1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_NO_EXPLOSION 0
51 /* special positions in the game control window (relative to control window) */
54 #define XX_EMERALDS 29
55 #define YY_EMERALDS 54
56 #define XX_DYNAMITE 29
57 #define YY_DYNAMITE 89
66 /* special positions in the game control window (relative to main window) */
67 #define DX_LEVEL (DX + XX_LEVEL)
68 #define DY_LEVEL (DY + YY_LEVEL)
69 #define DX_EMERALDS (DX + XX_EMERALDS)
70 #define DY_EMERALDS (DY + YY_EMERALDS)
71 #define DX_DYNAMITE (DX + XX_DYNAMITE)
72 #define DY_DYNAMITE (DY + YY_DYNAMITE)
73 #define DX_KEYS (DX + XX_KEYS)
74 #define DY_KEYS (DY + YY_KEYS)
75 #define DX_SCORE (DX + XX_SCORE)
76 #define DY_SCORE (DY + YY_SCORE)
77 #define DX_TIME1 (DX + XX_TIME1)
78 #define DX_TIME2 (DX + XX_TIME2)
79 #define DY_TIME (DY + YY_TIME)
81 /* values for initial player move delay (initial delay counter value) */
82 #define INITIAL_MOVE_DELAY_OFF -1
83 #define INITIAL_MOVE_DELAY_ON 0
85 /* values for player movement speed (which is in fact a delay value) */
86 #define MOVE_DELAY_NORMAL_SPEED 8
87 #define MOVE_DELAY_HIGH_SPEED 4
89 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
90 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
91 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
92 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
94 /* values for other actions */
95 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
97 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
99 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
100 RND(element_info[e].push_delay_random))
101 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
102 RND(element_info[e].move_delay_random))
103 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 (element_info[e].move_delay_random))
106 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
107 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
110 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
111 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
112 (CAN_MOVE_INTO_ACID(e) && \
113 Feld[x][y] == EL_ACID) || \
116 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
117 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
118 (CAN_MOVE_INTO_ACID(e) && \
119 Feld[x][y] == EL_ACID) || \
122 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
123 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
125 (CAN_MOVE_INTO_ACID(e) && \
126 Feld[x][y] == EL_ACID) || \
127 (DONT_COLLIDE_WITH(e) && \
129 !PLAYER_ENEMY_PROTECTED(x, y))))
132 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
133 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
135 (DONT_COLLIDE_WITH(e) && \
137 !PLAYER_ENEMY_PROTECTED(x, y))))
140 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
141 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
144 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
145 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
147 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
148 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
152 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
155 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
156 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
160 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
161 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
163 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
164 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
166 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
169 #define PIG_CAN_ENTER_FIELD(e, x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
172 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
174 IS_FOOD_PENGUIN(Feld[x][y])))
175 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
178 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
181 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
186 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
187 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
188 (CAN_MOVE_INTO_ACID(e) && \
189 Feld[x][y] == EL_ACID) || \
190 Feld[x][y] == EL_DIAMOND))
192 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
193 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
194 (CAN_MOVE_INTO_ACID(e) && \
195 Feld[x][y] == EL_ACID) || \
196 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
198 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
199 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
200 (CAN_MOVE_INTO_ACID(e) && \
201 Feld[x][y] == EL_ACID) || \
202 IS_AMOEBOID(Feld[x][y])))
204 #define PIG_CAN_ENTER_FIELD(e, x, y) \
205 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
206 (CAN_MOVE_INTO_ACID(e) && \
207 Feld[x][y] == EL_ACID) || \
208 IS_FOOD_PIG(Feld[x][y])))
210 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
211 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
212 (CAN_MOVE_INTO_ACID(e) && \
213 Feld[x][y] == EL_ACID) || \
214 IS_FOOD_PENGUIN(Feld[x][y]) || \
215 Feld[x][y] == EL_EXIT_OPEN))
217 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
218 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
219 (CAN_MOVE_INTO_ACID(e) && \
220 Feld[x][y] == EL_ACID)))
222 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
223 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
224 (CAN_MOVE_INTO_ACID(e) && \
225 Feld[x][y] == EL_ACID) || \
228 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
229 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
230 (CAN_MOVE_INTO_ACID(e) && \
231 Feld[x][y] == EL_ACID)))
235 #define GROUP_NR(e) ((e) - EL_GROUP_START)
236 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
237 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
238 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
240 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
241 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
244 #define CE_ENTER_FIELD_COND(e, x, y) \
245 (!IS_PLAYER(x, y) && \
246 (Feld[x][y] == EL_ACID || \
247 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
249 #define CE_ENTER_FIELD_COND(e, x, y) \
250 (!IS_PLAYER(x, y) && \
251 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
254 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
255 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
257 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
258 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
260 /* game button identifiers */
261 #define GAME_CTRL_ID_STOP 0
262 #define GAME_CTRL_ID_PAUSE 1
263 #define GAME_CTRL_ID_PLAY 2
264 #define SOUND_CTRL_ID_MUSIC 3
265 #define SOUND_CTRL_ID_LOOPS 4
266 #define SOUND_CTRL_ID_SIMPLE 5
268 #define NUM_GAME_BUTTONS 6
271 /* forward declaration for internal use */
273 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
274 static boolean MovePlayer(struct PlayerInfo *, int, int);
275 static void ScrollPlayer(struct PlayerInfo *, int);
276 static void ScrollScreen(struct PlayerInfo *, int);
278 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
280 static void InitBeltMovement(void);
281 static void CloseAllOpenTimegates(void);
282 static void CheckGravityMovement(struct PlayerInfo *);
283 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
284 static void KillHeroUnlessEnemyProtected(int, int);
285 static void KillHeroUnlessExplosionProtected(int, int);
287 static void TestIfPlayerTouchesCustomElement(int, int);
288 static void TestIfElementTouchesCustomElement(int, int);
289 static void TestIfElementHitsCustomElement(int, int, int);
291 static void TestIfElementSmashesCustomElement(int, int, int);
294 static void ChangeElement(int, int, int);
296 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
297 #define CheckTriggeredElementChange(x, y, e, ev) \
298 CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
299 #define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
300 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
301 #define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
302 CheckTriggeredElementChangeExt(x, y, e, ev, -1, s, -1)
303 #define CheckTriggeredElementChangePage(x, y, e, ev, p) \
304 CheckTriggeredElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p)
306 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
307 #define CheckElementChange(x, y, e, ev) \
308 CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, -1)
309 #define CheckElementChangePlayer(x, y, e, ev, p, s) \
310 CheckElementChangeExt(x, y, e, ev, p, s, -1)
311 #define CheckElementChangeSide(x, y, e, ev, s) \
312 CheckElementChangeExt(x, y, e, ev, -1, s, -1)
313 #define CheckElementChangePage(x, y, e, ev, p) \
314 CheckElementChangeExt(x, y, e, ev, -1, CH_SIDE_ANY, p)
316 static void PlayLevelSound(int, int, int);
317 static void PlayLevelSoundNearest(int, int, int);
318 static void PlayLevelSoundAction(int, int, int);
319 static void PlayLevelSoundElementAction(int, int, int, int);
320 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
321 static void PlayLevelSoundActionIfLoop(int, int, int);
322 static void StopLevelSoundActionIfLoop(int, int, int);
323 static void PlayLevelMusic();
325 static void MapGameButtons();
326 static void HandleGameButtons(struct GadgetInfo *);
328 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
331 /* ------------------------------------------------------------------------- */
332 /* definition of elements that automatically change to other elements after */
333 /* a specified time, eventually calling a function when changing */
334 /* ------------------------------------------------------------------------- */
336 /* forward declaration for changer functions */
337 static void InitBuggyBase(int x, int y);
338 static void WarnBuggyBase(int x, int y);
340 static void InitTrap(int x, int y);
341 static void ActivateTrap(int x, int y);
342 static void ChangeActiveTrap(int x, int y);
344 static void InitRobotWheel(int x, int y);
345 static void RunRobotWheel(int x, int y);
346 static void StopRobotWheel(int x, int y);
348 static void InitTimegateWheel(int x, int y);
349 static void RunTimegateWheel(int x, int y);
351 struct ChangingElementInfo
356 void (*pre_change_function)(int x, int y);
357 void (*change_function)(int x, int y);
358 void (*post_change_function)(int x, int y);
361 static struct ChangingElementInfo change_delay_list[] =
412 EL_SWITCHGATE_OPENING,
420 EL_SWITCHGATE_CLOSING,
421 EL_SWITCHGATE_CLOSED,
453 EL_ACID_SPLASH_RIGHT,
462 EL_SP_BUGGY_BASE_ACTIVATING,
469 EL_SP_BUGGY_BASE_ACTIVATING,
470 EL_SP_BUGGY_BASE_ACTIVE,
477 EL_SP_BUGGY_BASE_ACTIVE,
501 EL_ROBOT_WHEEL_ACTIVE,
509 EL_TIMEGATE_SWITCH_ACTIVE,
530 int push_delay_fixed, push_delay_random;
535 { EL_BALLOON, 0, 0 },
537 { EL_SOKOBAN_OBJECT, 2, 0 },
538 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
539 { EL_SATELLITE, 2, 0 },
540 { EL_SP_DISK_YELLOW, 2, 0 },
542 { EL_UNDEFINED, 0, 0 },
550 move_stepsize_list[] =
552 { EL_AMOEBA_DROP, 2 },
553 { EL_AMOEBA_DROPPING, 2 },
554 { EL_QUICKSAND_FILLING, 1 },
555 { EL_QUICKSAND_EMPTYING, 1 },
556 { EL_MAGIC_WALL_FILLING, 2 },
557 { EL_BD_MAGIC_WALL_FILLING, 2 },
558 { EL_MAGIC_WALL_EMPTYING, 2 },
559 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
569 collect_count_list[] =
572 { EL_BD_DIAMOND, 1 },
573 { EL_EMERALD_YELLOW, 1 },
574 { EL_EMERALD_RED, 1 },
575 { EL_EMERALD_PURPLE, 1 },
577 { EL_SP_INFOTRON, 1 },
591 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
592 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
593 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
594 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
595 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
596 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
597 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
598 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
599 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
600 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
601 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
606 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
608 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
609 CH_EVENT_BIT(CE_DELAY))
610 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
611 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
612 IS_JUST_CHANGING(x, y))
614 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
617 void GetPlayerConfig()
619 if (!audio.sound_available)
620 setup.sound_simple = FALSE;
622 if (!audio.loops_available)
623 setup.sound_loops = FALSE;
625 if (!audio.music_available)
626 setup.sound_music = FALSE;
628 if (!video.fullscreen_available)
629 setup.fullscreen = FALSE;
631 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
633 SetAudioMode(setup.sound);
637 static int getBeltNrFromBeltElement(int element)
639 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
640 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
641 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
644 static int getBeltNrFromBeltActiveElement(int element)
646 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
647 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
648 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
651 static int getBeltNrFromBeltSwitchElement(int element)
653 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
654 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
655 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
658 static int getBeltDirNrFromBeltSwitchElement(int element)
660 static int belt_base_element[4] =
662 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
663 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
664 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
665 EL_CONVEYOR_BELT_4_SWITCH_LEFT
668 int belt_nr = getBeltNrFromBeltSwitchElement(element);
669 int belt_dir_nr = element - belt_base_element[belt_nr];
671 return (belt_dir_nr % 3);
674 static int getBeltDirFromBeltSwitchElement(int element)
676 static int belt_move_dir[3] =
683 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
685 return belt_move_dir[belt_dir_nr];
688 static void InitPlayerField(int x, int y, int element, boolean init_game)
690 if (element == EL_SP_MURPHY)
694 if (stored_player[0].present)
696 Feld[x][y] = EL_SP_MURPHY_CLONE;
702 stored_player[0].use_murphy_graphic = TRUE;
705 Feld[x][y] = EL_PLAYER_1;
711 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
712 int jx = player->jx, jy = player->jy;
714 player->present = TRUE;
716 player->block_last_field = (element == EL_SP_MURPHY ?
717 level.sp_block_last_field :
718 level.block_last_field);
720 if (!options.network || player->connected)
722 player->active = TRUE;
724 /* remove potentially duplicate players */
725 if (StorePlayer[jx][jy] == Feld[x][y])
726 StorePlayer[jx][jy] = 0;
728 StorePlayer[x][y] = Feld[x][y];
732 printf("Player %d activated.\n", player->element_nr);
733 printf("[Local player is %d and currently %s.]\n",
734 local_player->element_nr,
735 local_player->active ? "active" : "not active");
739 Feld[x][y] = EL_EMPTY;
740 player->jx = player->last_jx = x;
741 player->jy = player->last_jy = y;
745 static void InitField(int x, int y, boolean init_game)
747 int element = Feld[x][y];
756 InitPlayerField(x, y, element, init_game);
759 case EL_SOKOBAN_FIELD_PLAYER:
760 element = Feld[x][y] = EL_PLAYER_1;
761 InitField(x, y, init_game);
763 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
764 InitField(x, y, init_game);
767 case EL_SOKOBAN_FIELD_EMPTY:
768 local_player->sokobanfields_still_needed++;
772 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
773 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
774 else if (x > 0 && Feld[x-1][y] == EL_ACID)
775 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
776 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
777 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
778 else if (y > 0 && Feld[x][y-1] == EL_ACID)
779 Feld[x][y] = EL_ACID_POOL_BOTTOM;
780 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
781 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
789 case EL_SPACESHIP_RIGHT:
790 case EL_SPACESHIP_UP:
791 case EL_SPACESHIP_LEFT:
792 case EL_SPACESHIP_DOWN:
794 case EL_BD_BUTTERFLY_RIGHT:
795 case EL_BD_BUTTERFLY_UP:
796 case EL_BD_BUTTERFLY_LEFT:
797 case EL_BD_BUTTERFLY_DOWN:
798 case EL_BD_BUTTERFLY:
799 case EL_BD_FIREFLY_RIGHT:
800 case EL_BD_FIREFLY_UP:
801 case EL_BD_FIREFLY_LEFT:
802 case EL_BD_FIREFLY_DOWN:
804 case EL_PACMAN_RIGHT:
828 if (y == lev_fieldy - 1)
830 Feld[x][y] = EL_AMOEBA_GROWING;
831 Store[x][y] = EL_AMOEBA_WET;
835 case EL_DYNAMITE_ACTIVE:
836 case EL_SP_DISK_RED_ACTIVE:
837 case EL_DYNABOMB_PLAYER_1_ACTIVE:
838 case EL_DYNABOMB_PLAYER_2_ACTIVE:
839 case EL_DYNABOMB_PLAYER_3_ACTIVE:
840 case EL_DYNABOMB_PLAYER_4_ACTIVE:
845 local_player->lights_still_needed++;
849 local_player->friends_still_needed++;
854 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
859 Feld[x][y] = EL_EMPTY;
864 case EL_EM_KEY_1_FILE:
865 Feld[x][y] = EL_EM_KEY_1;
867 case EL_EM_KEY_2_FILE:
868 Feld[x][y] = EL_EM_KEY_2;
870 case EL_EM_KEY_3_FILE:
871 Feld[x][y] = EL_EM_KEY_3;
873 case EL_EM_KEY_4_FILE:
874 Feld[x][y] = EL_EM_KEY_4;
878 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
879 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
880 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
881 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
882 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
883 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
884 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
885 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
886 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
887 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
888 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
889 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
892 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
893 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
894 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
896 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
898 game.belt_dir[belt_nr] = belt_dir;
899 game.belt_dir_nr[belt_nr] = belt_dir_nr;
901 else /* more than one switch -- set it like the first switch */
903 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
908 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
910 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
913 case EL_LIGHT_SWITCH_ACTIVE:
915 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
919 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
921 else if (IS_GROUP_ELEMENT(element))
923 struct ElementGroupInfo *group = element_info[element].group;
924 int last_anim_random_frame = gfx.anim_random_frame;
927 if (group->choice_mode == ANIM_RANDOM)
928 gfx.anim_random_frame = RND(group->num_elements_resolved);
930 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
931 group->choice_mode, 0,
934 if (group->choice_mode == ANIM_RANDOM)
935 gfx.anim_random_frame = last_anim_random_frame;
939 Feld[x][y] = group->element_resolved[element_pos];
941 InitField(x, y, init_game);
947 static inline void InitField_WithBug1(int x, int y, boolean init_game)
949 InitField(x, y, init_game);
951 /* not needed to call InitMovDir() -- already done by InitField()! */
952 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
953 CAN_MOVE(Feld[x][y]))
957 static inline void InitField_WithBug2(int x, int y, boolean init_game)
959 int old_element = Feld[x][y];
961 InitField(x, y, init_game);
963 /* not needed to call InitMovDir() -- already done by InitField()! */
964 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
965 CAN_MOVE(old_element) &&
966 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
969 /* this case is in fact a combination of not less than three bugs:
970 first, it calls InitMovDir() for elements that can move, although this is
971 already done by InitField(); then, it checks the element that was at this
972 field _before_ the call to InitField() (which can change it)
977 inline void DrawGameValue_Emeralds(int value)
979 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
982 inline void DrawGameValue_Dynamite(int value)
984 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
987 inline void DrawGameValue_Keys(struct PlayerInfo *player)
991 for (i = 0; i < MAX_KEYS; i++)
993 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
994 el2edimg(EL_KEY_1 + i));
997 inline void DrawGameValue_Score(int value)
999 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1002 inline void DrawGameValue_Time(int value)
1005 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1007 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1010 inline void DrawGameValue_Level(int value)
1013 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1016 /* misuse area for displaying emeralds to draw bigger level number */
1017 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1018 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1020 /* now copy it to the area for displaying level number */
1021 BlitBitmap(drawto, drawto,
1022 DX_EMERALDS, DY_EMERALDS + 1,
1023 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1024 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1025 DX_LEVEL - 1, DY_LEVEL + 1);
1027 /* restore the area for displaying emeralds */
1028 DrawGameValue_Emeralds(local_player->gems_still_needed);
1030 /* yes, this is all really ugly :-) */
1034 void DrawGameDoorValues()
1038 DrawGameValue_Level(level_nr);
1040 for (i = 0; i < MAX_PLAYERS; i++)
1041 DrawGameValue_Keys(&stored_player[i]);
1043 DrawGameValue_Emeralds(local_player->gems_still_needed);
1044 DrawGameValue_Dynamite(local_player->inventory_size);
1045 DrawGameValue_Score(local_player->score);
1046 DrawGameValue_Time(TimeLeft);
1049 static void resolve_group_element(int group_element, int recursion_depth)
1051 static int group_nr;
1052 static struct ElementGroupInfo *group;
1053 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1056 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1058 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1059 group_element - EL_GROUP_START + 1);
1061 /* replace element which caused too deep recursion by question mark */
1062 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1067 if (recursion_depth == 0) /* initialization */
1069 group = element_info[group_element].group;
1070 group_nr = group_element - EL_GROUP_START;
1072 group->num_elements_resolved = 0;
1073 group->choice_pos = 0;
1076 for (i = 0; i < actual_group->num_elements; i++)
1078 int element = actual_group->element[i];
1080 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1083 if (IS_GROUP_ELEMENT(element))
1084 resolve_group_element(element, recursion_depth + 1);
1087 group->element_resolved[group->num_elements_resolved++] = element;
1088 element_info[element].in_group[group_nr] = TRUE;
1093 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1095 printf("::: group %d: %d resolved elements\n",
1096 group_element - EL_GROUP_START, group->num_elements_resolved);
1097 for (i = 0; i < group->num_elements_resolved; i++)
1098 printf("::: - %d ['%s']\n", group->element_resolved[i],
1099 element_info[group->element_resolved[i]].token_name);
1106 =============================================================================
1108 -----------------------------------------------------------------------------
1109 initialize game engine due to level / tape version number
1110 =============================================================================
1113 static void InitGameEngine()
1117 /* set game engine from tape file when re-playing, else from level file */
1118 game.engine_version = (tape.playing ? tape.engine_version :
1119 level.game_version);
1121 /* dynamically adjust element properties according to game engine version */
1122 InitElementPropertiesEngine(game.engine_version);
1125 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1126 printf(" tape version == %06d [%s] [file: %06d]\n",
1127 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1129 printf(" => game.engine_version == %06d\n", game.engine_version);
1132 /* ---------- recursively resolve group elements ------------------------- */
1134 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1135 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1136 element_info[i].in_group[j] = FALSE;
1138 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1139 resolve_group_element(EL_GROUP_START + i, 0);
1141 /* ---------- initialize player's initial move delay --------------------- */
1143 /* dynamically adjust player properties according to game engine version */
1144 game.initial_move_delay =
1145 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1146 INITIAL_MOVE_DELAY_OFF);
1148 /* dynamically adjust player properties according to level information */
1149 game.initial_move_delay_value =
1150 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1152 /* ---------- initialize player's initial push delay --------------------- */
1154 /* dynamically adjust player properties according to game engine version */
1155 game.initial_push_delay_value =
1156 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1158 /* ---------- initialize changing elements ------------------------------- */
1160 /* initialize changing elements information */
1161 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1163 struct ElementInfo *ei = &element_info[i];
1165 /* this pointer might have been changed in the level editor */
1166 ei->change = &ei->change_page[0];
1168 if (!IS_CUSTOM_ELEMENT(i))
1170 ei->change->target_element = EL_EMPTY_SPACE;
1171 ei->change->delay_fixed = 0;
1172 ei->change->delay_random = 0;
1173 ei->change->delay_frames = 1;
1176 ei->change_events = CE_BITMASK_DEFAULT;
1177 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1179 ei->event_page_nr[j] = 0;
1180 ei->event_page[j] = &ei->change_page[0];
1184 /* add changing elements from pre-defined list */
1185 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1187 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1188 struct ElementInfo *ei = &element_info[ch_delay->element];
1190 ei->change->target_element = ch_delay->target_element;
1191 ei->change->delay_fixed = ch_delay->change_delay;
1193 ei->change->pre_change_function = ch_delay->pre_change_function;
1194 ei->change->change_function = ch_delay->change_function;
1195 ei->change->post_change_function = ch_delay->post_change_function;
1197 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1201 /* add change events from custom element configuration */
1202 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1204 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1206 for (j = 0; j < ei->num_change_pages; j++)
1208 if (!ei->change_page[j].can_change)
1211 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1213 /* only add event page for the first page found with this event */
1214 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1215 !(ei->change_events & CH_EVENT_BIT(k)))
1217 ei->change_events |= CH_EVENT_BIT(k);
1218 ei->event_page_nr[k] = j;
1219 ei->event_page[k] = &ei->change_page[j];
1227 /* add change events from custom element configuration */
1228 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1230 int element = EL_CUSTOM_START + i;
1232 /* only add custom elements that change after fixed/random frame delay */
1233 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1234 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1238 /* ---------- initialize trigger events ---------------------------------- */
1240 /* initialize trigger events information */
1241 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1242 trigger_events[i] = EP_BITMASK_DEFAULT;
1245 /* add trigger events from element change event properties */
1246 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1248 struct ElementInfo *ei = &element_info[i];
1250 for (j = 0; j < ei->num_change_pages; j++)
1252 if (!ei->change_page[j].can_change)
1255 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1257 int trigger_element = ei->change_page[j].trigger_element;
1259 if (IS_GROUP_ELEMENT(trigger_element))
1261 struct ElementGroupInfo *group = element_info[trigger_element].group;
1263 for (k = 0; k < group->num_elements_resolved; k++)
1264 trigger_events[group->element_resolved[k]]
1265 |= ei->change_page[j].events;
1268 trigger_events[trigger_element] |= ei->change_page[j].events;
1273 /* add trigger events from element change event properties */
1274 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1275 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1276 trigger_events[element_info[i].change->trigger_element] |=
1277 element_info[i].change->events;
1280 /* ---------- initialize push delay -------------------------------------- */
1282 /* initialize push delay values to default */
1283 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1285 if (!IS_CUSTOM_ELEMENT(i))
1287 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1288 element_info[i].push_delay_random = game.default_push_delay_random;
1292 /* set push delay value for certain elements from pre-defined list */
1293 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1295 int e = push_delay_list[i].element;
1297 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1298 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1301 /* set push delay value for Supaplex elements for newer engine versions */
1302 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1304 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1306 if (IS_SP_ELEMENT(i))
1308 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1309 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1314 /* ---------- initialize move stepsize ----------------------------------- */
1316 /* initialize move stepsize values to default */
1317 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1318 if (!IS_CUSTOM_ELEMENT(i))
