1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* EXPERIMENTAL STUFF */
25 #define USE_NEW_AMOEBA_CODE FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_STUFF (TRUE * 1)
30 #define USE_NEW_SP_SLIPPERY (TRUE * USE_NEW_STUFF * 1)
31 #define USE_NEW_COLLECT_COUNT (TRUE * USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (TRUE * USE_NEW_STUFF * 1)
40 /* for MovePlayer() */
41 #define MF_NO_ACTION 0
45 /* for ScrollPlayer() */
47 #define SCROLL_GO_ON 1
50 #define EX_PHASE_START 0
51 #define EX_TYPE_NONE 0
52 #define EX_TYPE_NORMAL (1 << 0)
53 #define EX_TYPE_CENTER (1 << 1)
54 #define EX_TYPE_BORDER (1 << 2)
55 #define EX_TYPE_CROSS (1 << 3)
56 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
58 /* special positions in the game control window (relative to control window) */
61 #define XX_EMERALDS 29
62 #define YY_EMERALDS 54
63 #define XX_DYNAMITE 29
64 #define YY_DYNAMITE 89
73 /* special positions in the game control window (relative to main window) */
74 #define DX_LEVEL (DX + XX_LEVEL)
75 #define DY_LEVEL (DY + YY_LEVEL)
76 #define DX_EMERALDS (DX + XX_EMERALDS)
77 #define DY_EMERALDS (DY + YY_EMERALDS)
78 #define DX_DYNAMITE (DX + XX_DYNAMITE)
79 #define DY_DYNAMITE (DY + YY_DYNAMITE)
80 #define DX_KEYS (DX + XX_KEYS)
81 #define DY_KEYS (DY + YY_KEYS)
82 #define DX_SCORE (DX + XX_SCORE)
83 #define DY_SCORE (DY + YY_SCORE)
84 #define DX_TIME1 (DX + XX_TIME1)
85 #define DX_TIME2 (DX + XX_TIME2)
86 #define DY_TIME (DY + YY_TIME)
88 /* values for initial player move delay (initial delay counter value) */
89 #define INITIAL_MOVE_DELAY_OFF -1
90 #define INITIAL_MOVE_DELAY_ON 0
92 /* values for player movement speed (which is in fact a delay value) */
93 #define MOVE_DELAY_MIN_SPEED 32
94 #define MOVE_DELAY_NORMAL_SPEED 8
95 #define MOVE_DELAY_HIGH_SPEED 4
96 #define MOVE_DELAY_MAX_SPEED 1
99 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
100 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
102 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
103 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
105 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
106 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
108 /* values for other actions */
109 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
110 #define MOVE_STEPSIZE_MIN (1)
111 #define MOVE_STEPSIZE_MAX (TILEX)
113 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
114 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
116 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
118 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
119 RND(element_info[e].push_delay_random))
120 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
121 RND(element_info[e].drop_delay_random))
122 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
123 RND(element_info[e].move_delay_random))
124 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
125 (element_info[e].move_delay_random))
126 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
127 RND((c)->delay_random * (c)->delay_frames))
129 #define GET_TARGET_ELEMENT(e, ch) \
130 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
131 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
133 #define GET_VALID_PLAYER_ELEMENT(e) \
134 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
136 #define CAN_GROW_INTO(e) \
137 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
139 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
143 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
144 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
145 (CAN_MOVE_INTO_ACID(e) && \
146 Feld[x][y] == EL_ACID) || \
149 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
150 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
151 (CAN_MOVE_INTO_ACID(e) && \
152 Feld[x][y] == EL_ACID) || \
155 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
156 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
158 (CAN_MOVE_INTO_ACID(e) && \
159 Feld[x][y] == EL_ACID) || \
160 (DONT_COLLIDE_WITH(e) && \
162 !PLAYER_ENEMY_PROTECTED(x, y))))
164 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
165 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
167 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
168 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
170 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
171 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
173 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
174 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
176 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
177 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
179 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
180 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
182 #define PIG_CAN_ENTER_FIELD(e, x, y) \
183 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
185 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
186 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
187 IS_FOOD_PENGUIN(Feld[x][y])))
188 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
189 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
191 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
192 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
194 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
195 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
197 #define GROUP_NR(e) ((e) - EL_GROUP_START)
198 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
199 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
200 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
202 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
203 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
205 #define CE_ENTER_FIELD_COND(e, x, y) \
206 (!IS_PLAYER(x, y) && \
207 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
209 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
210 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
212 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
213 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
215 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
216 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
217 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
218 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
220 /* game button identifiers */
221 #define GAME_CTRL_ID_STOP 0
222 #define GAME_CTRL_ID_PAUSE 1
223 #define GAME_CTRL_ID_PLAY 2
224 #define SOUND_CTRL_ID_MUSIC 3
225 #define SOUND_CTRL_ID_LOOPS 4
226 #define SOUND_CTRL_ID_SIMPLE 5
228 #define NUM_GAME_BUTTONS 6
231 /* forward declaration for internal use */
233 static void AdvanceFrameAndPlayerCounters(int);
235 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
236 static boolean MovePlayer(struct PlayerInfo *, int, int);
237 static void ScrollPlayer(struct PlayerInfo *, int);
238 static void ScrollScreen(struct PlayerInfo *, int);
240 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
242 static void InitBeltMovement(void);
243 static void CloseAllOpenTimegates(void);
244 static void CheckGravityMovement(struct PlayerInfo *);
245 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
246 static void KillHeroUnlessEnemyProtected(int, int);
247 static void KillHeroUnlessExplosionProtected(int, int);
249 static void TestIfPlayerTouchesCustomElement(int, int);
250 static void TestIfElementTouchesCustomElement(int, int);
251 static void TestIfElementHitsCustomElement(int, int, int);
253 static void TestIfElementSmashesCustomElement(int, int, int);
256 static void ChangeElement(int, int, int);
258 static boolean CheckTriggeredElementChangeExt(int, int, int,int,int);
259 #define CheckTriggeredElementChange(e, ev) \
260 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
261 #define CheckTriggeredElementChangeByPlayer(e, ev, p, s) \
262 CheckTriggeredElementChangeExt(e, ev, p, s, -1)
263 #define CheckTriggeredElementChangeBySide(e, ev, s) \
264 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, s, -1)
265 #define CheckTriggeredElementChangeByPage(e, ev, p) \
266 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
268 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
269 #define CheckElementChange(x, y, e, te, ev) \
270 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
271 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
272 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
273 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
274 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
276 static void PlayLevelSound(int, int, int);
277 static void PlayLevelSoundNearest(int, int, int);
278 static void PlayLevelSoundAction(int, int, int);
279 static void PlayLevelSoundElementAction(int, int, int, int);
280 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
281 static void PlayLevelSoundActionIfLoop(int, int, int);
282 static void StopLevelSoundActionIfLoop(int, int, int);
283 static void PlayLevelMusic();
285 static void MapGameButtons();
286 static void HandleGameButtons(struct GadgetInfo *);
288 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
291 /* ------------------------------------------------------------------------- */
292 /* definition of elements that automatically change to other elements after */
293 /* a specified time, eventually calling a function when changing */
294 /* ------------------------------------------------------------------------- */
296 /* forward declaration for changer functions */
297 static void InitBuggyBase(int x, int y);
298 static void WarnBuggyBase(int x, int y);
300 static void InitTrap(int x, int y);
301 static void ActivateTrap(int x, int y);
302 static void ChangeActiveTrap(int x, int y);
304 static void InitRobotWheel(int x, int y);
305 static void RunRobotWheel(int x, int y);
306 static void StopRobotWheel(int x, int y);
308 static void InitTimegateWheel(int x, int y);
309 static void RunTimegateWheel(int x, int y);
311 struct ChangingElementInfo
316 void (*pre_change_function)(int x, int y);
317 void (*change_function)(int x, int y);
318 void (*post_change_function)(int x, int y);
321 static struct ChangingElementInfo change_delay_list[] =
372 EL_SWITCHGATE_OPENING,
380 EL_SWITCHGATE_CLOSING,
381 EL_SWITCHGATE_CLOSED,
413 EL_ACID_SPLASH_RIGHT,
422 EL_SP_BUGGY_BASE_ACTIVATING,
429 EL_SP_BUGGY_BASE_ACTIVATING,
430 EL_SP_BUGGY_BASE_ACTIVE,
437 EL_SP_BUGGY_BASE_ACTIVE,
461 EL_ROBOT_WHEEL_ACTIVE,
469 EL_TIMEGATE_SWITCH_ACTIVE,
490 int push_delay_fixed, push_delay_random;
495 { EL_BALLOON, 0, 0 },
497 { EL_SOKOBAN_OBJECT, 2, 0 },
498 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
499 { EL_SATELLITE, 2, 0 },
500 { EL_SP_DISK_YELLOW, 2, 0 },
502 { EL_UNDEFINED, 0, 0 },
510 move_stepsize_list[] =
512 { EL_AMOEBA_DROP, 2 },
513 { EL_AMOEBA_DROPPING, 2 },
514 { EL_QUICKSAND_FILLING, 1 },
515 { EL_QUICKSAND_EMPTYING, 1 },
516 { EL_MAGIC_WALL_FILLING, 2 },
517 { EL_BD_MAGIC_WALL_FILLING, 2 },
518 { EL_MAGIC_WALL_EMPTYING, 2 },
519 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
529 collect_count_list[] =
532 { EL_BD_DIAMOND, 1 },
533 { EL_EMERALD_YELLOW, 1 },
534 { EL_EMERALD_RED, 1 },
535 { EL_EMERALD_PURPLE, 1 },
537 { EL_SP_INFOTRON, 1 },
549 access_direction_list[] =
551 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
552 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
553 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
554 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
555 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
556 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
557 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
558 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
559 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
560 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
561 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
563 { EL_SP_PORT_LEFT, MV_RIGHT },
564 { EL_SP_PORT_RIGHT, MV_LEFT },
565 { EL_SP_PORT_UP, MV_DOWN },
566 { EL_SP_PORT_DOWN, MV_UP },
567 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
568 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
569 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
570 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
571 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
572 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
573 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
574 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
575 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
576 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
577 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
578 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
579 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
580 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
581 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
583 { EL_UNDEFINED, MV_NO_MOVING }
586 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
588 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
589 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
590 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
591 IS_JUST_CHANGING(x, y))
593 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
596 void GetPlayerConfig()
598 if (!audio.sound_available)
599 setup.sound_simple = FALSE;
601 if (!audio.loops_available)
602 setup.sound_loops = FALSE;
604 if (!audio.music_available)
605 setup.sound_music = FALSE;
607 if (!video.fullscreen_available)
608 setup.fullscreen = FALSE;
610 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
612 SetAudioMode(setup.sound);
616 static int getBeltNrFromBeltElement(int element)
618 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
619 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
620 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
623 static int getBeltNrFromBeltActiveElement(int element)
625 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
626 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
627 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
630 static int getBeltNrFromBeltSwitchElement(int element)
632 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
633 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
634 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
637 static int getBeltDirNrFromBeltSwitchElement(int element)
639 static int belt_base_element[4] =
641 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
642 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
643 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
644 EL_CONVEYOR_BELT_4_SWITCH_LEFT
647 int belt_nr = getBeltNrFromBeltSwitchElement(element);
648 int belt_dir_nr = element - belt_base_element[belt_nr];
650 return (belt_dir_nr % 3);
653 static int getBeltDirFromBeltSwitchElement(int element)
655 static int belt_move_dir[3] =
662 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
664 return belt_move_dir[belt_dir_nr];
667 static void InitPlayerField(int x, int y, int element, boolean init_game)
669 if (element == EL_SP_MURPHY)
673 if (stored_player[0].present)
675 Feld[x][y] = EL_SP_MURPHY_CLONE;
681 stored_player[0].use_murphy_graphic = TRUE;
684 Feld[x][y] = EL_PLAYER_1;
690 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
691 int jx = player->jx, jy = player->jy;
693 player->present = TRUE;
695 player->block_last_field = (element == EL_SP_MURPHY ?
696 level.sp_block_last_field :
697 level.block_last_field);
699 /* ---------- initialize player's last field block delay --------------- */
701 /* always start with reliable default value (no adjustment needed) */
702 player->block_delay_adjustment = 0;
704 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
705 if (player->block_last_field && element == EL_SP_MURPHY)
706 player->block_delay_adjustment = 1;
708 /* special case 2: in game engines before 3.1.1, blocking was different */
709 if (game.use_block_last_field_bug)
710 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
712 if (!options.network || player->connected)
714 player->active = TRUE;
716 /* remove potentially duplicate players */
717 if (StorePlayer[jx][jy] == Feld[x][y])
718 StorePlayer[jx][jy] = 0;
720 StorePlayer[x][y] = Feld[x][y];
724 printf("Player %d activated.\n", player->element_nr);
725 printf("[Local player is %d and currently %s.]\n",
726 local_player->element_nr,
727 local_player->active ? "active" : "not active");
731 Feld[x][y] = EL_EMPTY;
733 player->jx = player->last_jx = x;
734 player->jy = player->last_jy = y;
738 static void InitField(int x, int y, boolean init_game)
740 int element = Feld[x][y];
749 InitPlayerField(x, y, element, init_game);
752 case EL_SOKOBAN_FIELD_PLAYER:
753 element = Feld[x][y] = EL_PLAYER_1;
754 InitField(x, y, init_game);
756 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
757 InitField(x, y, init_game);
760 case EL_SOKOBAN_FIELD_EMPTY:
761 local_player->sokobanfields_still_needed++;
765 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
766 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
767 else if (x > 0 && Feld[x-1][y] == EL_ACID)
768 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
769 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
770 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
771 else if (y > 0 && Feld[x][y-1] == EL_ACID)
772 Feld[x][y] = EL_ACID_POOL_BOTTOM;
773 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
774 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
782 case EL_SPACESHIP_RIGHT:
783 case EL_SPACESHIP_UP:
784 case EL_SPACESHIP_LEFT:
785 case EL_SPACESHIP_DOWN:
787 case EL_BD_BUTTERFLY_RIGHT:
788 case EL_BD_BUTTERFLY_UP:
789 case EL_BD_BUTTERFLY_LEFT:
790 case EL_BD_BUTTERFLY_DOWN:
791 case EL_BD_BUTTERFLY:
792 case EL_BD_FIREFLY_RIGHT:
793 case EL_BD_FIREFLY_UP:
794 case EL_BD_FIREFLY_LEFT:
795 case EL_BD_FIREFLY_DOWN:
797 case EL_PACMAN_RIGHT:
821 if (y == lev_fieldy - 1)
823 Feld[x][y] = EL_AMOEBA_GROWING;
824 Store[x][y] = EL_AMOEBA_WET;
828 case EL_DYNAMITE_ACTIVE:
829 case EL_SP_DISK_RED_ACTIVE:
830 case EL_DYNABOMB_PLAYER_1_ACTIVE:
831 case EL_DYNABOMB_PLAYER_2_ACTIVE:
832 case EL_DYNABOMB_PLAYER_3_ACTIVE:
833 case EL_DYNABOMB_PLAYER_4_ACTIVE:
838 local_player->lights_still_needed++;
842 local_player->friends_still_needed++;
847 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
850 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
851 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
852 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
853 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
854 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
855 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
856 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
857 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
858 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
859 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
860 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
861 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
864 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
865 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
866 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
868 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
870 game.belt_dir[belt_nr] = belt_dir;
871 game.belt_dir_nr[belt_nr] = belt_dir_nr;
873 else /* more than one switch -- set it like the first switch */
875 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
880 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
882 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
885 case EL_LIGHT_SWITCH_ACTIVE:
887 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
891 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
893 else if (IS_GROUP_ELEMENT(element))
895 struct ElementGroupInfo *group = element_info[element].group;
896 int last_anim_random_frame = gfx.anim_random_frame;
899 if (group->choice_mode == ANIM_RANDOM)
900 gfx.anim_random_frame = RND(group->num_elements_resolved);
902 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
903 group->choice_mode, 0,
906 if (group->choice_mode == ANIM_RANDOM)
907 gfx.anim_random_frame = last_anim_random_frame;
911 Feld[x][y] = group->element_resolved[element_pos];
913 InitField(x, y, init_game);
918 #if USE_NEW_COLLECT_COUNT
919 Count[x][y] = element_info[Feld[x][y]].collect_count_initial;
923 static inline void InitField_WithBug1(int x, int y, boolean init_game)
925 InitField(x, y, init_game);
927 /* not needed to call InitMovDir() -- already done by InitField()! */
928 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
929 CAN_MOVE(Feld[x][y]))
933 static inline void InitField_WithBug2(int x, int y, boolean init_game)
935 int old_element = Feld[x][y];
937 InitField(x, y, init_game);
939 /* not needed to call InitMovDir() -- already done by InitField()! */
940 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
941 CAN_MOVE(old_element) &&
942 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
945 /* this case is in fact a combination of not less than three bugs:
946 first, it calls InitMovDir() for elements that can move, although this is
947 already done by InitField(); then, it checks the element that was at this
948 field _before_ the call to InitField() (which can change it); lastly, it
949 was not called for "mole with direction" elements, which were treated as
950 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
954 inline void DrawGameValue_Emeralds(int value)
956 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
959 inline void DrawGameValue_Dynamite(int value)
961 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
964 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
968 /* currently only 4 of 8 possible keys are displayed */
969 for (i = 0; i < STD_NUM_KEYS; i++)
972 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
973 el2edimg(EL_KEY_1 + i));
975 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
976 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
977 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
981 inline void DrawGameValue_Score(int value)
983 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
986 inline void DrawGameValue_Time(int value)
989 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
991 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
994 inline void DrawGameValue_Level(int value)
997 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1000 /* misuse area for displaying emeralds to draw bigger level number */
1001 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1002 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1004 /* now copy it to the area for displaying level number */
1005 BlitBitmap(drawto, drawto,
1006 DX_EMERALDS, DY_EMERALDS + 1,
1007 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1008 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1009 DX_LEVEL - 1, DY_LEVEL + 1);
1011 /* restore the area for displaying emeralds */
1012 DrawGameValue_Emeralds(local_player->gems_still_needed);
1014 /* yes, this is all really ugly :-) */
1018 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1021 int key[MAX_NUM_KEYS];
1024 for (i = 0; i < MAX_NUM_KEYS; i++)
1025 key[i] = key_bits & (1 << i);
1027 DrawGameValue_Level(level_nr);
1029 DrawGameValue_Emeralds(emeralds);
1030 DrawGameValue_Dynamite(dynamite);
1031 DrawGameValue_Score(score);
1032 DrawGameValue_Time(time);
1034 DrawGameValue_Keys(key);
1037 void DrawGameDoorValues()
1041 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1043 DrawGameDoorValues_EM();
1048 DrawGameValue_Level(level_nr);
1050 DrawGameValue_Emeralds(local_player->gems_still_needed);
1051 DrawGameValue_Dynamite(local_player->inventory_size);
1052 DrawGameValue_Score(local_player->score);
1053 DrawGameValue_Time(TimeLeft);
1055 for (i = 0; i < MAX_PLAYERS; i++)
1056 DrawGameValue_Keys(stored_player[i].key);
1059 static void resolve_group_element(int group_element, int recursion_depth)
1061 static int group_nr;
1062 static struct ElementGroupInfo *group;
1063 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1066 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1068 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1069 group_element - EL_GROUP_START + 1);
1071 /* replace element which caused too deep recursion by question mark */
1072 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1077 if (recursion_depth == 0) /* initialization */
1079 group = element_info[group_element].group;
1080 group_nr = group_element - EL_GROUP_START;
1082 group->num_elements_resolved = 0;
1083 group->choice_pos = 0;
1086 for (i = 0; i < actual_group->num_elements; i++)
1088 int element = actual_group->element[i];
1090 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1093 if (IS_GROUP_ELEMENT(element))
1094 resolve_group_element(element, recursion_depth + 1);
1097 group->element_resolved[group->num_elements_resolved++] = element;
1098 element_info[element].in_group[group_nr] = TRUE;
1105 =============================================================================
1107 -----------------------------------------------------------------------------
1108 initialize game engine due to level / tape version number
1109 =============================================================================
1112 static void InitGameEngine()
1116 /* set game engine from tape file when re-playing, else from level file */
1117 game.engine_version = (tape.playing ? tape.engine_version :
1118 level.game_version);
1120 /* ---------------------------------------------------------------------- */
1121 /* set flags for bugs and changes according to active game engine version */
1122 /* ---------------------------------------------------------------------- */
1125 Summary of bugfix/change:
1126 Fixed handling for custom elements that change when pushed by the player.
1128 Fixed/changed in version:
1132 Before 3.1.0, custom elements that "change when pushing" changed directly
1133 after the player started pushing them (until then handled in "DigField()").
