOMETHING, -1);
9813 player->drop_delay = 2 * TILEX / move_stepsize + 1;
9817 player->drop_delay = 8 + 8 + 8;
9822 player->is_dropping = TRUE;
9828 /* ------------------------------------------------------------------------- */
9829 /* game sound playing functions */
9830 /* ------------------------------------------------------------------------- */
9832 static int *loop_sound_frame = NULL;
9833 static int *loop_sound_volume = NULL;
9835 void InitPlayLevelSound()
9837 int num_sounds = getSoundListSize();
9839 checked_free(loop_sound_frame);
9840 checked_free(loop_sound_volume);
9842 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
9843 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
9846 static void PlayLevelSound(int x, int y, int nr)
9848 int sx = SCREENX(x), sy = SCREENY(y);
9849 int volume, stereo_position;
9850 int max_distance = 8;
9851 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
9853 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
9854 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
9857 if (!IN_LEV_FIELD(x, y) ||
9858 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
9859 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
9862 volume = SOUND_MAX_VOLUME;
9864 if (!IN_SCR_FIELD(sx, sy))
9866 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
9867 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
9869 volume -= volume * (dx > dy ? dx : dy) / max_distance;
9872 stereo_position = (SOUND_MAX_LEFT +
9873 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
9874 (SCR_FIELDX + 2 * max_distance));
9876 if (IS_LOOP_SOUND(nr))
9878 /* This assures that quieter loop sounds do not overwrite louder ones,
9879 while restarting sound volume comparison with each new game frame. */
9881 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
9884 loop_sound_volume[nr] = volume;
9885 loop_sound_frame[nr] = FrameCounter;
9888 PlaySoundExt(nr, volume, stereo_position, type);
9891 static void PlayLevelSoundNearest(int x, int y, int sound_action)
9893 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
9894 x > LEVELX(BX2) ? LEVELX(BX2) : x,
9895 y < LEVELY(BY1) ? LEVELY(BY1) :
9896 y > LEVELY(BY2) ? LEVELY(BY2) : y,
9900 static void PlayLevelSoundAction(int x, int y, int action)
9902 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
9905 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
9907 int sound_effect = element_info[element].sound[action];
9909 if (sound_effect != SND_UNDEFINED)
9910 PlayLevelSound(x, y, sound_effect);
9913 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
9916 int sound_effect = element_info[element].sound[action];
9918 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
9919 PlayLevelSound(x, y, sound_effect);
9922 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
9924 int sound_effect = element_info[Feld[x][y]].sound[action];
9926 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
9927 PlayLevelSound(x, y, sound_effect);
9930 static void StopLevelSoundActionIfLoop(int x, int y, int action)
9932 int sound_effect = element_info[Feld[x][y]].sound[action];
9934 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
9935 StopSound(sound_effect);
9938 static void PlayLevelMusic()
9940 if (levelset.music[level_nr] != MUS_UNDEFINED)
9941 PlayMusic(levelset.music[level_nr]); /* from config file */
9943 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
9946 void RaiseScore(int value)
9948 local_player->score += value;
9949 DrawText(DX_SCORE, DY_SCORE, int2str(local_player->score, 5), FONT_TEXT_2);
9952 void RaiseScoreElement(int element)
9958 case EL_EMERALD_YELLOW:
9959 case EL_EMERALD_RED:
9960 case EL_EMERALD_PURPLE:
9961 case EL_SP_INFOTRON:
9962 RaiseScore(level.score[SC_EMERALD]);
9965 RaiseScore(level.score[SC_DIAMOND]);
9968 RaiseScore(level.score[SC_CRYSTAL]);
9971 RaiseScore(level.score[SC_PEARL]);
9974 case EL_BD_BUTTERFLY:
9975 case EL_SP_ELECTRON:
9976 RaiseScore(level.score[SC_BUG]);
9980 case EL_SP_SNIKSNAK:
9981 RaiseScore(level.score[SC_SPACESHIP]);
9984 case EL_DARK_YAMYAM:
9985 RaiseScore(level.score[SC_YAMYAM]);
9988 RaiseScore(level.score[SC_ROBOT]);
9991 RaiseScore(level.score[SC_PACMAN]);
9994 RaiseScore(level.score[SC_NUT]);
9997 case EL_SP_DISK_RED:
9998 case EL_DYNABOMB_INCREASE_NUMBER:
9999 case EL_DYNABOMB_INCREASE_SIZE:
10000 case EL_DYNABOMB_INCREASE_POWER:
10001 RaiseScore(level.score[SC_DYNAMITE]);
10003 case EL_SHIELD_NORMAL:
10004 case EL_SHIELD_DEADLY:
10005 RaiseScore(level.score[SC_SHIELD]);
10007 case EL_EXTRA_TIME:
10008 RaiseScore(level.score[SC_TIME_BONUS]);
10014 RaiseScore(level.score[SC_KEY]);
10017 RaiseScore(element_info[element].collect_score);
10022 void RequestQuitGame(boolean ask_if_really_quit)
10024 if (AllPlayersGone ||
10025 !ask_if_really_quit ||
10026 level_editor_test_game ||
10027 Request("Do you really want to quit the game ?",
10028 REQ_ASK | REQ_STAY_CLOSED))
10030 #if defined(PLATFORM_UNIX)
10031 if (options.network)
10032 SendToServer_StopPlaying();