1319 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1321 /* set move stepsize value for certain elements from pre-defined list */
1322 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1324 int e = move_stepsize_list[i].element;
1326 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1329 /* ---------- initialize move dig/leave ---------------------------------- */
1331 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1333 element_info[i].can_leave_element = FALSE;
1334 element_info[i].can_leave_element_last = FALSE;
1337 /* ---------- initialize gem count --------------------------------------- */
1339 /* initialize gem count values for each element */
1340 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1341 if (!IS_CUSTOM_ELEMENT(i))
1342 element_info[i].collect_count = 0;
1344 /* add gem count values for all elements from pre-defined list */
1345 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1346 element_info[collect_count_list[i].element].collect_count =
1347 collect_count_list[i].count;
1349 /* ---------- initialize access direction -------------------------------- */
1351 /* initialize access direction values to default */
1352 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1353 if (!IS_CUSTOM_ELEMENT(i))
1354 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1356 /* set access direction value for certain elements from pre-defined list */
1357 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1358 element_info[tube_access[i].element].access_direction =
1359 tube_access[i].direction;
1364 =============================================================================
1366 -----------------------------------------------------------------------------
1367 initialize and start new game
1368 =============================================================================
1373 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1374 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1375 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1382 #if USE_NEW_AMOEBA_CODE
1383 printf("Using new amoeba code.\n");
1385 printf("Using old amoeba code.\n");
1390 /* don't play tapes over network */
1391 network_playing = (options.network && !tape.playing);
1393 for (i = 0; i < MAX_PLAYERS; i++)
1395 struct PlayerInfo *player = &stored_player[i];
1397 player->index_nr = i;
1398 player->index_bit = (1 << i);
1399 player->element_nr = EL_PLAYER_1 + i;
1401 player->present = FALSE;
1402 player->active = FALSE;
1405 player->effective_action = 0;
1406 player->programmed_action = 0;
1409 player->gems_still_needed = level.gems_needed;
1410 player->sokobanfields_still_needed = 0;
1411 player->lights_still_needed = 0;
1412 player->friends_still_needed = 0;
1414 for (j = 0; j < MAX_KEYS; j++)
1415 player->key[j] = FALSE;
1417 player->dynabomb_count = 0;
1418 player->dynabomb_size = 1;
1419 player->dynabombs_left = 0;
1420 player->dynabomb_xl = FALSE;
1422 player->MovDir = MV_NO_MOVING;
1425 player->GfxDir = MV_NO_MOVING;
1426 player->GfxAction = ACTION_DEFAULT;
1428 player->StepFrame = 0;
1430 player->use_murphy_graphic = FALSE;
1432 player->block_last_field = FALSE;
1433 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1435 player->actual_frame_counter = 0;
1437 player->step_counter = 0;
1439 player->last_move_dir = MV_NO_MOVING;
1441 player->is_waiting = FALSE;
1442 player->is_moving = FALSE;
1443 player->is_digging = FALSE;
1444 player->is_snapping = FALSE;
1445 player->is_collecting = FALSE;
1446 player->is_pushing = FALSE;
1447 player->is_switching = FALSE;
1448 player->is_dropping = FALSE;
1450 player->is_bored = FALSE;
1451 player->is_sleeping = FALSE;
1453 player->frame_counter_bored = -1;
1454 player->frame_counter_sleeping = -1;
1456 player->anim_delay_counter = 0;
1457 player->post_delay_counter = 0;
1459 player->action_waiting = ACTION_DEFAULT;
1460 player->last_action_waiting = ACTION_DEFAULT;
1461 player->special_action_bored = ACTION_DEFAULT;
1462 player->special_action_sleeping = ACTION_DEFAULT;
1464 player->num_special_action_bored = 0;
1465 player->num_special_action_sleeping = 0;
1467 /* determine number of special actions for bored and sleeping animation */
1468 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1470 boolean found = FALSE;
1472 for (k = 0; k < NUM_DIRECTIONS; k++)
1473 if (el_act_dir2img(player->element_nr, j, k) !=
1474 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1478 player->num_special_action_bored++;
1482 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1484 boolean found = FALSE;
1486 for (k = 0; k < NUM_DIRECTIONS; k++)
1487 if (el_act_dir2img(player->element_nr, j, k) !=
1488 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1492 player->num_special_action_sleeping++;
1497 player->switch_x = -1;
1498 player->switch_y = -1;
1500 player->show_envelope = 0;
1502 player->move_delay = game.initial_move_delay;
1503 player->move_delay_value = game.initial_move_delay_value;
1505 player->move_delay_reset_counter = 0;
1507 player->push_delay = 0;
1508 player->push_delay_value = game.initial_push_delay_value;
1510 player->drop_delay = 0;
1512 player->last_jx = player->last_jy = 0;
1513 player->jx = player->jy = 0;
1515 player->shield_normal_time_left = 0;
1516 player->shield_deadly_time_left = 0;
1518 player->inventory_infinite_element = EL_UNDEFINED;
1519 player->inventory_size = 0;
1521 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1522 SnapField(player, 0, 0);
1524 player->LevelSolved = FALSE;
1525 player->GameOver = FALSE;
1528 network_player_action_received = FALSE;
1530 #if defined(PLATFORM_UNIX)
1531 /* initial null action */
1532 if (network_playing)
1533 SendToServer_MovePlayer(MV_NO_MOVING);
1541 TimeLeft = level.time;
1544 ScreenMovDir = MV_NO_MOVING;
1548 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1550 AllPlayersGone = FALSE;
1552 game.yamyam_content_nr = 0;
1553 game.magic_wall_active = FALSE;
1554 game.magic_wall_time_left = 0;
1555 game.light_time_left = 0;
1556 game.timegate_time_left = 0;
1557 game.switchgate_pos = 0;
1558 game.balloon_dir = MV_NO_MOVING;
1559 game.gravity = level.initial_gravity;
1560 game.explosions_delayed = TRUE;
1562 game.envelope_active = FALSE;
1564 for (i = 0; i < NUM_BELTS; i++)
1566 game.belt_dir[i] = MV_NO_MOVING;
1567 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1570 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1571 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1573 for (x = 0; x < lev_fieldx; x++)
1575 for (y = 0; y < lev_fieldy; y++)
1577 Feld[x][y] = level.field[x][y];
1578 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1579 ChangeDelay[x][y] = 0;
1580 ChangePage[x][y] = -1;
1581 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1583 WasJustMoving[x][y] = 0;
1584 WasJustFalling[x][y] = 0;
1586 Pushed[x][y] = FALSE;
1588 Changed[x][y] = CE_BITMASK_DEFAULT;
1589 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1591 ExplodePhase[x][y] = 0;
1592 ExplodeDelay[x][y] = 0;
1593 ExplodeField[x][y] = EX_NO_EXPLOSION;
1595 RunnerVisit[x][y] = 0;
1596 PlayerVisit[x][y] = 0;
1599 GfxRandom[x][y] = INIT_GFX_RANDOM();
1600 GfxElement[x][y] = EL_UNDEFINED;
1601 GfxAction[x][y] = ACTION_DEFAULT;
1602 GfxDir[x][y] = MV_NO_MOVING;
1606 for (y = 0; y < lev_fieldy; y++)
1608 for (x = 0; x < lev_fieldx; x++)
1610 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1612 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1614 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1617 InitField(x, y, TRUE);
1623 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1624 emulate_sb ? EMU_SOKOBAN :
1625 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1627 /* initialize explosion and ignition delay */
1628 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1630 if (!IS_CUSTOM_ELEMENT(i))
1633 int delay = ((IS_SP_ELEMENT(i) &&
1634 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1635 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1636 int last_phase = (num_phase + 1) * delay;
1637 int half_phase = (num_phase / 2) * delay;
1639 element_info[i].explosion_delay = last_phase - 1;
1640 element_info[i].ignition_delay = half_phase;
1643 if (i == EL_BLACK_ORB)
1644 element_info[i].ignition_delay = 0;
1646 if (i == EL_BLACK_ORB)
1647 element_info[i].ignition_delay = 1;
1652 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1653 element_info[i].explosion_delay = 1;
1655 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1656 element_info[i].ignition_delay = 1;
1660 /* correct non-moving belts to start moving left */
1661 for (i = 0; i < NUM_BELTS; i++)
1662 if (game.belt_dir[i] == MV_NO_MOVING)
1663 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1665 /* check if any connected player was not found in playfield */
1666 for (i = 0; i < MAX_PLAYERS; i++)
1668 struct PlayerInfo *player = &stored_player[i];
1670 if (player->connected && !player->present)
1672 for (j = 0; j < MAX_PLAYERS; j++)
1674 struct PlayerInfo *some_player = &stored_player[j];
1675 int jx = some_player->jx, jy = some_player->jy;
1677 /* assign first free player found that is present in the playfield */
1678 if (some_player->present && !some_player->connected)
1680 player->present = TRUE;
1681 player->active = TRUE;
1683 some_player->present = FALSE;
1684 some_player->active = FALSE;
1687 player->element_nr = some_player->element_nr;
1690 StorePlayer[jx][jy] = player->element_nr;
1691 player->jx = player->last_jx = jx;
1692 player->jy = player->last_jy = jy;
1702 /* when playing a tape, eliminate all players which do not participate */
1704 for (i = 0; i < MAX_PLAYERS; i++)
1706 if (stored_player[i].active && !tape.player_participates[i])
1708 struct PlayerInfo *player = &stored_player[i];
1709 int jx = player->jx, jy = player->jy;
1711 player->active = FALSE;
1712 StorePlayer[jx][jy] = 0;
1713 Feld[jx][jy] = EL_EMPTY;
1717 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1719 /* when in single player mode, eliminate all but the first active player */
1721 for (i = 0; i < MAX_PLAYERS; i++)
1723 if (stored_player[i].active)
1725 for (j = i + 1; j < MAX_PLAYERS; j++)
1727 if (stored_player[j].active)
1729 struct PlayerInfo *player = &stored_player[j];
1730 int jx = player->jx, jy = player->jy;
1732 player->active = FALSE;
1733 player->present = FALSE;
1735 StorePlayer[jx][jy] = 0;
1736 Feld[jx][jy] = EL_EMPTY;
1743 /* when recording the game, store which players take part in the game */
1746 for (i = 0; i < MAX_PLAYERS; i++)
1747 if (stored_player[i].active)
1748 tape.player_participates[i] = TRUE;
1753 for (i = 0; i < MAX_PLAYERS; i++)
1755 struct PlayerInfo *player = &stored_player[i];
1757 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1762 if (local_player == player)
1763 printf("Player %d is local player.\n", i+1);
1767 if (BorderElement == EL_EMPTY)
1770 SBX_Right = lev_fieldx - SCR_FIELDX;
1772 SBY_Lower = lev_fieldy - SCR_FIELDY;
1777 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1779 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1782 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1783 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1785 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1786 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1788 /* if local player not found, look for custom element that might create
1789 the player (make some assumptions about the right custom element) */
1790 if (!local_player->present)
1792 int start_x = 0, start_y = 0;
1793 int found_rating = 0;
1794 int found_element = EL_UNDEFINED;
1796 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1798 int element = Feld[x][y];
1803 if (!IS_CUSTOM_ELEMENT(element))
1806 if (CAN_CHANGE(element))
1808 for (i = 0; i < element_info[element].num_change_pages; i++)
1810 content = element_info[element].change_page[i].target_element;
1811 is_player = ELEM_IS_PLAYER(content);
1813 if (is_player && (found_rating < 3 || element < found_element))
1819 found_element = element;
1824 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1826 content = element_info[element].content[xx][yy];
1827 is_player = ELEM_IS_PLAYER(content);
1829 if (is_player && (found_rating < 2 || element < found_element))
1831 start_x = x + xx - 1;
1832 start_y = y + yy - 1;
1835 found_element = element;
1838 if (!CAN_CHANGE(element))
1841 for (i = 0; i < element_info[element].num_change_pages; i++)
1843 content = element_info[element].change_page[i].content[xx][yy];
1844 is_player = ELEM_IS_PLAYER(content);
1846 if (is_player && (found_rating < 1 || element < found_element))
1848 start_x = x + xx - 1;
1849 start_y = y + yy - 1;
1852 found_element = element;
1858 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1859 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1862 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1863 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1869 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1870 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1871 local_player->jx - MIDPOSX);
1873 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1874 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1875 local_player->jy - MIDPOSY);
1877 scroll_x = SBX_Left;
1878 scroll_y = SBY_Upper;
1879 if (local_player->jx >= SBX_Left + MIDPOSX)
1880 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1881 local_player->jx - MIDPOSX :
1883 if (local_player->jy >= SBY_Upper + MIDPOSY)
1884 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1885 local_player->jy - MIDPOSY :
1890 CloseDoor(DOOR_CLOSE_1);
1895 /* after drawing the level, correct some elements */
1896 if (game.timegate_time_left == 0)
1897 CloseAllOpenTimegates();
1899 if (setup.soft_scrolling)
1900 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1902 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1905 /* copy default game door content to main double buffer */
1906 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1907 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1909 DrawGameDoorValues();
1913 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1914 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1915 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1919 /* copy actual game door content to door double buffer for OpenDoor() */
1920 BlitBitmap(drawto, bitmap_db_door,
1921 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1923 OpenDoor(DOOR_OPEN_ALL);
1925 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1927 if (setup.sound_music)
1930 KeyboardAutoRepeatOffUnlessAutoplay();
1934 for (i = 0; i < MAX_PLAYERS; i++)
1935 printf("Player %d %sactive.\n",
1936 i + 1, (stored_player[i].active ? "" : "not "));
1940 printf("::: starting game [%d]\n", FrameCounter);
1944 void InitMovDir(int x, int y)
1946 int i, element = Feld[x][y];
1947 static int xy[4][2] =
1954 static int direction[3][4] =
1956 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1957 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1958 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1967 Feld[x][y] = EL_BUG;
1968 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1971 case EL_SPACESHIP_RIGHT:
1972 case EL_SPACESHIP_UP:
1973 case EL_SPACESHIP_LEFT:
1974 case EL_SPACESHIP_DOWN:
1975 Feld[x][y] = EL_SPACESHIP;
1976 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
1979 case EL_BD_BUTTERFLY_RIGHT:
1980 case EL_BD_BUTTERFLY_UP:
1981 case EL_BD_BUTTERFLY_LEFT:
1982 case EL_BD_BUTTERFLY_DOWN:
1983 Feld[x][y] = EL_BD_BUTTERFLY;
1984 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
1987 case EL_BD_FIREFLY_RIGHT:
1988 case EL_BD_FIREFLY_UP:
1989 case EL_BD_FIREFLY_LEFT:
1990 case EL_BD_FIREFLY_DOWN:
1991 Feld[x][y] = EL_BD_FIREFLY;
1992 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
1995 case EL_PACMAN_RIGHT:
1997 case EL_PACMAN_LEFT:
1998 case EL_PACMAN_DOWN:
1999 Feld[x][y] = EL_PACMAN;
2000 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2003 case EL_SP_SNIKSNAK:
2004 MovDir[x][y] = MV_UP;
2007 case EL_SP_ELECTRON:
2008 MovDir[x][y] = MV_LEFT;
2015 Feld[x][y] = EL_MOLE;
2016 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2020 if (IS_CUSTOM_ELEMENT(element))
2022 struct ElementInfo *ei = &element_info[element];
2023 int move_direction_initial = ei->move_direction_initial;
2024 int move_pattern = ei->move_pattern;
2026 if (move_direction_initial == MV_START_PREVIOUS)
2028 if (MovDir[x][y] != MV_NO_MOVING)
2031 move_direction_initial = MV_START_AUTOMATIC;
2034 if (move_direction_initial == MV_START_RANDOM)
2035 MovDir[x][y] = 1 << RND(4);
2036 else if (move_direction_initial & MV_ANY_DIRECTION)
2037 MovDir[x][y] = move_direction_initial;
2038 else if (move_pattern == MV_ALL_DIRECTIONS ||
2039 move_pattern == MV_TURNING_LEFT ||
2040 move_pattern == MV_TURNING_RIGHT ||
2041 move_pattern == MV_TURNING_LEFT_RIGHT ||
2042 move_pattern == MV_TURNING_RIGHT_LEFT ||
2043 move_pattern == MV_TURNING_RANDOM)
2044 MovDir[x][y] = 1 << RND(4);
2045 else if (move_pattern == MV_HORIZONTAL)
2046 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2047 else if (move_pattern == MV_VERTICAL)
2048 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2049 else if (move_pattern & MV_ANY_DIRECTION)
2050 MovDir[x][y] = element_info[element].move_pattern;
2051 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2052 move_pattern == MV_ALONG_RIGHT_SIDE)
2054 for (i = 0; i < NUM_DIRECTIONS; i++)
2056 int x1 = x + xy[i][0];
2057 int y1 = y + xy[i][1];
2059 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2061 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2062 MovDir[x][y] = direction[0][i];
2064 MovDir[x][y] = direction[1][i];
2073 MovDir[x][y] = 1 << RND(4);
2075 if (element != EL_BUG &&
2076 element != EL_SPACESHIP &&
2077 element != EL_BD_BUTTERFLY &&
2078 element != EL_BD_FIREFLY)
2081 for (i = 0; i < NUM_DIRECTIONS; i++)
2083 int x1 = x + xy[i][0];
2084 int y1 = y + xy[i][1];
2086 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2088 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2090 MovDir[x][y] = direction[0][i];
2093 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2094 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2096 MovDir[x][y] = direction[1][i];
2105 GfxDir[x][y] = MovDir[x][y];
2108 void InitAmoebaNr(int x, int y)
2111 int group_nr = AmoebeNachbarNr(x, y);
2115 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2117 if (AmoebaCnt[i] == 0)
2125 AmoebaNr[x][y] = group_nr;
2126 AmoebaCnt[group_nr]++;
2127 AmoebaCnt2[group_nr]++;
2133 boolean raise_level = FALSE;
2135 if (local_player->MovPos)
2139 if (tape.auto_play) /* tape might already be stopped here */
2140 tape.auto_play_level_solved = TRUE;
2142 if (tape.playing && tape.auto_play)
2143 tape.auto_play_level_solved = TRUE;
2146 local_player->LevelSolved = FALSE;
2148 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2152 if (!tape.playing && setup.sound_loops)
2153 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2154 SND_CTRL_PLAY_LOOP);
2156 while (TimeLeft > 0)
2158 if (!tape.playing && !setup.sound_loops)
2159 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2160 if (TimeLeft > 0 && !(TimeLeft % 10))
2161 RaiseScore(level.score[SC_TIME_BONUS]);
2162 if (TimeLeft > 100 && !(TimeLeft % 10))
2167 DrawGameValue_Time(TimeLeft);
2175 if (!tape.playing && setup.sound_loops)
2176 StopSound(SND_GAME_LEVELTIME_BONUS);
2178 else if (level.time == 0) /* level without time limit */
2180 if (!tape.playing && setup.sound_loops)
2181 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2182 SND_CTRL_PLAY_LOOP);
2184 while (TimePlayed < 999)
2186 if (!tape.playing && !setup.sound_loops)
2187 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2188 if (TimePlayed < 999 && !(TimePlayed % 10))
2189 RaiseScore(level.score[SC_TIME_BONUS]);
2190 if (TimePlayed < 900 && !(TimePlayed % 10))
2195 DrawGameValue_Time(TimePlayed);
2203 if (!tape.playing && setup.sound_loops)
2204 StopSound(SND_GAME_LEVELTIME_BONUS);
2207 /* close exit door after last player */
2208 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2209 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2211 int element = Feld[ExitX][ExitY];
2213 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2214 EL_SP_EXIT_CLOSING);
2216 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2219 /* Hero disappears */
2220 DrawLevelField(ExitX, ExitY);
2226 CloseDoor(DOOR_CLOSE_1);
2231 SaveTape(tape.level_nr); /* Ask to save tape */
2234 if (level_nr == leveldir_current->handicap_level)
2236 leveldir_current->handicap_level++;
2237 SaveLevelSetup_SeriesInfo();
2240 if (level_editor_test_game)
2241 local_player->score = -1; /* no highscore when playing from editor */
2242 else if (level_nr < leveldir_current->last_level)
2243 raise_level = TRUE; /* advance to next level */
2245 if ((hi_pos = NewHiScore()) >= 0)
2247 game_status = GAME_MODE_SCORES;
2248 DrawHallOfFame(hi_pos);
2257 game_status = GAME_MODE_MAIN;
2274 LoadScore(level_nr);
2276 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2277 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2280 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2282 if (local_player->score > highscore[k].Score)
2284 /* player has made it to the hall of fame */
2286 if (k < MAX_SCORE_ENTRIES - 1)
2288 int m = MAX_SCORE_ENTRIES - 1;
2291 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2292 if (!strcmp(setup.player_name, highscore[l].Name))
2294 if (m == k) /* player's new highscore overwrites his old one */
2298 for (l = m; l > k; l--)
2300 strcpy(highscore[l].Name, highscore[l - 1].Name);
2301 highscore[l].Score = highscore[l - 1].Score;
2308 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2309 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2310 highscore[k].Score = local_player->score;
2316 else if (!strncmp(setup.player_name, highscore[k].Name,
2317 MAX_PLAYER_NAME_LEN))
2318 break; /* player already there with a higher score */
2324 SaveScore(level_nr);
2329 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2331 if (player->GfxAction != action || player->GfxDir != dir)
2334 printf("Player frame reset! (%d => %d, %d => %d)\n",
2335 player->GfxAction, action, player->GfxDir, dir);
2338 player->GfxAction = action;
2339 player->GfxDir = dir;
2341 player->StepFrame = 0;
2345 static void ResetRandomAnimationValue(int x, int y)
2347 GfxRandom[x][y] = INIT_GFX_RANDOM();
2350 static void ResetGfxAnimation(int x, int y)
2353 GfxAction[x][y] = ACTION_DEFAULT;
2354 GfxDir[x][y] = MovDir[x][y];
2357 void InitMovingField(int x, int y, int direction)
2359 int element = Feld[x][y];
2360 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2361 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2365 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2366 ResetGfxAnimation(x, y);
2368 MovDir[newx][newy] = MovDir[x][y] = direction;
2369 GfxDir[x][y] = direction;
2371 if (Feld[newx][newy] == EL_EMPTY)
2372 Feld[newx][newy] = EL_BLOCKED;
2374 if (direction == MV_DOWN && CAN_FALL(element))
2375 GfxAction[x][y] = ACTION_FALLING;
2377 GfxAction[x][y] = ACTION_MOVING;
2379 GfxFrame[newx][newy] = GfxFrame[x][y];
2380 GfxRandom[newx][newy] = GfxRandom[x][y];
2381 GfxAction[newx][newy] = GfxAction[x][y];
2382 GfxDir[newx][newy] = GfxDir[x][y];
2385 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2387 int direction = MovDir[x][y];
2388 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2389 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2395 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2397 int oldx = x, oldy = y;
2398 int direction = MovDir[x][y];
2400 if (direction == MV_LEFT)
2402 else if (direction == MV_RIGHT)
2404 else if (direction == MV_UP)
2406 else if (direction == MV_DOWN)
2409 *comes_from_x = oldx;
2410 *comes_from_y = oldy;
2413 int MovingOrBlocked2Element(int x, int y)
2415 int element = Feld[x][y];
2417 if (element == EL_BLOCKED)
2421 Blocked2Moving(x, y, &oldx, &oldy);
2422 return Feld[oldx][oldy];
2428 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2430 /* like MovingOrBlocked2Element(), but if element is moving
2431 and (x,y) is the field the moving element is just leaving,
2432 return EL_BLOCKED instead of the element value */
2433 int element = Feld[x][y];
2435 if (IS_MOVING(x, y))
2437 if (element == EL_BLOCKED)
2441 Blocked2Moving(x, y, &oldx, &oldy);
2442 return Feld[oldx][oldy];
2451 static void RemoveField(int x, int y)
2453 Feld[x][y] = EL_EMPTY;
2460 ChangeDelay[x][y] = 0;
2461 ChangePage[x][y] = -1;
2462 Pushed[x][y] = FALSE;
2464 GfxElement[x][y] = EL_UNDEFINED;
2465 GfxAction[x][y] = ACTION_DEFAULT;
2466 GfxDir[x][y] = MV_NO_MOVING;
2469 void RemoveMovingField(int x, int y)
2471 int oldx = x, oldy = y, newx = x, newy = y;
2472 int element = Feld[x][y];
2473 int next_element = EL_UNDEFINED;
2475 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2478 if (IS_MOVING(x, y))
2480 Moving2Blocked(x, y, &newx, &newy);
2482 if (Feld[newx][newy] != EL_BLOCKED)
2485 if (Feld[newx][newy] != EL_BLOCKED)
2487 /* element is moving, but target field is not free (blocked), but
2488 already occupied by something different (example: acid pool);
2489 in this case, only remove the moving field, but not the target */
2491 RemoveField(oldx, oldy);
2493 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2495 DrawLevelField(oldx, oldy);
2501 else if (element == EL_BLOCKED)
2503 Blocked2Moving(x, y, &oldx, &oldy);
2504 if (!IS_MOVING(oldx, oldy))
2508 if (element == EL_BLOCKED &&
2509 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2510 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2511 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2512 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2513 next_element = get_next_element(Feld[oldx][oldy]);
2515 RemoveField(oldx, oldy);
2516 RemoveField(newx, newy);
2518 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2520 if (next_element != EL_UNDEFINED)
2521 Feld[oldx][oldy] = next_element;
2523 DrawLevelField(oldx, oldy);
2524 DrawLevelField(newx, newy);
2527 void DrawDynamite(int x, int y)
2529 int sx = SCREENX(x), sy = SCREENY(y);
2530 int graphic = el2img(Feld[x][y]);
2533 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2536 if (IS_WALKABLE_INSIDE(Back[x][y]))
2540 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2541 else if (Store[x][y])
2542 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2544 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2547 if (Back[x][y] || Store[x][y])
2548 DrawGraphicThruMask(sx, sy, graphic, frame);
2550 DrawGraphic(sx, sy, graphic, frame);
2552 if (game.emulation == EMU_SUPAPLEX)
2553 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2554 else if (Store[x][y])
2555 DrawGraphicThruMask(sx, sy, graphic, frame);
2557 DrawGraphic(sx, sy, graphic, frame);
2561 void CheckDynamite(int x, int y)
2563 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2567 if (MovDelay[x][y] != 0)
2570 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2577 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2579 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2580 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2581 StopSound(SND_DYNAMITE_ACTIVE);
2583 StopSound(SND_DYNABOMB_ACTIVE);
2589 void RelocatePlayer(int x, int y, int element_raw)
2591 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2592 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2593 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2594 boolean no_delay = (tape.index_search);
2595 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2596 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2601 if (player->GameOver) /* do not reanimate dead player */
2605 RemoveField(x, y); /* temporarily remove newly placed player */
2606 DrawLevelField(x, y);
2609 if (player->present)
2611 while (player->MovPos)
2613 ScrollPlayer(player, SCROLL_GO_ON);
2614 ScrollScreen(NULL, SCROLL_GO_ON);
2620 Delay(wait_delay_value);
2623 DrawPlayer(player); /* needed here only to cleanup last field */
2624 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2626 player->is_moving = FALSE;
2630 old_jx = player->jx;
2631 old_jy = player->jy;
2634 Feld[x][y] = element;
2635 InitPlayerField(x, y, element, TRUE);
2638 if (player == local_player)
2642 scroll_x += (local_player->jx - old_jx);
2643 scroll_y += (local_player->jy - old_jy);
2645 /* don't scroll over playfield boundaries */
2646 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2647 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2649 /* don't scroll over playfield boundaries */
2650 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2651 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2654 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2655 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2656 local_player->jx - MIDPOSX);
2658 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2659 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2660 local_player->jy - MIDPOSY);
2663 RedrawPlayfield(TRUE, 0,0,0,0);
2672 if (player == local_player)
2674 int scroll_xx = -999, scroll_yy = -999;
2676 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2679 int fx = FX, fy = FY;
2681 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2682 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2683 local_player->jx - MIDPOSX);
2685 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2686 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2687 local_player->jy - MIDPOSY);
2689 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2690 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2695 fx += dx * TILEX / 2;
2696 fy += dy * TILEY / 2;
2698 ScrollLevel(dx, dy);
2701 /* scroll in two steps of half tile size to make things smoother */
2702 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2704 Delay(wait_delay_value);
2706 /* scroll second step to align at full tile size */
2708 Delay(wait_delay_value);