1134 Since 3.1.0, these custom elements are not changed until the "pushing"
1135 move of the element is finished (now handled in "ContinueMoving()").
1137 Affected levels/tapes:
1138 The first condition is generally needed for all levels/tapes before version
1139 3.1.0, which might use the old behaviour before it was changed; known tapes
1140 that are affected are some tapes from the level set "Walpurgis Gardens" by
1142 The second condition is an exception from the above case and is needed for
1143 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1144 above (including some development versions of 3.1.0), but before it was
1145 known that this change would break tapes like the above and was fixed in
1146 3.1.1, so that the changed behaviour was active although the engine version
1147 while recording maybe was before 3.1.0. There is at least one tape that is
1148 affected by this exception, which is the tape for the one-level set "Bug
1149 Machine" by Juergen Bonhagen.
1152 game.use_change_when_pushing_bug =
1153 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1155 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1156 tape.game_version < VERSION_IDENT(3,1,1,0)));
1159 Summary of bugfix/change:
1160 Fixed handling for blocking the field the player leaves when moving.
1162 Fixed/changed in version:
1166 Before 3.1.1, when "block last field when moving" was enabled, the field
1167 the player is leaving when moving was blocked for the time of the move,
1168 and was directly unblocked afterwards. This resulted in the last field
1169 being blocked for exactly one less than the number of frames of one player
1170 move. Additionally, even when blocking was disabled, the last field was
1171 blocked for exactly one frame.
1172 Since 3.1.1, due to changes in player movement handling, the last field
1173 is not blocked at all when blocking is disabled. When blocking is enabled,
1174 the last field is blocked for exactly the number of frames of one player
1175 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1176 last field is blocked for exactly one more than the number of frames of
1179 Affected levels/tapes:
1180 (!!! yet to be determined -- probably many !!!)
1183 game.use_block_last_field_bug =
1184 (game.engine_version < VERSION_IDENT(3,1,1,0));
1186 /* ---------------------------------------------------------------------- */
1188 /* dynamically adjust element properties according to game engine version */
1189 InitElementPropertiesEngine(game.engine_version);
1192 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1193 printf(" tape version == %06d [%s] [file: %06d]\n",
1194 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1196 printf(" => game.engine_version == %06d\n", game.engine_version);
1199 /* ---------- recursively resolve group elements ------------------------- */
1201 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1202 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1203 element_info[i].in_group[j] = FALSE;
1205 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1206 resolve_group_element(EL_GROUP_START + i, 0);
1208 /* ---------- initialize player's initial move delay --------------------- */
1210 /* dynamically adjust player properties according to level information */
1211 game.initial_move_delay_value =
1212 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1214 /* dynamically adjust player properties according to game engine version */
1215 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1216 game.initial_move_delay_value : 0);
1218 /* ---------- initialize player's initial push delay --------------------- */
1220 /* dynamically adjust player properties according to game engine version */
1221 game.initial_push_delay_value =
1222 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1224 /* ---------- initialize changing elements ------------------------------- */
1226 /* initialize changing elements information */
1227 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1229 struct ElementInfo *ei = &element_info[i];
1231 /* this pointer might have been changed in the level editor */
1232 ei->change = &ei->change_page[0];
1234 if (!IS_CUSTOM_ELEMENT(i))
1236 ei->change->target_element = EL_EMPTY_SPACE;
1237 ei->change->delay_fixed = 0;
1238 ei->change->delay_random = 0;
1239 ei->change->delay_frames = 1;
1242 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1244 ei->has_change_event[j] = FALSE;
1246 ei->event_page_nr[j] = 0;
1247 ei->event_page[j] = &ei->change_page[0];
1251 /* add changing elements from pre-defined list */
1252 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1254 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1255 struct ElementInfo *ei = &element_info[ch_delay->element];
1257 ei->change->target_element = ch_delay->target_element;
1258 ei->change->delay_fixed = ch_delay->change_delay;
1260 ei->change->pre_change_function = ch_delay->pre_change_function;
1261 ei->change->change_function = ch_delay->change_function;
1262 ei->change->post_change_function = ch_delay->post_change_function;
1264 ei->has_change_event[CE_DELAY] = TRUE;
1266 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1267 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1270 /* ---------- initialize internal run-time variables ------------- */
1272 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1274 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1276 for (j = 0; j < ei->num_change_pages; j++)
1278 ei->change_page[j].can_change_or_has_action =
1279 (ei->change_page[j].can_change |
1280 ei->change_page[j].has_action);
1284 /* add change events from custom element configuration */
1285 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1287 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1289 for (j = 0; j < ei->num_change_pages; j++)
1291 if (!ei->change_page[j].can_change_or_has_action)
1294 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1296 /* only add event page for the first page found with this event */
1297 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1299 ei->has_change_event[k] = TRUE;
1301 ei->event_page_nr[k] = j;
1302 ei->event_page[k] = &ei->change_page[j];
1308 /* ---------- initialize run-time trigger player and element ------------- */
1310 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1312 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1314 for (j = 0; j < ei->num_change_pages; j++)
1316 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1317 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1321 /* ---------- initialize trigger events ---------------------------------- */
1323 /* initialize trigger events information */
1324 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1325 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1326 trigger_events[i][j] = FALSE;
1328 /* add trigger events from element change event properties */
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1331 struct ElementInfo *ei = &element_info[i];
1333 for (j = 0; j < ei->num_change_pages; j++)
1335 if (!ei->change_page[j].can_change_or_has_action)
1338 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1340 int trigger_element = ei->change_page[j].trigger_element;
1342 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1344 if (ei->change_page[j].has_event[k])
1346 if (IS_GROUP_ELEMENT(trigger_element))
1348 struct ElementGroupInfo *group =
1349 element_info[trigger_element].group;
1351 for (l = 0; l < group->num_elements_resolved; l++)
1352 trigger_events[group->element_resolved[l]][k] = TRUE;
1355 trigger_events[trigger_element][k] = TRUE;
1362 /* ---------- initialize push delay -------------------------------------- */
1364 /* initialize push delay values to default */
1365 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1367 if (!IS_CUSTOM_ELEMENT(i))
1369 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1370 element_info[i].push_delay_random = game.default_push_delay_random;
1374 /* set push delay value for certain elements from pre-defined list */
1375 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1377 int e = push_delay_list[i].element;
1379 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1380 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1383 /* set push delay value for Supaplex elements for newer engine versions */
1384 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1386 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1388 if (IS_SP_ELEMENT(i))
1390 /* set SP push delay to just enough to push under a falling zonk */
1391 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1393 element_info[i].push_delay_fixed = delay;
1394 element_info[i].push_delay_random = 0;
1399 /* ---------- initialize move stepsize ----------------------------------- */
1401 /* initialize move stepsize values to default */
1402 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1403 if (!IS_CUSTOM_ELEMENT(i))
1404 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1406 /* set move stepsize value for certain elements from pre-defined list */
1407 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1409 int e = move_stepsize_list[i].element;
1411 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1414 /* ---------- initialize collect score ----------------------------------- */
1416 /* initialize collect score values for custom elements from initial value */
1417 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1418 if (IS_CUSTOM_ELEMENT(i))
1419 element_info[i].collect_score = element_info[i].collect_score_initial;
1421 /* ---------- initialize collect count ----------------------------------- */
1423 /* initialize collect count values for non-custom elements */
1424 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1425 if (!IS_CUSTOM_ELEMENT(i))
1426 element_info[i].collect_count_initial = 0;
1428 /* add collect count values for all elements from pre-defined list */
1429 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1430 element_info[collect_count_list[i].element].collect_count_initial =
1431 collect_count_list[i].count;
1433 /* ---------- initialize access direction -------------------------------- */
1435 /* initialize access direction values to default (access from every side) */
1436 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1437 if (!IS_CUSTOM_ELEMENT(i))
1438 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1440 /* set access direction value for certain elements from pre-defined list */
1441 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1442 element_info[access_direction_list[i].element].access_direction =
1443 access_direction_list[i].direction;
1448 =============================================================================
1450 -----------------------------------------------------------------------------
1451 initialize and start new game
1452 =============================================================================
1457 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1458 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1459 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1464 /* don't play tapes over network */
1465 network_playing = (options.network && !tape.playing);
1467 for (i = 0; i < MAX_PLAYERS; i++)
1469 struct PlayerInfo *player = &stored_player[i];
1471 player->index_nr = i;
1472 player->index_bit = (1 << i);
1473 player->element_nr = EL_PLAYER_1 + i;
1475 player->present = FALSE;
1476 player->active = FALSE;
1479 player->effective_action = 0;
1480 player->programmed_action = 0;
1483 player->gems_still_needed = level.gems_needed;
1484 player->sokobanfields_still_needed = 0;
1485 player->lights_still_needed = 0;
1486 player->friends_still_needed = 0;
1488 for (j = 0; j < MAX_NUM_KEYS; j++)
1489 player->key[j] = FALSE;
1491 player->dynabomb_count = 0;
1492 player->dynabomb_size = 1;
1493 player->dynabombs_left = 0;
1494 player->dynabomb_xl = FALSE;
1496 player->MovDir = MV_NO_MOVING;
1499 player->GfxDir = MV_NO_MOVING;
1500 player->GfxAction = ACTION_DEFAULT;
1502 player->StepFrame = 0;
1504 player->use_murphy_graphic = FALSE;
1506 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1507 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1509 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1511 player->actual_frame_counter = 0;
1513 player->step_counter = 0;
1515 player->last_move_dir = MV_NO_MOVING;
1517 player->is_waiting = FALSE;
1518 player->is_moving = FALSE;
1519 player->is_auto_moving = FALSE;
1520 player->is_digging = FALSE;
1521 player->is_snapping = FALSE;
1522 player->is_collecting = FALSE;
1523 player->is_pushing = FALSE;
1524 player->is_switching = FALSE;
1525 player->is_dropping = FALSE;
1527 player->is_bored = FALSE;
1528 player->is_sleeping = FALSE;
1530 player->frame_counter_bored = -1;
1531 player->frame_counter_sleeping = -1;
1533 player->anim_delay_counter = 0;
1534 player->post_delay_counter = 0;
1536 player->action_waiting = ACTION_DEFAULT;
1537 player->last_action_waiting = ACTION_DEFAULT;
1538 player->special_action_bored = ACTION_DEFAULT;
1539 player->special_action_sleeping = ACTION_DEFAULT;
1541 player->num_special_action_bored = 0;
1542 player->num_special_action_sleeping = 0;
1544 /* determine number of special actions for bored and sleeping animation */
1545 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1547 boolean found = FALSE;
1549 for (k = 0; k < NUM_DIRECTIONS; k++)
1550 if (el_act_dir2img(player->element_nr, j, k) !=
1551 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1555 player->num_special_action_bored++;
1559 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1561 boolean found = FALSE;
1563 for (k = 0; k < NUM_DIRECTIONS; k++)
1564 if (el_act_dir2img(player->element_nr, j, k) !=
1565 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1569 player->num_special_action_sleeping++;
1574 player->switch_x = -1;
1575 player->switch_y = -1;
1577 player->drop_x = -1;
1578 player->drop_y = -1;
1580 player->show_envelope = 0;
1582 player->move_delay = game.initial_move_delay;
1583 player->move_delay_value = game.initial_move_delay_value;
1585 player->move_delay_reset_counter = 0;
1587 player->push_delay = -1; /* initialized when pushing starts */
1588 player->push_delay_value = game.initial_push_delay_value;
1590 player->drop_delay = 0;
1592 player->last_jx = player->last_jy = 0;
1593 player->jx = player->jy = 0;
1595 player->shield_normal_time_left = 0;
1596 player->shield_deadly_time_left = 0;
1598 player->inventory_infinite_element = EL_UNDEFINED;
1599 player->inventory_size = 0;
1601 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1602 SnapField(player, 0, 0);
1604 player->LevelSolved = FALSE;
1605 player->GameOver = FALSE;
1608 network_player_action_received = FALSE;
1610 #if defined(NETWORK_AVALIABLE)
1611 /* initial null action */
1612 if (network_playing)
1613 SendToServer_MovePlayer(MV_NO_MOVING);
1622 TimeLeft = level.time;
1625 ScreenMovDir = MV_NO_MOVING;
1629 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1631 AllPlayersGone = FALSE;
1633 game.yamyam_content_nr = 0;
1634 game.magic_wall_active = FALSE;
1635 game.magic_wall_time_left = 0;
1636 game.light_time_left = 0;
1637 game.timegate_time_left = 0;
1638 game.switchgate_pos = 0;
1639 game.balloon_dir = MV_NO_MOVING;
1640 game.gravity = level.initial_gravity;
1641 game.explosions_delayed = TRUE;
1643 game.envelope_active = FALSE;
1645 for (i = 0; i < NUM_BELTS; i++)
1647 game.belt_dir[i] = MV_NO_MOVING;
1648 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1651 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1652 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1654 for (x = 0; x < lev_fieldx; x++)
1656 for (y = 0; y < lev_fieldy; y++)
1658 Feld[x][y] = level.field[x][y];
1659 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1660 ChangeDelay[x][y] = 0;
1661 ChangePage[x][y] = -1;
1662 #if USE_NEW_COLLECT_COUNT
1663 Count[x][y] = 0; /* initialized in InitField() */
1665 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1667 WasJustMoving[x][y] = 0;
1668 WasJustFalling[x][y] = 0;
1669 CheckCollision[x][y] = 0;
1671 Pushed[x][y] = FALSE;
1673 Changed[x][y] = FALSE;
1674 ChangeEvent[x][y] = -1;
1676 ExplodePhase[x][y] = 0;
1677 ExplodeDelay[x][y] = 0;
1678 ExplodeField[x][y] = EX_TYPE_NONE;
1680 RunnerVisit[x][y] = 0;
1681 PlayerVisit[x][y] = 0;
1684 GfxRandom[x][y] = INIT_GFX_RANDOM();
1685 GfxElement[x][y] = EL_UNDEFINED;
1686 GfxAction[x][y] = ACTION_DEFAULT;
1687 GfxDir[x][y] = MV_NO_MOVING;
1691 for (y = 0; y < lev_fieldy; y++)
1693 for (x = 0; x < lev_fieldx; x++)
1695 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1697 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1699 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1702 InitField(x, y, TRUE);
1708 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1709 emulate_sb ? EMU_SOKOBAN :
1710 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1712 /* initialize explosion and ignition delay */
1713 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1715 if (!IS_CUSTOM_ELEMENT(i))
1718 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1719 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1720 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1721 int last_phase = (num_phase + 1) * delay;
1722 int half_phase = (num_phase / 2) * delay;
1724 element_info[i].explosion_delay = last_phase - 1;
1725 element_info[i].ignition_delay = half_phase;
1727 if (i == EL_BLACK_ORB)
1728 element_info[i].ignition_delay = 1;
1732 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1733 element_info[i].explosion_delay = 1;
1735 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1736 element_info[i].ignition_delay = 1;
1740 /* correct non-moving belts to start moving left */
1741 for (i = 0; i < NUM_BELTS; i++)
1742 if (game.belt_dir[i] == MV_NO_MOVING)
1743 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1745 /* check if any connected player was not found in playfield */
1746 for (i = 0; i < MAX_PLAYERS; i++)
1748 struct PlayerInfo *player = &stored_player[i];
1750 if (player->connected && !player->present)
1752 for (j = 0; j < MAX_PLAYERS; j++)
1754 struct PlayerInfo *some_player = &stored_player[j];
1755 int jx = some_player->jx, jy = some_player->jy;
1757 /* assign first free player found that is present in the playfield */
1758 if (some_player->present && !some_player->connected)
1760 player->present = TRUE;
1761 player->active = TRUE;
1763 some_player->present = FALSE;
1764 some_player->active = FALSE;
1767 player->element_nr = some_player->element_nr;
1770 player->block_last_field = some_player->block_last_field;
1771 player->block_delay_adjustment = some_player->block_delay_adjustment;
1773 StorePlayer[jx][jy] = player->element_nr;
1774 player->jx = player->last_jx = jx;
1775 player->jy = player->last_jy = jy;
1785 /* when playing a tape, eliminate all players which do not participate */
1787 for (i = 0; i < MAX_PLAYERS; i++)
1789 if (stored_player[i].active && !tape.player_participates[i])
1791 struct PlayerInfo *player = &stored_player[i];
1792 int jx = player->jx, jy = player->jy;
1794 player->active = FALSE;
1795 StorePlayer[jx][jy] = 0;
1796 Feld[jx][jy] = EL_EMPTY;
1800 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1802 /* when in single player mode, eliminate all but the first active player */
1804 for (i = 0; i < MAX_PLAYERS; i++)
1806 if (stored_player[i].active)
1808 for (j = i + 1; j < MAX_PLAYERS; j++)
1810 if (stored_player[j].active)
1812 struct PlayerInfo *player = &stored_player[j];
1813 int jx = player->jx, jy = player->jy;
1815 player->active = FALSE;
1816 player->present = FALSE;
1818 StorePlayer[jx][jy] = 0;
1819 Feld[jx][jy] = EL_EMPTY;
1826 /* when recording the game, store which players take part in the game */
1829 for (i = 0; i < MAX_PLAYERS; i++)
1830 if (stored_player[i].active)
1831 tape.player_participates[i] = TRUE;
1836 for (i = 0; i < MAX_PLAYERS; i++)
1838 struct PlayerInfo *player = &stored_player[i];
1840 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1845 if (local_player == player)
1846 printf("Player %d is local player.\n", i+1);
1850 if (BorderElement == EL_EMPTY)
1853 SBX_Right = lev_fieldx - SCR_FIELDX;
1855 SBY_Lower = lev_fieldy - SCR_FIELDY;