10036 game_status = GAME_MODE_MAIN;
10042 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10047 /* ---------- new game button stuff ---------------------------------------- */
10049 /* graphic position values for game buttons */
10050 #define GAME_BUTTON_XSIZE 30
10051 #define GAME_BUTTON_YSIZE 30
10052 #define GAME_BUTTON_XPOS 5
10053 #define GAME_BUTTON_YPOS 215
10054 #define SOUND_BUTTON_XPOS 5
10055 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10057 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10058 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10059 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10060 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10061 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10062 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10069 } gamebutton_info[NUM_GAME_BUTTONS] =
10072 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10077 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10078 GAME_CTRL_ID_PAUSE,
10082 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10087 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10088 SOUND_CTRL_ID_MUSIC,
10089 "background music on/off"
10092 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10093 SOUND_CTRL_ID_LOOPS,
10094 "sound loops on/off"
10097 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10098 SOUND_CTRL_ID_SIMPLE,
10099 "normal sounds on/off"
10103 void CreateGameButtons()
10107 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10109 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10110 struct GadgetInfo *gi;
10113 unsigned long event_mask;
10114 int gd_xoffset, gd_yoffset;
10115 int gd_x1, gd_x2, gd_y1, gd_y2;
10118 gd_xoffset = gamebutton_info[i].x;
10119 gd_yoffset = gamebutton_info[i].y;
10120 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10121 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10123 if (id == GAME_CTRL_ID_STOP ||
10124 id == GAME_CTRL_ID_PAUSE ||
10125 id == GAME_CTRL_ID_PLAY)
10127 button_type = GD_TYPE_NORMAL_BUTTON;
10129 event_mask = GD_EVENT_RELEASED;
10130 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10131 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10135 button_type = GD_TYPE_CHECK_BUTTON;
10137 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10138 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10139 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10140 event_mask = GD_EVENT_PRESSED;
10141 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10142 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10145 gi = CreateGadget(GDI_CUSTOM_ID, id,
10146 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10147 GDI_X, DX + gd_xoffset,
10148 GDI_Y, DY + gd_yoffset,
10149 GDI_WIDTH, GAME_BUTTON_XSIZE,
10150 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10151 GDI_TYPE, button_type,
10152 GDI_STATE, GD_BUTTON_UNPRESSED,
10153 GDI_CHECKED, checked,
10154 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10155 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10156 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10157 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10158 GDI_EVENT_MASK, event_mask,
10159 GDI_CALLBACK_ACTION, HandleGameButtons,
10163 Error(ERR_EXIT, "cannot create gadget");
10165 game_gadget[id] = gi;
10169 void FreeGameButtons()
10173 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10174 FreeGadget(game_gadget[i]);
10177 static void MapGameButtons()
10181 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10182 MapGadget(game_gadget[i]);
10185 void UnmapGameButtons()
10189 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10190 UnmapGadget(game_gadget[i]);
10193 static void HandleGameButtons(struct GadgetInfo *gi)
10195 int id = gi->custom_id;
10197 if (game_status != GAME_MODE_PLAYING)
10202 case GAME_CTRL_ID_STOP:
10203 RequestQuitGame(TRUE);
10206 case GAME_CTRL_ID_PAUSE:
10207 if (options.network)
10209 #if defined(PLATFORM_UNIX)
10211 SendToServer_ContinuePlaying();
10213 SendToServer_PausePlaying();
10217 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10220 case GAME_CTRL_ID_PLAY:
10223 #if defined(PLATFORM_UNIX)
10224 if (options.network)
10225 SendToServer_ContinuePlaying();
10229 tape.pausing = FALSE;
10230 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10235 case SOUND_CTRL_ID_MUSIC:
10236 if (setup.sound_music)
10238 setup.sound_music = FALSE;
10241 else if (audio.music_available)
10243 setup.sound = setup.sound_music = TRUE;
10245 SetAudioMode(setup.sound);
10251 case SOUND_CTRL_ID_LOOPS:
10252 if (setup.sound_loops)
10253 setup.sound_loops = FALSE;
10254 else if (audio.loops_available)
10256 setup.sound = setup.sound_loops = TRUE;
10257 SetAudioMode(setup.sound);
10261 case SOUND_CTRL_ID_SIMPLE:
10262 if (setup.sound_simple)
10263 setup.sound_simple = FALSE;
10264 else if (audio.sound_available)
10266 setup.sound = setup.sound_simple = TRUE;
10267 SetAudioMode(setup.sound);