2714 void Explode(int ex, int ey, int phase, int mode)
2721 /* !!! eliminate this variable !!! */
2722 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2727 int last_phase = num_phase * delay;
2728 int half_phase = (num_phase / 2) * delay;
2729 int first_phase_after_start = EX_PHASE_START + 1;
2733 if (game.explosions_delayed)
2735 ExplodeField[ex][ey] = mode;
2739 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2741 int center_element = Feld[ex][ey];
2744 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2748 /* --- This is only really needed (and now handled) in "Impact()". --- */
2749 /* do not explode moving elements that left the explode field in time */
2750 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2751 center_element == EL_EMPTY && (mode == EX_NORMAL || mode == EX_CENTER))
2755 if (mode == EX_NORMAL || mode == EX_CENTER)
2756 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2758 /* remove things displayed in background while burning dynamite */
2759 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2762 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2764 /* put moving element to center field (and let it explode there) */
2765 center_element = MovingOrBlocked2Element(ex, ey);
2766 RemoveMovingField(ex, ey);
2767 Feld[ex][ey] = center_element;
2773 last_phase = element_info[center_element].explosion_delay + 1;
2775 last_phase = element_info[center_element].explosion_delay;
2779 printf("::: %d -> %d\n", center_element, last_phase);
2783 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2785 int xx = x - ex + 1;
2786 int yy = y - ey + 1;
2790 if (!IN_LEV_FIELD(x, y) || (mode != EX_NORMAL && (x != ex || y != ey)))
2793 if (!IN_LEV_FIELD(x, y) ||
2794 ((mode != EX_NORMAL || center_element == EL_AMOEBA_TO_DIAMOND) &&
2795 (x != ex || y != ey)))
2799 element = Feld[x][y];
2801 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2803 element = MovingOrBlocked2Element(x, y);
2805 if (!IS_EXPLOSION_PROOF(element))
2806 RemoveMovingField(x, y);
2812 if (IS_EXPLOSION_PROOF(element))
2815 /* indestructible elements can only explode in center (but not flames) */
2816 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2817 element == EL_FLAMES)
2822 if ((IS_INDESTRUCTIBLE(element) &&
2823 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2824 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2825 element == EL_FLAMES)
2829 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2831 if (IS_ACTIVE_BOMB(element))
2833 /* re-activate things under the bomb like gate or penguin */
2834 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2841 /* save walkable background elements while explosion on same tile */
2843 if (IS_INDESTRUCTIBLE(element))
2844 Back[x][y] = element;
2846 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2847 Back[x][y] = element;
2850 /* ignite explodable elements reached by other explosion */
2851 if (element == EL_EXPLOSION)
2852 element = Store2[x][y];
2855 if (AmoebaNr[x][y] &&
2856 (element == EL_AMOEBA_FULL ||
2857 element == EL_BD_AMOEBA ||
2858 element == EL_AMOEBA_GROWING))
2860 AmoebaCnt[AmoebaNr[x][y]]--;
2861 AmoebaCnt2[AmoebaNr[x][y]]--;
2867 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2869 switch(StorePlayer[ex][ey])
2872 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2875 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2878 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2882 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2887 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
2888 Store[x][y] = EL_EMPTY;
2890 if (game.emulation == EMU_SUPAPLEX)
2891 Store[x][y] = EL_EMPTY;
2894 else if (center_element == EL_MOLE)
2895 Store[x][y] = EL_EMERALD_RED;
2896 else if (center_element == EL_PENGUIN)
2897 Store[x][y] = EL_EMERALD_PURPLE;
2898 else if (center_element == EL_BUG)
2899 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
2900 else if (center_element == EL_BD_BUTTERFLY)
2901 Store[x][y] = EL_BD_DIAMOND;
2902 else if (center_element == EL_SP_ELECTRON)
2903 Store[x][y] = EL_SP_INFOTRON;
2904 else if (center_element == EL_AMOEBA_TO_DIAMOND)
2905 Store[x][y] = level.amoeba_content;
2906 else if (center_element == EL_YAMYAM)
2907 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
2908 else if (IS_CUSTOM_ELEMENT(center_element) &&
2909 element_info[center_element].content[xx][yy] != EL_EMPTY)
2910 Store[x][y] = element_info[center_element].content[xx][yy];
2911 else if (element == EL_WALL_EMERALD)
2912 Store[x][y] = EL_EMERALD;
2913 else if (element == EL_WALL_DIAMOND)
2914 Store[x][y] = EL_DIAMOND;
2915 else if (element == EL_WALL_BD_DIAMOND)
2916 Store[x][y] = EL_BD_DIAMOND;
2917 else if (element == EL_WALL_EMERALD_YELLOW)
2918 Store[x][y] = EL_EMERALD_YELLOW;
2919 else if (element == EL_WALL_EMERALD_RED)
2920 Store[x][y] = EL_EMERALD_RED;
2921 else if (element == EL_WALL_EMERALD_PURPLE)
2922 Store[x][y] = EL_EMERALD_PURPLE;
2923 else if (element == EL_WALL_PEARL)
2924 Store[x][y] = EL_PEARL;
2925 else if (element == EL_WALL_CRYSTAL)
2926 Store[x][y] = EL_CRYSTAL;
2927 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
2928 Store[x][y] = element_info[element].content[1][1];
2930 Store[x][y] = EL_EMPTY;
2932 if (x != ex || y != ey ||
2933 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_BORDER)
2934 Store2[x][y] = element;
2937 if (AmoebaNr[x][y] &&
2938 (element == EL_AMOEBA_FULL ||
2939 element == EL_BD_AMOEBA ||
2940 element == EL_AMOEBA_GROWING))
2942 AmoebaCnt[AmoebaNr[x][y]]--;
2943 AmoebaCnt2[AmoebaNr[x][y]]--;
2949 MovDir[x][y] = MovPos[x][y] = 0;
2950 GfxDir[x][y] = MovDir[x][y];
2955 Feld[x][y] = EL_EXPLOSION;
2957 GfxElement[x][y] = center_element;
2959 GfxElement[x][y] = EL_UNDEFINED;
2962 ExplodePhase[x][y] = 1;
2964 ExplodeDelay[x][y] = last_phase;
2969 GfxFrame[x][y] = 0; /* animation does not start until next frame */
2971 GfxFrame[x][y] = -1; /* animation does not start until next frame */
2978 if (center_element == EL_YAMYAM)
2979 game.yamyam_content_nr =
2980 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
2993 GfxFrame[x][y] = 0; /* restart explosion animation */
2997 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3001 last_phase = ExplodeDelay[x][y];
3004 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3008 /* activate this even in non-DEBUG version until cause for crash in
3009 getGraphicAnimationFrame() (see below) is found and eliminated */
3013 if (GfxElement[x][y] == EL_UNDEFINED)
3016 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3017 printf("Explode(): This should never happen!\n");
3020 GfxElement[x][y] = EL_EMPTY;
3026 border_element = Store2[x][y];
3027 if (IS_PLAYER(x, y))
3028 border_element = StorePlayer[x][y];
3031 printf("::: phase == %d\n", phase);
3034 if (phase == element_info[border_element].ignition_delay ||
3035 phase == last_phase)
3037 boolean border_explosion = FALSE;
3040 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3042 if (IS_PLAYER(x, y))
3045 KillHeroUnlessExplosionProtected(x, y);
3046 border_explosion = TRUE;
3049 if (phase == last_phase)
3050 printf("::: IS_PLAYER\n");
3053 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3055 Feld[x][y] = Store2[x][y];
3058 border_explosion = TRUE;
3061 if (phase == last_phase)
3062 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3065 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3067 AmoebeUmwandeln(x, y);
3069 border_explosion = TRUE;
3072 if (phase == last_phase)
3073 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3074 element_info[border_element].explosion_delay,
3075 element_info[border_element].ignition_delay,
3081 /* if an element just explodes due to another explosion (chain-reaction),
3082 do not immediately end the new explosion when it was the last frame of
3083 the explosion (as it would be done in the following "if"-statement!) */
3084 if (border_explosion && phase == last_phase)
3091 if (phase == first_phase_after_start)
3093 int element = Store2[x][y];
3095 if (element == EL_BLACK_ORB)
3097 Feld[x][y] = Store2[x][y];
3102 else if (phase == half_phase)
3104 int element = Store2[x][y];
3106 if (IS_PLAYER(x, y))
3107 KillHeroUnlessExplosionProtected(x, y);
3108 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3110 Feld[x][y] = Store2[x][y];
3114 else if (element == EL_AMOEBA_TO_DIAMOND)
3115 AmoebeUmwandeln(x, y);
3119 if (phase == last_phase)
3124 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3127 element = Feld[x][y] = Store[x][y];
3128 Store[x][y] = Store2[x][y] = 0;
3129 GfxElement[x][y] = EL_UNDEFINED;
3131 /* player can escape from explosions and might therefore be still alive */
3132 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3133 element <= EL_PLAYER_IS_EXPLODING_4)
3134 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3136 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3137 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3138 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3141 /* restore probably existing indestructible background element */
3142 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3143 element = Feld[x][y] = Back[x][y];
3146 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3147 GfxDir[x][y] = MV_NO_MOVING;
3148 ChangeDelay[x][y] = 0;
3149 ChangePage[x][y] = -1;
3152 InitField_WithBug2(x, y, FALSE);
3154 InitField(x, y, FALSE);
3156 /* !!! not needed !!! */
3158 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3159 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3162 if (CAN_MOVE(element))
3167 DrawLevelField(x, y);
3169 TestIfElementTouchesCustomElement(x, y);
3171 if (GFX_CRUMBLED(element))
3172 DrawLevelFieldCrumbledSandNeighbours(x, y);
3174 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3175 StorePlayer[x][y] = 0;
3177 if (ELEM_IS_PLAYER(element))
3178 RelocatePlayer(x, y, element);
3181 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3183 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3187 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3189 int stored = Store[x][y];
3190 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3191 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3195 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3197 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3201 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3205 printf("::: %d / %d [%d - %d]\n",
3206 GfxFrame[x][y], phase - delay, phase, delay);
3210 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3211 element_info[GfxElement[x][y]].token_name,
3216 DrawLevelFieldCrumbledSand(x, y);
3218 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3220 DrawLevelElement(x, y, Back[x][y]);
3221 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3223 else if (IS_WALKABLE_UNDER(Back[x][y]))
3225 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3226 DrawLevelElementThruMask(x, y, Back[x][y]);
3228 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3229 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3233 void DynaExplode(int ex, int ey)
3236 int dynabomb_element = Feld[ex][ey];
3237 int dynabomb_size = 1;
3238 boolean dynabomb_xl = FALSE;
3239 struct PlayerInfo *player;
3240 static int xy[4][2] =
3248 if (IS_ACTIVE_BOMB(dynabomb_element))
3250 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3251 dynabomb_size = player->dynabomb_size;
3252 dynabomb_xl = player->dynabomb_xl;
3253 player->dynabombs_left++;
3256 Explode(ex, ey, EX_PHASE_START, EX_CENTER);
3258 for (i = 0; i < NUM_DIRECTIONS; i++)
3260 for (j = 1; j <= dynabomb_size; j++)
3262 int x = ex + j * xy[i][0];
3263 int y = ey + j * xy[i][1];
3266 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3269 element = Feld[x][y];
3271 /* do not restart explosions of fields with active bombs */
3272 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3275 Explode(x, y, EX_PHASE_START, EX_BORDER);
3277 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3278 if (element != EL_EMPTY &&
3279 element != EL_SAND &&
3280 element != EL_EXPLOSION &&
3287 void Bang(int x, int y)
3290 int element = MovingOrBlocked2Element(x, y);
3292 int element = Feld[x][y];
3296 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3298 if (IS_PLAYER(x, y))
3301 struct PlayerInfo *player = PLAYERINFO(x, y);
3303 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3304 player->element_nr);
3309 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3311 if (game.emulation == EMU_SUPAPLEX)
3312 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3314 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3319 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3327 case EL_BD_BUTTERFLY:
3330 case EL_DARK_YAMYAM:
3334 RaiseScoreElement(element);
3335 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3337 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3338 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3339 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3340 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3341 case EL_DYNABOMB_INCREASE_NUMBER:
3342 case EL_DYNABOMB_INCREASE_SIZE:
3343 case EL_DYNABOMB_INCREASE_POWER:
3348 case EL_LAMP_ACTIVE:
3350 case EL_AMOEBA_TO_DIAMOND:
3352 if (IS_PLAYER(x, y))
3353 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3355 Explode(x, y, EX_PHASE_START, EX_CENTER);
3358 if (CAN_EXPLODE_DYNA(element))
3360 else if (CAN_EXPLODE_1X1(element))
3361 Explode(x, y, EX_PHASE_START, EX_CENTER);
3363 Explode(x, y, EX_PHASE_START, EX_NORMAL);
3367 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3370 void SplashAcid(int x, int y)
3373 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3374 (!IN_LEV_FIELD(x - 1, y - 2) ||
3375 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3376 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3378 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3379 (!IN_LEV_FIELD(x + 1, y - 2) ||
3380 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3381 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3383 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3385 /* input: position of element entering acid (obsolete) */
3387 int element = Feld[x][y];
3389 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3392 if (element != EL_ACID_SPLASH_LEFT &&
3393 element != EL_ACID_SPLASH_RIGHT)
3395 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3397 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3398 (!IN_LEV_FIELD(x - 1, y - 1) ||
3399 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3400 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3402 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3403 (!IN_LEV_FIELD(x + 1, y - 1) ||
3404 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3405 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3410 static void InitBeltMovement()
3412 static int belt_base_element[4] =
3414 EL_CONVEYOR_BELT_1_LEFT,
3415 EL_CONVEYOR_BELT_2_LEFT,
3416 EL_CONVEYOR_BELT_3_LEFT,
3417 EL_CONVEYOR_BELT_4_LEFT
3419 static int belt_base_active_element[4] =
3421 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3422 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3423 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3424 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3429 /* set frame order for belt animation graphic according to belt direction */
3430 for (i = 0; i < NUM_BELTS; i++)
3434 for (j = 0; j < NUM_BELT_PARTS; j++)
3436 int element = belt_base_active_element[belt_nr] + j;
3437 int graphic = el2img(element);
3439 if (game.belt_dir[i] == MV_LEFT)
3440 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3442 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3446 for (y = 0; y < lev_fieldy; y++)
3448 for (x = 0; x < lev_fieldx; x++)
3450 int element = Feld[x][y];
3452 for (i = 0; i < NUM_BELTS; i++)
3454 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3456 int e_belt_nr = getBeltNrFromBeltElement(element);
3459 if (e_belt_nr == belt_nr)
3461 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3463 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3471 static void ToggleBeltSwitch(int x, int y)
3473 static int belt_base_element[4] =
3475 EL_CONVEYOR_BELT_1_LEFT,
3476 EL_CONVEYOR_BELT_2_LEFT,
3477 EL_CONVEYOR_BELT_3_LEFT,
3478 EL_CONVEYOR_BELT_4_LEFT
3480 static int belt_base_active_element[4] =
3482 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3483 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3484 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3485 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3487 static int belt_base_switch_element[4] =
3489 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3490 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3491 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3492 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3494 static int belt_move_dir[4] =
3502 int element = Feld[x][y];
3503 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3504 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3505 int belt_dir = belt_move_dir[belt_dir_nr];
3508 if (!IS_BELT_SWITCH(element))
3511 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3512 game.belt_dir[belt_nr] = belt_dir;
3514 if (belt_dir_nr == 3)
3517 /* set frame order for belt animation graphic according to belt direction */
3518 for (i = 0; i < NUM_BELT_PARTS; i++)
3520 int element = belt_base_active_element[belt_nr] + i;
3521 int graphic = el2img(element);
3523 if (belt_dir == MV_LEFT)
3524 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3526 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3529 for (yy = 0; yy < lev_fieldy; yy++)
3531 for (xx = 0; xx < lev_fieldx; xx++)
3533 int element = Feld[xx][yy];
3535 if (IS_BELT_SWITCH(element))
3537 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3539 if (e_belt_nr == belt_nr)
3541 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3542 DrawLevelField(xx, yy);
3545 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3547 int e_belt_nr = getBeltNrFromBeltElement(element);
3549 if (e_belt_nr == belt_nr)
3551 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3553 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3554 DrawLevelField(xx, yy);
3557 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3559 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3561 if (e_belt_nr == belt_nr)
3563 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3565 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3566 DrawLevelField(xx, yy);
3573 static void ToggleSwitchgateSwitch(int x, int y)
3577 game.switchgate_pos = !game.switchgate_pos;
3579 for (yy = 0; yy < lev_fieldy; yy++)
3581 for (xx = 0; xx < lev_fieldx; xx++)
3583 int element = Feld[xx][yy];
3585 if (element == EL_SWITCHGATE_SWITCH_UP ||
3586 element == EL_SWITCHGATE_SWITCH_DOWN)
3588 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3589 DrawLevelField(xx, yy);
3591 else if (element == EL_SWITCHGATE_OPEN ||
3592 element == EL_SWITCHGATE_OPENING)
3594 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3596 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3598 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3601 else if (element == EL_SWITCHGATE_CLOSED ||
3602 element == EL_SWITCHGATE_CLOSING)
3604 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3606 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3608 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3615 static int getInvisibleActiveFromInvisibleElement(int element)
3617 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3618 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3619 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3623 static int getInvisibleFromInvisibleActiveElement(int element)
3625 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3626 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3627 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3631 static void RedrawAllLightSwitchesAndInvisibleElements()
3635 for (y = 0; y < lev_fieldy; y++)
3637 for (x = 0; x < lev_fieldx; x++)
3639 int element = Feld[x][y];
3641 if (element == EL_LIGHT_SWITCH &&
3642 game.light_time_left > 0)
3644 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3645 DrawLevelField(x, y);
3647 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3648 game.light_time_left == 0)
3650 Feld[x][y] = EL_LIGHT_SWITCH;
3651 DrawLevelField(x, y);
3653 else if (element == EL_INVISIBLE_STEELWALL ||
3654 element == EL_INVISIBLE_WALL ||
3655 element == EL_INVISIBLE_SAND)
3657 if (game.light_time_left > 0)
3658 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3660 DrawLevelField(x, y);
3662 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3663 element == EL_INVISIBLE_WALL_ACTIVE ||
3664 element == EL_INVISIBLE_SAND_ACTIVE)
3666 if (game.light_time_left == 0)
3667 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3669 DrawLevelField(x, y);
3675 static void ToggleLightSwitch(int x, int y)
3677 int element = Feld[x][y];
3679 game.light_time_left =
3680 (element == EL_LIGHT_SWITCH ?
3681 level.time_light * FRAMES_PER_SECOND : 0);
3683 RedrawAllLightSwitchesAndInvisibleElements();
3686 static void ActivateTimegateSwitch(int x, int y)
3690 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3692 for (yy = 0; yy < lev_fieldy; yy++)
3694 for (xx = 0; xx < lev_fieldx; xx++)
3696 int element = Feld[xx][yy];
3698 if (element == EL_TIMEGATE_CLOSED ||
3699 element == EL_TIMEGATE_CLOSING)
3701 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3702 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3706 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3708 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3709 DrawLevelField(xx, yy);
3716 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3719 inline static int getElementMoveStepsize(int x, int y)
3721 int element = Feld[x][y];
3722 int direction = MovDir[x][y];
3723 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3724 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3725 int horiz_move = (dx != 0);
3726 int sign = (horiz_move ? dx : dy);
3727 int step = sign * element_info[element].move_stepsize;
3729 /* special values for move stepsize for spring and things on conveyor belt */
3733 if (element == EL_SPRING)
3734 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3735 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3736 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3737 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3739 if (CAN_FALL(element) &&
3740 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3741 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3742 else if (element == EL_SPRING)
3743 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3750 void Impact(int x, int y)
3752 boolean lastline = (y == lev_fieldy-1);
3753 boolean object_hit = FALSE;
3754 boolean impact = (lastline || object_hit);
3755 int element = Feld[x][y];
3756 int smashed = EL_UNDEFINED;
3758 if (!lastline) /* check if element below was hit */
3760 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3763 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3764 MovDir[x][y + 1] != MV_DOWN ||
3765 MovPos[x][y + 1] <= TILEY / 2));
3768 object_hit = !IS_FREE(x, y + 1);
3771 /* do not smash moving elements that left the smashed field in time */
3772 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3773 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3777 smashed = MovingOrBlocked2Element(x, y + 1);
3779 impact = (lastline || object_hit);
3782 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3784 SplashAcid(x, y + 1);
3788 /* only reset graphic animation if graphic really changes after impact */
3790 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3792 ResetGfxAnimation(x, y);
3793 DrawLevelField(x, y);
3796 if (impact && CAN_EXPLODE_IMPACT(element))
3801 else if (impact && element == EL_PEARL)
3803 Feld[x][y] = EL_PEARL_BREAKING;
3804 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3807 else if (impact && CheckElementChange(x, y, element, CE_IMPACT))
3809 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3814 if (impact && element == EL_AMOEBA_DROP)
3816 if (object_hit && IS_PLAYER(x, y + 1))
3817 KillHeroUnlessEnemyProtected(x, y + 1);
3818 else if (object_hit && smashed == EL_PENGUIN)
3822 Feld[x][y] = EL_AMOEBA_GROWING;
3823 Store[x][y] = EL_AMOEBA_WET;
3825 ResetRandomAnimationValue(x, y);
3830 if (object_hit) /* check which object was hit */
3832 if (CAN_PASS_MAGIC_WALL(element) &&
3833 (smashed == EL_MAGIC_WALL ||
3834 smashed == EL_BD_MAGIC_WALL))
3837 int activated_magic_wall =
3838 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3839 EL_BD_MAGIC_WALL_ACTIVE);
3841 /* activate magic wall / mill */
3842 for (yy = 0; yy < lev_fieldy; yy++)
3843 for (xx = 0; xx < lev_fieldx; xx++)
3844 if (Feld[xx][yy] == smashed)
3845 Feld[xx][yy] = activated_magic_wall;
3847 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3848 game.magic_wall_active = TRUE;
3850 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3851 SND_MAGIC_WALL_ACTIVATING :
3852 SND_BD_MAGIC_WALL_ACTIVATING));
3855 if (IS_PLAYER(x, y + 1))
3857 if (CAN_SMASH_PLAYER(element))
3859 KillHeroUnlessEnemyProtected(x, y + 1);
3863 else if (smashed == EL_PENGUIN)
3865 if (CAN_SMASH_PLAYER(element))
3871 else if (element == EL_BD_DIAMOND)
3873 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3879 else if (((element == EL_SP_INFOTRON ||
3880 element == EL_SP_ZONK) &&
3881 (smashed == EL_SP_SNIKSNAK ||
3882 smashed == EL_SP_ELECTRON ||
3883 smashed == EL_SP_DISK_ORANGE)) ||
3884 (element == EL_SP_INFOTRON &&
3885 smashed == EL_SP_DISK_YELLOW))
3891 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
3897 else if (CAN_SMASH_EVERYTHING(element))
3899 if (IS_CLASSIC_ENEMY(smashed) ||
3900 CAN_EXPLODE_SMASHED(smashed))
3905 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3907 if (smashed == EL_LAMP ||
3908 smashed == EL_LAMP_ACTIVE)
3913 else if (smashed == EL_NUT)
3915 Feld[x][y + 1] = EL_NUT_BREAKING;
3916 PlayLevelSound(x, y, SND_NUT_BREAKING);
3917 RaiseScoreElement(EL_NUT);
3920 else if (smashed == EL_PEARL)
3922 Feld[x][y + 1] = EL_PEARL_BREAKING;
3923 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3926 else if (smashed == EL_DIAMOND)
3928 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3929 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3932 else if (IS_BELT_SWITCH(smashed))
3934 ToggleBeltSwitch(x, y + 1);
3936 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3937 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3939 ToggleSwitchgateSwitch(x, y + 1);
3941 else if (smashed == EL_LIGHT_SWITCH ||
3942 smashed == EL_LIGHT_SWITCH_ACTIVE)
3944 ToggleLightSwitch(x, y + 1);
3949 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3952 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3954 CheckTriggeredElementChangeSide(x, y + 1, smashed,
3955 CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
3956 CheckElementChangeSide(x, y + 1, smashed, CE_SWITCHED, CH_SIDE_TOP);
3961 CheckElementChange(x, y + 1, smashed, CE_SMASHED);
3966 /* play sound of magic wall / mill */
3968 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3969 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3971 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3972 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3973 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3974 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3979 /* play sound of object that hits the ground */
3980 if (lastline || object_hit)
3981 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3984 inline static void TurnRoundExt(int x, int y)
3996 { 0, 0 }, { 0, 0 }, { 0, 0 },
4001 int left, right, back;
4005 { MV_DOWN, MV_UP, MV_RIGHT },
4006 { MV_UP, MV_DOWN, MV_LEFT },
4008 { MV_LEFT, MV_RIGHT, MV_DOWN },
4012 { MV_RIGHT, MV_LEFT, MV_UP }
4015 int element = Feld[x][y];
4016 int move_pattern = element_info[element].move_pattern;
4018 int old_move_dir = MovDir[x][y];
4019 int left_dir = turn[old_move_dir].left;
4020 int right_dir = turn[old_move_dir].right;
4021 int back_dir = turn[old_move_dir].back;
4023 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4024 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4025 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4026 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4028 int left_x = x + left_dx, left_y = y + left_dy;
4029 int right_x = x + right_dx, right_y = y + right_dy;
4030 int move_x = x + move_dx, move_y = y + move_dy;
4034 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4036 TestIfBadThingTouchesOtherBadThing(x, y);
4038 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4039 MovDir[x][y] = right_dir;
4040 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4041 MovDir[x][y] = left_dir;
4043 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4045 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4049 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4050 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4052 TestIfBadThingTouchesOtherBadThing(x, y);
4054 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4055 MovDir[x][y] = left_dir;
4056 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4057 MovDir[x][y] = right_dir;
4059 if ((element == EL_SPACESHIP ||
4060 element == EL_SP_SNIKSNAK ||
4061 element == EL_SP_ELECTRON)
4062 && MovDir[x][y] != old_move_dir)
4064 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4068 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4070 TestIfBadThingTouchesOtherBadThing(x, y);
4072 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4073 MovDir[x][y] = left_dir;
4074 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4075 MovDir[x][y] = right_dir;
4077 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4079 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4082 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4084 TestIfBadThingTouchesOtherBadThing(x, y);