1860 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1862 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1865 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1866 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1868 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1869 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1871 /* if local player not found, look for custom element that might create
1872 the player (make some assumptions about the right custom element) */
1873 if (!local_player->present)
1875 int start_x = 0, start_y = 0;
1876 int found_rating = 0;
1877 int found_element = EL_UNDEFINED;
1879 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1881 int element = Feld[x][y];
1886 if (!IS_CUSTOM_ELEMENT(element))
1889 if (CAN_CHANGE(element))
1891 for (i = 0; i < element_info[element].num_change_pages; i++)
1893 content = element_info[element].change_page[i].target_element;
1894 is_player = ELEM_IS_PLAYER(content);
1896 if (is_player && (found_rating < 3 || element < found_element))
1902 found_element = element;
1907 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1909 content = element_info[element].content[xx][yy];
1910 is_player = ELEM_IS_PLAYER(content);
1912 if (is_player && (found_rating < 2 || element < found_element))
1914 start_x = x + xx - 1;
1915 start_y = y + yy - 1;
1918 found_element = element;
1921 if (!CAN_CHANGE(element))
1924 for (i = 0; i < element_info[element].num_change_pages; i++)
1926 content= element_info[element].change_page[i].target_content[xx][yy];
1927 is_player = ELEM_IS_PLAYER(content);
1929 if (is_player && (found_rating < 1 || element < found_element))
1931 start_x = x + xx - 1;
1932 start_y = y + yy - 1;
1935 found_element = element;
1941 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1942 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1945 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1946 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1951 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1952 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1953 local_player->jx - MIDPOSX);
1955 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1956 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1957 local_player->jy - MIDPOSY);
1960 if (!game.restart_level)
1961 CloseDoor(DOOR_CLOSE_1);
1963 /* !!! FIX THIS (START) !!! */
1964 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1966 InitGameEngine_EM();
1973 /* after drawing the level, correct some elements */
1974 if (game.timegate_time_left == 0)
1975 CloseAllOpenTimegates();
1977 if (setup.soft_scrolling)
1978 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1980 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1983 /* !!! FIX THIS (END) !!! */
1985 if (!game.restart_level)
1987 /* copy default game door content to main double buffer */
1988 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1989 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1992 DrawGameDoorValues();
1994 if (!game.restart_level)
1998 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1999 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2000 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2004 /* copy actual game door content to door double buffer for OpenDoor() */
2005 BlitBitmap(drawto, bitmap_db_door,
2006 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2008 OpenDoor(DOOR_OPEN_ALL);
2010 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2012 if (setup.sound_music)
2015 KeyboardAutoRepeatOffUnlessAutoplay();
2019 for (i = 0; i < MAX_PLAYERS; i++)
2020 printf("Player %d %sactive.\n",
2021 i + 1, (stored_player[i].active ? "" : "not "));
2025 game.restart_level = FALSE;
2028 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2030 /* this is used for non-R'n'D game engines to update certain engine values */
2032 /* needed to determine if sounds are played within the visible screen area */
2033 scroll_x = actual_scroll_x;
2034 scroll_y = actual_scroll_y;
2037 void InitMovDir(int x, int y)
2039 int i, element = Feld[x][y];
2040 static int xy[4][2] =
2047 static int direction[3][4] =
2049 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2050 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2051 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2060 Feld[x][y] = EL_BUG;
2061 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2064 case EL_SPACESHIP_RIGHT:
2065 case EL_SPACESHIP_UP:
2066 case EL_SPACESHIP_LEFT:
2067 case EL_SPACESHIP_DOWN:
2068 Feld[x][y] = EL_SPACESHIP;
2069 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2072 case EL_BD_BUTTERFLY_RIGHT:
2073 case EL_BD_BUTTERFLY_UP:
2074 case EL_BD_BUTTERFLY_LEFT:
2075 case EL_BD_BUTTERFLY_DOWN:
2076 Feld[x][y] = EL_BD_BUTTERFLY;
2077 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2080 case EL_BD_FIREFLY_RIGHT:
2081 case EL_BD_FIREFLY_UP:
2082 case EL_BD_FIREFLY_LEFT:
2083 case EL_BD_FIREFLY_DOWN:
2084 Feld[x][y] = EL_BD_FIREFLY;
2085 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2088 case EL_PACMAN_RIGHT:
2090 case EL_PACMAN_LEFT:
2091 case EL_PACMAN_DOWN:
2092 Feld[x][y] = EL_PACMAN;
2093 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2096 case EL_SP_SNIKSNAK:
2097 MovDir[x][y] = MV_UP;
2100 case EL_SP_ELECTRON:
2101 MovDir[x][y] = MV_LEFT;
2108 Feld[x][y] = EL_MOLE;
2109 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2113 if (IS_CUSTOM_ELEMENT(element))
2115 struct ElementInfo *ei = &element_info[element];
2116 int move_direction_initial = ei->move_direction_initial;
2117 int move_pattern = ei->move_pattern;
2119 if (move_direction_initial == MV_START_PREVIOUS)
2121 if (MovDir[x][y] != MV_NO_MOVING)
2124 move_direction_initial = MV_START_AUTOMATIC;
2127 if (move_direction_initial == MV_START_RANDOM)
2128 MovDir[x][y] = 1 << RND(4);
2129 else if (move_direction_initial & MV_ANY_DIRECTION)
2130 MovDir[x][y] = move_direction_initial;
2131 else if (move_pattern == MV_ALL_DIRECTIONS ||
2132 move_pattern == MV_TURNING_LEFT ||
2133 move_pattern == MV_TURNING_RIGHT ||
2134 move_pattern == MV_TURNING_LEFT_RIGHT ||
2135 move_pattern == MV_TURNING_RIGHT_LEFT ||
2136 move_pattern == MV_TURNING_RANDOM)
2137 MovDir[x][y] = 1 << RND(4);
2138 else if (move_pattern == MV_HORIZONTAL)
2139 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2140 else if (move_pattern == MV_VERTICAL)
2141 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2142 else if (move_pattern & MV_ANY_DIRECTION)
2143 MovDir[x][y] = element_info[element].move_pattern;
2144 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2145 move_pattern == MV_ALONG_RIGHT_SIDE)
2147 /* use random direction as default start direction */
2148 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2149 MovDir[x][y] = 1 << RND(4);
2151 for (i = 0; i < NUM_DIRECTIONS; i++)
2153 int x1 = x + xy[i][0];
2154 int y1 = y + xy[i][1];
2156 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2158 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2159 MovDir[x][y] = direction[0][i];
2161 MovDir[x][y] = direction[1][i];
2170 MovDir[x][y] = 1 << RND(4);
2172 if (element != EL_BUG &&
2173 element != EL_SPACESHIP &&
2174 element != EL_BD_BUTTERFLY &&
2175 element != EL_BD_FIREFLY)
2178 for (i = 0; i < NUM_DIRECTIONS; i++)
2180 int x1 = x + xy[i][0];
2181 int y1 = y + xy[i][1];
2183 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2185 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2187 MovDir[x][y] = direction[0][i];
2190 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2191 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2193 MovDir[x][y] = direction[1][i];
2202 GfxDir[x][y] = MovDir[x][y];
2205 void InitAmoebaNr(int x, int y)
2208 int group_nr = AmoebeNachbarNr(x, y);
2212 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2214 if (AmoebaCnt[i] == 0)
2222 AmoebaNr[x][y] = group_nr;
2223 AmoebaCnt[group_nr]++;
2224 AmoebaCnt2[group_nr]++;
2230 boolean raise_level = FALSE;
2232 if (local_player->MovPos)
2235 if (tape.auto_play) /* tape might already be stopped here */
2236 tape.auto_play_level_solved = TRUE;
2238 local_player->LevelSolved = FALSE;
2240 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2244 if (!tape.playing && setup.sound_loops)
2245 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2246 SND_CTRL_PLAY_LOOP);
2248 while (TimeLeft > 0)
2250 if (!tape.playing && !setup.sound_loops)
2251 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2252 if (TimeLeft > 0 && !(TimeLeft % 10))
2253 RaiseScore(level.score[SC_TIME_BONUS]);
2254 if (TimeLeft > 100 && !(TimeLeft % 10))
2259 DrawGameValue_Time(TimeLeft);
2267 if (!tape.playing && setup.sound_loops)
2268 StopSound(SND_GAME_LEVELTIME_BONUS);
2270 else if (level.time == 0) /* level without time limit */
2272 if (!tape.playing && setup.sound_loops)
2273 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2274 SND_CTRL_PLAY_LOOP);
2276 while (TimePlayed < 999)
2278 if (!tape.playing && !setup.sound_loops)
2279 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2280 if (TimePlayed < 999 && !(TimePlayed % 10))
2281 RaiseScore(level.score[SC_TIME_BONUS]);
2282 if (TimePlayed < 900 && !(TimePlayed % 10))
2287 DrawGameValue_Time(TimePlayed);
2295 if (!tape.playing && setup.sound_loops)
2296 StopSound(SND_GAME_LEVELTIME_BONUS);
2299 /* close exit door after last player */
2300 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2301 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2302 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2304 int element = Feld[ExitX][ExitY];
2306 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2307 EL_SP_EXIT_CLOSING);
2309 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2312 /* Hero disappears */
2313 if (ExitX >= 0 && ExitY >= 0)
2314 DrawLevelField(ExitX, ExitY);
2321 CloseDoor(DOOR_CLOSE_1);
2326 SaveTape(tape.level_nr); /* Ask to save tape */
2329 if (level_nr == leveldir_current->handicap_level)
2331 leveldir_current->handicap_level++;
2332 SaveLevelSetup_SeriesInfo();
2335 if (level_editor_test_game)
2336 local_player->score = -1; /* no highscore when playing from editor */
2337 else if (level_nr < leveldir_current->last_level)
2338 raise_level = TRUE; /* advance to next level */
2340 if ((hi_pos = NewHiScore()) >= 0)
2342 game_status = GAME_MODE_SCORES;
2343 DrawHallOfFame(hi_pos);
2352 game_status = GAME_MODE_MAIN;
2369 LoadScore(level_nr);
2371 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2372 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2375 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2377 if (local_player->score > highscore[k].Score)
2379 /* player has made it to the hall of fame */
2381 if (k < MAX_SCORE_ENTRIES - 1)
2383 int m = MAX_SCORE_ENTRIES - 1;
2386 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2387 if (!strcmp(setup.player_name, highscore[l].Name))
2389 if (m == k) /* player's new highscore overwrites his old one */
2393 for (l = m; l > k; l--)
2395 strcpy(highscore[l].Name, highscore[l - 1].Name);
2396 highscore[l].Score = highscore[l - 1].Score;
2403 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2404 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2405 highscore[k].Score = local_player->score;
2411 else if (!strncmp(setup.player_name, highscore[k].Name,
2412 MAX_PLAYER_NAME_LEN))
2413 break; /* player already there with a higher score */
2419 SaveScore(level_nr);
2424 inline static int getElementMoveStepsize(int x, int y)
2426 int element = Feld[x][y];
2427 int direction = MovDir[x][y];
2428 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2429 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2430 int horiz_move = (dx != 0);
2431 int sign = (horiz_move ? dx : dy);
2432 int step = sign * element_info[element].move_stepsize;
2434 /* special values for move stepsize for spring and things on conveyor belt */
2438 if (element == EL_SPRING)
2439 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2440 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2441 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2442 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2444 if (CAN_FALL(element) &&
2445 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2446 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2447 else if (element == EL_SPRING)
2448 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2455 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2457 if (player->GfxAction != action || player->GfxDir != dir)
2460 printf("Player frame reset! (%d => %d, %d => %d)\n",
2461 player->GfxAction, action, player->GfxDir, dir);
2464 player->GfxAction = action;
2465 player->GfxDir = dir;
2467 player->StepFrame = 0;
2471 static void ResetRandomAnimationValue(int x, int y)
2473 GfxRandom[x][y] = INIT_GFX_RANDOM();
2476 static void ResetGfxAnimation(int x, int y)
2479 GfxAction[x][y] = ACTION_DEFAULT;
2480 GfxDir[x][y] = MovDir[x][y];
2483 void InitMovingField(int x, int y, int direction)
2485 int element = Feld[x][y];
2486 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2487 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2491 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2492 ResetGfxAnimation(x, y);
2494 MovDir[x][y] = direction;
2495 GfxDir[x][y] = direction;
2496 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2497 ACTION_FALLING : ACTION_MOVING);
2499 /* this is needed for CEs with property "can move" / "not moving" */
2501 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2503 if (Feld[newx][newy] == EL_EMPTY)
2504 Feld[newx][newy] = EL_BLOCKED;
2506 MovDir[newx][newy] = MovDir[x][y];
2508 #if USE_NEW_COLLECT_COUNT
2509 Count[newx][newy] = Count[x][y];
2512 GfxFrame[newx][newy] = GfxFrame[x][y];
2513 GfxRandom[newx][newy] = GfxRandom[x][y];
2514 GfxAction[newx][newy] = GfxAction[x][y];
2515 GfxDir[newx][newy] = GfxDir[x][y];
2519 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2521 int direction = MovDir[x][y];
2522 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2523 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2529 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2531 int oldx = x, oldy = y;
2532 int direction = MovDir[x][y];
2534 if (direction == MV_LEFT)
2536 else if (direction == MV_RIGHT)
2538 else if (direction == MV_UP)
2540 else if (direction == MV_DOWN)
2543 *comes_from_x = oldx;
2544 *comes_from_y = oldy;
2547 int MovingOrBlocked2Element(int x, int y)
2549 int element = Feld[x][y];
2551 if (element == EL_BLOCKED)
2555 Blocked2Moving(x, y, &oldx, &oldy);
2556 return Feld[oldx][oldy];
2562 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2564 /* like MovingOrBlocked2Element(), but if element is moving
2565 and (x,y) is the field the moving element is just leaving,
2566 return EL_BLOCKED instead of the element value */
2567 int element = Feld[x][y];
2569 if (IS_MOVING(x, y))
2571 if (element == EL_BLOCKED)
2575 Blocked2Moving(x, y, &oldx, &oldy);
2576 return Feld[oldx][oldy];
2585 static void RemoveField(int x, int y)
2587 Feld[x][y] = EL_EMPTY;
2593 #if USE_NEW_COLLECT_COUNT
2598 ChangeDelay[x][y] = 0;
2599 ChangePage[x][y] = -1;
2600 Pushed[x][y] = FALSE;
2603 ExplodeField[x][y] = EX_TYPE_NONE;
2606 GfxElement[x][y] = EL_UNDEFINED;
2607 GfxAction[x][y] = ACTION_DEFAULT;
2608 GfxDir[x][y] = MV_NO_MOVING;
2611 void RemoveMovingField(int x, int y)
2613 int oldx = x, oldy = y, newx = x, newy = y;
2614 int element = Feld[x][y];
2615 int next_element = EL_UNDEFINED;
2617 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2620 if (IS_MOVING(x, y))
2622 Moving2Blocked(x, y, &newx, &newy);
2624 if (Feld[newx][newy] != EL_BLOCKED)
2626 /* element is moving, but target field is not free (blocked), but
2627 already occupied by something different (example: acid pool);
2628 in this case, only remove the moving field, but not the target */
2630 RemoveField(oldx, oldy);
2632 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2634 DrawLevelField(oldx, oldy);
2639 else if (element == EL_BLOCKED)
2641 Blocked2Moving(x, y, &oldx, &oldy);
2642 if (!IS_MOVING(oldx, oldy))
2646 if (element == EL_BLOCKED &&
2647 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2648 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2649 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2650 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2651 next_element = get_next_element(Feld[oldx][oldy]);
2653 RemoveField(oldx, oldy);
2654 RemoveField(newx, newy);
2656 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2658 if (next_element != EL_UNDEFINED)
2659 Feld[oldx][oldy] = next_element;
2661 DrawLevelField(oldx, oldy);
2662 DrawLevelField(newx, newy);
2665 void DrawDynamite(int x, int y)
2667 int sx = SCREENX(x), sy = SCREENY(y);
2668 int graphic = el2img(Feld[x][y]);
2671 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2674 if (IS_WALKABLE_INSIDE(Back[x][y]))
2678 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2679 else if (Store[x][y])
2680 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2682 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2684 if (Back[x][y] || Store[x][y])
2685 DrawGraphicThruMask(sx, sy, graphic, frame);
2687 DrawGraphic(sx, sy, graphic, frame);
2690 void CheckDynamite(int x, int y)
2692 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2696 if (MovDelay[x][y] != 0)
2699 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2705 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2710 void DrawRelocatePlayer(struct PlayerInfo *player)
2712 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2713 boolean no_delay = (tape.warp_forward);
2714 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2715 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2716 int jx = player->jx;
2717 int jy = player->jy;
2719 if (level.instant_relocation)
2721 int offset = (setup.scroll_delay ? 3 : 0);
2723 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2725 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2726 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2727 local_player->jx - MIDPOSX);
2729 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2730 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2731 local_player->jy - MIDPOSY);
2735 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2736 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2737 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2739 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2740 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2741 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2743 /* don't scroll over playfield boundaries */
2744 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2745 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2747 /* don't scroll over playfield boundaries */
2748 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2749 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2752 RedrawPlayfield(TRUE, 0,0,0,0);
2756 int scroll_xx = -999, scroll_yy = -999;
2758 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2760 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2763 int fx = FX, fy = FY;
2765 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2766 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2767 local_player->jx - MIDPOSX);
2769 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2770 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2771 local_player->jy - MIDPOSY);
2773 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2774 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2776 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2782 fx += dx * TILEX / 2;
2783 fy += dy * TILEY / 2;
2785 ScrollLevel(dx, dy);
2788 /* scroll in two steps of half tile size to make things smoother */
2789 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2791 Delay(wait_delay_value);
2793 /* scroll second step to align at full tile size */
2795 Delay(wait_delay_value);
2800 Delay(wait_delay_value);
2804 void RelocatePlayer(int jx, int jy, int el_player_raw)
2806 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2807 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2808 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2809 boolean no_delay = (tape.warp_forward);