4086 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4087 MovDir[x][y] = left_dir;
4088 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4089 MovDir[x][y] = right_dir;
4091 if (MovDir[x][y] != old_move_dir)
4095 else if (element == EL_YAMYAM)
4097 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4098 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4100 if (can_turn_left && can_turn_right)
4101 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4102 else if (can_turn_left)
4103 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4104 else if (can_turn_right)
4105 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4107 MovDir[x][y] = back_dir;
4109 MovDelay[x][y] = 16 + 16 * RND(3);
4111 else if (element == EL_DARK_YAMYAM)
4113 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4115 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4118 if (can_turn_left && can_turn_right)
4119 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4120 else if (can_turn_left)
4121 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4122 else if (can_turn_right)
4123 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4125 MovDir[x][y] = back_dir;
4127 MovDelay[x][y] = 16 + 16 * RND(3);
4129 else if (element == EL_PACMAN)
4131 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4132 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4134 if (can_turn_left && can_turn_right)
4135 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4136 else if (can_turn_left)
4137 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4138 else if (can_turn_right)
4139 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4141 MovDir[x][y] = back_dir;
4143 MovDelay[x][y] = 6 + RND(40);
4145 else if (element == EL_PIG)
4147 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4148 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4149 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4150 boolean should_turn_left, should_turn_right, should_move_on;
4152 int rnd = RND(rnd_value);
4154 should_turn_left = (can_turn_left &&
4156 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4157 y + back_dy + left_dy)));
4158 should_turn_right = (can_turn_right &&
4160 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4161 y + back_dy + right_dy)));
4162 should_move_on = (can_move_on &&
4165 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4166 y + move_dy + left_dy) ||
4167 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4168 y + move_dy + right_dy)));
4170 if (should_turn_left || should_turn_right || should_move_on)
4172 if (should_turn_left && should_turn_right && should_move_on)
4173 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4174 rnd < 2 * rnd_value / 3 ? right_dir :
4176 else if (should_turn_left && should_turn_right)
4177 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4178 else if (should_turn_left && should_move_on)
4179 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4180 else if (should_turn_right && should_move_on)
4181 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4182 else if (should_turn_left)
4183 MovDir[x][y] = left_dir;
4184 else if (should_turn_right)
4185 MovDir[x][y] = right_dir;
4186 else if (should_move_on)
4187 MovDir[x][y] = old_move_dir;
4189 else if (can_move_on && rnd > rnd_value / 8)
4190 MovDir[x][y] = old_move_dir;
4191 else if (can_turn_left && can_turn_right)
4192 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4193 else if (can_turn_left && rnd > rnd_value / 8)
4194 MovDir[x][y] = left_dir;
4195 else if (can_turn_right && rnd > rnd_value/8)
4196 MovDir[x][y] = right_dir;
4198 MovDir[x][y] = back_dir;
4200 xx = x + move_xy[MovDir[x][y]].x;
4201 yy = y + move_xy[MovDir[x][y]].y;
4203 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4204 MovDir[x][y] = old_move_dir;
4208 else if (element == EL_DRAGON)
4210 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4211 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4212 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4214 int rnd = RND(rnd_value);
4217 if (FrameCounter < 1 && x == 0 && y == 29)
4218 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4221 if (can_move_on && rnd > rnd_value / 8)
4222 MovDir[x][y] = old_move_dir;
4223 else if (can_turn_left && can_turn_right)
4224 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4225 else if (can_turn_left && rnd > rnd_value / 8)
4226 MovDir[x][y] = left_dir;
4227 else if (can_turn_right && rnd > rnd_value / 8)
4228 MovDir[x][y] = right_dir;
4230 MovDir[x][y] = back_dir;
4232 xx = x + move_xy[MovDir[x][y]].x;
4233 yy = y + move_xy[MovDir[x][y]].y;
4236 if (FrameCounter < 1 && x == 0 && y == 29)
4237 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4238 xx, yy, Feld[xx][yy],
4243 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4244 MovDir[x][y] = old_move_dir;
4246 if (!IS_FREE(xx, yy))
4247 MovDir[x][y] = old_move_dir;
4251 if (FrameCounter < 1 && x == 0 && y == 29)
4252 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4257 else if (element == EL_MOLE)
4259 boolean can_move_on =
4260 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4261 IS_AMOEBOID(Feld[move_x][move_y]) ||
4262 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4265 boolean can_turn_left =
4266 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4267 IS_AMOEBOID(Feld[left_x][left_y])));
4269 boolean can_turn_right =
4270 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4271 IS_AMOEBOID(Feld[right_x][right_y])));
4273 if (can_turn_left && can_turn_right)
4274 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4275 else if (can_turn_left)
4276 MovDir[x][y] = left_dir;
4278 MovDir[x][y] = right_dir;
4281 if (MovDir[x][y] != old_move_dir)
4284 else if (element == EL_BALLOON)
4286 MovDir[x][y] = game.balloon_dir;
4289 else if (element == EL_SPRING)
4292 if (MovDir[x][y] & MV_HORIZONTAL &&
4293 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4294 MovDir[x][y] = MV_NO_MOVING;
4296 if (MovDir[x][y] & MV_HORIZONTAL &&
4297 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4298 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4299 MovDir[x][y] = MV_NO_MOVING;
4304 else if (element == EL_ROBOT ||
4305 element == EL_SATELLITE ||
4306 element == EL_PENGUIN)
4308 int attr_x = -1, attr_y = -1;
4319 for (i = 0; i < MAX_PLAYERS; i++)
4321 struct PlayerInfo *player = &stored_player[i];
4322 int jx = player->jx, jy = player->jy;
4324 if (!player->active)
4328 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4336 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4342 if (element == EL_PENGUIN)
4345 static int xy[4][2] =
4353 for (i = 0; i < NUM_DIRECTIONS; i++)
4355 int ex = x + xy[i][0];
4356 int ey = y + xy[i][1];
4358 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4367 MovDir[x][y] = MV_NO_MOVING;
4369 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4370 else if (attr_x > x)
4371 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4373 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4374 else if (attr_y > y)
4375 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4377 if (element == EL_ROBOT)
4381 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4382 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4383 Moving2Blocked(x, y, &newx, &newy);
4385 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4386 MovDelay[x][y] = 8 + 8 * !RND(3);
4388 MovDelay[x][y] = 16;
4390 else if (element == EL_PENGUIN)
4396 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4398 boolean first_horiz = RND(2);
4399 int new_move_dir = MovDir[x][y];
4402 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4403 Moving2Blocked(x, y, &newx, &newy);
4405 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4409 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4410 Moving2Blocked(x, y, &newx, &newy);
4412 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4415 MovDir[x][y] = old_move_dir;
4419 else /* (element == EL_SATELLITE) */
4425 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4427 boolean first_horiz = RND(2);
4428 int new_move_dir = MovDir[x][y];
4431 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4432 Moving2Blocked(x, y, &newx, &newy);
4434 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4438 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4439 Moving2Blocked(x, y, &newx, &newy);
4441 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4444 MovDir[x][y] = old_move_dir;
4449 else if (move_pattern == MV_TURNING_LEFT ||
4450 move_pattern == MV_TURNING_RIGHT ||
4451 move_pattern == MV_TURNING_LEFT_RIGHT ||
4452 move_pattern == MV_TURNING_RIGHT_LEFT ||
4453 move_pattern == MV_TURNING_RANDOM ||
4454 move_pattern == MV_ALL_DIRECTIONS)
4456 boolean can_turn_left =
4457 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4458 boolean can_turn_right =
4459 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4461 if (move_pattern == MV_TURNING_LEFT)
4462 MovDir[x][y] = left_dir;
4463 else if (move_pattern == MV_TURNING_RIGHT)
4464 MovDir[x][y] = right_dir;
4465 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4466 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4467 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4468 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4469 else if (move_pattern == MV_TURNING_RANDOM)
4470 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4471 can_turn_right && !can_turn_left ? right_dir :
4472 RND(2) ? left_dir : right_dir);
4473 else if (can_turn_left && can_turn_right)
4474 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4475 else if (can_turn_left)
4476 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4477 else if (can_turn_right)
4478 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4480 MovDir[x][y] = back_dir;
4482 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4484 else if (move_pattern == MV_HORIZONTAL ||
4485 move_pattern == MV_VERTICAL)
4487 if (move_pattern & old_move_dir)
4488 MovDir[x][y] = back_dir;
4489 else if (move_pattern == MV_HORIZONTAL)
4490 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4491 else if (move_pattern == MV_VERTICAL)
4492 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4494 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4496 else if (move_pattern & MV_ANY_DIRECTION)
4498 MovDir[x][y] = move_pattern;
4499 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4501 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4503 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4504 MovDir[x][y] = left_dir;
4505 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4506 MovDir[x][y] = right_dir;
4508 if (MovDir[x][y] != old_move_dir)
4509 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4511 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4513 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4514 MovDir[x][y] = right_dir;
4515 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4516 MovDir[x][y] = left_dir;
4518 if (MovDir[x][y] != old_move_dir)
4519 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4521 else if (move_pattern == MV_TOWARDS_PLAYER ||
4522 move_pattern == MV_AWAY_FROM_PLAYER)
4524 int attr_x = -1, attr_y = -1;
4526 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4537 for (i = 0; i < MAX_PLAYERS; i++)
4539 struct PlayerInfo *player = &stored_player[i];
4540 int jx = player->jx, jy = player->jy;
4542 if (!player->active)
4546 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4554 MovDir[x][y] = MV_NO_MOVING;
4556 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4557 else if (attr_x > x)
4558 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4560 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4561 else if (attr_y > y)
4562 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4564 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4566 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4568 boolean first_horiz = RND(2);
4569 int new_move_dir = MovDir[x][y];
4572 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4573 Moving2Blocked(x, y, &newx, &newy);
4575 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4579 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4580 Moving2Blocked(x, y, &newx, &newy);
4582 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4585 MovDir[x][y] = old_move_dir;
4588 else if (move_pattern == MV_WHEN_PUSHED ||
4589 move_pattern == MV_WHEN_DROPPED)
4591 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4592 MovDir[x][y] = MV_NO_MOVING;
4596 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4598 static int test_xy[7][2] =
4608 static int test_dir[7] =
4618 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4619 int move_preference = -1000000; /* start with very low preference */
4620 int new_move_dir = MV_NO_MOVING;
4621 int start_test = RND(4);
4624 for (i = 0; i < NUM_DIRECTIONS; i++)
4626 int move_dir = test_dir[start_test + i];
4627 int move_dir_preference;
4629 xx = x + test_xy[start_test + i][0];
4630 yy = y + test_xy[start_test + i][1];
4632 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4633 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4635 new_move_dir = move_dir;
4640 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4643 move_dir_preference = -1 * RunnerVisit[xx][yy];
4644 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4645 move_dir_preference = PlayerVisit[xx][yy];
4647 if (move_dir_preference > move_preference)
4649 /* prefer field that has not been visited for the longest time */
4650 move_preference = move_dir_preference;
4651 new_move_dir = move_dir;
4653 else if (move_dir_preference == move_preference &&
4654 move_dir == old_move_dir)
4656 /* prefer last direction when all directions are preferred equally */
4657 move_preference = move_dir_preference;
4658 new_move_dir = move_dir;
4662 MovDir[x][y] = new_move_dir;
4663 if (old_move_dir != new_move_dir)
4668 static void TurnRound(int x, int y)
4670 int direction = MovDir[x][y];
4673 GfxDir[x][y] = MovDir[x][y];
4679 GfxDir[x][y] = MovDir[x][y];
4682 if (direction != MovDir[x][y])
4687 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4690 GfxAction[x][y] = ACTION_WAITING;
4694 static boolean JustBeingPushed(int x, int y)
4698 for (i = 0; i < MAX_PLAYERS; i++)
4700 struct PlayerInfo *player = &stored_player[i];
4702 if (player->active && player->is_pushing && player->MovPos)
4704 int next_jx = player->jx + (player->jx - player->last_jx);
4705 int next_jy = player->jy + (player->jy - player->last_jy);
4707 if (x == next_jx && y == next_jy)
4715 void StartMoving(int x, int y)
4718 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4720 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4721 int element = Feld[x][y];
4727 if (MovDelay[x][y] == 0)
4728 GfxAction[x][y] = ACTION_DEFAULT;
4730 /* !!! this should be handled more generic (not only for mole) !!! */
4731 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4732 GfxAction[x][y] = ACTION_DEFAULT;
4735 if (CAN_FALL(element) && y < lev_fieldy - 1)
4737 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4738 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4739 if (JustBeingPushed(x, y))
4742 if (element == EL_QUICKSAND_FULL)
4744 if (IS_FREE(x, y + 1))
4746 InitMovingField(x, y, MV_DOWN);
4747 started_moving = TRUE;
4749 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4750 Store[x][y] = EL_ROCK;
4752 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4754 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4757 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4759 if (!MovDelay[x][y])
4760 MovDelay[x][y] = TILEY + 1;
4769 Feld[x][y] = EL_QUICKSAND_EMPTY;
4770 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4771 Store[x][y + 1] = Store[x][y];
4774 PlayLevelSoundAction(x, y, ACTION_FILLING);
4776 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4780 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4781 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4783 InitMovingField(x, y, MV_DOWN);
4784 started_moving = TRUE;
4786 Feld[x][y] = EL_QUICKSAND_FILLING;
4787 Store[x][y] = element;
4789 PlayLevelSoundAction(x, y, ACTION_FILLING);
4791 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4794 else if (element == EL_MAGIC_WALL_FULL)
4796 if (IS_FREE(x, y + 1))
4798 InitMovingField(x, y, MV_DOWN);
4799 started_moving = TRUE;
4801 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4802 Store[x][y] = EL_CHANGED(Store[x][y]);
4804 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4806 if (!MovDelay[x][y])
4807 MovDelay[x][y] = TILEY/4 + 1;
4816 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4817 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4818 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4822 else if (element == EL_BD_MAGIC_WALL_FULL)
4824 if (IS_FREE(x, y + 1))
4826 InitMovingField(x, y, MV_DOWN);
4827 started_moving = TRUE;
4829 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4830 Store[x][y] = EL_CHANGED2(Store[x][y]);
4832 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4834 if (!MovDelay[x][y])
4835 MovDelay[x][y] = TILEY/4 + 1;
4844 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4845 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4846 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4850 else if (CAN_PASS_MAGIC_WALL(element) &&
4851 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4852 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4854 InitMovingField(x, y, MV_DOWN);
4855 started_moving = TRUE;
4858 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4859 EL_BD_MAGIC_WALL_FILLING);
4860 Store[x][y] = element;
4863 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4865 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4868 SplashAcid(x, y + 1);
4870 InitMovingField(x, y, MV_DOWN);
4871 started_moving = TRUE;
4873 Store[x][y] = EL_ACID;
4875 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4876 GfxAction[x][y + 1] = ACTION_ACTIVE;
4880 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
4881 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4882 (Feld[x][y + 1] == EL_BLOCKED)) ||
4883 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4884 CAN_SMASH(element) && WasJustFalling[x][y] &&
4885 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
4889 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4890 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4891 WasJustMoving[x][y] && !Pushed[x][y + 1])
4893 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
4894 WasJustMoving[x][y])
4899 /* this is needed for a special case not covered by calling "Impact()"
4900 from "ContinueMoving()": if an element moves to a tile directly below
4901 another element which was just falling on that tile (which was empty
4902 in the previous frame), the falling element above would just stop
4903 instead of smashing the element below (in previous version, the above
4904 element was just checked for "moving" instead of "falling", resulting
4905 in incorrect smashes caused by horizontal movement of the above
4906 element; also, the case of the player being the element to smash was
4907 simply not covered here... :-/ ) */
4910 WasJustMoving[x][y] = 0;
4911 WasJustFalling[x][y] = 0;
4916 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4918 if (MovDir[x][y] == MV_NO_MOVING)
4920 InitMovingField(x, y, MV_DOWN);
4921 started_moving = TRUE;
4924 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4926 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4927 MovDir[x][y] = MV_DOWN;
4929 InitMovingField(x, y, MV_DOWN);
4930 started_moving = TRUE;
4932 else if (element == EL_AMOEBA_DROP)
4934 Feld[x][y] = EL_AMOEBA_GROWING;
4935 Store[x][y] = EL_AMOEBA_WET;
4937 /* Store[x][y + 1] must be zero, because:
4938 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
4941 #if OLD_GAME_BEHAVIOUR
4942 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
4944 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
4945 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4946 element != EL_DX_SUPABOMB)
4949 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4950 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4951 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4952 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4955 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4956 (IS_FREE(x - 1, y + 1) ||
4957 Feld[x - 1][y + 1] == EL_ACID));
4958 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4959 (IS_FREE(x + 1, y + 1) ||
4960 Feld[x + 1][y + 1] == EL_ACID));
4961 boolean can_fall_any = (can_fall_left || can_fall_right);
4962 boolean can_fall_both = (can_fall_left && can_fall_right);
4964 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4966 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4968 if (slippery_type == SLIPPERY_ONLY_LEFT)
4969 can_fall_right = FALSE;
4970 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4971 can_fall_left = FALSE;
4972 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4973 can_fall_right = FALSE;
4974 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4975 can_fall_left = FALSE;
4977 can_fall_any = (can_fall_left || can_fall_right);
4978 can_fall_both = (can_fall_left && can_fall_right);
4983 if (can_fall_both &&
4984 (game.emulation != EMU_BOULDERDASH &&
4985 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
4986 can_fall_left = !(can_fall_right = RND(2));
4988 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4989 started_moving = TRUE;
4993 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4995 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4998 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4999 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5000 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5001 int belt_dir = game.belt_dir[belt_nr];
5003 if ((belt_dir == MV_LEFT && left_is_free) ||
5004 (belt_dir == MV_RIGHT && right_is_free))
5007 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5010 InitMovingField(x, y, belt_dir);
5011 started_moving = TRUE;
5014 Pushed[x][y] = TRUE;
5015 Pushed[nextx][y] = TRUE;
5018 GfxAction[x][y] = ACTION_DEFAULT;
5022 MovDir[x][y] = 0; /* if element was moving, stop it */
5027 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5028 if (CAN_MOVE(element) && !started_moving)
5030 int move_pattern = element_info[element].move_pattern;
5033 Moving2Blocked(x, y, &newx, &newy);
5036 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5039 if ((element == EL_SATELLITE ||
5040 element == EL_BALLOON ||
5041 element == EL_SPRING)
5042 && JustBeingPushed(x, y))
5047 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5048 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5049 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5052 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5053 element, element_info[element].token_name,
5054 WasJustMoving[x][y],
5055 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5056 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5057 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5058 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5062 WasJustMoving[x][y] = 0;
5065 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5068 if (Feld[x][y] != element) /* element has changed */
5070 element = Feld[x][y];
5071 move_pattern = element_info[element].move_pattern;
5073 if (!CAN_MOVE(element))
5077 if (Feld[x][y] != element) /* element has changed */
5085 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5086 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5088 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5090 Moving2Blocked(x, y, &newx, &newy);
5091 if (Feld[newx][newy] == EL_BLOCKED)
5092 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5098 if (FrameCounter < 1 && x == 0 && y == 29)
5099 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5102 if (!MovDelay[x][y]) /* start new movement phase */
5104 /* all objects that can change their move direction after each step
5105 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5107 if (element != EL_YAMYAM &&
5108 element != EL_DARK_YAMYAM &&
5109 element != EL_PACMAN &&
5110 !(move_pattern & MV_ANY_DIRECTION) &&
5111 move_pattern != MV_TURNING_LEFT &&
5112 move_pattern != MV_TURNING_RIGHT &&
5113 move_pattern != MV_TURNING_LEFT_RIGHT &&
5114 move_pattern != MV_TURNING_RIGHT_LEFT &&
5115 move_pattern != MV_TURNING_RANDOM)
5120 if (FrameCounter < 1 && x == 0 && y == 29)
5121 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5124 if (MovDelay[x][y] && (element == EL_BUG ||
5125 element == EL_SPACESHIP ||
5126 element == EL_SP_SNIKSNAK ||
5127 element == EL_SP_ELECTRON ||
5128 element == EL_MOLE))
5129 DrawLevelField(x, y);
5133 if (MovDelay[x][y]) /* wait some time before next movement */
5138 if (element == EL_YAMYAM)
5141 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5142 DrawLevelElementAnimation(x, y, element);
5146 if (MovDelay[x][y]) /* element still has to wait some time */
5149 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5150 ResetGfxAnimation(x, y);
5154 if (GfxAction[x][y] != ACTION_WAITING)
5155 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5157 GfxAction[x][y] = ACTION_WAITING;
5161 if (element == EL_ROBOT ||
5163 element == EL_PACMAN ||
5165 element == EL_YAMYAM ||
5166 element == EL_DARK_YAMYAM)
5169 DrawLevelElementAnimation(x, y, element);
5171 DrawLevelElementAnimationIfNeeded(x, y, element);
5173 PlayLevelSoundAction(x, y, ACTION_WAITING);
5175 else if (element == EL_SP_ELECTRON)
5176 DrawLevelElementAnimationIfNeeded(x, y, element);
5177 else if (element == EL_DRAGON)
5180 int dir = MovDir[x][y];
5181 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5182 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5183 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5184 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5185 dir == MV_UP ? IMG_FLAMES_1_UP :
5186 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5187 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5190 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5193 GfxAction[x][y] = ACTION_ATTACKING;
5195 if (IS_PLAYER(x, y))
5196 DrawPlayerField(x, y);
5198 DrawLevelField(x, y);
5200 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5202 for (i = 1; i <= 3; i++)
5204 int xx = x + i * dx;
5205 int yy = y + i * dy;
5206 int sx = SCREENX(xx);
5207 int sy = SCREENY(yy);
5208 int flame_graphic = graphic + (i - 1);
5210 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5215 int flamed = MovingOrBlocked2Element(xx, yy);
5217 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5220 RemoveMovingField(xx, yy);
5222 Feld[xx][yy] = EL_FLAMES;
5223 if (IN_SCR_FIELD(sx, sy))
5225 DrawLevelFieldCrumbledSand(xx, yy);
5226 DrawGraphic(sx, sy, flame_graphic, frame);
5231 if (Feld[xx][yy] == EL_FLAMES)
5232 Feld[xx][yy] = EL_EMPTY;
5233 DrawLevelField(xx, yy);
5238 if (MovDelay[x][y]) /* element still has to wait some time */
5240 PlayLevelSoundAction(x, y, ACTION_WAITING);
5246 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5247 for all other elements GfxAction will be set by InitMovingField() */
5248 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5249 GfxAction[x][y] = ACTION_MOVING;
5253 /* now make next step */
5255 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5257 if (DONT_COLLIDE_WITH(element) &&
5258 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5259 !PLAYER_ENEMY_PROTECTED(newx, newy))
5262 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5266 /* player killed by element which is deadly when colliding with */
5268 KillHero(PLAYERINFO(newx, newy));
5275 else if (CAN_MOVE_INTO_ACID(element) &&
5276 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5277 (MovDir[x][y] == MV_DOWN ||
5278 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5280 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5281 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5285 else if ((element == EL_PENGUIN ||
5286 element == EL_ROBOT ||
5287 element == EL_SATELLITE ||
5288 element == EL_BALLOON ||
5289 IS_CUSTOM_ELEMENT(element)) &&
5290 IN_LEV_FIELD(newx, newy) &&
5291 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5294 SplashAcid(newx, newy);
5295 Store[x][y] = EL_ACID;
5297 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5299 if (Feld[newx][newy] == EL_EXIT_OPEN)
5303 DrawLevelField(x, y);
5305 Feld[x][y] = EL_EMPTY;
5306 DrawLevelField(x, y);
5309 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5310 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5311 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5313 local_player->friends_still_needed--;
5314 if (!local_player->friends_still_needed &&
5315 !local_player->GameOver && AllPlayersGone)
5316 local_player->LevelSolved = local_player->GameOver = TRUE;
5320 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5322 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5323 DrawLevelField(newx, newy);
5325 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5327 else if (!IS_FREE(newx, newy))
5329 GfxAction[x][y] = ACTION_WAITING;
5331 if (IS_PLAYER(x, y))
5332 DrawPlayerField(x, y);
5334 DrawLevelField(x, y);
5339 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5341 if (IS_FOOD_PIG(Feld[newx][newy]))
5343 if (IS_MOVING(newx, newy))
5344 RemoveMovingField(newx, newy);
5347 Feld[newx][newy] = EL_EMPTY;
5348 DrawLevelField(newx, newy);
5351 PlayLevelSound(x, y, SND_PIG_DIGGING);
5353 else if (!IS_FREE(newx, newy))
5355 if (IS_PLAYER(x, y))
5356 DrawPlayerField(x, y);
5358 DrawLevelField(x, y);
5367 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5370 else if (IS_CUSTOM_ELEMENT(element) &&
5371 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5375 !IS_FREE(newx, newy)
5380 int new_element = Feld[newx][newy];
5383 printf("::: '%s' digs '%s' [%d]\n",
5384 element_info[element].token_name,