2810 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2811 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2812 int old_jx = player->jx;
2813 int old_jy = player->jy;
2814 int old_element = Feld[old_jx][old_jy];
2815 int element = Feld[jx][jy];
2816 boolean player_relocated = (old_jx != jx || old_jy != jy);
2818 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2819 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2820 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2821 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2822 int leave_side_horiz = move_dir_horiz;
2823 int leave_side_vert = move_dir_vert;
2824 int enter_side = enter_side_horiz | enter_side_vert;
2825 int leave_side = leave_side_horiz | leave_side_vert;
2827 if (player->GameOver) /* do not reanimate dead player */
2830 if (!player_relocated) /* no need to relocate the player */
2833 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2835 RemoveField(jx, jy); /* temporarily remove newly placed player */
2836 DrawLevelField(jx, jy);
2839 if (player->present)
2841 while (player->MovPos)
2843 ScrollPlayer(player, SCROLL_GO_ON);
2844 ScrollScreen(NULL, SCROLL_GO_ON);
2846 AdvanceFrameAndPlayerCounters(player->index_nr);
2851 Delay(wait_delay_value);
2854 DrawPlayer(player); /* needed here only to cleanup last field */
2855 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2857 player->is_moving = FALSE;
2860 if (IS_CUSTOM_ELEMENT(old_element))
2861 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2863 player->index_bit, leave_side);
2865 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2866 player->index_bit, leave_side);
2868 Feld[jx][jy] = el_player;
2869 InitPlayerField(jx, jy, el_player, TRUE);
2871 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2873 Feld[jx][jy] = element;
2874 InitField(jx, jy, FALSE);
2877 if (player == local_player) /* only visually relocate local player */
2878 DrawRelocatePlayer(player);
2880 TestIfHeroTouchesBadThing(jx, jy);
2881 TestIfPlayerTouchesCustomElement(jx, jy);
2883 if (IS_CUSTOM_ELEMENT(element))
2884 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2885 player->index_bit, enter_side);
2887 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2888 player->index_bit, enter_side);
2891 void Explode(int ex, int ey, int phase, int mode)
2897 /* !!! eliminate this variable !!! */
2898 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2900 if (game.explosions_delayed)
2902 ExplodeField[ex][ey] = mode;
2906 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2908 int center_element = Feld[ex][ey];
2911 /* --- This is only really needed (and now handled) in "Impact()". --- */
2912 /* do not explode moving elements that left the explode field in time */
2913 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2914 center_element == EL_EMPTY &&
2915 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2919 if (mode == EX_TYPE_NORMAL ||
2920 mode == EX_TYPE_CENTER ||
2921 mode == EX_TYPE_CROSS)
2922 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2924 /* remove things displayed in background while burning dynamite */
2925 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2928 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2930 /* put moving element to center field (and let it explode there) */
2931 center_element = MovingOrBlocked2Element(ex, ey);
2932 RemoveMovingField(ex, ey);
2933 Feld[ex][ey] = center_element;
2936 last_phase = element_info[center_element].explosion_delay + 1;
2938 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2940 int xx = x - ex + 1;
2941 int yy = y - ey + 1;
2944 if (!IN_LEV_FIELD(x, y) ||
2945 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2946 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2949 element = Feld[x][y];
2951 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2953 element = MovingOrBlocked2Element(x, y);
2955 if (!IS_EXPLOSION_PROOF(element))
2956 RemoveMovingField(x, y);
2959 /* indestructible elements can only explode in center (but not flames) */
2960 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2961 mode == EX_TYPE_BORDER)) ||
2962 element == EL_FLAMES)
2965 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2966 behaviour, for example when touching a yamyam that explodes to rocks
2967 with active deadly shield, a rock is created under the player !!! */
2968 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2970 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
2971 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
2972 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
2974 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2977 if (IS_ACTIVE_BOMB(element))
2979 /* re-activate things under the bomb like gate or penguin */
2980 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
2987 /* save walkable background elements while explosion on same tile */
2988 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
2989 (x != ex || y != ey || mode == EX_TYPE_BORDER))
2990 Back[x][y] = element;
2992 /* ignite explodable elements reached by other explosion */
2993 if (element == EL_EXPLOSION)
2994 element = Store2[x][y];
2996 if (AmoebaNr[x][y] &&
2997 (element == EL_AMOEBA_FULL ||
2998 element == EL_BD_AMOEBA ||
2999 element == EL_AMOEBA_GROWING))
3001 AmoebaCnt[AmoebaNr[x][y]]--;
3002 AmoebaCnt2[AmoebaNr[x][y]]--;
3007 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3009 switch(StorePlayer[ex][ey])
3012 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3015 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3018 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3022 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3026 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3027 Store[x][y] = EL_EMPTY;
3029 else if (center_element == EL_MOLE)
3030 Store[x][y] = EL_EMERALD_RED;
3031 else if (center_element == EL_PENGUIN)
3032 Store[x][y] = EL_EMERALD_PURPLE;
3033 else if (center_element == EL_BUG)
3034 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3035 else if (center_element == EL_BD_BUTTERFLY)
3036 Store[x][y] = EL_BD_DIAMOND;
3037 else if (center_element == EL_SP_ELECTRON)
3038 Store[x][y] = EL_SP_INFOTRON;
3039 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3040 Store[x][y] = level.amoeba_content;
3041 else if (center_element == EL_YAMYAM)
3042 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3043 else if (IS_CUSTOM_ELEMENT(center_element) &&
3044 element_info[center_element].content[xx][yy] != EL_EMPTY)
3045 Store[x][y] = element_info[center_element].content[xx][yy];
3046 else if (element == EL_WALL_EMERALD)
3047 Store[x][y] = EL_EMERALD;
3048 else if (element == EL_WALL_DIAMOND)
3049 Store[x][y] = EL_DIAMOND;
3050 else if (element == EL_WALL_BD_DIAMOND)
3051 Store[x][y] = EL_BD_DIAMOND;
3052 else if (element == EL_WALL_EMERALD_YELLOW)
3053 Store[x][y] = EL_EMERALD_YELLOW;
3054 else if (element == EL_WALL_EMERALD_RED)
3055 Store[x][y] = EL_EMERALD_RED;
3056 else if (element == EL_WALL_EMERALD_PURPLE)
3057 Store[x][y] = EL_EMERALD_PURPLE;
3058 else if (element == EL_WALL_PEARL)
3059 Store[x][y] = EL_PEARL;
3060 else if (element == EL_WALL_CRYSTAL)
3061 Store[x][y] = EL_CRYSTAL;
3062 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3063 Store[x][y] = element_info[element].content[1][1];
3065 Store[x][y] = EL_EMPTY;
3067 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3068 center_element == EL_AMOEBA_TO_DIAMOND)
3069 Store2[x][y] = element;
3071 Feld[x][y] = EL_EXPLOSION;
3072 GfxElement[x][y] = center_element;
3074 ExplodePhase[x][y] = 1;
3075 ExplodeDelay[x][y] = last_phase;
3080 if (center_element == EL_YAMYAM)
3081 game.yamyam_content_nr =
3082 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3094 GfxFrame[x][y] = 0; /* restart explosion animation */
3096 last_phase = ExplodeDelay[x][y];
3098 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3102 /* activate this even in non-DEBUG version until cause for crash in
3103 getGraphicAnimationFrame() (see below) is found and eliminated */
3108 if (GfxElement[x][y] == EL_UNDEFINED)
3111 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3112 printf("Explode(): This should never happen!\n");
3115 GfxElement[x][y] = EL_EMPTY;
3119 border_element = Store2[x][y];
3120 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3121 border_element = StorePlayer[x][y];
3123 if (phase == element_info[border_element].ignition_delay ||
3124 phase == last_phase)
3126 boolean border_explosion = FALSE;
3128 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3129 !PLAYER_EXPLOSION_PROTECTED(x, y))
3131 KillHeroUnlessExplosionProtected(x, y);
3132 border_explosion = TRUE;
3134 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3136 Feld[x][y] = Store2[x][y];
3139 border_explosion = TRUE;
3141 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3143 AmoebeUmwandeln(x, y);
3145 border_explosion = TRUE;
3148 /* if an element just explodes due to another explosion (chain-reaction),
3149 do not immediately end the new explosion when it was the last frame of
3150 the explosion (as it would be done in the following "if"-statement!) */
3151 if (border_explosion && phase == last_phase)
3155 if (phase == last_phase)
3159 element = Feld[x][y] = Store[x][y];
3160 Store[x][y] = Store2[x][y] = 0;
3161 GfxElement[x][y] = EL_UNDEFINED;
3163 /* player can escape from explosions and might therefore be still alive */
3164 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3165 element <= EL_PLAYER_IS_EXPLODING_4)
3166 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3168 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3169 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3170 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3173 /* restore probably existing indestructible background element */
3174 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3175 element = Feld[x][y] = Back[x][y];
3178 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3179 GfxDir[x][y] = MV_NO_MOVING;
3180 ChangeDelay[x][y] = 0;
3181 ChangePage[x][y] = -1;
3183 #if USE_NEW_COLLECT_COUNT
3187 InitField_WithBug2(x, y, FALSE);
3189 DrawLevelField(x, y);
3191 TestIfElementTouchesCustomElement(x, y);
3193 if (GFX_CRUMBLED(element))
3194 DrawLevelFieldCrumbledSandNeighbours(x, y);
3196 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3197 StorePlayer[x][y] = 0;
3199 if (ELEM_IS_PLAYER(element))
3200 RelocatePlayer(x, y, element);
3202 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3204 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3205 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3208 DrawLevelFieldCrumbledSand(x, y);
3210 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3212 DrawLevelElement(x, y, Back[x][y]);
3213 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3215 else if (IS_WALKABLE_UNDER(Back[x][y]))
3217 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3218 DrawLevelElementThruMask(x, y, Back[x][y]);
3220 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3221 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3225 void DynaExplode(int ex, int ey)
3228 int dynabomb_element = Feld[ex][ey];
3229 int dynabomb_size = 1;
3230 boolean dynabomb_xl = FALSE;
3231 struct PlayerInfo *player;
3232 static int xy[4][2] =
3240 if (IS_ACTIVE_BOMB(dynabomb_element))
3242 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3243 dynabomb_size = player->dynabomb_size;
3244 dynabomb_xl = player->dynabomb_xl;
3245 player->dynabombs_left++;
3248 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3250 for (i = 0; i < NUM_DIRECTIONS; i++)
3252 for (j = 1; j <= dynabomb_size; j++)
3254 int x = ex + j * xy[i][0];
3255 int y = ey + j * xy[i][1];
3258 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3261 element = Feld[x][y];
3263 /* do not restart explosions of fields with active bombs */
3264 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3267 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3269 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3270 !IS_DIGGABLE(element) && !dynabomb_xl)
3276 void Bang(int x, int y)
3278 int element = MovingOrBlocked2Element(x, y);
3280 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3282 struct PlayerInfo *player = PLAYERINFO(x, y);
3284 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3285 player->element_nr);
3292 case EL_BD_BUTTERFLY:
3295 case EL_DARK_YAMYAM:
3299 RaiseScoreElement(element);
3300 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3302 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3303 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3304 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3305 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3306 case EL_DYNABOMB_INCREASE_NUMBER:
3307 case EL_DYNABOMB_INCREASE_SIZE:
3308 case EL_DYNABOMB_INCREASE_POWER:
3313 case EL_LAMP_ACTIVE:
3314 case EL_AMOEBA_TO_DIAMOND:
3315 if (IS_PLAYER(x, y))
3316 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3318 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3321 if (element_info[element].explosion_type == EXPLODES_CROSS)
3322 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3323 else if (element_info[element].explosion_type == EXPLODES_1X1)
3324 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3326 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3330 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3333 void SplashAcid(int x, int y)
3335 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3336 (!IN_LEV_FIELD(x - 1, y - 2) ||
3337 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3338 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3340 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3341 (!IN_LEV_FIELD(x + 1, y - 2) ||
3342 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3343 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3345 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3348 static void InitBeltMovement()
3350 static int belt_base_element[4] =
3352 EL_CONVEYOR_BELT_1_LEFT,
3353 EL_CONVEYOR_BELT_2_LEFT,
3354 EL_CONVEYOR_BELT_3_LEFT,
3355 EL_CONVEYOR_BELT_4_LEFT
3357 static int belt_base_active_element[4] =
3359 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3360 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3361 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3362 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3367 /* set frame order for belt animation graphic according to belt direction */
3368 for (i = 0; i < NUM_BELTS; i++)
3372 for (j = 0; j < NUM_BELT_PARTS; j++)
3374 int element = belt_base_active_element[belt_nr] + j;
3375 int graphic = el2img(element);
3377 if (game.belt_dir[i] == MV_LEFT)
3378 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3380 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3384 for (y = 0; y < lev_fieldy; y++)
3386 for (x = 0; x < lev_fieldx; x++)
3388 int element = Feld[x][y];
3390 for (i = 0; i < NUM_BELTS; i++)
3392 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3394 int e_belt_nr = getBeltNrFromBeltElement(element);
3397 if (e_belt_nr == belt_nr)
3399 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3401 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3409 static void ToggleBeltSwitch(int x, int y)
3411 static int belt_base_element[4] =
3413 EL_CONVEYOR_BELT_1_LEFT,
3414 EL_CONVEYOR_BELT_2_LEFT,
3415 EL_CONVEYOR_BELT_3_LEFT,
3416 EL_CONVEYOR_BELT_4_LEFT
3418 static int belt_base_active_element[4] =
3420 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3421 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3422 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3423 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3425 static int belt_base_switch_element[4] =
3427 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3428 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3429 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3430 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3432 static int belt_move_dir[4] =
3440 int element = Feld[x][y];
3441 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3442 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3443 int belt_dir = belt_move_dir[belt_dir_nr];
3446 if (!IS_BELT_SWITCH(element))
3449 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3450 game.belt_dir[belt_nr] = belt_dir;
3452 if (belt_dir_nr == 3)
3455 /* set frame order for belt animation graphic according to belt direction */
3456 for (i = 0; i < NUM_BELT_PARTS; i++)
3458 int element = belt_base_active_element[belt_nr] + i;
3459 int graphic = el2img(element);
3461 if (belt_dir == MV_LEFT)
3462 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3464 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3467 for (yy = 0; yy < lev_fieldy; yy++)
3469 for (xx = 0; xx < lev_fieldx; xx++)
3471 int element = Feld[xx][yy];
3473 if (IS_BELT_SWITCH(element))
3475 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3477 if (e_belt_nr == belt_nr)
3479 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3480 DrawLevelField(xx, yy);
3483 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3485 int e_belt_nr = getBeltNrFromBeltElement(element);
3487 if (e_belt_nr == belt_nr)
3489 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3491 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3492 DrawLevelField(xx, yy);
3495 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3497 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3499 if (e_belt_nr == belt_nr)
3501 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3503 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3504 DrawLevelField(xx, yy);
3511 static void ToggleSwitchgateSwitch(int x, int y)
3515 game.switchgate_pos = !game.switchgate_pos;
3517 for (yy = 0; yy < lev_fieldy; yy++)
3519 for (xx = 0; xx < lev_fieldx; xx++)
3521 int element = Feld[xx][yy];
3523 if (element == EL_SWITCHGATE_SWITCH_UP ||
3524 element == EL_SWITCHGATE_SWITCH_DOWN)
3526 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3527 DrawLevelField(xx, yy);
3529 else if (element == EL_SWITCHGATE_OPEN ||
3530 element == EL_SWITCHGATE_OPENING)
3532 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3534 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3536 else if (element == EL_SWITCHGATE_CLOSED ||
3537 element == EL_SWITCHGATE_CLOSING)
3539 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3541 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3547 static int getInvisibleActiveFromInvisibleElement(int element)
3549 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3550 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3551 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3555 static int getInvisibleFromInvisibleActiveElement(int element)
3557 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3558 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3559 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3563 static void RedrawAllLightSwitchesAndInvisibleElements()
3567 for (y = 0; y < lev_fieldy; y++)
3569 for (x = 0; x < lev_fieldx; x++)
3571 int element = Feld[x][y];
3573 if (element == EL_LIGHT_SWITCH &&
3574 game.light_time_left > 0)
3576 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3577 DrawLevelField(x, y);
3579 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3580 game.light_time_left == 0)
3582 Feld[x][y] = EL_LIGHT_SWITCH;
3583 DrawLevelField(x, y);
3585 else if (element == EL_INVISIBLE_STEELWALL ||
3586 element == EL_INVISIBLE_WALL ||
3587 element == EL_INVISIBLE_SAND)
3589 if (game.light_time_left > 0)
3590 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3592 DrawLevelField(x, y);
3594 /* uncrumble neighbour fields, if needed */
3595 if (element == EL_INVISIBLE_SAND)
3596 DrawLevelFieldCrumbledSandNeighbours(x, y);
3598 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3599 element == EL_INVISIBLE_WALL_ACTIVE ||
3600 element == EL_INVISIBLE_SAND_ACTIVE)
3602 if (game.light_time_left == 0)
3603 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3605 DrawLevelField(x, y);
3607 /* re-crumble neighbour fields, if needed */
3608 if (element == EL_INVISIBLE_SAND)
3609 DrawLevelFieldCrumbledSandNeighbours(x, y);
3615 static void ToggleLightSwitch(int x, int y)
3617 int element = Feld[x][y];
3619 game.light_time_left =
3620 (element == EL_LIGHT_SWITCH ?
3621 level.time_light * FRAMES_PER_SECOND : 0);
3623 RedrawAllLightSwitchesAndInvisibleElements();
3626 static void ActivateTimegateSwitch(int x, int y)
3630 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3632 for (yy = 0; yy < lev_fieldy; yy++)
3634 for (xx = 0; xx < lev_fieldx; xx++)
3636 int element = Feld[xx][yy];
3638 if (element == EL_TIMEGATE_CLOSED ||
3639 element == EL_TIMEGATE_CLOSING)
3641 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3642 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3646 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3648 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3649 DrawLevelField(xx, yy);
3656 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3659 void Impact(int x, int y)
3661 boolean last_line = (y == lev_fieldy - 1);
3662 boolean object_hit = FALSE;
3663 boolean impact = (last_line || object_hit);
3664 int element = Feld[x][y];
3665 int smashed = EL_STEELWALL;
3667 if (!last_line) /* check if element below was hit */
3669 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3672 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3673 MovDir[x][y + 1] != MV_DOWN ||
3674 MovPos[x][y + 1] <= TILEY / 2));
3676 /* do not smash moving elements that left the smashed field in time */
3677 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3678 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3682 smashed = MovingOrBlocked2Element(x, y + 1);
3684 impact = (last_line || object_hit);
3687 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3689 SplashAcid(x, y + 1);
3693 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3694 /* only reset graphic animation if graphic really changes after impact */
3696 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3698 ResetGfxAnimation(x, y);
3699 DrawLevelField(x, y);
3702 if (impact && CAN_EXPLODE_IMPACT(element))
3707 else if (impact && element == EL_PEARL)
3709 ResetGfxAnimation(x, y);
3711 Feld[x][y] = EL_PEARL_BREAKING;
3712 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3715 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3717 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3722 if (impact && element == EL_AMOEBA_DROP)
3724 if (object_hit && IS_PLAYER(x, y + 1))
3725 KillHeroUnlessEnemyProtected(x, y + 1);
3726 else if (object_hit && smashed == EL_PENGUIN)
3730 Feld[x][y] = EL_AMOEBA_GROWING;
3731 Store[x][y] = EL_AMOEBA_WET;
3733 ResetRandomAnimationValue(x, y);
3738 if (object_hit) /* check which object was hit */
3740 if (CAN_PASS_MAGIC_WALL(element) &&
3741 (smashed == EL_MAGIC_WALL ||
3742 smashed == EL_BD_MAGIC_WALL))
3745 int activated_magic_wall =
3746 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3747 EL_BD_MAGIC_WALL_ACTIVE);
3749 /* activate magic wall / mill */
3750 for (yy = 0; yy < lev_fieldy; yy++)
3751 for (xx = 0; xx < lev_fieldx; xx++)
3752 if (Feld[xx][yy] == smashed)
3753 Feld[xx][yy] = activated_magic_wall;
3755 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3756 game.magic_wall_active = TRUE;
3758 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3759 SND_MAGIC_WALL_ACTIVATING :
3760 SND_BD_MAGIC_WALL_ACTIVATING));
3763 if (IS_PLAYER(x, y + 1))
3765 if (CAN_SMASH_PLAYER(element))
3767 KillHeroUnlessEnemyProtected(x, y + 1);
3771 else if (smashed == EL_PENGUIN)
3773 if (CAN_SMASH_PLAYER(element))
3779 else if (element == EL_BD_DIAMOND)
3781 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3787 else if (((element == EL_SP_INFOTRON ||
3788 element == EL_SP_ZONK) &&
3789 (smashed == EL_SP_SNIKSNAK ||
3790 smashed == EL_SP_ELECTRON ||
3791 smashed == EL_SP_DISK_ORANGE)) ||
3792 (element == EL_SP_INFOTRON &&
3793 smashed == EL_SP_DISK_YELLOW))
3798 else if (CAN_SMASH_EVERYTHING(element))
3800 if (IS_CLASSIC_ENEMY(smashed) ||
3801 CAN_EXPLODE_SMASHED(smashed))
3806 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3808 if (smashed == EL_LAMP ||
3809 smashed == EL_LAMP_ACTIVE)
3814 else if (smashed == EL_NUT)
3816 Feld[x][y + 1] = EL_NUT_BREAKING;
3817 PlayLevelSound(x, y, SND_NUT_BREAKING);
3818 RaiseScoreElement(EL_NUT);
3821 else if (smashed == EL_PEARL)
3823 ResetGfxAnimation(x, y);
3825 Feld[x][y + 1] = EL_PEARL_BREAKING;
3826 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3829 else if (smashed == EL_DIAMOND)
3831 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3832 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3835 else if (IS_BELT_SWITCH(smashed))
3837 ToggleBeltSwitch(x, y + 1);
3839 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3840 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3842 ToggleSwitchgateSwitch(x, y + 1);
3844 else if (smashed == EL_LIGHT_SWITCH ||
3845 smashed == EL_LIGHT_SWITCH_ACTIVE)
3847 ToggleLightSwitch(x, y + 1);
3852 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3855 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3857 CheckElementChangeBySide(x, y + 1, smashed, element,
3858 CE_SWITCHED, CH_SIDE_TOP);
3859 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3865 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3870 /* play sound of magic wall / mill */
3872 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3873 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3875 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3876 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3877 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3878 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3883 /* play sound of object that hits the ground */
3884 if (last_line || object_hit)
3885 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3888 inline static void TurnRoundExt(int x, int y)
3900 { 0, 0 }, { 0, 0 }, { 0, 0 },
3905 int left, right, back;
3909 { MV_DOWN, MV_UP, MV_RIGHT },
3910 { MV_UP, MV_DOWN, MV_LEFT },
3912 { MV_LEFT, MV_RIGHT, MV_DOWN },
3916 { MV_RIGHT, MV_LEFT, MV_UP }
3919 int element = Feld[x][y];
3920 int move_pattern = element_info[element].move_pattern;
3922 int old_move_dir = MovDir[x][y];
3923 int left_dir = turn[old_move_dir].left;
3924 int right_dir = turn[old_move_dir].right;
3925 int back_dir = turn[old_move_dir].back;
3927 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3928 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3929 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3930 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3932 int left_x = x + left_dx, left_y = y + left_dy;
3933 int right_x = x + right_dx, right_y = y + right_dy;
3934 int move_x = x + move_dx, move_y = y + move_dy;
3938 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3940 TestIfBadThingTouchesOtherBadThing(x, y);
3942 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3943 MovDir[x][y] = right_dir;
3944 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3945 MovDir[x][y] = left_dir;
3947 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3949 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3952 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3954 TestIfBadThingTouchesOtherBadThing(x, y);
3956 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3957 MovDir[x][y] = left_dir;
3958 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3959 MovDir[x][y] = right_dir;
3961 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3963 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3966 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3968 TestIfBadThingTouchesOtherBadThing(x, y);
3970 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
3971 MovDir[x][y] = left_dir;
3972 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
3973 MovDir[x][y] = right_dir;
3975 if (MovDir[x][y] != old_move_dir)
3978 else if (element == EL_YAMYAM)
3980 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
3981 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
3983 if (can_turn_left && can_turn_right)
3984 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
3985 else if (can_turn_left)
3986 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
3987 else if (can_turn_right)
3988 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
3990 MovDir[x][y] = back_dir;
3992 MovDelay[x][y] = 16 + 16 * RND(3);
3994 else if (element == EL_DARK_YAMYAM)
3996 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
3998 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4001 if (can_turn_left && can_turn_right)
4002 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4003 else if (can_turn_left)
4004 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4005 else if (can_turn_right)
4006 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4008 MovDir[x][y] = back_dir;
4010 MovDelay[x][y] = 16 + 16 * RND(3);
4012 else if (element == EL_PACMAN)
4014 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4015 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4017 if (can_turn_left && can_turn_right)
4018 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4019 else if (can_turn_left)
4020 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4021 else if (can_turn_right)
4022 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4024 MovDir[x][y] = back_dir;
4026 MovDelay[x][y] = 6 + RND(40);
4028 else if (element == EL_PIG)
4030 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4031 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4032 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4033 boolean should_turn_left, should_turn_right, should_move_on;
4035 int rnd = RND(rnd_value);
4037 should_turn_left = (can_turn_left &&
4039 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4040 y + back_dy + left_dy)));
4041 should_turn_right = (can_turn_right &&
4043 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4044 y + back_dy + right_dy)));
4045 should_move_on = (can_move_on &&
4048 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4049 y + move_dy + left_dy) ||
4050 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4051 y + move_dy + right_dy)));
4053 if (should_turn_left || should_turn_right || should_move_on)
4055 if (should_turn_left && should_turn_right && should_move_on)
4056 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4057 rnd < 2 * rnd_value / 3 ? right_dir :
4059 else if (should_turn_left && should_turn_right)
4060 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4061 else if (should_turn_left && should_move_on)
4062 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4063 else if (should_turn_right && should_move_on)
4064 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4065 else if (should_turn_left)
4066 MovDir[x][y] = left_dir;
4067 else if (should_turn_right)
4068 MovDir[x][y] = right_dir;
4069 else if (should_move_on)
4070 MovDir[x][y] = old_move_dir;
4072 else if (can_move_on && rnd > rnd_value / 8)
4073 MovDir[x][y] = old_move_dir;
4074 else if (can_turn_left && can_turn_right)
4075 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4076 else if (can_turn_left && rnd > rnd_value / 8)
4077 MovDir[x][y] = left_dir;
4078 else if (can_turn_right && rnd > rnd_value/8)
4079 MovDir[x][y] = right_dir;
4081 MovDir[x][y] = back_dir;
4083 xx = x + move_xy[MovDir[x][y]].x;
4084 yy = y + move_xy[MovDir[x][y]].y;
4086 if (!IN_LEV_FIELD(xx, yy) ||
4087 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4088 MovDir[x][y] = old_move_dir;
4092 else if (element == EL_DRAGON)
4094 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4095 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4096 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4098 int rnd = RND(rnd_value);
4100 if (can_move_on && rnd > rnd_value / 8)
4101 MovDir[x][y] = old_move_dir;
4102 else if (can_turn_left && can_turn_right)
4103 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4104 else if (can_turn_left && rnd > rnd_value / 8)
4105 MovDir[x][y] = left_dir;
4106 else if (can_turn_right && rnd > rnd_value / 8)
4107 MovDir[x][y] = right_dir;
4109 MovDir[x][y] = back_dir;
4111 xx = x + move_xy[MovDir[x][y]].x;
4112 yy = y + move_xy[MovDir[x][y]].y;
4114 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4115 MovDir[x][y] = old_move_dir;
4119 else if (element == EL_MOLE)
4121 boolean can_move_on =
4122 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4123 IS_AMOEBOID(Feld[move_x][move_y]) ||
4124 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4127 boolean can_turn_left =
4128 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4129 IS_AMOEBOID(Feld[left_x][left_y])));
4131 boolean can_turn_right =
4132 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4133 IS_AMOEBOID(Feld[right_x][right_y])));
4135 if (can_turn_left && can_turn_right)
4136 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4137 else if (can_turn_left)
4138 MovDir[x][y] = left_dir;
4140 MovDir[x][y] = right_dir;
4143 if (MovDir[x][y] != old_move_dir)
4146 else if (element == EL_BALLOON)
4148 MovDir[x][y] = game.balloon_dir;
4151 else if (element == EL_SPRING)
4153 if (MovDir[x][y] & MV_HORIZONTAL &&
4154 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4155 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4156 MovDir[x][y] = MV_NO_MOVING;
4160 else if (element == EL_ROBOT ||
4161 element == EL_SATELLITE ||
4162 element == EL_PENGUIN)
4164 int attr_x = -1, attr_y = -1;
4175 for (i = 0; i < MAX_PLAYERS; i++)
4177 struct PlayerInfo *player = &stored_player[i];
4178 int jx = player->jx, jy = player->jy;
4180 if (!player->active)
4184 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4192 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4193 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4194 game.engine_version < VERSION_IDENT(3,1,0,0)))
4200 if (element == EL_PENGUIN)
4203 static int xy[4][2] =
4211 for (i = 0; i < NUM_DIRECTIONS; i++)
4213 int ex = x + xy[i][0];
4214 int ey = y + xy[i][1];
4216 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4225 MovDir[x][y] = MV_NO_MOVING;
4227 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4228 else if (attr_x > x)
4229 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4231 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4232 else if (attr_y > y)
4233 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4235 if (element == EL_ROBOT)
4239 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4240 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4241 Moving2Blocked(x, y, &newx, &newy);
4243 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4244 MovDelay[x][y] = 8 + 8 * !RND(3);
4246 MovDelay[x][y] = 16;
4248 else if (element == EL_PENGUIN)
4254 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4256 boolean first_horiz = RND(2);
4257 int new_move_dir = MovDir[x][y];
4260 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4261 Moving2Blocked(x, y, &newx, &newy);
4263 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4267 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4268 Moving2Blocked(x, y, &newx, &newy);
4270 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4273 MovDir[x][y] = old_move_dir;
4277 else /* (element == EL_SATELLITE) */
4283 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4285 boolean first_horiz = RND(2);
4286 int new_move_dir = MovDir[x][y];
4289 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4290 Moving2Blocked(x, y, &newx, &newy);
4292 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4296 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4297 Moving2Blocked(x, y, &newx, &newy);
4299 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4302 MovDir[x][y] = old_move_dir;
4307 else if (move_pattern == MV_TURNING_LEFT ||
4308 move_pattern == MV_TURNING_RIGHT ||
4309 move_pattern == MV_TURNING_LEFT_RIGHT ||
4310 move_pattern == MV_TURNING_RIGHT_LEFT ||
4311 move_pattern == MV_TURNING_RANDOM ||
4312 move_pattern == MV_ALL_DIRECTIONS)
4314 boolean can_turn_left =
4315 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4316 boolean can_turn_right =
4317 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4319 if (element_info[element].move_stepsize == 0) /* "not moving" */
4322 if (move_pattern == MV_TURNING_LEFT)
4323 MovDir[x][y] = left_dir;
4324 else if (move_pattern == MV_TURNING_RIGHT)
4325 MovDir[x][y] = right_dir;
4326 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4327 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4328 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4329 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4330 else if (move_pattern == MV_TURNING_RANDOM)
4331 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4332 can_turn_right && !can_turn_left ? right_dir :
4333 RND(2) ? left_dir : right_dir);
4334 else if (can_turn_left && can_turn_right)
4335 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4336 else if (can_turn_left)
4337 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4338 else if (can_turn_right)
4339 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4341 MovDir[x][y] = back_dir;
4343 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4345 else if (move_pattern == MV_HORIZONTAL ||
4346 move_pattern == MV_VERTICAL)
4348 if (move_pattern & old_move_dir)
4349 MovDir[x][y] = back_dir;
4350 else if (move_pattern == MV_HORIZONTAL)
4351 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4352 else if (move_pattern == MV_VERTICAL)
4353 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4355 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4357 else if (move_pattern & MV_ANY_DIRECTION)
4359 MovDir[x][y] = move_pattern;
4360 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4362 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4364 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4365 MovDir[x][y] = left_dir;
4366 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4367 MovDir[x][y] = right_dir;
4369 if (MovDir[x][y] != old_move_dir)
4370 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4372 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4374 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4375 MovDir[x][y] = right_dir;
4376 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4377 MovDir[x][y] = left_dir;
4379 if (MovDir[x][y] != old_move_dir)
4380 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4382 else if (move_pattern == MV_TOWARDS_PLAYER ||
4383 move_pattern == MV_AWAY_FROM_PLAYER)
4385 int attr_x = -1, attr_y = -1;
4387 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4398 for (i = 0; i < MAX_PLAYERS; i++)
4400 struct PlayerInfo *player = &stored_player[i];
4401 int jx = player->jx, jy = player->jy;
4403 if (!player->active)
4407 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4415 MovDir[x][y] = MV_NO_MOVING;
4417 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4418 else if (attr_x > x)
4419 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4421 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4422 else if (attr_y > y)
4423 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4425 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4427 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4429 boolean first_horiz = RND(2);
4430 int new_move_dir = MovDir[x][y];
4432 if (element_info[element].move_stepsize == 0) /* "not moving" */
4434 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4435 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4441 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4442 Moving2Blocked(x, y, &newx, &newy);
4444 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4448 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4449 Moving2Blocked(x, y, &newx, &newy);
4451 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4454 MovDir[x][y] = old_move_dir;
4457 else if (move_pattern == MV_WHEN_PUSHED ||
4458 move_pattern == MV_WHEN_DROPPED)
4460 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4461 MovDir[x][y] = MV_NO_MOVING;
4465 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4467 static int test_xy[7][2] =
4477 static int test_dir[7] =
4487 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4488 int move_preference = -1000000; /* start with very low preference */
4489 int new_move_dir = MV_NO_MOVING;
4490 int start_test = RND(4);
4493 for (i = 0; i < NUM_DIRECTIONS; i++)
4495 int move_dir = test_dir[start_test + i];
4496 int move_dir_preference;
4498 xx = x + test_xy[start_test + i][0];
4499 yy = y + test_xy[start_test + i][1];
4501 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4502 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4504 new_move_dir = move_dir;
4509 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4512 move_dir_preference = -1 * RunnerVisit[xx][yy];
4513 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4514 move_dir_preference = PlayerVisit[xx][yy];
4516 if (move_dir_preference > move_preference)
4518 /* prefer field that has not been visited for the longest time */
4519 move_preference = move_dir_preference;
4520 new_move_dir = move_dir;
4522 else if (move_dir_preference == move_preference &&
4523 move_dir == old_move_dir)
4525 /* prefer last direction when all directions are preferred equally */
4526 move_preference = move_dir_preference;
4527 new_move_dir = move_dir;
4531 MovDir[x][y] = new_move_dir;
4532 if (old_move_dir != new_move_dir)
4533 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4537 static void TurnRound(int x, int y)
4539 int direction = MovDir[x][y];
4543 GfxDir[x][y] = MovDir[x][y];
4545 if (direction != MovDir[x][y])
4549 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4552 static boolean JustBeingPushed(int x, int y)
4556 for (i = 0; i < MAX_PLAYERS; i++)
4558 struct PlayerInfo *player = &stored_player[i];
4560 if (player->active && player->is_pushing && player->MovPos)
4562 int next_jx = player->jx + (player->jx - player->last_jx);
4563 int next_jy = player->jy + (player->jy - player->last_jy);
4565 if (x == next_jx && y == next_jy)
4573 void StartMoving(int x, int y)
4575 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4576 int element = Feld[x][y];
4581 if (MovDelay[x][y] == 0)
4582 GfxAction[x][y] = ACTION_DEFAULT;
4584 if (CAN_FALL(element) && y < lev_fieldy - 1)
4586 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4587 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4588 if (JustBeingPushed(x, y))
4591 if (element == EL_QUICKSAND_FULL)
4593 if (IS_FREE(x, y + 1))
4595 InitMovingField(x, y, MV_DOWN);
4596 started_moving = TRUE;
4598 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4599 Store[x][y] = EL_ROCK;
4601 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4603 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4605 if (!MovDelay[x][y])