5385 element_info[Feld[newx][newy]].token_name,
5386 StorePlayer[newx][newy]);
5389 if (!IS_FREE(newx, newy))
5391 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5392 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5395 /* no element can dig solid indestructible elements */
5396 if (IS_INDESTRUCTIBLE(new_element) &&
5397 !IS_DIGGABLE(new_element) &&
5398 !IS_COLLECTIBLE(new_element))
5401 if (AmoebaNr[newx][newy] &&
5402 (new_element == EL_AMOEBA_FULL ||
5403 new_element == EL_BD_AMOEBA ||
5404 new_element == EL_AMOEBA_GROWING))
5406 AmoebaCnt[AmoebaNr[newx][newy]]--;
5407 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5410 if (IS_MOVING(newx, newy))
5411 RemoveMovingField(newx, newy);
5414 RemoveField(newx, newy);
5415 DrawLevelField(newx, newy);
5418 PlayLevelSoundAction(x, y, action);
5421 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5422 element_info[element].can_leave_element = TRUE;
5424 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5426 RunnerVisit[x][y] = FrameCounter;
5427 PlayerVisit[x][y] /= 8; /* expire player visit path */
5433 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5435 if (!IS_FREE(newx, newy))
5437 if (IS_PLAYER(x, y))
5438 DrawPlayerField(x, y);
5440 DrawLevelField(x, y);
5446 boolean wanna_flame = !RND(10);
5447 int dx = newx - x, dy = newy - y;
5448 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5449 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5450 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5451 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5452 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5453 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5456 IS_CLASSIC_ENEMY(element1) ||
5457 IS_CLASSIC_ENEMY(element2)) &&
5458 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5459 element1 != EL_FLAMES && element2 != EL_FLAMES)
5462 ResetGfxAnimation(x, y);
5463 GfxAction[x][y] = ACTION_ATTACKING;
5466 if (IS_PLAYER(x, y))
5467 DrawPlayerField(x, y);
5469 DrawLevelField(x, y);
5471 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5473 MovDelay[x][y] = 50;
5475 Feld[newx][newy] = EL_FLAMES;
5476 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5477 Feld[newx1][newy1] = EL_FLAMES;
5478 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5479 Feld[newx2][newy2] = EL_FLAMES;
5485 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5486 Feld[newx][newy] == EL_DIAMOND)
5488 if (IS_MOVING(newx, newy))
5489 RemoveMovingField(newx, newy);
5492 Feld[newx][newy] = EL_EMPTY;
5493 DrawLevelField(newx, newy);
5496 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5498 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5499 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5501 if (AmoebaNr[newx][newy])
5503 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5504 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5505 Feld[newx][newy] == EL_BD_AMOEBA)
5506 AmoebaCnt[AmoebaNr[newx][newy]]--;
5511 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5513 if (IS_MOVING(newx, newy))
5516 RemoveMovingField(newx, newy);
5520 Feld[newx][newy] = EL_EMPTY;
5521 DrawLevelField(newx, newy);
5524 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5526 else if ((element == EL_PACMAN || element == EL_MOLE)
5527 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5529 if (AmoebaNr[newx][newy])
5531 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5532 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5533 Feld[newx][newy] == EL_BD_AMOEBA)
5534 AmoebaCnt[AmoebaNr[newx][newy]]--;
5537 if (element == EL_MOLE)
5539 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5540 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5542 ResetGfxAnimation(x, y);
5543 GfxAction[x][y] = ACTION_DIGGING;
5544 DrawLevelField(x, y);
5546 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5548 return; /* wait for shrinking amoeba */
5550 else /* element == EL_PACMAN */
5552 Feld[newx][newy] = EL_EMPTY;
5553 DrawLevelField(newx, newy);
5554 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5557 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5558 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5559 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5561 /* wait for shrinking amoeba to completely disappear */
5564 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5566 /* object was running against a wall */
5571 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5572 DrawLevelElementAnimation(x, y, element);
5574 if (element == EL_BUG ||
5575 element == EL_SPACESHIP ||
5576 element == EL_SP_SNIKSNAK)
5577 DrawLevelField(x, y);
5578 else if (element == EL_MOLE)
5579 DrawLevelField(x, y);
5580 else if (element == EL_BD_BUTTERFLY ||
5581 element == EL_BD_FIREFLY)
5582 DrawLevelElementAnimationIfNeeded(x, y, element);
5583 else if (element == EL_SATELLITE)
5584 DrawLevelElementAnimationIfNeeded(x, y, element);
5585 else if (element == EL_SP_ELECTRON)
5586 DrawLevelElementAnimationIfNeeded(x, y, element);
5589 if (DONT_TOUCH(element))
5590 TestIfBadThingTouchesHero(x, y);
5593 PlayLevelSoundAction(x, y, ACTION_WAITING);
5599 InitMovingField(x, y, MovDir[x][y]);
5601 PlayLevelSoundAction(x, y, ACTION_MOVING);
5605 ContinueMoving(x, y);
5608 void ContinueMoving(int x, int y)
5610 int element = Feld[x][y];
5611 struct ElementInfo *ei = &element_info[element];
5612 int direction = MovDir[x][y];
5613 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5614 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5615 int newx = x + dx, newy = y + dy;
5617 int nextx = newx + dx, nexty = newy + dy;
5620 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5621 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5623 boolean pushed_by_player = Pushed[x][y];
5626 MovPos[x][y] += getElementMoveStepsize(x, y);
5629 if (pushed_by_player && IS_PLAYER(x, y))
5631 /* special case: moving object pushed by player */
5632 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5635 if (pushed_by_player) /* special case: moving object pushed by player */
5636 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5639 if (ABS(MovPos[x][y]) < TILEX)
5641 DrawLevelField(x, y);
5643 return; /* element is still moving */
5646 /* element reached destination field */
5648 Feld[x][y] = EL_EMPTY;
5649 Feld[newx][newy] = element;
5650 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5652 if (element == EL_MOLE)
5654 Feld[x][y] = EL_SAND;
5656 DrawLevelFieldCrumbledSandNeighbours(x, y);
5658 else if (element == EL_QUICKSAND_FILLING)
5660 element = Feld[newx][newy] = get_next_element(element);
5661 Store[newx][newy] = Store[x][y];
5663 else if (element == EL_QUICKSAND_EMPTYING)
5665 Feld[x][y] = get_next_element(element);
5666 element = Feld[newx][newy] = Store[x][y];
5668 else if (element == EL_MAGIC_WALL_FILLING)
5670 element = Feld[newx][newy] = get_next_element(element);
5671 if (!game.magic_wall_active)
5672 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5673 Store[newx][newy] = Store[x][y];
5675 else if (element == EL_MAGIC_WALL_EMPTYING)
5677 Feld[x][y] = get_next_element(element);
5678 if (!game.magic_wall_active)
5679 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5680 element = Feld[newx][newy] = Store[x][y];
5682 else if (element == EL_BD_MAGIC_WALL_FILLING)
5684 element = Feld[newx][newy] = get_next_element(element);
5685 if (!game.magic_wall_active)
5686 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5687 Store[newx][newy] = Store[x][y];
5689 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5691 Feld[x][y] = get_next_element(element);
5692 if (!game.magic_wall_active)
5693 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5694 element = Feld[newx][newy] = Store[x][y];
5696 else if (element == EL_AMOEBA_DROPPING)
5698 Feld[x][y] = get_next_element(element);
5699 element = Feld[newx][newy] = Store[x][y];
5701 else if (element == EL_SOKOBAN_OBJECT)
5704 Feld[x][y] = Back[x][y];
5706 if (Back[newx][newy])
5707 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5709 Back[x][y] = Back[newx][newy] = 0;
5711 else if (Store[x][y] == EL_ACID)
5713 element = Feld[newx][newy] = EL_ACID;
5717 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5718 MovDelay[newx][newy] = 0;
5720 /* copy element change control values to new field */
5721 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5722 ChangePage[newx][newy] = ChangePage[x][y];
5723 Changed[newx][newy] = Changed[x][y];
5724 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5726 ChangeDelay[x][y] = 0;
5727 ChangePage[x][y] = -1;
5728 Changed[x][y] = CE_BITMASK_DEFAULT;
5729 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5731 /* copy animation control values to new field */
5732 GfxFrame[newx][newy] = GfxFrame[x][y];
5733 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5734 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5735 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5737 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5739 ResetGfxAnimation(x, y); /* reset animation values for old field */
5742 /* some elements can leave other elements behind after moving */
5743 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5744 ei->move_leave_element != EL_EMPTY &&
5745 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5746 ei->can_leave_element_last))
5748 Feld[x][y] = ei->move_leave_element;
5749 InitField(x, y, FALSE);
5751 if (GFX_CRUMBLED(Feld[x][y]))
5752 DrawLevelFieldCrumbledSandNeighbours(x, y);
5755 ei->can_leave_element_last = ei->can_leave_element;
5756 ei->can_leave_element = FALSE;
5760 /* 2.1.1 (does not work correctly for spring) */
5761 if (!CAN_MOVE(element))
5762 MovDir[newx][newy] = 0;
5766 /* (does not work for falling objects that slide horizontally) */
5767 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5768 MovDir[newx][newy] = 0;
5771 if (!CAN_MOVE(element) ||
5772 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5773 MovDir[newx][newy] = 0;
5776 if (!CAN_MOVE(element) ||
5777 (CAN_FALL(element) && direction == MV_DOWN))
5778 GfxDir[x][y] = MovDir[newx][newy] = 0;
5783 DrawLevelField(x, y);
5784 DrawLevelField(newx, newy);
5786 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5788 /* prevent pushed element from moving on in pushed direction */
5789 if (pushed_by_player && CAN_MOVE(element) &&
5790 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5791 !(element_info[element].move_pattern & direction))
5792 TurnRound(newx, newy);
5795 /* prevent elements on conveyor belt from moving on in last direction */
5796 if (pushed_by_conveyor && CAN_FALL(element) &&
5797 direction & MV_HORIZONTAL)
5798 MovDir[newx][newy] = 0;
5801 if (!pushed_by_player)
5803 WasJustMoving[newx][newy] = 3;
5805 if (CAN_FALL(element) && direction == MV_DOWN)
5806 WasJustFalling[newx][newy] = 3;
5809 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5811 TestIfBadThingTouchesHero(newx, newy);
5812 TestIfBadThingTouchesFriend(newx, newy);
5814 if (!IS_CUSTOM_ELEMENT(element))
5815 TestIfBadThingTouchesOtherBadThing(newx, newy);
5817 else if (element == EL_PENGUIN)
5818 TestIfFriendTouchesBadThing(newx, newy);
5820 if (CAN_FALL(element) && direction == MV_DOWN &&
5821 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5825 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5829 if (ChangePage[newx][newy] != -1) /* delayed change */
5830 ChangeElement(newx, newy, ChangePage[newx][newy]);
5835 TestIfElementHitsCustomElement(newx, newy, direction);
5839 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5841 int hitting_element = Feld[newx][newy];
5843 /* !!! fix side (direction) orientation here and elsewhere !!! */
5844 CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
5848 if (IN_LEV_FIELD(nextx, nexty))
5850 int opposite_direction = MV_DIR_OPPOSITE(direction);
5851 int hitting_side = direction;
5852 int touched_side = opposite_direction;
5853 int touched_element = MovingOrBlocked2Element(nextx, nexty);
5854 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
5855 MovDir[nextx][nexty] != direction ||
5856 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
5862 CheckElementChangeSide(nextx, nexty, touched_element,
5863 CE_HIT_BY_SOMETHING, opposite_direction);
5865 if (IS_CUSTOM_ELEMENT(hitting_element) &&
5866 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
5868 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
5870 struct ElementChangeInfo *change =
5871 &element_info[hitting_element].change_page[i];
5873 if (change->can_change &&
5874 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
5875 change->trigger_side & touched_side &&
5876 change->trigger_element == touched_element)
5878 CheckElementChangePage(newx, newy, hitting_element,
5879 CE_OTHER_IS_HITTING, i);
5885 if (IS_CUSTOM_ELEMENT(touched_element) &&
5886 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
5888 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
5890 struct ElementChangeInfo *change =
5891 &element_info[touched_element].change_page[i];
5893 if (change->can_change &&
5894 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
5895 change->trigger_side & hitting_side &&
5896 change->trigger_element == hitting_element)
5898 CheckElementChangePage(nextx, nexty, touched_element,
5899 CE_OTHER_GETS_HIT, i);
5910 TestIfPlayerTouchesCustomElement(newx, newy);
5911 TestIfElementTouchesCustomElement(newx, newy);
5914 int AmoebeNachbarNr(int ax, int ay)
5917 int element = Feld[ax][ay];
5919 static int xy[4][2] =
5927 for (i = 0; i < NUM_DIRECTIONS; i++)
5929 int x = ax + xy[i][0];
5930 int y = ay + xy[i][1];
5932 if (!IN_LEV_FIELD(x, y))
5935 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5936 group_nr = AmoebaNr[x][y];
5942 void AmoebenVereinigen(int ax, int ay)
5944 int i, x, y, xx, yy;
5945 int new_group_nr = AmoebaNr[ax][ay];
5946 static int xy[4][2] =
5954 if (new_group_nr == 0)
5957 for (i = 0; i < NUM_DIRECTIONS; i++)
5962 if (!IN_LEV_FIELD(x, y))
5965 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5966 Feld[x][y] == EL_BD_AMOEBA ||
5967 Feld[x][y] == EL_AMOEBA_DEAD) &&
5968 AmoebaNr[x][y] != new_group_nr)
5970 int old_group_nr = AmoebaNr[x][y];
5972 if (old_group_nr == 0)
5975 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5976 AmoebaCnt[old_group_nr] = 0;
5977 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5978 AmoebaCnt2[old_group_nr] = 0;
5980 for (yy = 0; yy < lev_fieldy; yy++)
5982 for (xx = 0; xx < lev_fieldx; xx++)
5984 if (AmoebaNr[xx][yy] == old_group_nr)
5985 AmoebaNr[xx][yy] = new_group_nr;
5992 void AmoebeUmwandeln(int ax, int ay)
5996 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5998 int group_nr = AmoebaNr[ax][ay];
6003 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6004 printf("AmoebeUmwandeln(): This should never happen!\n");
6009 for (y = 0; y < lev_fieldy; y++)
6011 for (x = 0; x < lev_fieldx; x++)
6013 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6016 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6020 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6021 SND_AMOEBA_TURNING_TO_GEM :
6022 SND_AMOEBA_TURNING_TO_ROCK));
6027 static int xy[4][2] =
6035 for (i = 0; i < NUM_DIRECTIONS; i++)
6040 if (!IN_LEV_FIELD(x, y))
6043 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6045 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6046 SND_AMOEBA_TURNING_TO_GEM :
6047 SND_AMOEBA_TURNING_TO_ROCK));
6054 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6057 int group_nr = AmoebaNr[ax][ay];
6058 boolean done = FALSE;
6063 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6064 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6069 for (y = 0; y < lev_fieldy; y++)
6071 for (x = 0; x < lev_fieldx; x++)
6073 if (AmoebaNr[x][y] == group_nr &&
6074 (Feld[x][y] == EL_AMOEBA_DEAD ||
6075 Feld[x][y] == EL_BD_AMOEBA ||
6076 Feld[x][y] == EL_AMOEBA_GROWING))
6079 Feld[x][y] = new_element;
6080 InitField(x, y, FALSE);
6081 DrawLevelField(x, y);
6088 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6089 SND_BD_AMOEBA_TURNING_TO_ROCK :
6090 SND_BD_AMOEBA_TURNING_TO_GEM));
6093 void AmoebeWaechst(int x, int y)
6095 static unsigned long sound_delay = 0;
6096 static unsigned long sound_delay_value = 0;
6098 if (!MovDelay[x][y]) /* start new growing cycle */
6102 if (DelayReached(&sound_delay, sound_delay_value))
6105 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6107 if (Store[x][y] == EL_BD_AMOEBA)
6108 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6110 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6112 sound_delay_value = 30;
6116 if (MovDelay[x][y]) /* wait some time before growing bigger */
6119 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6121 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6122 6 - MovDelay[x][y]);
6124 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6127 if (!MovDelay[x][y])
6129 Feld[x][y] = Store[x][y];
6131 DrawLevelField(x, y);
6136 void AmoebaDisappearing(int x, int y)
6138 static unsigned long sound_delay = 0;
6139 static unsigned long sound_delay_value = 0;
6141 if (!MovDelay[x][y]) /* start new shrinking cycle */
6145 if (DelayReached(&sound_delay, sound_delay_value))
6146 sound_delay_value = 30;
6149 if (MovDelay[x][y]) /* wait some time before shrinking */
6152 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6154 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6155 6 - MovDelay[x][y]);
6157 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6160 if (!MovDelay[x][y])
6162 Feld[x][y] = EL_EMPTY;
6163 DrawLevelField(x, y);
6165 /* don't let mole enter this field in this cycle;
6166 (give priority to objects falling to this field from above) */
6172 void AmoebeAbleger(int ax, int ay)
6175 int element = Feld[ax][ay];
6176 int graphic = el2img(element);
6177 int newax = ax, neway = ay;
6178 static int xy[4][2] =
6186 if (!level.amoeba_speed)
6188 Feld[ax][ay] = EL_AMOEBA_DEAD;
6189 DrawLevelField(ax, ay);
6193 if (IS_ANIMATED(graphic))
6194 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6196 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6197 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6199 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6202 if (MovDelay[ax][ay])
6206 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6209 int x = ax + xy[start][0];
6210 int y = ay + xy[start][1];
6212 if (!IN_LEV_FIELD(x, y))
6215 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6216 if (IS_FREE(x, y) ||
6217 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6223 if (newax == ax && neway == ay)
6226 else /* normal or "filled" (BD style) amoeba */
6229 boolean waiting_for_player = FALSE;
6231 for (i = 0; i < NUM_DIRECTIONS; i++)
6233 int j = (start + i) % 4;
6234 int x = ax + xy[j][0];
6235 int y = ay + xy[j][1];
6237 if (!IN_LEV_FIELD(x, y))
6240 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6241 if (IS_FREE(x, y) ||
6242 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6248 else if (IS_PLAYER(x, y))
6249 waiting_for_player = TRUE;
6252 if (newax == ax && neway == ay) /* amoeba cannot grow */
6254 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6256 Feld[ax][ay] = EL_AMOEBA_DEAD;
6257 DrawLevelField(ax, ay);
6258 AmoebaCnt[AmoebaNr[ax][ay]]--;
6260 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6262 if (element == EL_AMOEBA_FULL)
6263 AmoebeUmwandeln(ax, ay);
6264 else if (element == EL_BD_AMOEBA)
6265 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6270 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6272 /* amoeba gets larger by growing in some direction */
6274 int new_group_nr = AmoebaNr[ax][ay];
6277 if (new_group_nr == 0)
6279 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6280 printf("AmoebeAbleger(): This should never happen!\n");
6285 AmoebaNr[newax][neway] = new_group_nr;
6286 AmoebaCnt[new_group_nr]++;
6287 AmoebaCnt2[new_group_nr]++;
6289 /* if amoeba touches other amoeba(s) after growing, unify them */
6290 AmoebenVereinigen(newax, neway);
6292 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6294 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6300 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6301 (neway == lev_fieldy - 1 && newax != ax))
6303 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6304 Store[newax][neway] = element;
6306 else if (neway == ay)
6308 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6310 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6312 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6317 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6318 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6319 Store[ax][ay] = EL_AMOEBA_DROP;
6320 ContinueMoving(ax, ay);
6324 DrawLevelField(newax, neway);
6327 void Life(int ax, int ay)
6330 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6332 int element = Feld[ax][ay];
6333 int graphic = el2img(element);
6334 boolean changed = FALSE;
6336 if (IS_ANIMATED(graphic))
6337 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6342 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6343 MovDelay[ax][ay] = life_time;
6345 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6348 if (MovDelay[ax][ay])
6352 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6354 int xx = ax+x1, yy = ay+y1;
6357 if (!IN_LEV_FIELD(xx, yy))
6360 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6362 int x = xx+x2, y = yy+y2;
6364 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6367 if (((Feld[x][y] == element ||
6368 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6370 (IS_FREE(x, y) && Stop[x][y]))
6374 if (xx == ax && yy == ay) /* field in the middle */
6376 if (nachbarn < life[0] || nachbarn > life[1])
6378 Feld[xx][yy] = EL_EMPTY;
6380 DrawLevelField(xx, yy);
6381 Stop[xx][yy] = TRUE;
6385 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6386 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6387 { /* free border field */
6388 if (nachbarn >= life[2] && nachbarn <= life[3])
6390 Feld[xx][yy] = element;
6391 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6393 DrawLevelField(xx, yy);
6394 Stop[xx][yy] = TRUE;
6401 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6402 SND_GAME_OF_LIFE_GROWING);
6405 static void InitRobotWheel(int x, int y)
6407 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6410 static void RunRobotWheel(int x, int y)
6412 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6415 static void StopRobotWheel(int x, int y)
6417 if (ZX == x && ZY == y)
6421 static void InitTimegateWheel(int x, int y)
6423 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6426 static void RunTimegateWheel(int x, int y)
6428 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6431 void CheckExit(int x, int y)
6433 if (local_player->gems_still_needed > 0 ||
6434 local_player->sokobanfields_still_needed > 0 ||
6435 local_player->lights_still_needed > 0)
6437 int element = Feld[x][y];
6438 int graphic = el2img(element);
6440 if (IS_ANIMATED(graphic))
6441 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6446 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6449 Feld[x][y] = EL_EXIT_OPENING;
6451 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6454 void CheckExitSP(int x, int y)
6456 if (local_player->gems_still_needed > 0)
6458 int element = Feld[x][y];
6459 int graphic = el2img(element);
6461 if (IS_ANIMATED(graphic))
6462 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6467 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6470 Feld[x][y] = EL_SP_EXIT_OPENING;
6472 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6475 static void CloseAllOpenTimegates()
6479 for (y = 0; y < lev_fieldy; y++)
6481 for (x = 0; x < lev_fieldx; x++)
6483 int element = Feld[x][y];
6485 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6487 Feld[x][y] = EL_TIMEGATE_CLOSING;
6489 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6491 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6498 void EdelsteinFunkeln(int x, int y)
6500 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6503 if (Feld[x][y] == EL_BD_DIAMOND)
6506 if (MovDelay[x][y] == 0) /* next animation frame */
6507 MovDelay[x][y] = 11 * !SimpleRND(500);
6509 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6513 if (setup.direct_draw && MovDelay[x][y])
6514 SetDrawtoField(DRAW_BUFFERED);
6516 DrawLevelElementAnimation(x, y, Feld[x][y]);
6518 if (MovDelay[x][y] != 0)
6520 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6521 10 - MovDelay[x][y]);
6523 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6525 if (setup.direct_draw)
6529 dest_x = FX + SCREENX(x) * TILEX;
6530 dest_y = FY + SCREENY(y) * TILEY;
6532 BlitBitmap(drawto_field, window,
6533 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6534 SetDrawtoField(DRAW_DIRECT);
6540 void MauerWaechst(int x, int y)
6544 if (!MovDelay[x][y]) /* next animation frame */
6545 MovDelay[x][y] = 3 * delay;
6547 if (MovDelay[x][y]) /* wait some time before next frame */
6551 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6553 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6554 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6556 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6559 if (!MovDelay[x][y])
6561 if (MovDir[x][y] == MV_LEFT)
6563 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6564 DrawLevelField(x - 1, y);
6566 else if (MovDir[x][y] == MV_RIGHT)
6568 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6569 DrawLevelField(x + 1, y);
6571 else if (MovDir[x][y] == MV_UP)
6573 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6574 DrawLevelField(x, y - 1);
6578 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6579 DrawLevelField(x, y + 1);
6582 Feld[x][y] = Store[x][y];
6584 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6585 DrawLevelField(x, y);
6590 void MauerAbleger(int ax, int ay)
6592 int element = Feld[ax][ay];
6593 int graphic = el2img(element);
6594 boolean oben_frei = FALSE, unten_frei = FALSE;
6595 boolean links_frei = FALSE, rechts_frei = FALSE;
6596 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6597 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6598 boolean new_wall = FALSE;
6600 if (IS_ANIMATED(graphic))
6601 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6603 if (!MovDelay[ax][ay]) /* start building new wall */
6604 MovDelay[ax][ay] = 6;
6606 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6609 if (MovDelay[ax][ay])
6613 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6615 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6617 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6619 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6622 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6623 element == EL_EXPANDABLE_WALL_ANY)
6627 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6628 Store[ax][ay-1] = element;
6629 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6630 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6631 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6632 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6637 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6638 Store[ax][ay+1] = element;
6639 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6640 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6641 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6642 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6647 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6648 element == EL_EXPANDABLE_WALL_ANY ||
6649 element == EL_EXPANDABLE_WALL)
6653 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6654 Store[ax-1][ay] = element;
6655 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6656 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6657 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6658 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6664 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6665 Store[ax+1][ay] = element;
6666 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6667 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6668 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6669 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6674 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6675 DrawLevelField(ax, ay);
6677 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6679 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6680 unten_massiv = TRUE;
6681 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6682 links_massiv = TRUE;
6683 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6684 rechts_massiv = TRUE;
6686 if (((oben_massiv && unten_massiv) ||
6687 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6688 element == EL_EXPANDABLE_WALL) &&
6689 ((links_massiv && rechts_massiv) ||
6690 element == EL_EXPANDABLE_WALL_VERTICAL))
6691 Feld[ax][ay] = EL_WALL;
6695 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6697 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6701 void CheckForDragon(int x, int y)
6704 boolean dragon_found = FALSE;
6705 static int xy[4][2] =
6713 for (i = 0; i < NUM_DIRECTIONS; i++)
6715 for (j = 0; j < 4; j++)
6717 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6719 if (IN_LEV_FIELD(xx, yy) &&
6720 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6722 if (Feld[xx][yy] == EL_DRAGON)
6723 dragon_found = TRUE;
6732 for (i = 0; i < NUM_DIRECTIONS; i++)
6734 for (j = 0; j < 3; j++)
6736 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6738 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6740 Feld[xx][yy] = EL_EMPTY;
6741 DrawLevelField(xx, yy);
6750 static void InitBuggyBase(int x, int y)
6752 int element = Feld[x][y];
6753 int activating_delay = FRAMES_PER_SECOND / 4;
6756 (element == EL_SP_BUGGY_BASE ?
6757 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6758 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6760 element == EL_SP_BUGGY_BASE_ACTIVE ?
6761 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6764 static void WarnBuggyBase(int x, int y)
6767 static int xy[4][2] =
6775 for (i = 0; i < NUM_DIRECTIONS; i++)
6777 int xx = x + xy[i][0], yy = y + xy[i][1];
6779 if (IS_PLAYER(xx, yy))
6781 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6788 static void InitTrap(int x, int y)
6790 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6793 static void ActivateTrap(int x, int y)
6795 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6798 static void ChangeActiveTrap(int x, int y)
6800 int graphic = IMG_TRAP_ACTIVE;
6802 /* if new animation frame was drawn, correct crumbled sand border */
6803 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6804 DrawLevelFieldCrumbledSand(x, y);
6807 static void ChangeElementNowExt(int x, int y, int target_element)
6809 int previous_move_direction = MovDir[x][y];
6811 /* check if element under player changes from accessible to unaccessible
6812 (needed for special case of dropping element which then changes) */
6813 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6814 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6821 Feld[x][y] = target_element;
6823 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6825 ResetGfxAnimation(x, y);
6826 ResetRandomAnimationValue(x, y);
6828 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6829 MovDir[x][y] = previous_move_direction;
6832 InitField_WithBug1(x, y, FALSE);
6834 InitField(x, y, FALSE);
6835 if (CAN_MOVE(Feld[x][y]))
6839 DrawLevelField(x, y);
6841 if (GFX_CRUMBLED(Feld[x][y]))
6842 DrawLevelFieldCrumbledSandNeighbours(x, y);
6844 TestIfBadThingTouchesHero(x, y);
6845 TestIfPlayerTouchesCustomElement(x, y);
6846 TestIfElementTouchesCustomElement(x, y);
6848 if (ELEM_IS_PLAYER(target_element))
6849 RelocatePlayer(x, y, target_element);
6852 static boolean ChangeElementNow(int x, int y, int element, int page)
6854 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6856 /* always use default change event to prevent running into a loop */
6857 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
6858 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
6860 /* do not change already changed elements with same change event */
6862 if (Changed[x][y] & ChangeEvent[x][y])
6869 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6871 CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
6873 if (change->explode)
6880 if (change->use_content)
6882 boolean complete_change = TRUE;
6883 boolean can_change[3][3];
6886 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6888 boolean half_destructible;
6889 int ex = x + xx - 1;
6890 int ey = y + yy - 1;
6893 can_change[xx][yy] = TRUE;
6895 if (ex == x && ey == y) /* do not check changing element itself */
6898 if (change->content[xx][yy] == EL_EMPTY_SPACE)
6900 can_change[xx][yy] = FALSE; /* do not change empty borders */
6905 if (!IN_LEV_FIELD(ex, ey))
6907 can_change[xx][yy] = FALSE;
6908 complete_change = FALSE;
6915 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6916 e = MovingOrBlocked2Element(ex, ey);
6918 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
6920 if ((change->power <= CP_NON_DESTRUCTIVE && !IS_FREE(ex, ey)) ||
6921 (change->power <= CP_HALF_DESTRUCTIVE && !half_destructible) ||
6922 (change->power <= CP_FULL_DESTRUCTIVE && IS_INDESTRUCTIBLE(e)))
6924 can_change[xx][yy] = FALSE;
6925 complete_change = FALSE;
6929 if (!change->only_complete || complete_change)
6931 boolean something_has_changed = FALSE;
6933 if (change->only_complete && change->use_random_change &&
6934 RND(100) < change->random)
6937 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6939 int ex = x + xx - 1;
6940 int ey = y + yy - 1;
6942 if (can_change[xx][yy] && (!change->use_random_change ||
6943 RND(100) < change->random))
6945 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6946 RemoveMovingField(ex, ey);
6948 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6950 ChangeElementNowExt(ex, ey, change->content[xx][yy]);
6952 something_has_changed = TRUE;
6954 /* for symmetry reasons, freeze newly created border elements */
6955 if (ex != x || ey != y)
6956 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6960 if (something_has_changed)
6961 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6966 ChangeElementNowExt(x, y, change->target_element);
6968 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6974 static void ChangeElement(int x, int y, int page)
6976 int element = MovingOrBlocked2Element(x, y);
6977 struct ElementInfo *ei = &element_info[element];
6978 struct ElementChangeInfo *change = &ei->change_page[page];
6982 if (!CAN_CHANGE(element))
6985 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
6986 x, y, element, element_info[element].token_name);
6987 printf("ChangeElement(): This should never happen!\n");
6993 if (ChangeDelay[x][y] == 0) /* initialize element change */
6995 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
6996 RND(change->delay_random * change->delay_frames)) + 1;
6998 ResetGfxAnimation(x, y);
6999 ResetRandomAnimationValue(x, y);
7001 if (change->pre_change_function)
7002 change->pre_change_function(x, y);
7005 ChangeDelay[x][y]--;
7007 if (ChangeDelay[x][y] != 0) /* continue element change */
7009 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7011 if (IS_ANIMATED(graphic))
7012 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7014 if (change->change_function)
7015 change->change_function(x, y);
7017 else /* finish element change */
7019 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7021 page = ChangePage[x][y];
7022 ChangePage[x][y] = -1;
7026 if (IS_MOVING(x, y) && !change->explode)
7028 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7031 ChangeDelay[x][y] = 1; /* try change after next move step */
7032 ChangePage[x][y] = page; /* remember page to use for change */
7037 if (ChangeElementNow(x, y, element, page))
7039 if (change->post_change_function)
7040 change->post_change_function(x, y);
7045 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7046 int trigger_element,
7054 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7057 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7059 int element = EL_CUSTOM_START + i;
7061 boolean change_element = FALSE;
7064 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7067 for (j = 0; j < element_info[element].num_change_pages; j++)
7069 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7071 if (change->can_change &&
7072 change->events & CH_EVENT_BIT(trigger_event) &&
7073 change->trigger_side & trigger_side &&
7074 change->trigger_player & trigger_player &&
7075 change->trigger_page & (1 << trigger_page) &&
7076 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7079 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7080 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7081 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7084 change_element = TRUE;
7091 if (!change_element)
7094 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7097 if (x == lx && y == ly) /* do not change trigger element itself */
7101 if (Feld[x][y] == element)
7103 ChangeDelay[x][y] = 1;
7104 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7105 ChangeElement(x, y, page);
7113 static boolean CheckElementChangeExt(int x, int y,
7120 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7123 if (Feld[x][y] == EL_BLOCKED)
7125 Blocked2Moving(x, y, &x, &y);
7126 element = Feld[x][y];
7130 if (trigger_page < 0)
7132 boolean change_element = FALSE;
7135 for (i = 0; i < element_info[element].num_change_pages; i++)
7137 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7139 if (change->can_change &&
7140 change->events & CH_EVENT_BIT(trigger_event) &&
7141 change->trigger_side & trigger_side &&
7142 change->trigger_player & trigger_player)
7144 change_element = TRUE;
7151 if (!change_element)
7157 /* !!! this check misses pages with same event, but different side !!! */
7159 if (trigger_page < 0)
7160 trigger_page = element_info[element].event_page_nr[trigger_event];
7162 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7166 ChangeDelay[x][y] = 1;
7167 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7168 ChangeElement(x, y, trigger_page);
7173 static void PlayPlayerSound(struct PlayerInfo *player)
7175 int jx = player->jx, jy = player->jy;
7176 int element = player->element_nr;
7177 int last_action = player->last_action_waiting;
7178 int action = player->action_waiting;
7180 if (player->is_waiting)
7182 if (action != last_action)
7183 PlayLevelSoundElementAction(jx, jy, element, action);
7185 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7189 if (action != last_action)
7190 StopSound(element_info[element].sound[last_action]);
7192 if (last_action == ACTION_SLEEPING)
7193 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7197 static void PlayAllPlayersSound()
7201 for (i = 0; i < MAX_PLAYERS; i++)
7202 if (stored_player[i].active)
7203 PlayPlayerSound(&stored_player[i]);
7206 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7208 boolean last_waiting = player->is_waiting;
7209 int move_dir = player->MovDir;
7211 player->last_action_waiting = player->action_waiting;
7215 if (!last_waiting) /* not waiting -> waiting */
7217 player->is_waiting = TRUE;
7219 player->frame_counter_bored =
7221 game.player_boring_delay_fixed +
7222 SimpleRND(game.player_boring_delay_random);
7223 player->frame_counter_sleeping =
7225 game.player_sleeping_delay_fixed +
7226 SimpleRND(game.player_sleeping_delay_random);
7228 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7231 if (game.player_sleeping_delay_fixed +
7232 game.player_sleeping_delay_random > 0 &&
7233 player->anim_delay_counter == 0 &&
7234 player->post_delay_counter == 0 &&
7235 FrameCounter >= player->frame_counter_sleeping)
7236 player->is_sleeping = TRUE;
7237 else if (game.player_boring_delay_fixed +
7238 game.player_boring_delay_random > 0 &&
7239 FrameCounter >= player->frame_counter_bored)
7240 player->is_bored = TRUE;
7242 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7243 player->is_bored ? ACTION_BORING :
7246 if (player->is_sleeping)
7248 if (player->num_special_action_sleeping > 0)
7250 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7252 int last_special_action = player->special_action_sleeping;
7253 int num_special_action = player->num_special_action_sleeping;
7254 int special_action =
7255 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7256 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7257 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7258 last_special_action + 1 : ACTION_SLEEPING);
7259 int special_graphic =
7260 el_act_dir2img(player->element_nr, special_action, move_dir);
7262 player->anim_delay_counter =
7263 graphic_info[special_graphic].anim_delay_fixed +
7264 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7265 player->post_delay_counter =
7266 graphic_info[special_graphic].post_delay_fixed +
7267 SimpleRND(graphic_info[special_graphic].post_delay_random);
7269 player->special_action_sleeping = special_action;
7272 if (player->anim_delay_counter > 0)
7274 player->action_waiting = player->special_action_sleeping;
7275 player->anim_delay_counter--;
7277 else if (player->post_delay_counter > 0)
7279 player->post_delay_counter--;
7283 else if (player->is_bored)
7285 if (player->num_special_action_bored > 0)
7287 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7289 int special_action =
7290 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7291 int special_graphic =
7292 el_act_dir2img(player->element_nr, special_action, move_dir);
7294 player->anim_delay_counter =
7295 graphic_info[special_graphic].anim_delay_fixed +
7296 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7297 player->post_delay_counter =
7298 graphic_info[special_graphic].post_delay_fixed +
7299 SimpleRND(graphic_info[special_graphic].post_delay_random);
7301 player->special_action_bored = special_action;
7304 if (player->anim_delay_counter > 0)
7306 player->action_waiting = player->special_action_bored;
7307 player->anim_delay_counter--;
7309 else if (player->post_delay_counter > 0)
7311 player->post_delay_counter--;
7316 else if (last_waiting) /* waiting -> not waiting */
7318 player->is_waiting = FALSE;
7319 player->is_bored = FALSE;
7320 player->is_sleeping = FALSE;
7322 player->frame_counter_bored = -1;
7323 player->frame_counter_sleeping = -1;
7325 player->anim_delay_counter = 0;
7326 player->post_delay_counter = 0;
7328 player->action_waiting = ACTION_DEFAULT;
7330 player->special_action_bored = ACTION_DEFAULT;
7331 player->special_action_sleeping = ACTION_DEFAULT;
7336 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7339 static byte stored_player_action[MAX_PLAYERS];
7340 static int num_stored_actions = 0;
7342 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7343 int left = player_action & JOY_LEFT;
7344 int right = player_action & JOY_RIGHT;
7345 int up = player_action & JOY_UP;
7346 int down = player_action & JOY_DOWN;
7347 int button1 = player_action & JOY_BUTTON_1;
7348 int button2 = player_action & JOY_BUTTON_2;
7349 int dx = (left ? -1 : right ? 1 : 0);
7350 int dy = (up ? -1 : down ? 1 : 0);
7353 stored_player_action[player->index_nr] = 0;
7354 num_stored_actions++;
7358 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7361 if (!player->active || tape.pausing)
7365 printf("::: [%d %d %d %d] [%d %d]\n",
7366 left, right, up, down, button1, button2);
7372 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7377 if (player->MovPos == 0)
7378 CheckGravityMovement(player);
7381 snapped = SnapField(player, dx, dy);
7385 dropped = DropElement(player);
7387 moved = MovePlayer(player, dx, dy);
7390 if (tape.single_step && tape.recording && !tape.pausing)
7392 if (button1 || (dropped && !moved))
7394 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7395 SnapField(player, 0, 0); /* stop snapping */
7399 SetPlayerWaiting(player, FALSE);
7402 return player_action;
7404 stored_player_action[player->index_nr] = player_action;
7410 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7413 /* no actions for this player (no input at player's configured device) */
7415 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7416 SnapField(player, 0, 0);
7417 CheckGravityMovementWhenNotMoving(player);
7419 if (player->MovPos == 0)
7420 SetPlayerWaiting(player, TRUE);
7422 if (player->MovPos == 0) /* needed for tape.playing */
7423 player->is_moving = FALSE;
7425 player->is_dropping = FALSE;
7431 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7433 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7435 TapeRecordAction(stored_player_action);
7436 num_stored_actions = 0;
7443 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7445 static byte stored_player_action[MAX_PLAYERS];
7446 static int num_stored_actions = 0;
7447 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7448 int left = player_action & JOY_LEFT;
7449 int right = player_action & JOY_RIGHT;
7450 int up = player_action & JOY_UP;
7451 int down = player_action & JOY_DOWN;
7452 int button1 = player_action & JOY_BUTTON_1;
7453 int button2 = player_action & JOY_BUTTON_2;
7454 int dx = (left ? -1 : right ? 1 : 0);
7455 int dy = (up ? -1 : down ? 1 : 0);
7457 stored_player_action[player->index_nr] = 0;
7458 num_stored_actions++;
7460 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7462 if (!player->active || tape.pausing)
7467 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7470 snapped = SnapField(player, dx, dy);
7474 dropped = DropElement(player);
7476 moved = MovePlayer(player, dx, dy);
7479 if (tape.single_step && tape.recording && !tape.pausing)
7481 if (button1 || (dropped && !moved))
7483 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7484 SnapField(player, 0, 0); /* stop snapping */
7488 stored_player_action[player->index_nr] = player_action;
7492 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7494 /* no actions for this player (no input at player's configured device) */
7496 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7497 SnapField(player, 0, 0);
7498 CheckGravityMovementWhenNotMoving(player);
7500 if (player->MovPos == 0)
7501 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7503 if (player->MovPos == 0) /* needed for tape.playing */
7504 player->is_moving = FALSE;
7507 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7509 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7511 TapeRecordAction(stored_player_action);
7512 num_stored_actions = 0;
7519 static unsigned long action_delay = 0;
7520 unsigned long action_delay_value;
7521 int magic_wall_x = 0, magic_wall_y = 0;
7522 int i, x, y, element, graphic;
7523 byte *recorded_player_action;
7524 byte summarized_player_action = 0;
7526 byte tape_action[MAX_PLAYERS];
7529 if (game_status != GAME_MODE_PLAYING)
7532 action_delay_value =
7533 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7535 if (tape.playing && tape.index_search && !tape.pausing)
7536 action_delay_value = 0;
7538 /* ---------- main game synchronization point ---------- */
7540 WaitUntilDelayReached(&action_delay, action_delay_value);
7542 if (network_playing && !network_player_action_received)
7546 printf("DEBUG: try to get network player actions in time\n");
7550 #if defined(PLATFORM_UNIX)
7551 /* last chance to get network player actions without main loop delay */
7555 if (game_status != GAME_MODE_PLAYING)
7558 if (!network_player_action_received)
7562 printf("DEBUG: failed to get network player actions in time\n");
7573 printf("::: getting new tape action [%d]\n", FrameCounter);
7576 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7579 if (recorded_player_action != NULL)
7580 for (i = 0; i < MAX_PLAYERS; i++)
7581 stored_player[i].action = recorded_player_action[i];
7584 for (i = 0; i < MAX_PLAYERS; i++)
7586 summarized_player_action |= stored_player[i].action;
7588 if (!network_playing)
7589 stored_player[i].effective_action = stored_player[i].action;
7592 #if defined(PLATFORM_UNIX)
7593 if (network_playing)
7594 SendToServer_MovePlayer(summarized_player_action);
7597 if (!options.network && !setup.team_mode)
7598 local_player->effective_action = summarized_player_action;
7601 for (i = 0; i < MAX_PLAYERS; i++)
7603 tape_action[i] = stored_player[i].effective_action;
7605 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7606 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7609 /* only save actions from input devices, but not programmed actions */
7611 TapeRecordAction(tape_action);
7614 for (i = 0; i < MAX_PLAYERS; i++)
7616 int actual_player_action = stored_player[i].effective_action;
7619 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7620 - rnd_equinox_tetrachloride 048
7621 - rnd_equinox_tetrachloride_ii 096
7622 - rnd_emanuel_schmieg 002
7623 - doctor_sloan_ww 001, 020
7625 if (stored_player[i].MovPos == 0)
7626 CheckGravityMovement(&stored_player[i]);
7630 /* overwrite programmed action with tape action */
7631 if (stored_player[i].programmed_action)
7632 actual_player_action = stored_player[i].programmed_action;
7635 if (recorded_player_action)
7638 if (stored_player[i].programmed_action &&
7639 stored_player[i].programmed_action != recorded_player_action[i])
7640 printf("::: %d: %d <-> %d\n", i,
7641 stored_player[i].programmed_action, recorded_player_action[i]);
7645 actual_player_action = recorded_player_action[i];
7650 /* overwrite tape action with programmed action */
7651 if (stored_player[i].programmed_action)
7652 actual_player_action = stored_player[i].programmed_action;
7657 printf("::: action: %d: %x [%d]\n",
7658 stored_player[i].MovPos, actual_player_action, FrameCounter);
7662 PlayerActions(&stored_player[i], actual_player_action);
7664 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7666 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7667 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7670 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7675 TapeRecordAction(tape_action);
7678 network_player_action_received = FALSE;
7680 ScrollScreen(NULL, SCROLL_GO_ON);
7686 for (i = 0; i < MAX_PLAYERS; i++)
7687 stored_player[i].Frame++;
7691 /* for downwards compatibility, the following code emulates a fixed bug that
7692 occured when pushing elements (causing elements that just made their last
7693 pushing step to already (if possible) make their first falling step in the
7694 same game frame, which is bad); this code is also needed to use the famous
7695 "spring push bug" which is used in older levels and might be wanted to be
7696 used also in newer levels, but in this case the buggy pushing code is only
7697 affecting the "spring" element and no other elements */
7700 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7702 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7705 for (i = 0; i < MAX_PLAYERS; i++)
7707 struct PlayerInfo *player = &stored_player[i];
7712 if (player->active && player->is_pushing && player->is_moving &&
7714 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7715 Feld[x][y] == EL_SPRING))
7717 if (player->active && player->is_pushing && player->is_moving &&
7721 ContinueMoving(x, y);
7723 /* continue moving after pushing (this is actually a bug) */
7724 if (!IS_MOVING(x, y))
7733 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7735 Changed[x][y] = CE_BITMASK_DEFAULT;
7736 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7739 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7741 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7742 printf("GameActions(): This should never happen!\n");
7744 ChangePage[x][y] = -1;
7749 if (WasJustMoving[x][y] > 0)
7750 WasJustMoving[x][y]--;
7751 if (WasJustFalling[x][y] > 0)
7752 WasJustFalling[x][y]--;
7757 /* reset finished pushing action (not done in ContinueMoving() to allow
7758 continous pushing animation for elements with zero push delay) */
7759 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7761 ResetGfxAnimation(x, y);
7762 DrawLevelField(x, y);
7767 if (IS_BLOCKED(x, y))
7771 Blocked2Moving(x, y, &oldx, &oldy);
7772 if (!IS_MOVING(oldx, oldy))
7774 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7775 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7776 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7777 printf("GameActions(): This should never happen!\n");
7783 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7785 element = Feld[x][y];
7787 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7789 graphic = el2img(element);
7795 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
7797 element = graphic = 0;
7801 if (graphic_info[graphic].anim_global_sync)
7802 GfxFrame[x][y] = FrameCounter;
7804 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7805 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7806 ResetRandomAnimationValue(x, y);
7808 SetRandomAnimationValue(x, y);
7811 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7814 if (IS_INACTIVE(element))
7816 if (IS_ANIMATED(graphic))
7817 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7823 /* this may take place after moving, so 'element' may have changed */
7825 if (IS_CHANGING(x, y))
7827 if (IS_CHANGING(x, y) &&
7828 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7832 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
7833 element_info[element].event_page_nr[CE_DELAY]);
7835 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
7838 element = Feld[x][y];
7839 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7843 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7848 element = Feld[x][y];
7849 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7851 if (element == EL_MOLE)
7852 printf("::: %d, %d, %d [%d]\n",
7853 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
7857 if (element == EL_YAMYAM)
7858 printf("::: %d, %d, %d\n",
7859 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
7863 if (IS_ANIMATED(graphic) &&
7867 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7870 if (element == EL_BUG)
7871 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7875 if (element == EL_MOLE)
7876 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
7880 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7881 EdelsteinFunkeln(x, y);
7883 else if ((element == EL_ACID ||
7884 element == EL_EXIT_OPEN ||
7885 element == EL_SP_EXIT_OPEN ||
7886 element == EL_SP_TERMINAL ||
7887 element == EL_SP_TERMINAL_ACTIVE ||
7888 element == EL_EXTRA_TIME ||
7889 element == EL_SHIELD_NORMAL ||
7890 element == EL_SHIELD_DEADLY) &&
7891 IS_ANIMATED(graphic))
7892 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7893 else if (IS_MOVING(x, y))
7894 ContinueMoving(x, y);
7895 else if (IS_ACTIVE_BOMB(element))
7896 CheckDynamite(x, y);
7898 else if (element == EL_EXPLOSION && !game.explosions_delayed)
7899 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
7901 else if (element == EL_AMOEBA_GROWING)
7902 AmoebeWaechst(x, y);
7903 else if (element == EL_AMOEBA_SHRINKING)
7904 AmoebaDisappearing(x, y);
7906 #if !USE_NEW_AMOEBA_CODE
7907 else if (IS_AMOEBALIVE(element))
7908 AmoebeAbleger(x, y);
7911 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7913 else if (element == EL_EXIT_CLOSED)
7915 else if (element == EL_SP_EXIT_CLOSED)
7917 else if (element == EL_EXPANDABLE_WALL_GROWING)
7919 else if (element == EL_EXPANDABLE_WALL ||
7920 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7921 element == EL_EXPANDABLE_WALL_VERTICAL ||
7922 element == EL_EXPANDABLE_WALL_ANY)
7924 else if (element == EL_FLAMES)
7925 CheckForDragon(x, y);
7927 else if (IS_AUTO_CHANGING(element))
7928 ChangeElement(x, y);
7930 else if (element == EL_EXPLOSION)
7931 ; /* drawing of correct explosion animation is handled separately */
7932 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7933 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7936 /* this may take place after moving, so 'element' may have changed */
7937 if (IS_AUTO_CHANGING(Feld[x][y]))
7938 ChangeElement(x, y);
7941 if (IS_BELT_ACTIVE(element))
7942 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7944 if (game.magic_wall_active)
7946 int jx = local_player->jx, jy = local_player->jy;
7948 /* play the element sound at the position nearest to the player */
7949 if ((element == EL_MAGIC_WALL_FULL ||
7950 element == EL_MAGIC_WALL_ACTIVE ||
7951 element == EL_MAGIC_WALL_EMPTYING ||
7952 element == EL_BD_MAGIC_WALL_FULL ||
7953 element == EL_BD_MAGIC_WALL_ACTIVE ||
7954 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7955 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7963 #if USE_NEW_AMOEBA_CODE
7964 /* new experimental amoeba growth stuff */
7966 if (!(FrameCounter % 8))
7969 static unsigned long random = 1684108901;
7971 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7974 x = (random >> 10) % lev_fieldx;
7975 y = (random >> 20) % lev_fieldy;
7977 x = RND(lev_fieldx);
7978 y = RND(lev_fieldy);
7980 element = Feld[x][y];
7982 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7983 if (!IS_PLAYER(x,y) &&
7984 (element == EL_EMPTY ||
7985 element == EL_SAND ||
7986 element == EL_QUICKSAND_EMPTY ||
7987 element == EL_ACID_SPLASH_LEFT ||
7988 element == EL_ACID_SPLASH_RIGHT))
7990 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7991 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7992 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7993 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7994 Feld[x][y] = EL_AMOEBA_DROP;
7997 random = random * 129 + 1;
8003 if (game.explosions_delayed)
8006 game.explosions_delayed = FALSE;
8008 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8010 element = Feld[x][y];
8012 if (ExplodeField[x][y])
8013 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8014 else if (element == EL_EXPLOSION)
8015 Explode(x, y, ExplodePhase[x][y], EX_NORMAL);
8017 ExplodeField[x][y] = EX_NO_EXPLOSION;
8020 game.explosions_delayed = TRUE;
8023 if (game.magic_wall_active)
8025 if (!(game.magic_wall_time_left % 4))
8027 int element = Feld[magic_wall_x][magic_wall_y];
8029 if (element == EL_BD_MAGIC_WALL_FULL ||
8030 element == EL_BD_MAGIC_WALL_ACTIVE ||
8031 element == EL_BD_MAGIC_WALL_EMPTYING)
8032 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8034 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8037 if (game.magic_wall_time_left > 0)
8039 game.magic_wall_time_left--;
8040 if (!game.magic_wall_time_left)
8042 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8044 element = Feld[x][y];
8046 if (element == EL_MAGIC_WALL_ACTIVE ||
8047 element == EL_MAGIC_WALL_FULL)
8049 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8050 DrawLevelField(x, y);
8052 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8053 element == EL_BD_MAGIC_WALL_FULL)
8055 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8056 DrawLevelField(x, y);
8060 game.magic_wall_active = FALSE;
8065 if (game.light_time_left > 0)
8067 game.light_time_left--;
8069 if (game.light_time_left == 0)
8070 RedrawAllLightSwitchesAndInvisibleElements();
8073 if (game.timegate_time_left > 0)
8075 game.timegate_time_left--;
8077 if (game.timegate_time_left == 0)
8078 CloseAllOpenTimegates();
8081 for (i = 0; i < MAX_PLAYERS; i++)
8083 struct PlayerInfo *player = &stored_player[i];
8085 if (SHIELD_ON(player))
8087 if (player->shield_deadly_time_left)
8088 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8089 else if (player->shield_normal_time_left)
8090 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8094 if (TimeFrames >= FRAMES_PER_SECOND)
8099 if (!level.use_step_counter)
8103 for (i = 0; i < MAX_PLAYERS; i++)
8105 struct PlayerInfo *player = &stored_player[i];
8107 if (SHIELD_ON(player))
8109 player->shield_normal_time_left--;
8111 if (player->shield_deadly_time_left > 0)
8112 player->shield_deadly_time_left--;
8120 if (TimeLeft <= 10 && setup.time_limit)
8121 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8123 DrawGameValue_Time(TimeLeft);
8125 if (!TimeLeft && setup.time_limit)
8126 for (i = 0; i < MAX_PLAYERS; i++)
8127 KillHero(&stored_player[i]);
8129 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8130 DrawGameValue_Time(TimePlayed);
8133 if (tape.recording || tape.playing)
8134 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8138 PlayAllPlayersSound();
8140 if (options.debug) /* calculate frames per second */
8142 static unsigned long fps_counter = 0;
8143 static int fps_frames = 0;
8144 unsigned long fps_delay_ms = Counter() - fps_counter;
8148 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8150 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8153 fps_counter = Counter();
8156 redraw_mask |= REDRAW_FPS;
8160 if (stored_player[0].jx != stored_player[0].last_jx ||
8161 stored_player[0].jy != stored_player[0].last_jy)
8162 printf("::: %d, %d, %d, %d, %d\n",
8163 stored_player[0].MovDir,
8164 stored_player[0].MovPos,
8165 stored_player[0].GfxPos,
8166 stored_player[0].Frame,
8167 stored_player[0].StepFrame);
8174 for (i = 0; i < MAX_PLAYERS; i++)
8177 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8179 stored_player[i].Frame += move_frames;
8181 if (stored_player[i].MovPos != 0)
8182 stored_player[i].StepFrame += move_frames;
8184 if (stored_player[i].drop_delay > 0)
8185 stored_player[i].drop_delay--;
8190 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8192 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8194 local_player->show_envelope = 0;
8199 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8201 int min_x = x, min_y = y, max_x = x, max_y = y;
8204 for (i = 0; i < MAX_PLAYERS; i++)
8206 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8208 if (!stored_player[i].active || &stored_player[i] == player)
8211 min_x = MIN(min_x, jx);
8212 min_y = MIN(min_y, jy);
8213 max_x = MAX(max_x, jx);
8214 max_y = MAX(max_y, jy);
8217 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8220 static boolean AllPlayersInVisibleScreen()
8224 for (i = 0; i < MAX_PLAYERS; i++)
8226 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8228 if (!stored_player[i].active)
8231 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8238 void ScrollLevel(int dx, int dy)
8240 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8243 BlitBitmap(drawto_field, drawto_field,
8244 FX + TILEX * (dx == -1) - softscroll_offset,
8245 FY + TILEY * (dy == -1) - softscroll_offset,
8246 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8247 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8248 FX + TILEX * (dx == 1) - softscroll_offset,
8249 FY + TILEY * (dy == 1) - softscroll_offset);
8253 x = (dx == 1 ? BX1 : BX2);
8254 for (y = BY1; y <= BY2; y++)
8255 DrawScreenField(x, y);
8260 y = (dy == 1 ? BY1 : BY2);
8261 for (x = BX1; x <= BX2; x++)
8262 DrawScreenField(x, y);
8265 redraw_mask |= REDRAW_FIELD;
8268 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
8270 int nextx = x + dx, nexty = y + dy;
8271 int element = Feld[x][y];
8274 element != EL_SP_PORT_LEFT &&
8275 element != EL_SP_GRAVITY_PORT_LEFT &&
8276 element != EL_SP_PORT_HORIZONTAL &&
8277 element != EL_SP_PORT_ANY) ||
8279 element != EL_SP_PORT_RIGHT &&
8280 element != EL_SP_GRAVITY_PORT_RIGHT &&
8281 element != EL_SP_PORT_HORIZONTAL &&
8282 element != EL_SP_PORT_ANY) ||
8284 element != EL_SP_PORT_UP &&
8285 element != EL_SP_GRAVITY_PORT_UP &&
8286 element != EL_SP_PORT_VERTICAL &&
8287 element != EL_SP_PORT_ANY) ||
8289 element != EL_SP_PORT_DOWN &&
8290 element != EL_SP_GRAVITY_PORT_DOWN &&
8291 element != EL_SP_PORT_VERTICAL &&
8292 element != EL_SP_PORT_ANY) ||
8293 !IN_LEV_FIELD(nextx, nexty) ||
8294 !IS_FREE(nextx, nexty))
8300 static void CheckGravityMovement(struct PlayerInfo *player)
8302 if (game.gravity && !player->programmed_action)
8304 int move_dir_horizontal = player->action & MV_HORIZONTAL;
8305 int move_dir_vertical = player->action & MV_VERTICAL;
8307 (player->last_move_dir & MV_HORIZONTAL ?