4606 MovDelay[x][y] = TILEY + 1;
4615 Feld[x][y] = EL_QUICKSAND_EMPTY;
4616 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4617 Store[x][y + 1] = Store[x][y];
4620 PlayLevelSoundAction(x, y, ACTION_FILLING);
4623 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4624 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4626 InitMovingField(x, y, MV_DOWN);
4627 started_moving = TRUE;
4629 Feld[x][y] = EL_QUICKSAND_FILLING;
4630 Store[x][y] = element;
4632 PlayLevelSoundAction(x, y, ACTION_FILLING);
4634 else if (element == EL_MAGIC_WALL_FULL)
4636 if (IS_FREE(x, y + 1))
4638 InitMovingField(x, y, MV_DOWN);
4639 started_moving = TRUE;
4641 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4642 Store[x][y] = EL_CHANGED(Store[x][y]);
4644 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4646 if (!MovDelay[x][y])
4647 MovDelay[x][y] = TILEY/4 + 1;
4656 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4657 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4658 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4662 else if (element == EL_BD_MAGIC_WALL_FULL)
4664 if (IS_FREE(x, y + 1))
4666 InitMovingField(x, y, MV_DOWN);
4667 started_moving = TRUE;
4669 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4670 Store[x][y] = EL_CHANGED2(Store[x][y]);
4672 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4674 if (!MovDelay[x][y])
4675 MovDelay[x][y] = TILEY/4 + 1;
4684 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4685 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4686 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4690 else if (CAN_PASS_MAGIC_WALL(element) &&
4691 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4692 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4694 InitMovingField(x, y, MV_DOWN);
4695 started_moving = TRUE;
4698 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4699 EL_BD_MAGIC_WALL_FILLING);
4700 Store[x][y] = element;
4702 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4704 SplashAcid(x, y + 1);
4706 InitMovingField(x, y, MV_DOWN);
4707 started_moving = TRUE;
4709 Store[x][y] = EL_ACID;
4711 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4712 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4714 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4715 CAN_FALL(element) && WasJustFalling[x][y] &&
4716 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4718 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4719 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4720 (Feld[x][y + 1] == EL_BLOCKED)))
4722 /* this is needed for a special case not covered by calling "Impact()"
4723 from "ContinueMoving()": if an element moves to a tile directly below
4724 another element which was just falling on that tile (which was empty
4725 in the previous frame), the falling element above would just stop
4726 instead of smashing the element below (in previous version, the above
4727 element was just checked for "moving" instead of "falling", resulting
4728 in incorrect smashes caused by horizontal movement of the above
4729 element; also, the case of the player being the element to smash was
4730 simply not covered here... :-/ ) */
4732 CheckCollision[x][y] = 0;
4736 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4738 if (MovDir[x][y] == MV_NO_MOVING)
4740 InitMovingField(x, y, MV_DOWN);
4741 started_moving = TRUE;
4744 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4746 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4747 MovDir[x][y] = MV_DOWN;
4749 InitMovingField(x, y, MV_DOWN);
4750 started_moving = TRUE;
4752 else if (element == EL_AMOEBA_DROP)
4754 Feld[x][y] = EL_AMOEBA_GROWING;
4755 Store[x][y] = EL_AMOEBA_WET;
4757 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4758 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4759 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4760 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4762 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4763 (IS_FREE(x - 1, y + 1) ||
4764 Feld[x - 1][y + 1] == EL_ACID));
4765 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4766 (IS_FREE(x + 1, y + 1) ||
4767 Feld[x + 1][y + 1] == EL_ACID));
4768 boolean can_fall_any = (can_fall_left || can_fall_right);
4769 boolean can_fall_both = (can_fall_left && can_fall_right);
4771 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4773 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4775 if (slippery_type == SLIPPERY_ONLY_LEFT)
4776 can_fall_right = FALSE;
4777 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4778 can_fall_left = FALSE;
4779 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4780 can_fall_right = FALSE;
4781 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4782 can_fall_left = FALSE;
4784 can_fall_any = (can_fall_left || can_fall_right);
4785 can_fall_both = (can_fall_left && can_fall_right);
4788 #if USE_NEW_SP_SLIPPERY
4789 /* !!! better use the same properties as for custom elements here !!! */
4790 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4791 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4793 can_fall_right = FALSE; /* slip down on left side */
4794 can_fall_both = FALSE;
4800 if (game.emulation == EMU_BOULDERDASH ||
4801 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4802 can_fall_right = FALSE; /* slip down on left side */
4804 can_fall_left = !(can_fall_right = RND(2));
4806 can_fall_both = FALSE;
4811 /* if not determined otherwise, prefer left side for slipping down */
4812 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4813 started_moving = TRUE;
4817 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4819 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4822 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4823 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4824 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4825 int belt_dir = game.belt_dir[belt_nr];
4827 if ((belt_dir == MV_LEFT && left_is_free) ||
4828 (belt_dir == MV_RIGHT && right_is_free))
4830 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4832 InitMovingField(x, y, belt_dir);
4833 started_moving = TRUE;
4835 Pushed[x][y] = TRUE;
4836 Pushed[nextx][y] = TRUE;
4838 GfxAction[x][y] = ACTION_DEFAULT;
4842 MovDir[x][y] = 0; /* if element was moving, stop it */
4847 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4849 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4851 if (CAN_MOVE(element) && !started_moving)
4854 int move_pattern = element_info[element].move_pattern;
4859 if (MovDir[x][y] == MV_NO_MOVING)
4861 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4862 x, y, element, element_info[element].token_name);
4863 printf("StartMoving(): This should never happen!\n");
4868 Moving2Blocked(x, y, &newx, &newy);
4870 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4873 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4874 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4876 WasJustMoving[x][y] = 0;
4877 CheckCollision[x][y] = 0;
4879 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4881 if (Feld[x][y] != element) /* element has changed */
4885 if (!MovDelay[x][y]) /* start new movement phase */
4887 /* all objects that can change their move direction after each step
4888 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4890 if (element != EL_YAMYAM &&
4891 element != EL_DARK_YAMYAM &&
4892 element != EL_PACMAN &&
4893 !(move_pattern & MV_ANY_DIRECTION) &&
4894 move_pattern != MV_TURNING_LEFT &&
4895 move_pattern != MV_TURNING_RIGHT &&
4896 move_pattern != MV_TURNING_LEFT_RIGHT &&
4897 move_pattern != MV_TURNING_RIGHT_LEFT &&
4898 move_pattern != MV_TURNING_RANDOM)
4902 if (MovDelay[x][y] && (element == EL_BUG ||
4903 element == EL_SPACESHIP ||
4904 element == EL_SP_SNIKSNAK ||
4905 element == EL_SP_ELECTRON ||
4906 element == EL_MOLE))
4907 DrawLevelField(x, y);
4911 if (MovDelay[x][y]) /* wait some time before next movement */
4915 if (element == EL_ROBOT ||
4916 element == EL_YAMYAM ||
4917 element == EL_DARK_YAMYAM)
4919 DrawLevelElementAnimationIfNeeded(x, y, element);
4920 PlayLevelSoundAction(x, y, ACTION_WAITING);
4922 else if (element == EL_SP_ELECTRON)
4923 DrawLevelElementAnimationIfNeeded(x, y, element);
4924 else if (element == EL_DRAGON)
4927 int dir = MovDir[x][y];
4928 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4929 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4930 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4931 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4932 dir == MV_UP ? IMG_FLAMES_1_UP :
4933 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4934 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4936 GfxAction[x][y] = ACTION_ATTACKING;
4938 if (IS_PLAYER(x, y))
4939 DrawPlayerField(x, y);
4941 DrawLevelField(x, y);
4943 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4945 for (i = 1; i <= 3; i++)
4947 int xx = x + i * dx;
4948 int yy = y + i * dy;
4949 int sx = SCREENX(xx);
4950 int sy = SCREENY(yy);
4951 int flame_graphic = graphic + (i - 1);
4953 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
4958 int flamed = MovingOrBlocked2Element(xx, yy);
4962 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
4964 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
4965 RemoveMovingField(xx, yy);
4967 RemoveField(xx, yy);
4969 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
4972 RemoveMovingField(xx, yy);
4975 ChangeDelay[xx][yy] = 0;
4977 Feld[xx][yy] = EL_FLAMES;
4979 if (IN_SCR_FIELD(sx, sy))
4981 DrawLevelFieldCrumbledSand(xx, yy);
4982 DrawGraphic(sx, sy, flame_graphic, frame);
4987 if (Feld[xx][yy] == EL_FLAMES)
4988 Feld[xx][yy] = EL_EMPTY;
4989 DrawLevelField(xx, yy);
4994 if (MovDelay[x][y]) /* element still has to wait some time */
4996 PlayLevelSoundAction(x, y, ACTION_WAITING);
5002 /* now make next step */
5004 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5006 if (DONT_COLLIDE_WITH(element) &&
5007 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5008 !PLAYER_ENEMY_PROTECTED(newx, newy))
5010 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5015 else if (CAN_MOVE_INTO_ACID(element) &&
5016 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5017 (MovDir[x][y] == MV_DOWN ||
5018 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5020 SplashAcid(newx, newy);
5021 Store[x][y] = EL_ACID;
5023 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5025 if (Feld[newx][newy] == EL_EXIT_OPEN)
5028 DrawLevelField(x, y);
5030 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5031 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5032 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5034 local_player->friends_still_needed--;
5035 if (!local_player->friends_still_needed &&
5036 !local_player->GameOver && AllPlayersGone)
5037 local_player->LevelSolved = local_player->GameOver = TRUE;
5041 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5043 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5044 DrawLevelField(newx, newy);
5046 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5048 else if (!IS_FREE(newx, newy))
5050 GfxAction[x][y] = ACTION_WAITING;
5052 if (IS_PLAYER(x, y))
5053 DrawPlayerField(x, y);
5055 DrawLevelField(x, y);
5060 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5062 if (IS_FOOD_PIG(Feld[newx][newy]))
5064 if (IS_MOVING(newx, newy))
5065 RemoveMovingField(newx, newy);
5068 Feld[newx][newy] = EL_EMPTY;
5069 DrawLevelField(newx, newy);
5072 PlayLevelSound(x, y, SND_PIG_DIGGING);
5074 else if (!IS_FREE(newx, newy))
5076 if (IS_PLAYER(x, y))
5077 DrawPlayerField(x, y);
5079 DrawLevelField(x, y);
5084 else if (IS_CUSTOM_ELEMENT(element) &&
5085 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5087 int new_element = Feld[newx][newy];
5089 if (!IS_FREE(newx, newy))
5091 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5092 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5095 /* no element can dig solid indestructible elements */
5096 if (IS_INDESTRUCTIBLE(new_element) &&
5097 !IS_DIGGABLE(new_element) &&
5098 !IS_COLLECTIBLE(new_element))
5101 if (AmoebaNr[newx][newy] &&
5102 (new_element == EL_AMOEBA_FULL ||
5103 new_element == EL_BD_AMOEBA ||
5104 new_element == EL_AMOEBA_GROWING))
5106 AmoebaCnt[AmoebaNr[newx][newy]]--;
5107 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5110 if (IS_MOVING(newx, newy))
5111 RemoveMovingField(newx, newy);
5114 RemoveField(newx, newy);
5115 DrawLevelField(newx, newy);
5118 /* if digged element was about to explode, prevent the explosion */
5119 ExplodeField[newx][newy] = EX_TYPE_NONE;
5121 PlayLevelSoundAction(x, y, action);
5124 Store[newx][newy] = EL_EMPTY;
5125 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5127 int move_leave_element = element_info[element].move_leave_element;
5129 /* this makes it possible to leave the removed element again */
5130 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5131 new_element : move_leave_element);
5134 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5136 RunnerVisit[x][y] = FrameCounter;
5137 PlayerVisit[x][y] /= 8; /* expire player visit path */
5140 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5142 if (!IS_FREE(newx, newy))
5144 if (IS_PLAYER(x, y))
5145 DrawPlayerField(x, y);
5147 DrawLevelField(x, y);
5153 boolean wanna_flame = !RND(10);
5154 int dx = newx - x, dy = newy - y;
5155 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5156 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5157 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5158 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5159 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5160 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5163 IS_CLASSIC_ENEMY(element1) ||
5164 IS_CLASSIC_ENEMY(element2)) &&
5165 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5166 element1 != EL_FLAMES && element2 != EL_FLAMES)
5168 ResetGfxAnimation(x, y);
5169 GfxAction[x][y] = ACTION_ATTACKING;
5171 if (IS_PLAYER(x, y))
5172 DrawPlayerField(x, y);
5174 DrawLevelField(x, y);
5176 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5178 MovDelay[x][y] = 50;
5182 RemoveField(newx, newy);
5184 Feld[newx][newy] = EL_FLAMES;
5185 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5188 RemoveField(newx1, newy1);
5190 Feld[newx1][newy1] = EL_FLAMES;
5192 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5195 RemoveField(newx2, newy2);
5197 Feld[newx2][newy2] = EL_FLAMES;
5204 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5205 Feld[newx][newy] == EL_DIAMOND)
5207 if (IS_MOVING(newx, newy))
5208 RemoveMovingField(newx, newy);
5211 Feld[newx][newy] = EL_EMPTY;
5212 DrawLevelField(newx, newy);
5215 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5217 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5218 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5220 if (AmoebaNr[newx][newy])
5222 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5223 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5224 Feld[newx][newy] == EL_BD_AMOEBA)
5225 AmoebaCnt[AmoebaNr[newx][newy]]--;
5230 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5232 RemoveMovingField(newx, newy);
5235 if (IS_MOVING(newx, newy))
5237 RemoveMovingField(newx, newy);
5242 Feld[newx][newy] = EL_EMPTY;
5243 DrawLevelField(newx, newy);
5246 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5248 else if ((element == EL_PACMAN || element == EL_MOLE)
5249 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5251 if (AmoebaNr[newx][newy])
5253 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5254 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5255 Feld[newx][newy] == EL_BD_AMOEBA)
5256 AmoebaCnt[AmoebaNr[newx][newy]]--;
5259 if (element == EL_MOLE)
5261 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5262 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5264 ResetGfxAnimation(x, y);
5265 GfxAction[x][y] = ACTION_DIGGING;
5266 DrawLevelField(x, y);
5268 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5270 return; /* wait for shrinking amoeba */
5272 else /* element == EL_PACMAN */
5274 Feld[newx][newy] = EL_EMPTY;
5275 DrawLevelField(newx, newy);
5276 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5279 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5280 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5281 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5283 /* wait for shrinking amoeba to completely disappear */
5286 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5288 /* object was running against a wall */
5293 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5294 if (move_pattern & MV_ANY_DIRECTION &&
5295 move_pattern == MovDir[x][y])
5297 int blocking_element =
5298 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5300 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5303 element = Feld[x][y]; /* element might have changed */
5307 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5308 DrawLevelElementAnimation(x, y, element);
5310 if (DONT_TOUCH(element))
5311 TestIfBadThingTouchesHero(x, y);
5316 InitMovingField(x, y, MovDir[x][y]);
5318 PlayLevelSoundAction(x, y, ACTION_MOVING);
5322 ContinueMoving(x, y);
5325 void ContinueMoving(int x, int y)
5327 int element = Feld[x][y];
5328 int stored = Store[x][y];
5329 struct ElementInfo *ei = &element_info[element];
5330 int direction = MovDir[x][y];
5331 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5332 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5333 int newx = x + dx, newy = y + dy;
5334 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5335 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5336 boolean last_line = (newy == lev_fieldy - 1);
5338 MovPos[x][y] += getElementMoveStepsize(x, y);
5340 if (pushed_by_player) /* special case: moving object pushed by player */
5341 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5343 if (ABS(MovPos[x][y]) < TILEX)
5345 DrawLevelField(x, y);
5347 return; /* element is still moving */
5350 /* element reached destination field */
5352 Feld[x][y] = EL_EMPTY;
5353 Feld[newx][newy] = element;
5354 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5356 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5358 element = Feld[newx][newy] = EL_ACID;
5360 else if (element == EL_MOLE)
5362 Feld[x][y] = EL_SAND;
5364 DrawLevelFieldCrumbledSandNeighbours(x, y);
5366 else if (element == EL_QUICKSAND_FILLING)
5368 element = Feld[newx][newy] = get_next_element(element);
5369 Store[newx][newy] = Store[x][y];
5371 else if (element == EL_QUICKSAND_EMPTYING)
5373 Feld[x][y] = get_next_element(element);
5374 element = Feld[newx][newy] = Store[x][y];
5376 else if (element == EL_MAGIC_WALL_FILLING)
5378 element = Feld[newx][newy] = get_next_element(element);
5379 if (!game.magic_wall_active)
5380 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5381 Store[newx][newy] = Store[x][y];
5383 else if (element == EL_MAGIC_WALL_EMPTYING)
5385 Feld[x][y] = get_next_element(element);
5386 if (!game.magic_wall_active)
5387 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5388 element = Feld[newx][newy] = Store[x][y];
5390 #if USE_NEW_COLLECT_COUNT
5391 InitField(newx, newy, FALSE);
5394 else if (element == EL_BD_MAGIC_WALL_FILLING)
5396 element = Feld[newx][newy] = get_next_element(element);
5397 if (!game.magic_wall_active)
5398 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5399 Store[newx][newy] = Store[x][y];
5401 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5403 Feld[x][y] = get_next_element(element);
5404 if (!game.magic_wall_active)
5405 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5406 element = Feld[newx][newy] = Store[x][y];
5408 #if USE_NEW_COLLECT_COUNT
5409 InitField(newx, newy, FALSE);
5412 else if (element == EL_AMOEBA_DROPPING)
5414 Feld[x][y] = get_next_element(element);
5415 element = Feld[newx][newy] = Store[x][y];
5417 else if (element == EL_SOKOBAN_OBJECT)
5420 Feld[x][y] = Back[x][y];
5422 if (Back[newx][newy])
5423 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5425 Back[x][y] = Back[newx][newy] = 0;
5428 Store[x][y] = EL_EMPTY;
5433 MovDelay[newx][newy] = 0;
5435 if (CAN_CHANGE(element))
5437 /* copy element change control values to new field */
5438 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5439 ChangePage[newx][newy] = ChangePage[x][y];
5440 Changed[newx][newy] = Changed[x][y];
5441 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5443 #if USE_NEW_COLLECT_COUNT
5444 Count[newx][newy] = Count[x][y];
5448 ChangeDelay[x][y] = 0;
5449 ChangePage[x][y] = -1;
5450 Changed[x][y] = FALSE;
5451 ChangeEvent[x][y] = -1;
5453 #if USE_NEW_COLLECT_COUNT
5457 /* copy animation control values to new field */
5458 GfxFrame[newx][newy] = GfxFrame[x][y];
5459 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5460 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5461 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5463 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5465 /* some elements can leave other elements behind after moving */
5466 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5467 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5468 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5470 int move_leave_element = ei->move_leave_element;
5472 /* this makes it possible to leave the removed element again */
5473 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5474 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5475 move_leave_element = stored;
5477 Feld[x][y] = move_leave_element;
5479 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5480 MovDir[x][y] = direction;
5482 InitField(x, y, FALSE);
5484 if (GFX_CRUMBLED(Feld[x][y]))
5485 DrawLevelFieldCrumbledSandNeighbours(x, y);
5487 if (ELEM_IS_PLAYER(move_leave_element))
5488 RelocatePlayer(x, y, move_leave_element);
5491 /* do this after checking for left-behind element */
5492 ResetGfxAnimation(x, y); /* reset animation values for old field */
5494 if (!CAN_MOVE(element) ||
5495 (CAN_FALL(element) && direction == MV_DOWN &&
5496 (element == EL_SPRING ||
5497 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5498 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5499 GfxDir[x][y] = MovDir[newx][newy] = 0;
5501 DrawLevelField(x, y);
5502 DrawLevelField(newx, newy);
5504 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5506 /* prevent pushed element from moving on in pushed direction */
5507 if (pushed_by_player && CAN_MOVE(element) &&