8308 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8309 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8310 int jx = player->jx, jy = player->jy;
8311 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8312 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8313 int new_jx = jx + dx, new_jy = jy + dy;
8314 boolean player_is_snapping = player->action & JOY_BUTTON_1;
8316 boolean player_can_fall_down =
8317 (IN_LEV_FIELD(jx, jy + 1) &&
8318 (IS_FREE(jx, jy + 1) ||
8319 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
8321 boolean player_can_fall_down =
8322 (IN_LEV_FIELD(jx, jy + 1) &&
8323 (IS_FREE(jx, jy + 1)));
8325 boolean player_is_moving_to_valid_field =
8328 !player_is_snapping &&
8330 IN_LEV_FIELD(new_jx, new_jy) &&
8331 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8332 Feld[new_jx][new_jy] == EL_SAND ||
8333 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8334 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8335 /* !!! extend EL_SAND to anything diggable !!! */
8337 boolean player_is_standing_on_valid_field =
8338 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8339 (IS_WALKABLE(Feld[jx][jy]) &&
8340 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8343 printf("::: checking gravity NOW [%d, %d, %d] [%d] ...\n",
8344 player_can_fall_down,
8345 player_is_standing_on_valid_field,
8346 player_is_moving_to_valid_field,
8347 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1));
8350 if (player_can_fall_down &&
8351 !player_is_standing_on_valid_field &&
8352 !player_is_moving_to_valid_field)
8355 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
8356 jx, jy, FrameCounter);
8359 player->programmed_action = MV_DOWN;
8364 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8367 return CheckGravityMovement(player);
8370 if (game.gravity && !player->programmed_action)
8372 int jx = player->jx, jy = player->jy;
8373 boolean field_under_player_is_free =
8374 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8375 boolean player_is_standing_on_valid_field =
8376 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8377 (IS_WALKABLE(Feld[jx][jy]) &&
8378 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8380 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8381 player->programmed_action = MV_DOWN;
8387 -----------------------------------------------------------------------------
8388 dx, dy: direction (non-diagonal) to try to move the player to
8389 real_dx, real_dy: direction as read from input device (can be diagonal)
8392 boolean MovePlayerOneStep(struct PlayerInfo *player,
8393 int dx, int dy, int real_dx, int real_dy)
8396 static int trigger_sides[4][2] =
8398 /* enter side leave side */
8399 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8400 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8401 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8402 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8404 int move_direction = (dx == -1 ? MV_LEFT :
8405 dx == +1 ? MV_RIGHT :
8407 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8408 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8409 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8411 int jx = player->jx, jy = player->jy;
8412 int new_jx = jx + dx, new_jy = jy + dy;
8416 if (!player->active || (!dx && !dy))
8417 return MF_NO_ACTION;
8419 player->MovDir = (dx < 0 ? MV_LEFT :
8422 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8424 if (!IN_LEV_FIELD(new_jx, new_jy))
8425 return MF_NO_ACTION;
8427 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8428 return MF_NO_ACTION;
8431 element = MovingOrBlocked2Element(new_jx, new_jy);
8433 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8436 if (DONT_RUN_INTO(element))
8438 if (element == EL_ACID && dx == 0 && dy == 1)
8440 SplashAcid(new_jx, new_jy);
8441 Feld[jx][jy] = EL_PLAYER_1;
8442 InitMovingField(jx, jy, MV_DOWN);
8443 Store[jx][jy] = EL_ACID;
8444 ContinueMoving(jx, jy);
8448 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8453 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8454 if (can_move != MF_MOVING)
8457 /* check if DigField() has caused relocation of the player */
8458 if (player->jx != jx || player->jy != jy)
8459 return MF_NO_ACTION;
8461 StorePlayer[jx][jy] = 0;
8462 player->last_jx = jx;
8463 player->last_jy = jy;
8464 player->jx = new_jx;
8465 player->jy = new_jy;
8466 StorePlayer[new_jx][new_jy] = player->element_nr;
8469 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8471 player->step_counter++;
8473 player->drop_delay = 0;
8475 PlayerVisit[jx][jy] = FrameCounter;
8477 ScrollPlayer(player, SCROLL_INIT);
8480 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8482 CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
8484 CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
8487 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8489 CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8490 CE_OTHER_GETS_ENTERED, enter_side);
8491 CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8492 CE_ENTERED_BY_PLAYER, enter_side);
8499 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8501 int jx = player->jx, jy = player->jy;
8502 int old_jx = jx, old_jy = jy;
8503 int moved = MF_NO_ACTION;
8506 if (!player->active)
8511 if (player->MovPos == 0)
8513 player->is_moving = FALSE;
8514 player->is_digging = FALSE;
8515 player->is_collecting = FALSE;
8516 player->is_snapping = FALSE;
8517 player->is_pushing = FALSE;
8523 if (!player->active || (!dx && !dy))
8528 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8534 if (!FrameReached(&player->move_delay, player->move_delay_value))
8537 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8538 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8544 /* remove the last programmed player action */
8545 player->programmed_action = 0;
8549 /* should only happen if pre-1.2 tape recordings are played */
8550 /* this is only for backward compatibility */
8552 int original_move_delay_value = player->move_delay_value;
8555 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8559 /* scroll remaining steps with finest movement resolution */
8560 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8562 while (player->MovPos)
8564 ScrollPlayer(player, SCROLL_GO_ON);
8565 ScrollScreen(NULL, SCROLL_GO_ON);
8571 player->move_delay_value = original_move_delay_value;
8574 if (player->last_move_dir & MV_HORIZONTAL)
8576 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8577 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8581 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8582 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8588 if (moved & MF_MOVING && !ScreenMovPos &&
8589 (player == local_player || !options.network))
8591 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8592 int offset = (setup.scroll_delay ? 3 : 0);
8594 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8596 /* actual player has left the screen -- scroll in that direction */
8597 if (jx != old_jx) /* player has moved horizontally */
8598 scroll_x += (jx - old_jx);
8599 else /* player has moved vertically */
8600 scroll_y += (jy - old_jy);
8604 if (jx != old_jx) /* player has moved horizontally */
8606 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8607 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8608 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8610 /* don't scroll over playfield boundaries */
8611 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8612 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8614 /* don't scroll more than one field at a time */
8615 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8617 /* don't scroll against the player's moving direction */
8618 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8619 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8620 scroll_x = old_scroll_x;
8622 else /* player has moved vertically */
8624 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8625 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8626 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8628 /* don't scroll over playfield boundaries */
8629 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8630 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8632 /* don't scroll more than one field at a time */
8633 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8635 /* don't scroll against the player's moving direction */
8636 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8637 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8638 scroll_y = old_scroll_y;
8642 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8644 if (!options.network && !AllPlayersInVisibleScreen())
8646 scroll_x = old_scroll_x;
8647 scroll_y = old_scroll_y;
8651 ScrollScreen(player, SCROLL_INIT);
8652 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8659 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8661 if (!(moved & MF_MOVING) && !player->is_pushing)
8666 player->StepFrame = 0;
8668 if (moved & MF_MOVING)
8670 if (old_jx != jx && old_jy == jy)
8671 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8672 else if (old_jx == jx && old_jy != jy)
8673 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8675 DrawLevelField(jx, jy); /* for "crumbled sand" */
8677 player->last_move_dir = player->MovDir;
8678 player->is_moving = TRUE;
8680 player->is_snapping = FALSE;
8684 player->is_switching = FALSE;
8687 player->is_dropping = FALSE;
8692 static int trigger_sides[4][2] =
8694 /* enter side leave side */
8695 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8696 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8697 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8698 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8700 int move_direction = player->MovDir;
8701 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8702 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8705 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8707 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8709 player->index_bit, leave_side);
8710 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8712 player->index_bit, leave_side);
8715 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8717 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8718 CE_OTHER_GETS_ENTERED,
8719 player->index_bit, enter_side);
8720 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8721 player->index_bit, enter_side);
8732 CheckGravityMovementWhenNotMoving(player);
8735 player->last_move_dir = MV_NO_MOVING;
8737 player->is_moving = FALSE;
8740 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8742 TestIfHeroTouchesBadThing(jx, jy);
8743 TestIfPlayerTouchesCustomElement(jx, jy);
8746 if (!player->active)
8752 void ScrollPlayer(struct PlayerInfo *player, int mode)
8754 int jx = player->jx, jy = player->jy;
8755 int last_jx = player->last_jx, last_jy = player->last_jy;
8756 int move_stepsize = TILEX / player->move_delay_value;
8758 if (!player->active || !player->MovPos)
8761 if (mode == SCROLL_INIT)
8763 player->actual_frame_counter = FrameCounter;
8764 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8766 if (Feld[last_jx][last_jy] == EL_EMPTY)
8767 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8775 else if (!FrameReached(&player->actual_frame_counter, 1))
8778 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8779 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8781 if (!player->block_last_field &&
8782 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8783 Feld[last_jx][last_jy] = EL_EMPTY;
8785 /* before DrawPlayer() to draw correct player graphic for this case */
8786 if (player->MovPos == 0)
8787 CheckGravityMovement(player);
8790 DrawPlayer(player); /* needed here only to cleanup last field */
8793 if (player->MovPos == 0) /* player reached destination field */
8796 if (player->move_delay_reset_counter > 0)
8798 player->move_delay_reset_counter--;
8800 if (player->move_delay_reset_counter == 0)
8802 /* continue with normal speed after quickly moving through gate */
8803 HALVE_PLAYER_SPEED(player);
8805 /* be able to make the next move without delay */
8806 player->move_delay = 0;
8810 if (IS_PASSABLE(Feld[last_jx][last_jy]))
8812 /* continue with normal speed after quickly moving through gate */
8813 HALVE_PLAYER_SPEED(player);
8815 /* be able to make the next move without delay */
8816 player->move_delay = 0;
8820 if (player->block_last_field &&
8821 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
8822 Feld[last_jx][last_jy] = EL_EMPTY;
8824 player->last_jx = jx;
8825 player->last_jy = jy;
8827 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8828 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8829 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8831 DrawPlayer(player); /* needed here only to cleanup last field */
8834 if (local_player->friends_still_needed == 0 ||
8835 IS_SP_ELEMENT(Feld[jx][jy]))
8836 player->LevelSolved = player->GameOver = TRUE;
8840 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
8842 static int trigger_sides[4][2] =
8844 /* enter side leave side */
8845 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8846 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8847 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8848 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8850 int move_direction = player->MovDir;
8851 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8852 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8853 int old_jx = last_jx;
8854 int old_jy = last_jy;
8857 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8859 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8861 player->index_bit, leave_side);
8862 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8864 player->index_bit, leave_side);
8867 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8869 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8870 CE_OTHER_GETS_ENTERED,
8871 player->index_bit, enter_side);
8872 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8873 player->index_bit, enter_side);
8880 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8882 TestIfHeroTouchesBadThing(jx, jy);
8883 TestIfPlayerTouchesCustomElement(jx, jy);
8885 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8888 if (!player->active)
8892 if (level.use_step_counter)
8898 for (i = 0; i < MAX_PLAYERS; i++)
8900 struct PlayerInfo *player = &stored_player[i];
8902 if (SHIELD_ON(player))
8904 player->shield_normal_time_left--;
8906 if (player->shield_deadly_time_left > 0)
8907 player->shield_deadly_time_left--;
8915 if (TimeLeft <= 10 && setup.time_limit)
8916 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8918 DrawGameValue_Time(TimeLeft);
8920 if (!TimeLeft && setup.time_limit)
8921 for (i = 0; i < MAX_PLAYERS; i++)
8922 KillHero(&stored_player[i]);
8924 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8925 DrawGameValue_Time(TimePlayed);
8928 if (tape.single_step && tape.recording && !tape.pausing &&
8929 !player->programmed_action)
8930 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8934 void ScrollScreen(struct PlayerInfo *player, int mode)
8936 static unsigned long screen_frame_counter = 0;
8938 if (mode == SCROLL_INIT)
8940 /* set scrolling step size according to actual player's moving speed */
8941 ScrollStepSize = TILEX / player->move_delay_value;
8943 screen_frame_counter = FrameCounter;
8944 ScreenMovDir = player->MovDir;
8945 ScreenMovPos = player->MovPos;
8946 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8949 else if (!FrameReached(&screen_frame_counter, 1))
8954 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8955 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8956 redraw_mask |= REDRAW_FIELD;
8959 ScreenMovDir = MV_NO_MOVING;
8962 void TestIfPlayerTouchesCustomElement(int x, int y)
8964 static int xy[4][2] =
8971 static int trigger_sides[4][2] =
8973 /* center side border side */
8974 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8975 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8976 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8977 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8979 static int touch_dir[4] =
8986 int center_element = Feld[x][y]; /* should always be non-moving! */
8989 for (i = 0; i < NUM_DIRECTIONS; i++)
8991 int xx = x + xy[i][0];
8992 int yy = y + xy[i][1];
8993 int center_side = trigger_sides[i][0];
8994 int border_side = trigger_sides[i][1];
8997 if (!IN_LEV_FIELD(xx, yy))
9000 if (IS_PLAYER(x, y))
9002 struct PlayerInfo *player = PLAYERINFO(x, y);
9004 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9005 border_element = Feld[xx][yy]; /* may be moving! */
9006 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9007 border_element = Feld[xx][yy];
9008 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9009 border_element = MovingOrBlocked2Element(xx, yy);
9011 continue; /* center and border element do not touch */
9013 CheckTriggeredElementChangePlayer(xx, yy, border_element,
9014 CE_OTHER_GETS_TOUCHED,
9015 player->index_bit, border_side);
9016 CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9017 player->index_bit, border_side);
9019 else if (IS_PLAYER(xx, yy))
9021 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9023 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9025 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9026 continue; /* center and border element do not touch */
9029 CheckTriggeredElementChangePlayer(x, y, center_element,
9030 CE_OTHER_GETS_TOUCHED,
9031 player->index_bit, center_side);
9032 CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9033 player->index_bit, center_side);
9040 void TestIfElementTouchesCustomElement(int x, int y)
9042 static int xy[4][2] =
9049 static int trigger_sides[4][2] =
9051 /* center side border side */
9052 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9053 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9054 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9055 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9057 static int touch_dir[4] =
9064 boolean change_center_element = FALSE;
9065 int center_element_change_page = 0;
9066 int center_element = Feld[x][y]; /* should always be non-moving! */
9069 for (i = 0; i < NUM_DIRECTIONS; i++)
9071 int xx = x + xy[i][0];
9072 int yy = y + xy[i][1];
9073 int center_side = trigger_sides[i][0];
9074 int border_side = trigger_sides[i][1];
9077 if (!IN_LEV_FIELD(xx, yy))
9080 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9081 border_element = Feld[xx][yy]; /* may be moving! */
9082 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9083 border_element = Feld[xx][yy];
9084 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9085 border_element = MovingOrBlocked2Element(xx, yy);
9087 continue; /* center and border element do not touch */
9089 /* check for change of center element (but change it only once) */
9090 if (IS_CUSTOM_ELEMENT(center_element) &&
9091 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
9092 !change_center_element)
9094 for (j = 0; j < element_info[center_element].num_change_pages; j++)
9096 struct ElementChangeInfo *change =
9097 &element_info[center_element].change_page[j];
9099 if (change->can_change &&
9100 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9101 change->trigger_side & border_side &&
9103 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
9105 change->trigger_element == border_element
9109 change_center_element = TRUE;
9110 center_element_change_page = j;
9117 /* check for change of border element */
9118 if (IS_CUSTOM_ELEMENT(border_element) &&
9119 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
9121 for (j = 0; j < element_info[border_element].num_change_pages; j++)
9123 struct ElementChangeInfo *change =
9124 &element_info[border_element].change_page[j];
9126 if (change->can_change &&
9127 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9128 change->trigger_side & center_side &&
9130 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
9132 change->trigger_element == center_element
9136 CheckElementChangePage(xx, yy, border_element, CE_OTHER_IS_TOUCHING,
9144 if (change_center_element)
9145 CheckElementChangePage(x, y, center_element, CE_OTHER_IS_TOUCHING,
9146 center_element_change_page);
9149 void TestIfElementHitsCustomElement(int x, int y, int direction)
9151 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9152 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9153 int hitx = x + dx, hity = y + dy;
9154 int hitting_element = Feld[x][y];
9156 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9157 !IS_FREE(hitx, hity) &&
9158 (!IS_MOVING(hitx, hity) ||
9159 MovDir[hitx][hity] != direction ||
9160 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9163 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9167 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9171 CheckElementChangeSide(x, y, hitting_element, CE_HITTING_SOMETHING,
9174 if (IN_LEV_FIELD(hitx, hity))
9176 int opposite_direction = MV_DIR_OPPOSITE(direction);
9177 int hitting_side = direction;
9178 int touched_side = opposite_direction;
9179 int touched_element = MovingOrBlocked2Element(hitx, hity);
9181 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9182 MovDir[hitx][hity] != direction ||
9183 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9192 CheckElementChangeSide(hitx, hity, touched_element, CE_HIT_BY_SOMETHING,
9193 opposite_direction);
9195 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9196 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
9198 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9200 struct ElementChangeInfo *change =
9201 &element_info[hitting_element].change_page[i];
9203 if (change->can_change &&
9204 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
9205 change->trigger_side & touched_side &&
9208 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9210 change->trigger_element == touched_element
9214 CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_HITTING,
9221 if (IS_CUSTOM_ELEMENT(touched_element) &&
9222 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
9224 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9226 struct ElementChangeInfo *change =
9227 &element_info[touched_element].change_page[i];
9229 if (change->can_change &&
9230 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
9231 change->trigger_side & hitting_side &&
9233 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9235 change->trigger_element == hitting_element
9239 CheckElementChangePage(hitx, hity, touched_element,
9240 CE_OTHER_GETS_HIT, i);
9250 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9252 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9253 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9254 int hitx = x + dx, hity = y + dy;
9255 int hitting_element = Feld[x][y];
9257 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9258 !IS_FREE(hitx, hity) &&
9259 (!IS_MOVING(hitx, hity) ||
9260 MovDir[hitx][hity] != direction ||
9261 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9264 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9268 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9272 CheckElementChangeSide(x, y, hitting_element, EP_CAN_SMASH_EVERYTHING,
9275 if (IN_LEV_FIELD(hitx, hity))
9277 int opposite_direction = MV_DIR_OPPOSITE(direction);
9278 int hitting_side = direction;
9279 int touched_side = opposite_direction;
9280 int touched_element = MovingOrBlocked2Element(hitx, hity);
9282 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9283 MovDir[hitx][hity] != direction ||
9284 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9293 CheckElementChangeSide(hitx, hity, touched_element,
9294 CE_SMASHED_BY_SOMETHING, opposite_direction);
9296 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9297 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
9299 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9301 struct ElementChangeInfo *change =
9302 &element_info[hitting_element].change_page[i];
9304 if (change->can_change &&
9305 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
9306 change->trigger_side & touched_side &&
9309 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9311 change->trigger_element == touched_element
9315 CheckElementChangePage(x, y, hitting_element, CE_OTHER_IS_SMASHING,
9322 if (IS_CUSTOM_ELEMENT(touched_element) &&
9323 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
9325 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9327 struct ElementChangeInfo *change =
9328 &element_info[touched_element].change_page[i];
9330 if (change->can_change &&
9331 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
9332 change->trigger_side & hitting_side &&
9334 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9336 change->trigger_element == hitting_element
9340 CheckElementChangePage(hitx, hity, touched_element,
9341 CE_OTHER_GETS_SMASHED, i);
9351 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9353 int i, kill_x = -1, kill_y = -1;
9354 static int test_xy[4][2] =
9361 static int test_dir[4] =
9369 for (i = 0; i < NUM_DIRECTIONS; i++)
9371 int test_x, test_y, test_move_dir, test_element;
9373 test_x = good_x + test_xy[i][0];
9374 test_y = good_y + test_xy[i][1];
9375 if (!IN_LEV_FIELD(test_x, test_y))
9379 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9382 test_element = Feld[test_x][test_y];
9384 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9387 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9388 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9390 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9391 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9399 if (kill_x != -1 || kill_y != -1)
9401 if (IS_PLAYER(good_x, good_y))
9403 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9405 if (player->shield_deadly_time_left > 0)
9406 Bang(kill_x, kill_y);
9407 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9411 Bang(good_x, good_y);
9415 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9417 int i, kill_x = -1, kill_y = -1;
9418 int bad_element = Feld[bad_x][bad_y];
9419 static int test_xy[4][2] =
9426 static int touch_dir[4] =
9433 static int test_dir[4] =
9441 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9444 for (i = 0; i < NUM_DIRECTIONS; i++)
9446 int test_x, test_y, test_move_dir, test_element;
9448 test_x = bad_x + test_xy[i][0];
9449 test_y = bad_y + test_xy[i][1];
9450 if (!IN_LEV_FIELD(test_x, test_y))
9454 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9456 test_element = Feld[test_x][test_y];
9458 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9459 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9461 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9462 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9464 /* good thing is player or penguin that does not move away */
9465 if (IS_PLAYER(test_x, test_y))
9467 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9469 if (bad_element == EL_ROBOT && player->is_moving)
9470 continue; /* robot does not kill player if he is moving */
9472 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9474 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9475 continue; /* center and border element do not touch */
9482 else if (test_element == EL_PENGUIN)
9491 if (kill_x != -1 || kill_y != -1)
9493 if (IS_PLAYER(kill_x, kill_y))
9495 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9497 if (player->shield_deadly_time_left > 0)
9499 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9503 Bang(kill_x, kill_y);
9507 void TestIfHeroTouchesBadThing(int x, int y)
9509 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9512 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9514 TestIfGoodThingHitsBadThing(x, y, move_dir);
9517 void TestIfBadThingTouchesHero(int x, int y)
9519 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9522 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9524 TestIfBadThingHitsGoodThing(x, y, move_dir);
9527 void TestIfFriendTouchesBadThing(int x, int y)
9529 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9532 void TestIfBadThingTouchesFriend(int x, int y)
9534 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9537 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9539 int i, kill_x = bad_x, kill_y = bad_y;
9540 static int xy[4][2] =
9548 for (i = 0; i < NUM_DIRECTIONS; i++)
9552 x = bad_x + xy[i][0];
9553 y = bad_y + xy[i][1];
9554 if (!IN_LEV_FIELD(x, y))
9557 element = Feld[x][y];
9558 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9559 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9567 if (kill_x != bad_x || kill_y != bad_y)
9571 void KillHero(struct PlayerInfo *player)
9573 int jx = player->jx, jy = player->jy;
9575 if (!player->active)
9578 /* remove accessible field at the player's position */
9579 Feld[jx][jy] = EL_EMPTY;
9581 /* deactivate shield (else Bang()/Explode() would not work right) */
9582 player->shield_normal_time_left = 0;
9583 player->shield_deadly_time_left = 0;
9589 static void KillHeroUnlessEnemyProtected(int x, int y)
9591 if (!PLAYER_ENEMY_PROTECTED(x, y))
9592 KillHero(PLAYERINFO(x, y));
9595 static void KillHeroUnlessExplosionProtected(int x, int y)
9597 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9598 KillHero(PLAYERINFO(x, y));
9601 void BuryHero(struct PlayerInfo *player)
9603 int jx = player->jx, jy = player->jy;
9605 if (!player->active)
9609 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9611 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9613 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9615 player->GameOver = TRUE;
9619 void RemoveHero(struct PlayerInfo *player)
9621 int jx = player->jx, jy = player->jy;
9622 int i, found = FALSE;
9624 player->present = FALSE;
9625 player->active = FALSE;
9627 if (!ExplodeField[jx][jy])
9628 StorePlayer[jx][jy] = 0;
9630 for (i = 0; i < MAX_PLAYERS; i++)
9631 if (stored_player[i].active)
9635 AllPlayersGone = TRUE;
9642 =============================================================================
9643 checkDiagonalPushing()
9644 -----------------------------------------------------------------------------
9645 check if diagonal input device direction results in pushing of object
9646 (by checking if the alternative direction is walkable, diggable, ...)