5508 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5509 !(element_info[element].move_pattern & direction))
5510 TurnRound(newx, newy);
5512 /* prevent elements on conveyor belt from moving on in last direction */
5513 if (pushed_by_conveyor && CAN_FALL(element) &&
5514 direction & MV_HORIZONTAL)
5515 MovDir[newx][newy] = 0;
5517 if (!pushed_by_player)
5519 int nextx = newx + dx, nexty = newy + dy;
5520 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5522 WasJustMoving[newx][newy] = 3;
5524 if (CAN_FALL(element) && direction == MV_DOWN)
5525 WasJustFalling[newx][newy] = 3;
5527 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5528 CheckCollision[newx][newy] = 2;
5531 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5533 TestIfBadThingTouchesHero(newx, newy);
5534 TestIfBadThingTouchesFriend(newx, newy);
5536 if (!IS_CUSTOM_ELEMENT(element))
5537 TestIfBadThingTouchesOtherBadThing(newx, newy);
5539 else if (element == EL_PENGUIN)
5540 TestIfFriendTouchesBadThing(newx, newy);
5542 /* give the player one last chance (one more frame) to move away */
5543 if (CAN_FALL(element) && direction == MV_DOWN &&
5544 (last_line || (!IS_FREE(x, newy + 1) &&
5545 (!IS_PLAYER(x, newy + 1) ||
5546 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5549 if (pushed_by_player && !game.use_change_when_pushing_bug)
5551 int dig_side = MV_DIR_OPPOSITE(direction);
5552 struct PlayerInfo *player = PLAYERINFO(x, y);
5554 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5555 player->index_bit, dig_side);
5556 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5557 player->index_bit, dig_side);
5560 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5562 TestIfElementHitsCustomElement(newx, newy, direction);
5563 TestIfPlayerTouchesCustomElement(newx, newy);
5564 TestIfElementTouchesCustomElement(newx, newy);
5567 int AmoebeNachbarNr(int ax, int ay)
5570 int element = Feld[ax][ay];
5572 static int xy[4][2] =
5580 for (i = 0; i < NUM_DIRECTIONS; i++)
5582 int x = ax + xy[i][0];
5583 int y = ay + xy[i][1];
5585 if (!IN_LEV_FIELD(x, y))
5588 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5589 group_nr = AmoebaNr[x][y];
5595 void AmoebenVereinigen(int ax, int ay)
5597 int i, x, y, xx, yy;
5598 int new_group_nr = AmoebaNr[ax][ay];
5599 static int xy[4][2] =
5607 if (new_group_nr == 0)
5610 for (i = 0; i < NUM_DIRECTIONS; i++)
5615 if (!IN_LEV_FIELD(x, y))
5618 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5619 Feld[x][y] == EL_BD_AMOEBA ||
5620 Feld[x][y] == EL_AMOEBA_DEAD) &&
5621 AmoebaNr[x][y] != new_group_nr)
5623 int old_group_nr = AmoebaNr[x][y];
5625 if (old_group_nr == 0)
5628 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5629 AmoebaCnt[old_group_nr] = 0;
5630 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5631 AmoebaCnt2[old_group_nr] = 0;
5633 for (yy = 0; yy < lev_fieldy; yy++)
5635 for (xx = 0; xx < lev_fieldx; xx++)
5637 if (AmoebaNr[xx][yy] == old_group_nr)
5638 AmoebaNr[xx][yy] = new_group_nr;
5645 void AmoebeUmwandeln(int ax, int ay)
5649 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5651 int group_nr = AmoebaNr[ax][ay];
5656 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5657 printf("AmoebeUmwandeln(): This should never happen!\n");
5662 for (y = 0; y < lev_fieldy; y++)
5664 for (x = 0; x < lev_fieldx; x++)
5666 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5669 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5673 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5674 SND_AMOEBA_TURNING_TO_GEM :
5675 SND_AMOEBA_TURNING_TO_ROCK));
5680 static int xy[4][2] =
5688 for (i = 0; i < NUM_DIRECTIONS; i++)
5693 if (!IN_LEV_FIELD(x, y))
5696 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5698 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5699 SND_AMOEBA_TURNING_TO_GEM :
5700 SND_AMOEBA_TURNING_TO_ROCK));
5707 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5710 int group_nr = AmoebaNr[ax][ay];
5711 boolean done = FALSE;
5716 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5717 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5722 for (y = 0; y < lev_fieldy; y++)
5724 for (x = 0; x < lev_fieldx; x++)
5726 if (AmoebaNr[x][y] == group_nr &&
5727 (Feld[x][y] == EL_AMOEBA_DEAD ||
5728 Feld[x][y] == EL_BD_AMOEBA ||
5729 Feld[x][y] == EL_AMOEBA_GROWING))
5732 Feld[x][y] = new_element;
5733 InitField(x, y, FALSE);
5734 DrawLevelField(x, y);
5741 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5742 SND_BD_AMOEBA_TURNING_TO_ROCK :
5743 SND_BD_AMOEBA_TURNING_TO_GEM));
5746 void AmoebeWaechst(int x, int y)
5748 static unsigned long sound_delay = 0;
5749 static unsigned long sound_delay_value = 0;
5751 if (!MovDelay[x][y]) /* start new growing cycle */
5755 if (DelayReached(&sound_delay, sound_delay_value))
5757 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5758 sound_delay_value = 30;
5762 if (MovDelay[x][y]) /* wait some time before growing bigger */
5765 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5767 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5768 6 - MovDelay[x][y]);
5770 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5773 if (!MovDelay[x][y])
5775 Feld[x][y] = Store[x][y];
5777 DrawLevelField(x, y);
5782 void AmoebaDisappearing(int x, int y)
5784 static unsigned long sound_delay = 0;
5785 static unsigned long sound_delay_value = 0;
5787 if (!MovDelay[x][y]) /* start new shrinking cycle */
5791 if (DelayReached(&sound_delay, sound_delay_value))
5792 sound_delay_value = 30;
5795 if (MovDelay[x][y]) /* wait some time before shrinking */
5798 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5800 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5801 6 - MovDelay[x][y]);
5803 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5806 if (!MovDelay[x][y])
5808 Feld[x][y] = EL_EMPTY;
5809 DrawLevelField(x, y);
5811 /* don't let mole enter this field in this cycle;
5812 (give priority to objects falling to this field from above) */
5818 void AmoebeAbleger(int ax, int ay)
5821 int element = Feld[ax][ay];
5822 int graphic = el2img(element);
5823 int newax = ax, neway = ay;
5824 static int xy[4][2] =
5832 if (!level.amoeba_speed)
5834 Feld[ax][ay] = EL_AMOEBA_DEAD;
5835 DrawLevelField(ax, ay);
5839 if (IS_ANIMATED(graphic))
5840 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5842 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5843 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5845 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5848 if (MovDelay[ax][ay])
5852 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5855 int x = ax + xy[start][0];
5856 int y = ay + xy[start][1];
5858 if (!IN_LEV_FIELD(x, y))
5861 if (IS_FREE(x, y) ||
5862 CAN_GROW_INTO(Feld[x][y]) ||
5863 Feld[x][y] == EL_QUICKSAND_EMPTY)
5869 if (newax == ax && neway == ay)
5872 else /* normal or "filled" (BD style) amoeba */
5875 boolean waiting_for_player = FALSE;
5877 for (i = 0; i < NUM_DIRECTIONS; i++)
5879 int j = (start + i) % 4;
5880 int x = ax + xy[j][0];
5881 int y = ay + xy[j][1];
5883 if (!IN_LEV_FIELD(x, y))
5886 if (IS_FREE(x, y) ||
5887 CAN_GROW_INTO(Feld[x][y]) ||
5888 Feld[x][y] == EL_QUICKSAND_EMPTY)
5894 else if (IS_PLAYER(x, y))
5895 waiting_for_player = TRUE;
5898 if (newax == ax && neway == ay) /* amoeba cannot grow */
5900 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5902 Feld[ax][ay] = EL_AMOEBA_DEAD;
5903 DrawLevelField(ax, ay);
5904 AmoebaCnt[AmoebaNr[ax][ay]]--;
5906 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5908 if (element == EL_AMOEBA_FULL)
5909 AmoebeUmwandeln(ax, ay);
5910 else if (element == EL_BD_AMOEBA)
5911 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5916 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5918 /* amoeba gets larger by growing in some direction */
5920 int new_group_nr = AmoebaNr[ax][ay];
5923 if (new_group_nr == 0)
5925 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5926 printf("AmoebeAbleger(): This should never happen!\n");
5931 AmoebaNr[newax][neway] = new_group_nr;
5932 AmoebaCnt[new_group_nr]++;
5933 AmoebaCnt2[new_group_nr]++;
5935 /* if amoeba touches other amoeba(s) after growing, unify them */
5936 AmoebenVereinigen(newax, neway);
5938 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
5940 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
5946 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
5947 (neway == lev_fieldy - 1 && newax != ax))
5949 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
5950 Store[newax][neway] = element;
5952 else if (neway == ay)
5954 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
5956 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
5960 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
5961 Feld[ax][ay] = EL_AMOEBA_DROPPING;
5962 Store[ax][ay] = EL_AMOEBA_DROP;
5963 ContinueMoving(ax, ay);
5967 DrawLevelField(newax, neway);
5970 void Life(int ax, int ay)
5973 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
5975 int element = Feld[ax][ay];
5976 int graphic = el2img(element);
5977 boolean changed = FALSE;
5979 if (IS_ANIMATED(graphic))
5980 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5985 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
5986 MovDelay[ax][ay] = life_time;
5988 if (MovDelay[ax][ay]) /* wait some time before next cycle */
5991 if (MovDelay[ax][ay])
5995 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
5997 int xx = ax+x1, yy = ay+y1;
6000 if (!IN_LEV_FIELD(xx, yy))
6003 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6005 int x = xx+x2, y = yy+y2;
6007 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6010 if (((Feld[x][y] == element ||
6011 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6013 (IS_FREE(x, y) && Stop[x][y]))
6017 if (xx == ax && yy == ay) /* field in the middle */
6019 if (nachbarn < life[0] || nachbarn > life[1])
6021 Feld[xx][yy] = EL_EMPTY;
6023 DrawLevelField(xx, yy);
6024 Stop[xx][yy] = TRUE;
6028 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6029 { /* free border field */
6030 if (nachbarn >= life[2] && nachbarn <= life[3])
6032 Feld[xx][yy] = element;
6033 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6035 DrawLevelField(xx, yy);
6036 Stop[xx][yy] = TRUE;
6043 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6044 SND_GAME_OF_LIFE_GROWING);
6047 static void InitRobotWheel(int x, int y)
6049 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6052 static void RunRobotWheel(int x, int y)
6054 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6057 static void StopRobotWheel(int x, int y)
6059 if (ZX == x && ZY == y)
6063 static void InitTimegateWheel(int x, int y)
6065 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6068 static void RunTimegateWheel(int x, int y)
6070 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6073 void CheckExit(int x, int y)
6075 if (local_player->gems_still_needed > 0 ||
6076 local_player->sokobanfields_still_needed > 0 ||
6077 local_player->lights_still_needed > 0)
6079 int element = Feld[x][y];
6080 int graphic = el2img(element);
6082 if (IS_ANIMATED(graphic))
6083 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6088 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6091 Feld[x][y] = EL_EXIT_OPENING;
6093 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6096 void CheckExitSP(int x, int y)
6098 if (local_player->gems_still_needed > 0)
6100 int element = Feld[x][y];
6101 int graphic = el2img(element);
6103 if (IS_ANIMATED(graphic))
6104 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6109 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6112 Feld[x][y] = EL_SP_EXIT_OPENING;
6114 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6117 static void CloseAllOpenTimegates()
6121 for (y = 0; y < lev_fieldy; y++)
6123 for (x = 0; x < lev_fieldx; x++)
6125 int element = Feld[x][y];
6127 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6129 Feld[x][y] = EL_TIMEGATE_CLOSING;
6131 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6137 void EdelsteinFunkeln(int x, int y)
6139 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6142 if (Feld[x][y] == EL_BD_DIAMOND)
6145 if (MovDelay[x][y] == 0) /* next animation frame */
6146 MovDelay[x][y] = 11 * !SimpleRND(500);
6148 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6152 if (setup.direct_draw && MovDelay[x][y])
6153 SetDrawtoField(DRAW_BUFFERED);
6155 DrawLevelElementAnimation(x, y, Feld[x][y]);
6157 if (MovDelay[x][y] != 0)
6159 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6160 10 - MovDelay[x][y]);
6162 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6164 if (setup.direct_draw)
6168 dest_x = FX + SCREENX(x) * TILEX;
6169 dest_y = FY + SCREENY(y) * TILEY;
6171 BlitBitmap(drawto_field, window,
6172 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6173 SetDrawtoField(DRAW_DIRECT);
6179 void MauerWaechst(int x, int y)
6183 if (!MovDelay[x][y]) /* next animation frame */
6184 MovDelay[x][y] = 3 * delay;
6186 if (MovDelay[x][y]) /* wait some time before next frame */
6190 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6192 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6193 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6195 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6198 if (!MovDelay[x][y])
6200 if (MovDir[x][y] == MV_LEFT)
6202 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6203 DrawLevelField(x - 1, y);
6205 else if (MovDir[x][y] == MV_RIGHT)
6207 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6208 DrawLevelField(x + 1, y);
6210 else if (MovDir[x][y] == MV_UP)
6212 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6213 DrawLevelField(x, y - 1);
6217 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6218 DrawLevelField(x, y + 1);
6221 Feld[x][y] = Store[x][y];
6223 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6224 DrawLevelField(x, y);
6229 void MauerAbleger(int ax, int ay)
6231 int element = Feld[ax][ay];
6232 int graphic = el2img(element);
6233 boolean oben_frei = FALSE, unten_frei = FALSE;
6234 boolean links_frei = FALSE, rechts_frei = FALSE;
6235 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6236 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6237 boolean new_wall = FALSE;
6239 if (IS_ANIMATED(graphic))
6240 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6242 if (!MovDelay[ax][ay]) /* start building new wall */
6243 MovDelay[ax][ay] = 6;
6245 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6248 if (MovDelay[ax][ay])
6252 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6254 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6256 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6258 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6261 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6262 element == EL_EXPANDABLE_WALL_ANY)
6266 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6267 Store[ax][ay-1] = element;
6268 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6269 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6270 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6271 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6276 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6277 Store[ax][ay+1] = element;
6278 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6279 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6280 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6281 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6286 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6287 element == EL_EXPANDABLE_WALL_ANY ||
6288 element == EL_EXPANDABLE_WALL)
6292 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6293 Store[ax-1][ay] = element;
6294 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6295 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6296 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6297 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6303 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6304 Store[ax+1][ay] = element;
6305 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6306 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6307 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6308 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6313 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6314 DrawLevelField(ax, ay);
6316 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6318 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6319 unten_massiv = TRUE;
6320 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6321 links_massiv = TRUE;
6322 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6323 rechts_massiv = TRUE;
6325 if (((oben_massiv && unten_massiv) ||
6326 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6327 element == EL_EXPANDABLE_WALL) &&
6328 ((links_massiv && rechts_massiv) ||
6329 element == EL_EXPANDABLE_WALL_VERTICAL))
6330 Feld[ax][ay] = EL_WALL;
6333 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6336 void CheckForDragon(int x, int y)
6339 boolean dragon_found = FALSE;
6340 static int xy[4][2] =
6348 for (i = 0; i < NUM_DIRECTIONS; i++)
6350 for (j = 0; j < 4; j++)
6352 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6354 if (IN_LEV_FIELD(xx, yy) &&
6355 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6357 if (Feld[xx][yy] == EL_DRAGON)
6358 dragon_found = TRUE;
6367 for (i = 0; i < NUM_DIRECTIONS; i++)
6369 for (j = 0; j < 3; j++)
6371 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6373 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6375 Feld[xx][yy] = EL_EMPTY;
6376 DrawLevelField(xx, yy);
6385 static void InitBuggyBase(int x, int y)
6387 int element = Feld[x][y];
6388 int activating_delay = FRAMES_PER_SECOND / 4;
6391 (element == EL_SP_BUGGY_BASE ?
6392 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6393 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6395 element == EL_SP_BUGGY_BASE_ACTIVE ?
6396 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6399 static void WarnBuggyBase(int x, int y)
6402 static int xy[4][2] =
6410 for (i = 0; i < NUM_DIRECTIONS; i++)
6412 int xx = x + xy[i][0], yy = y + xy[i][1];
6414 if (IS_PLAYER(xx, yy))
6416 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6423 static void InitTrap(int x, int y)
6425 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6428 static void ActivateTrap(int x, int y)
6430 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6433 static void ChangeActiveTrap(int x, int y)
6435 int graphic = IMG_TRAP_ACTIVE;
6437 /* if new animation frame was drawn, correct crumbled sand border */
6438 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6439 DrawLevelFieldCrumbledSand(x, y);
6442 static int getSpecialActionElement(int element, int number, int base_element)
6444 return (element != EL_EMPTY ? element :
6445 number != -1 ? base_element + number - 1 :
6449 static int getModifiedActionNumber(int value_old, int operator, int operand,
6450 int value_min, int value_max)
6452 int value_new = (operator == CA_MODE_ADD ? value_old + operand :
6453 operator == CA_MODE_SUBTRACT ? value_old - operand :
6454 operator == CA_MODE_MULTIPLY ? value_old * operand :
6455 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6456 operator == CA_MODE_SET ? operand :
6459 return (value_new < value_min ? value_min :
6460 value_new > value_max ? value_max :
6464 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6466 struct ElementInfo *ei = &element_info[element];
6467 struct ElementChangeInfo *change = &ei->change_page[page];
6468 int action_type = change->action_type;
6469 int action_mode = change->action_mode;
6470 int action_arg = change->action_arg;
6473 if (!change->has_action)
6476 /* ---------- determine action paramater values ---------- */
6478 int action_arg_element =
6479 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6480 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6481 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6484 int action_arg_number_min =
6485 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6488 int action_arg_number_max =
6489 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6490 action_type == CA_SET_GEMS ? 999 :
6491 action_type == CA_SET_TIME ? 9999 :
6492 action_type == CA_SET_SCORE ? 99999 :
6493 action_type == CA_SET_CE_SCORE ? 9999 :
6494 action_type == CA_SET_CE_COUNT ? 9999 :
6497 int action_arg_number_reset =
6498 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6499 action_type == CA_SET_GEMS ? level.gems_needed :
6500 action_type == CA_SET_TIME ? level.time :
6501 action_type == CA_SET_SCORE ? 0 :
6502 action_type == CA_SET_CE_SCORE ? 0 :
6503 action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
6506 int action_arg_number_normal =
6507 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
6508 action_arg_number_reset);
6510 int action_arg_number =
6511 (action_arg <= CA_ARG_MAX ? action_arg :
6512 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6513 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6514 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6515 action_arg == CA_ARG_NUMBER_NORMAL ? action_arg_number_normal :
6516 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6517 #if USE_NEW_COLLECT_COUNT
6518 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6520 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
6522 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6525 int action_arg_number_old =
6526 (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
6527 action_type == CA_SET_TIME ? TimeLeft :
6528 action_type == CA_SET_SCORE ? local_player->score :
6529 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6530 action_type == CA_SET_CE_COUNT ? Count[x][y] :
6533 int action_arg_number_new =
6534 getModifiedActionNumber(action_arg_number_old,
6535 action_mode, action_arg_number,
6536 action_arg_number_min, action_arg_number_max);
6538 /* (for explicit player choice, set invalid value to "no player") */
6539 int action_arg_player_bits =
6540 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
6541 action_arg >= CA_ARG_PLAYER_1 &&
6542 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6543 action_arg >= CA_ARG_1 &&
6544 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
6545 action_arg_element >= EL_PLAYER_1 &&
6546 action_arg_element <= EL_PLAYER_4 ?
6547 (1 << (action_arg_element - EL_PLAYER_1)) :
6550 /* (for implicit player choice, set invalid value to "all players") */
6551 int trigger_player_bits =
6552 (change->actual_trigger_player >= EL_PLAYER_1 &&
6553 change->actual_trigger_player <= EL_PLAYER_4 ?