9647 =============================================================================
9650 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9651 int x, int y, int real_dx, int real_dy)
9653 int jx, jy, dx, dy, xx, yy;
9655 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9658 /* diagonal direction: check alternative direction */
9663 xx = jx + (dx == 0 ? real_dx : 0);
9664 yy = jy + (dy == 0 ? real_dy : 0);
9666 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9670 =============================================================================
9672 -----------------------------------------------------------------------------
9673 x, y: field next to player (non-diagonal) to try to dig to
9674 real_dx, real_dy: direction as read from input device (can be diagonal)
9675 =============================================================================
9678 int DigField(struct PlayerInfo *player,
9679 int oldx, int oldy, int x, int y,
9680 int real_dx, int real_dy, int mode)
9682 static int trigger_sides[4] =
9684 CH_SIDE_RIGHT, /* moving left */
9685 CH_SIDE_LEFT, /* moving right */
9686 CH_SIDE_BOTTOM, /* moving up */
9687 CH_SIDE_TOP, /* moving down */
9690 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9692 int jx = oldx, jy = oldy;
9693 int dx = x - jx, dy = y - jy;
9694 int nextx = x + dx, nexty = y + dy;
9695 int move_direction = (dx == -1 ? MV_LEFT :
9696 dx == +1 ? MV_RIGHT :
9698 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9699 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9700 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
9701 int old_element = Feld[jx][jy];
9704 if (player->MovPos == 0)
9706 player->is_digging = FALSE;
9707 player->is_collecting = FALSE;
9710 if (player->MovPos == 0) /* last pushing move finished */
9711 player->is_pushing = FALSE;
9713 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9715 player->is_switching = FALSE;
9716 player->push_delay = 0;
9718 return MF_NO_ACTION;
9721 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9722 return MF_NO_ACTION;
9727 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
9729 if (IS_TUBE(Feld[jx][jy]) ||
9730 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
9734 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
9735 int tube_leave_directions[][2] =
9737 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9738 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9739 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9740 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
9741 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
9742 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
9743 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
9744 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
9745 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
9746 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
9747 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
9748 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
9751 while (tube_leave_directions[i][0] != tube_element)
9754 if (tube_leave_directions[i][0] == -1) /* should not happen */
9758 if (!(tube_leave_directions[i][1] & move_direction))
9759 return MF_NO_ACTION; /* tube has no opening in this direction */
9764 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9765 old_element = Back[jx][jy];
9769 if (IS_WALKABLE(old_element) &&
9770 !(element_info[old_element].access_direction & move_direction))
9771 return MF_NO_ACTION; /* field has no opening in this direction */
9773 element = Feld[x][y];
9775 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9776 game.engine_version >= VERSION_IDENT(2,2,0,0))
9777 return MF_NO_ACTION;
9781 case EL_SP_PORT_LEFT:
9782 case EL_SP_PORT_RIGHT:
9784 case EL_SP_PORT_DOWN:
9785 case EL_SP_PORT_HORIZONTAL:
9786 case EL_SP_PORT_VERTICAL:
9787 case EL_SP_PORT_ANY:
9788 case EL_SP_GRAVITY_PORT_LEFT:
9789 case EL_SP_GRAVITY_PORT_RIGHT:
9790 case EL_SP_GRAVITY_PORT_UP:
9791 case EL_SP_GRAVITY_PORT_DOWN:
9793 if (!canEnterSupaplexPort(x, y, dx, dy))
9794 return MF_NO_ACTION;
9797 element != EL_SP_PORT_LEFT &&
9798 element != EL_SP_GRAVITY_PORT_LEFT &&
9799 element != EL_SP_PORT_HORIZONTAL &&
9800 element != EL_SP_PORT_ANY) ||
9802 element != EL_SP_PORT_RIGHT &&
9803 element != EL_SP_GRAVITY_PORT_RIGHT &&
9804 element != EL_SP_PORT_HORIZONTAL &&
9805 element != EL_SP_PORT_ANY) ||
9807 element != EL_SP_PORT_UP &&
9808 element != EL_SP_GRAVITY_PORT_UP &&
9809 element != EL_SP_PORT_VERTICAL &&
9810 element != EL_SP_PORT_ANY) ||
9812 element != EL_SP_PORT_DOWN &&
9813 element != EL_SP_GRAVITY_PORT_DOWN &&
9814 element != EL_SP_PORT_VERTICAL &&
9815 element != EL_SP_PORT_ANY) ||
9816 !IN_LEV_FIELD(nextx, nexty) ||
9817 !IS_FREE(nextx, nexty))
9818 return MF_NO_ACTION;
9821 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9822 element == EL_SP_GRAVITY_PORT_RIGHT ||
9823 element == EL_SP_GRAVITY_PORT_UP ||
9824 element == EL_SP_GRAVITY_PORT_DOWN)
9825 game.gravity = !game.gravity;
9827 /* automatically move to the next field with double speed */
9828 player->programmed_action = move_direction;
9830 if (player->move_delay_reset_counter == 0)
9832 player->move_delay_reset_counter = 2; /* two double speed steps */
9834 DOUBLE_PLAYER_SPEED(player);
9837 player->move_delay_reset_counter = 2;
9839 DOUBLE_PLAYER_SPEED(player);
9843 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
9846 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
9851 case EL_TUBE_VERTICAL:
9852 case EL_TUBE_HORIZONTAL:
9853 case EL_TUBE_VERTICAL_LEFT:
9854 case EL_TUBE_VERTICAL_RIGHT:
9855 case EL_TUBE_HORIZONTAL_UP:
9856 case EL_TUBE_HORIZONTAL_DOWN:
9857 case EL_TUBE_LEFT_UP:
9858 case EL_TUBE_LEFT_DOWN:
9859 case EL_TUBE_RIGHT_UP:
9860 case EL_TUBE_RIGHT_DOWN:
9863 int tube_enter_directions[][2] =
9865 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
9866 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
9867 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
9868 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
9869 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
9870 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
9871 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
9872 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
9873 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
9874 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
9875 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
9876 { -1, MV_NO_MOVING }
9879 while (tube_enter_directions[i][0] != element)
9882 if (tube_enter_directions[i][0] == -1) /* should not happen */
9886 if (!(tube_enter_directions[i][1] & move_direction))
9887 return MF_NO_ACTION; /* tube has no opening in this direction */
9889 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
9896 if (IS_WALKABLE(element))
9898 int sound_action = ACTION_WALKING;
9900 if (!(element_info[element].access_direction & opposite_direction))
9901 return MF_NO_ACTION; /* field not accessible from this direction */
9903 if (element >= EL_GATE_1 && element <= EL_GATE_4)
9905 if (!player->key[element - EL_GATE_1])
9906 return MF_NO_ACTION;
9908 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
9910 if (!player->key[element - EL_GATE_1_GRAY])
9911 return MF_NO_ACTION;
9913 else if (element == EL_EXIT_OPEN ||
9914 element == EL_SP_EXIT_OPEN ||
9915 element == EL_SP_EXIT_OPENING)
9917 sound_action = ACTION_PASSING; /* player is passing exit */
9919 else if (element == EL_EMPTY)
9921 sound_action = ACTION_MOVING; /* nothing to walk on */
9924 /* play sound from background or player, whatever is available */
9925 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
9926 PlayLevelSoundElementAction(x, y, element, sound_action);
9928 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9932 else if (IS_PASSABLE(element))
9934 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
9935 return MF_NO_ACTION;
9937 if (IS_CUSTOM_ELEMENT(element) &&
9938 !(element_info[element].access_direction & opposite_direction))
9939 return MF_NO_ACTION; /* field not accessible from this direction */
9942 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9943 return MF_NO_ACTION;
9946 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
9948 if (!player->key[element - EL_EM_GATE_1])
9949 return MF_NO_ACTION;
9951 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
9953 if (!player->key[element - EL_EM_GATE_1_GRAY])
9954 return MF_NO_ACTION;
9957 /* automatically move to the next field with double speed */
9958 player->programmed_action = move_direction;
9960 if (player->move_delay_reset_counter == 0)
9962 player->move_delay_reset_counter = 2; /* two double speed steps */
9964 DOUBLE_PLAYER_SPEED(player);
9967 player->move_delay_reset_counter = 2;
9969 DOUBLE_PLAYER_SPEED(player);
9972 PlayLevelSoundAction(x, y, ACTION_PASSING);
9976 else if (IS_DIGGABLE(element))
9980 if (mode != DF_SNAP)
9983 GfxElement[x][y] = GFX_ELEMENT(element);
9986 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
9988 player->is_digging = TRUE;
9991 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9993 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
9994 player->index_bit, CH_SIDE_ANY);
9997 if (mode == DF_SNAP)
9998 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10003 else if (IS_COLLECTIBLE(element))
10007 if (mode != DF_SNAP)
10009 GfxElement[x][y] = element;
10010 player->is_collecting = TRUE;
10013 if (element == EL_SPEED_PILL)
10014 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
10015 else if (element == EL_EXTRA_TIME && level.time > 0)
10018 DrawGameValue_Time(TimeLeft);
10020 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
10022 player->shield_normal_time_left += 10;
10023 if (element == EL_SHIELD_DEADLY)
10024 player->shield_deadly_time_left += 10;
10026 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
10028 if (player->inventory_size < MAX_INVENTORY_SIZE)
10029 player->inventory_element[player->inventory_size++] = element;
10031 DrawGameValue_Dynamite(local_player->inventory_size);
10033 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
10035 player->dynabomb_count++;
10036 player->dynabombs_left++;
10038 else if (element == EL_DYNABOMB_INCREASE_SIZE)
10040 player->dynabomb_size++;
10042 else if (element == EL_DYNABOMB_INCREASE_POWER)
10044 player->dynabomb_xl = TRUE;
10046 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
10047 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
10049 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
10050 element - EL_KEY_1 : element - EL_EM_KEY_1);
10052 player->key[key_nr] = TRUE;
10054 DrawGameValue_Keys(player);
10056 redraw_mask |= REDRAW_DOOR_1;
10058 else if (IS_ENVELOPE(element))
10061 player->show_envelope = element;
10063 ShowEnvelope(element - EL_ENVELOPE_1);
10066 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
10070 if (element_info[element].collect_count == 0)
10071 player->inventory_infinite_element = element;
10073 for (i = 0; i < element_info[element].collect_count; i++)
10074 if (player->inventory_size < MAX_INVENTORY_SIZE)
10075 player->inventory_element[player->inventory_size++] = element;
10077 DrawGameValue_Dynamite(local_player->inventory_size);
10079 else if (element_info[element].collect_count > 0)
10081 local_player->gems_still_needed -=
10082 element_info[element].collect_count;
10083 if (local_player->gems_still_needed < 0)
10084 local_player->gems_still_needed = 0;
10086 DrawGameValue_Emeralds(local_player->gems_still_needed);
10089 RaiseScoreElement(element);
10090 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10092 CheckTriggeredElementChangePlayer(x, y, element,
10093 CE_OTHER_GETS_COLLECTED,
10094 player->index_bit, CH_SIDE_ANY);
10097 if (mode == DF_SNAP)
10098 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10103 else if (IS_PUSHABLE(element))
10105 if (mode == DF_SNAP && element != EL_BD_ROCK)
10106 return MF_NO_ACTION;
10108 if (CAN_FALL(element) && dy)
10109 return MF_NO_ACTION;
10111 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
10112 !(element == EL_SPRING && level.use_spring_bug))
10113 return MF_NO_ACTION;
10116 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
10117 ((move_direction & MV_VERTICAL &&
10118 ((element_info[element].move_pattern & MV_LEFT &&
10119 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
10120 (element_info[element].move_pattern & MV_RIGHT &&
10121 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
10122 (move_direction & MV_HORIZONTAL &&
10123 ((element_info[element].move_pattern & MV_UP &&
10124 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
10125 (element_info[element].move_pattern & MV_DOWN &&
10126 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
10127 return MF_NO_ACTION;
10131 /* do not push elements already moving away faster than player */
10132 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
10133 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
10134 return MF_NO_ACTION;
10136 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
10137 return MF_NO_ACTION;
10141 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10143 if (player->push_delay_value == -1)
10144 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10146 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
10148 if (!player->is_pushing)
10149 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10153 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
10154 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
10155 !player_is_pushing))
10156 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10159 if (!player->is_pushing &&
10160 game.engine_version >= VERSION_IDENT(2,2,0,7))
10161 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10165 printf("::: push delay: %ld [%d, %d] [%d]\n",
10166 player->push_delay_value, FrameCounter, game.engine_version,
10167 player->is_pushing);
10170 player->is_pushing = TRUE;
10172 if (!(IN_LEV_FIELD(nextx, nexty) &&
10173 (IS_FREE(nextx, nexty) ||
10174 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
10175 IS_SB_ELEMENT(element)))))
10176 return MF_NO_ACTION;
10178 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
10179 return MF_NO_ACTION;
10181 if (player->push_delay == 0) /* new pushing; restart delay */
10182 player->push_delay = FrameCounter;
10184 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
10185 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
10186 element != EL_SPRING && element != EL_BALLOON)
10188 /* make sure that there is no move delay before next try to push */
10189 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10190 player->move_delay = INITIAL_MOVE_DELAY_OFF;
10192 return MF_NO_ACTION;
10196 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
10199 if (IS_SB_ELEMENT(element))
10201 if (element == EL_SOKOBAN_FIELD_FULL)
10203 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
10204 local_player->sokobanfields_still_needed++;
10207 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
10209 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
10210 local_player->sokobanfields_still_needed--;
10213 Feld[x][y] = EL_SOKOBAN_OBJECT;
10215 if (Back[x][y] == Back[nextx][nexty])
10216 PlayLevelSoundAction(x, y, ACTION_PUSHING);
10217 else if (Back[x][y] != 0)
10218 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
10221 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
10224 if (local_player->sokobanfields_still_needed == 0 &&
10225 game.emulation == EMU_SOKOBAN)
10227 player->LevelSolved = player->GameOver = TRUE;
10228 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
10232 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10234 InitMovingField(x, y, move_direction);
10235 GfxAction[x][y] = ACTION_PUSHING;
10237 if (mode == DF_SNAP)
10238 ContinueMoving(x, y);
10240 MovPos[x][y] = (dx != 0 ? dx : dy);
10242 Pushed[x][y] = TRUE;
10243 Pushed[nextx][nexty] = TRUE;
10245 if (game.engine_version < VERSION_IDENT(2,2,0,7))
10246 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10248 player->push_delay_value = -1; /* get new value later */
10250 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
10251 player->index_bit, dig_side);
10252 CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
10253 player->index_bit, dig_side);
10257 else if (IS_SWITCHABLE(element))
10259 if (PLAYER_SWITCHING(player, x, y))
10262 player->is_switching = TRUE;
10263 player->switch_x = x;
10264 player->switch_y = y;
10266 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10268 if (element == EL_ROBOT_WHEEL)
10270 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
10274 DrawLevelField(x, y);
10276 else if (element == EL_SP_TERMINAL)
10280 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
10282 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
10284 else if (Feld[xx][yy] == EL_SP_TERMINAL)
10285 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
10288 else if (IS_BELT_SWITCH(element))
10290 ToggleBeltSwitch(x, y);
10292 else if (element == EL_SWITCHGATE_SWITCH_UP ||
10293 element == EL_SWITCHGATE_SWITCH_DOWN)
10295 ToggleSwitchgateSwitch(x, y);
10297 else if (element == EL_LIGHT_SWITCH ||
10298 element == EL_LIGHT_SWITCH_ACTIVE)
10300 ToggleLightSwitch(x, y);
10303 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
10304 SND_LIGHT_SWITCH_ACTIVATING :
10305 SND_LIGHT_SWITCH_DEACTIVATING);
10308 else if (element == EL_TIMEGATE_SWITCH)
10310 ActivateTimegateSwitch(x, y);
10312 else if (element == EL_BALLOON_SWITCH_LEFT ||
10313 element == EL_BALLOON_SWITCH_RIGHT ||
10314 element == EL_BALLOON_SWITCH_UP ||
10315 element == EL_BALLOON_SWITCH_DOWN ||
10316 element == EL_BALLOON_SWITCH_ANY)
10318 if (element == EL_BALLOON_SWITCH_ANY)
10319 game.balloon_dir = move_direction;
10321 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
10322 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
10323 element == EL_BALLOON_SWITCH_UP ? MV_UP :
10324 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
10327 else if (element == EL_LAMP)
10329 Feld[x][y] = EL_LAMP_ACTIVE;
10330 local_player->lights_still_needed--;
10332 DrawLevelField(x, y);
10334 else if (element == EL_TIME_ORB_FULL)
10336 Feld[x][y] = EL_TIME_ORB_EMPTY;
10338 DrawGameValue_Time(TimeLeft);
10340 DrawLevelField(x, y);
10343 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
10351 if (!PLAYER_SWITCHING(player, x, y))
10353 player->is_switching = TRUE;
10354 player->switch_x = x;
10355 player->switch_y = y;
10357 CheckTriggeredElementChangePlayer(x, y, element,
10358 CE_OTHER_IS_SWITCHING,
10359 player->index_bit, dig_side);
10360 CheckElementChangePlayer(x, y, element, CE_SWITCHED,
10361 player->index_bit, dig_side);
10364 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
10365 player->index_bit, dig_side);
10366 CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10367 player->index_bit, dig_side);
10370 return MF_NO_ACTION;
10373 player->push_delay = 0;
10375 if (Feld[x][y] != element) /* really digged/collected something */
10376 player->is_collecting = !player->is_digging;
10381 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10383 int jx = player->jx, jy = player->jy;
10384 int x = jx + dx, y = jy + dy;
10385 int snap_direction = (dx == -1 ? MV_LEFT :
10386 dx == +1 ? MV_RIGHT :
10388 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10391 if (player->MovPos)
10394 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
10398 if (!player->active || !IN_LEV_FIELD(x, y))
10406 if (player->MovPos == 0)
10407 player->is_pushing = FALSE;
10409 player->is_snapping = FALSE;
10411 if (player->MovPos == 0)
10413 player->is_moving = FALSE;
10414 player->is_digging = FALSE;
10415 player->is_collecting = FALSE;
10421 if (player->is_snapping)
10424 player->MovDir = snap_direction;
10427 if (player->MovPos == 0)
10430 player->is_moving = FALSE;
10431 player->is_digging = FALSE;
10432 player->is_collecting = FALSE;
10435 player->is_dropping = FALSE;
10437 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10440 player->is_snapping = TRUE;
10443 if (player->MovPos == 0)
10446 player->is_moving = FALSE;
10447 player->is_digging = FALSE;
10448 player->is_collecting = FALSE;
10451 DrawLevelField(x, y);
10457 boolean DropElement(struct PlayerInfo *player)
10459 int jx = player->jx, jy = player->jy;
10460 int old_element = Feld[jx][jy];
10461 int new_element = (player->inventory_size > 0 ?
10462 player->inventory_element[player->inventory_size - 1] :
10463 player->inventory_infinite_element != EL_UNDEFINED ?
10464 player->inventory_infinite_element :
10465 player->dynabombs_left > 0 ?
10466 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10469 /* check if player is active, not moving and ready to drop */
10470 if (!player->active || player->MovPos || player->drop_delay > 0)
10473 /* check if player has anything that can be dropped */
10475 if (new_element == EL_UNDEFINED)
10478 if (player->inventory_size == 0 &&
10479 player->inventory_infinite_element == EL_UNDEFINED &&
10480 player->dynabombs_left == 0)
10484 /* check if anything can be dropped at the current position */
10485 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10488 /* collected custom elements can only be dropped on empty fields */
10490 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10493 if (player->inventory_size > 0 &&
10494 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
10495 && old_element != EL_EMPTY)
10499 if (old_element != EL_EMPTY)
10500 Back[jx][jy] = old_element; /* store old element on this field */
10502 ResetGfxAnimation(jx, jy);
10503 ResetRandomAnimationValue(jx, jy);
10505 if (player->inventory_size > 0 ||
10506 player->inventory_infinite_element != EL_UNDEFINED)
10508 if (player->inventory_size > 0)
10510 player->inventory_size--;
10513 new_element = player->inventory_element[player->inventory_size];
10516 DrawGameValue_Dynamite(local_player->inventory_size);
10518 if (new_element == EL_DYNAMITE)
10519 new_element = EL_DYNAMITE_ACTIVE;
10520 else if (new_element == EL_SP_DISK_RED)
10521 new_element = EL_SP_DISK_RED_ACTIVE;
10524 Feld[jx][jy] = new_element;
10526 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10527 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10529 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10532 /* needed if previous element just changed to "empty" in the last frame */
10533 Changed[jx][jy] = 0; /* allow another change */
10536 CheckTriggeredElementChangePlayer(jx, jy, new_element,
10537 CE_OTHER_GETS_DROPPED,
10538 player->index_bit, CH_SIDE_ANY);
10539 CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
10540 player->index_bit, CH_SIDE_ANY);
10542 TestIfElementTouchesCustomElement(jx, jy);
10544 else /* player is dropping a dyna bomb */
10546 player->dynabombs_left--;
10549 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
10552 Feld[jx][jy] = new_element;
10554 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10555 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10557 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10564 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10567 InitField_WithBug1(jx, jy, FALSE);
10569 InitField(jx, jy, FALSE);
10570 if (CAN_MOVE(Feld[jx][jy]))
10571 InitMovDir(jx, jy);
10575 new_element = Feld[jx][jy];
10577 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10578 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10580 int move_stepsize = element_info[new_element].move_stepsize;
10581 int direction, dx, dy, nextx, nexty;
10583 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10584 MovDir[jx][jy] = player->MovDir;
10586 direction = MovDir[jx][jy];
10587 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10588 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10592 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10595 WasJustMoving[jx][jy] = 3;
10597 InitMovingField(jx, jy, direction);
10598 ContinueMoving(jx, jy);
10603 Changed[jx][jy] = 0; /* allow another change */
10606 TestIfElementHitsCustomElement(jx, jy, direction);
10608 CheckElementChangeSide(jx, jy, new_element, CE_HITTING_SOMETHING,
10613 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10617 player->drop_delay = 8 + 8 + 8;
10622 player->is_dropping = TRUE;
10628 /* ------------------------------------------------------------------------- */
10629 /* game sound playing functions */
10630 /* ------------------------------------------------------------------------- */
10632 static int *loop_sound_frame = NULL;
10633 static int *loop_sound_volume = NULL;
10635 void InitPlayLevelSound()
10637 int num_sounds = getSoundListSize();
10639 checked_free(loop_sound_frame);
10640 checked_free(loop_sound_volume);
10642 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10643 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10646 static void PlayLevelSound(int x, int y, int nr)
10648 int sx = SCREENX(x), sy = SCREENY(y);
10649 int volume, stereo_position;
10650 int max_distance = 8;
10651 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10653 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10654 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10657 if (!IN_LEV_FIELD(x, y) ||
10658 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10659 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10662 volume = SOUND_MAX_VOLUME;
10664 if (!IN_SCR_FIELD(sx, sy))
10666 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10667 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10669 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10672 stereo_position = (SOUND_MAX_LEFT +
10673 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10674 (SCR_FIELDX + 2 * max_distance));
10676 if (IS_LOOP_SOUND(nr))
10678 /* This assures that quieter loop sounds do not overwrite louder ones,
10679 while restarting sound volume comparison with each new game frame. */
10681 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10684 loop_sound_volume[nr] = volume;
10685 loop_sound_frame[nr] = FrameCounter;
10688 PlaySoundExt(nr, volume, stereo_position, type);
10691 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10693 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10694 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10695 y < LEVELY(BY1) ? LEVELY(BY1) :
10696 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10700 static void PlayLevelSoundAction(int x, int y, int action)
10702 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10705 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10707 int sound_effect = element_info[element].sound[action];
10709 if (sound_effect != SND_UNDEFINED)
10710 PlayLevelSound(x, y, sound_effect);
10713 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10716 int sound_effect = element_info[element].sound[action];
10718 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10719 PlayLevelSound(x, y, sound_effect);
10722 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10724 int sound_effect = element_info[Feld[x][y]].sound[action];
10726 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10727 PlayLevelSound(x, y, sound_effect);
10730 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10732 int sound_effect = element_info[Feld[x][y]].sound[action];
10734 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10735 StopSound(sound_effect);
10738 static void PlayLevelMusic()
10740 if (levelset.music[level_nr] != MUS_UNDEFINED)
10741 PlayMusic(levelset.music[level_nr]); /* from config file */
10743 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10746 void RaiseScore(int value)
10748 local_player->score += value;
10750 DrawGameValue_Score(local_player->score);
10753 void RaiseScoreElement(int element)
10758 case EL_BD_DIAMOND:
10759 case EL_EMERALD_YELLOW:
10760 case EL_EMERALD_RED:
10761 case EL_EMERALD_PURPLE:
10762 case EL_SP_INFOTRON:
10763 RaiseScore(level.score[SC_EMERALD]);
10766 RaiseScore(level.score[SC_DIAMOND]);
10769 RaiseScore(level.score[SC_CRYSTAL]);
10772 RaiseScore(level.score[SC_PEARL]);
10775 case EL_BD_BUTTERFLY:
10776 case EL_SP_ELECTRON:
10777 RaiseScore(level.score[SC_BUG]);
10780 case EL_BD_FIREFLY:
10781 case EL_SP_SNIKSNAK:
10782 RaiseScore(level.score[SC_SPACESHIP]);
10785 case EL_DARK_YAMYAM:
10786 RaiseScore(level.score[SC_YAMYAM]);
10789 RaiseScore(level.score[SC_ROBOT]);
10792 RaiseScore(level.score[SC_PACMAN]);
10795 RaiseScore(level.score[SC_NUT]);
10798 case EL_SP_DISK_RED:
10799 case EL_DYNABOMB_INCREASE_NUMBER:
10800 case EL_DYNABOMB_INCREASE_SIZE:
10801 case EL_DYNABOMB_INCREASE_POWER:
10802 RaiseScore(level.score[SC_DYNAMITE]);
10804 case EL_SHIELD_NORMAL:
10805 case EL_SHIELD_DEADLY:
10806 RaiseScore(level.score[SC_SHIELD]);
10808 case EL_EXTRA_TIME:
10809 RaiseScore(level.score[SC_TIME_BONUS]);
10815 RaiseScore(level.score[SC_KEY]);
10818 RaiseScore(element_info[element].collect_score);
10823 void RequestQuitGame(boolean ask_if_really_quit)
10825 if (AllPlayersGone ||
10826 !ask_if_really_quit ||
10827 level_editor_test_game ||
10828 Request("Do you really want to quit the game ?",
10829 REQ_ASK | REQ_STAY_CLOSED))
10831 #if defined(PLATFORM_UNIX)
10832 if (options.network)
10833 SendToServer_StopPlaying();
10837 game_status = GAME_MODE_MAIN;
10845 if (tape.playing && tape.index_search)
10847 SetDrawDeactivationMask(REDRAW_NONE);
10848 audio.sound_deactivated = FALSE;
10852 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10855 if (tape.playing && tape.index_search)
10857 SetDrawDeactivationMask(REDRAW_FIELD);
10858 audio.sound_deactivated = TRUE;
10866 /* ---------- new game button stuff ---------------------------------------- */
10868 /* graphic position values for game buttons */
10869 #define GAME_BUTTON_XSIZE 30
10870 #define GAME_BUTTON_YSIZE 30
10871 #define GAME_BUTTON_XPOS 5
10872 #define GAME_BUTTON_YPOS 215
10873 #define SOUND_BUTTON_XPOS 5
10874 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10876 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10877 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10878 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10879 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10880 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10881 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10888 } gamebutton_info[NUM_GAME_BUTTONS] =
10891 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10896 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10897 GAME_CTRL_ID_PAUSE,
10901 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10906 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10907 SOUND_CTRL_ID_MUSIC,
10908 "background music on/off"
10911 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10912 SOUND_CTRL_ID_LOOPS,
10913 "sound loops on/off"
10916 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10917 SOUND_CTRL_ID_SIMPLE,
10918 "normal sounds on/off"
10922 void CreateGameButtons()
10926 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10928 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10929 struct GadgetInfo *gi;
10932 unsigned long event_mask;
10933 int gd_xoffset, gd_yoffset;
10934 int gd_x1, gd_x2, gd_y1, gd_y2;
10937 gd_xoffset = gamebutton_info[i].x;
10938 gd_yoffset = gamebutton_info[i].y;
10939 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10940 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10942 if (id == GAME_CTRL_ID_STOP ||
10943 id == GAME_CTRL_ID_PAUSE ||
10944 id == GAME_CTRL_ID_PLAY)
10946 button_type = GD_TYPE_NORMAL_BUTTON;
10948 event_mask = GD_EVENT_RELEASED;
10949 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10950 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10954 button_type = GD_TYPE_CHECK_BUTTON;
10956 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10957 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10958 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10959 event_mask = GD_EVENT_PRESSED;
10960 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10961 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10964 gi = CreateGadget(GDI_CUSTOM_ID, id,
10965 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10966 GDI_X, DX + gd_xoffset,
10967 GDI_Y, DY + gd_yoffset,
10968 GDI_WIDTH, GAME_BUTTON_XSIZE,
10969 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10970 GDI_TYPE, button_type,
10971 GDI_STATE, GD_BUTTON_UNPRESSED,
10972 GDI_CHECKED, checked,
10973 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10974 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10975 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10976 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10977 GDI_EVENT_MASK, event_mask,
10978 GDI_CALLBACK_ACTION, HandleGameButtons,
10982 Error(ERR_EXIT, "cannot create gadget");
10984 game_gadget[id] = gi;
10988 void FreeGameButtons()
10992 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10993 FreeGadget(game_gadget[i]);
10996 static void MapGameButtons()
11000 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11001 MapGadget(game_gadget[i]);
11004 void UnmapGameButtons()
11008 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11009 UnmapGadget(game_gadget[i]);
11012 static void HandleGameButtons(struct GadgetInfo *gi)
11014 int id = gi->custom_id;
11016 if (game_status != GAME_MODE_PLAYING)
11021 case GAME_CTRL_ID_STOP:
11022 RequestQuitGame(TRUE);
11025 case GAME_CTRL_ID_PAUSE:
11026 if (options.network)
11028 #if defined(PLATFORM_UNIX)
11030 SendToServer_ContinuePlaying();
11032 SendToServer_PausePlaying();
11036 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11039 case GAME_CTRL_ID_PLAY:
11042 #if defined(PLATFORM_UNIX)
11043 if (options.network)
11044 SendToServer_ContinuePlaying();
11048 tape.pausing = FALSE;
11049 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
11054 case SOUND_CTRL_ID_MUSIC:
11055 if (setup.sound_music)
11057 setup.sound_music = FALSE;
11060 else if (audio.music_available)
11062 setup.sound = setup.sound_music = TRUE;
11064 SetAudioMode(setup.sound);
11070 case SOUND_CTRL_ID_LOOPS:
11071 if (setup.sound_loops)
11072 setup.sound_loops = FALSE;
11073 else if (audio.loops_available)
11075 setup.sound = setup.sound_loops = TRUE;
11076 SetAudioMode(setup.sound);
11080 case SOUND_CTRL_ID_SIMPLE:
11081 if (setup.sound_simple)
11082 setup.sound_simple = FALSE;
11083 else if (audio.sound_available)
11085 setup.sound = setup.sound_simple = TRUE;
11086 SetAudioMode(setup.sound);