6554 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6557 /* ---------- execute action ---------- */
6566 case CA_EXIT_PLAYER:
6568 for (i = 0; i < MAX_PLAYERS; i++)
6569 if (action_arg_player_bits & (1 << i))
6570 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6575 case CA_KILL_PLAYER:
6577 for (i = 0; i < MAX_PLAYERS; i++)
6578 if (action_arg_player_bits & (1 << i))
6579 KillHero(&stored_player[i]);
6584 case CA_RESTART_LEVEL:
6586 game.restart_level = TRUE;
6591 case CA_SHOW_ENVELOPE:
6593 int element = getSpecialActionElement(action_arg_element,
6594 action_arg_number, EL_ENVELOPE_1);
6596 if (IS_ENVELOPE(element))
6597 local_player->show_envelope = element;
6604 int element = getSpecialActionElement(action_arg_element,
6605 action_arg_number, EL_KEY_1);
6607 if (IS_KEY(element))
6609 for (i = 0; i < MAX_PLAYERS; i++)
6611 if (trigger_player_bits & (1 << i))
6613 stored_player[i].key[KEY_NR(element)] = TRUE;
6615 DrawGameValue_Keys(stored_player[i].key);
6617 redraw_mask |= REDRAW_DOOR_1;
6627 int element = getSpecialActionElement(action_arg_element,
6628 action_arg_number, EL_KEY_1);
6630 if (IS_KEY(element))
6632 for (i = 0; i < MAX_PLAYERS; i++)
6634 if (trigger_player_bits & (1 << i))
6636 stored_player[i].key[KEY_NR(element)] = FALSE;
6638 DrawGameValue_Keys(stored_player[i].key);
6640 redraw_mask |= REDRAW_DOOR_1;
6648 case CA_SET_PLAYER_SPEED:
6650 for (i = 0; i < MAX_PLAYERS; i++)
6652 if (trigger_player_bits & (1 << i))
6654 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6657 getModifiedActionNumber(move_stepsize,
6660 action_arg_number_min,
6661 action_arg_number_max);
6663 /* make sure that value is power of 2 */
6664 move_stepsize = (1 << log_2(move_stepsize));
6666 stored_player[i].move_delay_value = TILEX / move_stepsize;
6669 printf("::: move_delay_value == %d\n",
6670 stored_player[i].move_delay_value);
6680 local_player->gems_still_needed = action_arg_number_new;
6682 DrawGameValue_Emeralds(local_player->gems_still_needed);
6689 if (level.time > 0) /* only modify limited time value */
6691 TimeLeft = action_arg_number_new;
6693 DrawGameValue_Time(TimeLeft);
6695 if (!TimeLeft && setup.time_limit)
6696 for (i = 0; i < MAX_PLAYERS; i++)
6697 KillHero(&stored_player[i]);
6705 local_player->score = action_arg_number_new;
6707 DrawGameValue_Score(local_player->score);
6712 case CA_SET_CE_SCORE:
6714 ei->collect_score = action_arg_number_new;
6719 case CA_SET_CE_COUNT:
6721 #if USE_NEW_COLLECT_COUNT
6722 int count_last = Count[x][y];
6724 Count[x][y] = action_arg_number_new;
6727 printf("::: Count == %d\n", Count[x][y]);
6730 if (Count[x][y] == 0 && count_last > 0)
6733 printf("::: CE_COUNT_AT_ZERO\n");
6736 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6737 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6744 case CA_SET_DYNABOMB_NUMBER:
6746 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6751 case CA_SET_DYNABOMB_SIZE:
6753 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6758 case CA_SET_DYNABOMB_POWER:
6760 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6765 case CA_TOGGLE_PLAYER_GRAVITY:
6767 game.gravity = !game.gravity;
6772 case CA_ENABLE_PLAYER_GRAVITY:
6774 game.gravity = TRUE;
6779 case CA_DISABLE_PLAYER_GRAVITY:
6781 game.gravity = FALSE;
6791 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6792 int x, int y, int target_element)
6794 int previous_move_direction = MovDir[x][y];
6795 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6796 IS_WALKABLE(Feld[x][y]));
6798 /* check if element under player changes from accessible to unaccessible
6799 (needed for special case of dropping element which then changes) */
6800 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6801 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6809 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6810 RemoveMovingField(x, y);
6814 Feld[x][y] = target_element;
6816 ResetGfxAnimation(x, y);
6817 ResetRandomAnimationValue(x, y);
6819 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6820 MovDir[x][y] = previous_move_direction;
6822 InitField_WithBug1(x, y, FALSE);
6824 DrawLevelField(x, y);
6826 if (GFX_CRUMBLED(Feld[x][y]))
6827 DrawLevelFieldCrumbledSandNeighbours(x, y);
6830 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6831 if (ELEM_IS_PLAYER(target_element))
6832 RelocatePlayer(x, y, target_element);
6835 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6837 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6840 TestIfBadThingTouchesHero(x, y);
6841 TestIfPlayerTouchesCustomElement(x, y);
6842 TestIfElementTouchesCustomElement(x, y);
6845 static boolean ChangeElementNow(int x, int y, int element, int page)
6847 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6849 int old_element = Feld[x][y];
6851 /* always use default change event to prevent running into a loop */
6852 if (ChangeEvent[x][y] == -1)
6853 ChangeEvent[x][y] = CE_DELAY;
6855 if (ChangeEvent[x][y] == CE_DELAY)
6857 /* reset actual trigger element, trigger player and action element */
6858 change->actual_trigger_element = EL_EMPTY;
6859 change->actual_trigger_player = EL_PLAYER_1;
6863 /* do not change any elements that have already changed in this frame */
6867 /* do not change already changed elements with same change event */
6868 if (Changed[x][y] & ChangeEvent[x][y])
6873 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6875 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6878 if (change->explode)
6885 if (change->use_target_content)
6887 boolean complete_replace = TRUE;
6888 boolean can_replace[3][3];
6891 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6894 boolean is_walkable;
6895 boolean is_diggable;
6896 boolean is_collectible;
6897 boolean is_removable;
6898 boolean is_destructible;
6899 int ex = x + xx - 1;
6900 int ey = y + yy - 1;
6901 int content_element = change->target_content[xx][yy];
6904 can_replace[xx][yy] = TRUE;
6906 if (ex == x && ey == y) /* do not check changing element itself */
6909 if (content_element == EL_EMPTY_SPACE)
6911 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6916 if (!IN_LEV_FIELD(ex, ey))
6918 can_replace[xx][yy] = FALSE;
6919 complete_replace = FALSE;
6926 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6927 e = MovingOrBlocked2Element(ex, ey);
6929 is_empty = (IS_FREE(ex, ey) ||
6930 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
6932 is_walkable = (is_empty || IS_WALKABLE(e));
6933 is_diggable = (is_empty || IS_DIGGABLE(e));
6934 is_collectible = (is_empty || IS_COLLECTIBLE(e));
6935 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
6936 is_removable = (is_diggable || is_collectible);
6938 can_replace[xx][yy] =
6939 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
6940 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
6941 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
6942 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
6943 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
6944 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
6945 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
6947 if (!can_replace[xx][yy])
6948 complete_replace = FALSE;
6951 if (!change->only_if_complete || complete_replace)
6953 boolean something_has_changed = FALSE;
6955 if (change->only_if_complete && change->use_random_replace &&
6956 RND(100) < change->random_percentage)
6959 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6961 int ex = x + xx - 1;
6962 int ey = y + yy - 1;
6963 int content_element;
6965 if (can_replace[xx][yy] && (!change->use_random_replace ||
6966 RND(100) < change->random_percentage))
6968 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6969 RemoveMovingField(ex, ey);
6971 ChangeEvent[ex][ey] = ChangeEvent[x][y];
6973 content_element = change->target_content[xx][yy];
6974 target_element = GET_TARGET_ELEMENT(content_element, change);
6976 ChangeElementNowExt(change, ex, ey, target_element);
6978 something_has_changed = TRUE;
6980 /* for symmetry reasons, freeze newly created border elements */
6981 if (ex != x || ey != y)
6982 Stop[ex][ey] = TRUE; /* no more moving in this frame */
6986 if (something_has_changed)
6987 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6992 target_element = GET_TARGET_ELEMENT(change->target_element, change);
6994 ChangeElementNowExt(change, x, y, target_element);
6996 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
6999 /* this uses direct change before indirect change */
7000 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
7005 static void ChangeElement(int x, int y, int page)
7007 int element = MovingOrBlocked2Element(x, y);
7008 struct ElementInfo *ei = &element_info[element];
7009 struct ElementChangeInfo *change = &ei->change_page[page];
7012 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7015 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7016 x, y, element, element_info[element].token_name);
7017 printf("ChangeElement(): This should never happen!\n");
7022 /* this can happen with classic bombs on walkable, changing elements */
7023 if (!CAN_CHANGE(element))
7026 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7027 ChangeDelay[x][y] = 0;
7033 if (ChangeDelay[x][y] == 0) /* initialize element change */
7035 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7037 ResetGfxAnimation(x, y);
7038 ResetRandomAnimationValue(x, y);
7040 if (change->pre_change_function)
7041 change->pre_change_function(x, y);
7044 ChangeDelay[x][y]--;
7046 if (ChangeDelay[x][y] != 0) /* continue element change */
7048 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7050 if (IS_ANIMATED(graphic))
7051 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7053 if (change->change_function)
7054 change->change_function(x, y);
7056 else /* finish element change */
7058 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7060 page = ChangePage[x][y];
7061 ChangePage[x][y] = -1;
7063 change = &ei->change_page[page];
7066 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7068 ChangeDelay[x][y] = 1; /* try change after next move step */
7069 ChangePage[x][y] = page; /* remember page to use for change */
7074 if (ChangeElementNow(x, y, element, page))
7076 if (change->post_change_function)
7077 change->post_change_function(x, y);
7082 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7088 boolean change_done_any = FALSE;
7089 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7092 if (!(trigger_events[trigger_element][trigger_event]))
7095 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7097 int element = EL_CUSTOM_START + i;
7098 boolean change_done = FALSE;
7101 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7102 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7105 for (p = 0; p < element_info[element].num_change_pages; p++)
7107 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7109 if (change->can_change_or_has_action &&
7110 change->has_event[trigger_event] &&
7111 change->trigger_side & trigger_side &&
7112 change->trigger_player & trigger_player &&
7113 change->trigger_page & trigger_page_bits &&
7114 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7116 change->actual_trigger_element = trigger_element;
7117 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7119 if ((change->can_change && !change_done) || change->has_action)
7123 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7125 if (Feld[x][y] == element)
7127 if (change->can_change && !change_done)
7129 ChangeDelay[x][y] = 1;
7130 ChangeEvent[x][y] = trigger_event;
7131 ChangeElement(x, y, p);
7134 if (change->has_action)
7135 ExecuteCustomElementAction(x, y, element, p);
7139 if (change->can_change)
7142 change_done_any = TRUE;
7149 return change_done_any;
7152 static boolean CheckElementChangeExt(int x, int y,
7154 int trigger_element,
7159 boolean change_done = FALSE;
7162 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7163 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7166 if (Feld[x][y] == EL_BLOCKED)
7168 Blocked2Moving(x, y, &x, &y);
7169 element = Feld[x][y];
7172 if (Feld[x][y] != element) /* check if element has already changed */
7175 for (p = 0; p < element_info[element].num_change_pages; p++)
7177 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7179 boolean check_trigger_element =
7180 (trigger_event == CE_TOUCHING_X ||
7181 trigger_event == CE_HITTING_X ||
7182 trigger_event == CE_HIT_BY_X);
7184 if (change->can_change_or_has_action &&
7185 change->has_event[trigger_event] &&
7186 change->trigger_side & trigger_side &&
7187 change->trigger_player & trigger_player &&
7188 (!check_trigger_element ||
7189 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7191 change->actual_trigger_element = trigger_element;
7192 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7194 if (change->can_change && !change_done)
7196 ChangeDelay[x][y] = 1;
7197 ChangeEvent[x][y] = trigger_event;
7198 ChangeElement(x, y, p);
7203 if (change->has_action)
7204 ExecuteCustomElementAction(x, y, element, p);
7211 static void PlayPlayerSound(struct PlayerInfo *player)
7213 int jx = player->jx, jy = player->jy;
7214 int element = player->element_nr;
7215 int last_action = player->last_action_waiting;
7216 int action = player->action_waiting;
7218 if (player->is_waiting)
7220 if (action != last_action)
7221 PlayLevelSoundElementAction(jx, jy, element, action);
7223 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7227 if (action != last_action)
7228 StopSound(element_info[element].sound[last_action]);
7230 if (last_action == ACTION_SLEEPING)
7231 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7235 static void PlayAllPlayersSound()
7239 for (i = 0; i < MAX_PLAYERS; i++)
7240 if (stored_player[i].active)
7241 PlayPlayerSound(&stored_player[i]);
7244 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7246 boolean last_waiting = player->is_waiting;
7247 int move_dir = player->MovDir;
7249 player->last_action_waiting = player->action_waiting;
7253 if (!last_waiting) /* not waiting -> waiting */
7255 player->is_waiting = TRUE;
7257 player->frame_counter_bored =
7259 game.player_boring_delay_fixed +
7260 SimpleRND(game.player_boring_delay_random);
7261 player->frame_counter_sleeping =
7263 game.player_sleeping_delay_fixed +
7264 SimpleRND(game.player_sleeping_delay_random);
7266 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7269 if (game.player_sleeping_delay_fixed +
7270 game.player_sleeping_delay_random > 0 &&
7271 player->anim_delay_counter == 0 &&
7272 player->post_delay_counter == 0 &&
7273 FrameCounter >= player->frame_counter_sleeping)
7274 player->is_sleeping = TRUE;
7275 else if (game.player_boring_delay_fixed +
7276 game.player_boring_delay_random > 0 &&
7277 FrameCounter >= player->frame_counter_bored)
7278 player->is_bored = TRUE;
7280 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7281 player->is_bored ? ACTION_BORING :
7284 if (player->is_sleeping)
7286 if (player->num_special_action_sleeping > 0)
7288 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7290 int last_special_action = player->special_action_sleeping;
7291 int num_special_action = player->num_special_action_sleeping;
7292 int special_action =
7293 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7294 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7295 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7296 last_special_action + 1 : ACTION_SLEEPING);
7297 int special_graphic =
7298 el_act_dir2img(player->element_nr, special_action, move_dir);
7300 player->anim_delay_counter =
7301 graphic_info[special_graphic].anim_delay_fixed +
7302 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7303 player->post_delay_counter =
7304 graphic_info[special_graphic].post_delay_fixed +
7305 SimpleRND(graphic_info[special_graphic].post_delay_random);
7307 player->special_action_sleeping = special_action;
7310 if (player->anim_delay_counter > 0)
7312 player->action_waiting = player->special_action_sleeping;
7313 player->anim_delay_counter--;
7315 else if (player->post_delay_counter > 0)
7317 player->post_delay_counter--;
7321 else if (player->is_bored)
7323 if (player->num_special_action_bored > 0)
7325 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7327 int special_action =
7328 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7329 int special_graphic =
7330 el_act_dir2img(player->element_nr, special_action, move_dir);
7332 player->anim_delay_counter =
7333 graphic_info[special_graphic].anim_delay_fixed +
7334 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7335 player->post_delay_counter =
7336 graphic_info[special_graphic].post_delay_fixed +
7337 SimpleRND(graphic_info[special_graphic].post_delay_random);
7339 player->special_action_bored = special_action;
7342 if (player->anim_delay_counter > 0)
7344 player->action_waiting = player->special_action_bored;
7345 player->anim_delay_counter--;
7347 else if (player->post_delay_counter > 0)
7349 player->post_delay_counter--;
7354 else if (last_waiting) /* waiting -> not waiting */
7356 player->is_waiting = FALSE;
7357 player->is_bored = FALSE;
7358 player->is_sleeping = FALSE;
7360 player->frame_counter_bored = -1;
7361 player->frame_counter_sleeping = -1;
7363 player->anim_delay_counter = 0;
7364 player->post_delay_counter = 0;
7366 player->action_waiting = ACTION_DEFAULT;
7368 player->special_action_bored = ACTION_DEFAULT;
7369 player->special_action_sleeping = ACTION_DEFAULT;
7373 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7375 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7376 int left = player_action & JOY_LEFT;
7377 int right = player_action & JOY_RIGHT;
7378 int up = player_action & JOY_UP;
7379 int down = player_action & JOY_DOWN;
7380 int button1 = player_action & JOY_BUTTON_1;
7381 int button2 = player_action & JOY_BUTTON_2;
7382 int dx = (left ? -1 : right ? 1 : 0);
7383 int dy = (up ? -1 : down ? 1 : 0);
7385 if (!player->active || tape.pausing)
7391 snapped = SnapField(player, dx, dy);
7395 dropped = DropElement(player);
7397 moved = MovePlayer(player, dx, dy);
7400 if (tape.single_step && tape.recording && !tape.pausing)
7402 if (button1 || (dropped && !moved))
7404 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7405 SnapField(player, 0, 0); /* stop snapping */
7409 SetPlayerWaiting(player, FALSE);
7411 return player_action;
7415 /* no actions for this player (no input at player's configured device) */
7417 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7418 SnapField(player, 0, 0);
7419 CheckGravityMovementWhenNotMoving(player);
7421 if (player->MovPos == 0)
7422 SetPlayerWaiting(player, TRUE);
7424 if (player->MovPos == 0) /* needed for tape.playing */
7425 player->is_moving = FALSE;
7427 player->is_dropping = FALSE;
7433 void AdvanceFrameAndPlayerCounters(int player_nr)
7437 /* advance frame counters (global frame counter and time frame counter) */
7441 /* advance player counters (counters for move delay, move animation etc.) */
7442 for (i = 0; i < MAX_PLAYERS; i++)
7444 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7445 int move_delay_value = stored_player[i].move_delay_value;
7446 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7448 if (!advance_player_counters) /* not all players may be affected */
7451 #if USE_NEW_PLAYER_ANIM
7452 if (move_frames == 0) /* less than one move per game frame */
7454 int stepsize = TILEX / move_delay_value;
7455 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7456 int count = (stored_player[i].is_moving ?
7457 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7459 if (count % delay == 0)
7464 stored_player[i].Frame += move_frames;
7466 if (stored_player[i].MovPos != 0)
7467 stored_player[i].StepFrame += move_frames;
7469 if (stored_player[i].move_delay > 0)
7470 stored_player[i].move_delay--;
7472 /* due to bugs in previous versions, counter must count up, not down */
7473 if (stored_player[i].push_delay != -1)
7474 stored_player[i].push_delay++;
7476 if (stored_player[i].drop_delay > 0)
7477 stored_player[i].drop_delay--;
7483 static unsigned long game_frame_delay = 0;
7484 unsigned long game_frame_delay_value;
7485 int magic_wall_x = 0, magic_wall_y = 0;
7486 int i, x, y, element, graphic;
7487 byte *recorded_player_action;
7488 byte summarized_player_action = 0;
7489 byte tape_action[MAX_PLAYERS];
7491 if (game_status != GAME_MODE_PLAYING)
7494 game_frame_delay_value =
7495 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7497 if (tape.playing && tape.warp_forward && !tape.pausing)
7498 game_frame_delay_value = 0;
7500 /* ---------- main game synchronization point ---------- */
7502 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7504 if (network_playing && !network_player_action_received)
7506 /* try to get network player actions in time */
7508 #if defined(NETWORK_AVALIABLE)
7509 /* last chance to get network player actions without main loop delay */
7513 /* game was quit by network peer */
7514 if (game_status != GAME_MODE_PLAYING)
7517 if (!network_player_action_received)
7518 return; /* failed to get network player actions in time */
7524 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7527 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7528 if (recorded_player_action == NULL && tape.pausing)
7532 for (i = 0; i < MAX_PLAYERS; i++)
7534 summarized_player_action |= stored_player[i].action;
7536 if (!network_playing)
7537 stored_player[i].effective_action = stored_player[i].action;
7540 #if defined(NETWORK_AVALIABLE)
7541 if (network_playing)
7542 SendToServer_MovePlayer(summarized_player_action);
7545 if (!options.network && !setup.team_mode)
7546 local_player->effective_action = summarized_player_action;
7548 if (recorded_player_action != NULL)
7549 for (i = 0; i < MAX_PLAYERS; i++)
7550 stored_player[i].effective_action = recorded_player_action[i];
7552 for (i = 0; i < MAX_PLAYERS; i++)
7554 tape_action[i] = stored_player[i].effective_action;
7556 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7557 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7560 /* only save actions from input devices, but not programmed actions */
7562 TapeRecordAction(tape_action);
7564 for (i = 0; i < MAX_PLAYERS; i++)
7566 int actual_player_action = stored_player[i].effective_action;
7569 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7570 - rnd_equinox_tetrachloride 048
7571 - rnd_equinox_tetrachloride_ii 096
7572 - rnd_emanuel_schmieg 002
7573 - doctor_sloan_ww 001, 020
7575 if (stored_player[i].MovPos == 0)
7576 CheckGravityMovement(&stored_player[i]);
7579 /* overwrite programmed action with tape action */
7580 if (stored_player[i].programmed_action)
7581 actual_player_action = stored_player[i].programmed_action;
7584 PlayerActions(&stored_player[i], actual_player_action);
7586 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7588 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7589 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7592 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7595 network_player_action_received = FALSE;
7597 ScrollScreen(NULL, SCROLL_GO_ON);
7599 /* for backwards compatibility, the following code emulates a fixed bug that
7600 occured when pushing elements (causing elements that just made their last
7601 pushing step to already (if possible) make their first falling step in the
7602 same game frame, which is bad); this code is also needed to use the famous
7603 "spring push bug" which is used in older levels and might be wanted to be
7604 used also in newer levels, but in this case the buggy pushing code is only
7605 affecting the "spring" element and no other elements */
7607 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7609 for (i = 0; i < MAX_PLAYERS; i++)
7611 struct PlayerInfo *player = &stored_player[i];
7615 if (player->active && player->is_pushing && player->is_moving &&
7617 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7618 Feld[x][y] == EL_SPRING))
7620 ContinueMoving(x, y);
7622 /* continue moving after pushing (this is actually a bug) */
7623 if (!IS_MOVING(x, y))
7631 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7633 Changed[x][y] = FALSE;
7634 ChangeEvent[x][y] = -1;
7636 /* this must be handled before main playfield loop */
7637 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7640 if (MovDelay[x][y] <= 0)
7645 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7647 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7648 printf("GameActions(): This should never happen!\n");
7650 ChangePage[x][y] = -1;
7655 if (WasJustMoving[x][y] > 0)
7656 WasJustMoving[x][y]--;
7657 if (WasJustFalling[x][y] > 0)
7658 WasJustFalling[x][y]--;
7659 if (CheckCollision[x][y] > 0)
7660 CheckCollision[x][y]--;
7664 /* reset finished pushing action (not done in ContinueMoving() to allow
7665 continous pushing animation for elements with zero push delay) */
7666 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7668 ResetGfxAnimation(x, y);
7669 DrawLevelField(x, y);
7673 if (IS_BLOCKED(x, y))
7677 Blocked2Moving(x, y, &oldx, &oldy);
7678 if (!IS_MOVING(oldx, oldy))
7680 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7681 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7682 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7683 printf("GameActions(): This should never happen!\n");
7689 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7691 element = Feld[x][y];
7692 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7694 if (graphic_info[graphic].anim_global_sync)
7695 GfxFrame[x][y] = FrameCounter;
7697 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7698 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7699 ResetRandomAnimationValue(x, y);
7701 SetRandomAnimationValue(x, y);
7703 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7705 if (IS_INACTIVE(element))
7707 if (IS_ANIMATED(graphic))
7708 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7713 /* this may take place after moving, so 'element' may have changed */
7714 if (IS_CHANGING(x, y) &&
7715 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7717 int page = element_info[element].event_page_nr[CE_DELAY];
7719 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
7723 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
7726 if (CAN_CHANGE(element))
7727 ChangeElement(x, y, page);
7729 if (HAS_ACTION(element) && ChangeDelay[x][y] == 0)
7730 ExecuteCustomElementAction(x, y, element, page);
7733 element = Feld[x][y];
7734 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7737 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7741 element = Feld[x][y];
7742 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7744 if (IS_ANIMATED(graphic) &&
7747 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7749 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7750 EdelsteinFunkeln(x, y);
7752 else if ((element == EL_ACID ||
7753 element == EL_EXIT_OPEN ||
7754 element == EL_SP_EXIT_OPEN ||
7755 element == EL_SP_TERMINAL ||
7756 element == EL_SP_TERMINAL_ACTIVE ||
7757 element == EL_EXTRA_TIME ||
7758 element == EL_SHIELD_NORMAL ||
7759 element == EL_SHIELD_DEADLY) &&
7760 IS_ANIMATED(graphic))
7761 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7762 else if (IS_MOVING(x, y))
7763 ContinueMoving(x, y);
7764 else if (IS_ACTIVE_BOMB(element))
7765 CheckDynamite(x, y);
7766 else if (element == EL_AMOEBA_GROWING)
7767 AmoebeWaechst(x, y);
7768 else if (element == EL_AMOEBA_SHRINKING)
7769 AmoebaDisappearing(x, y);
7771 #if !USE_NEW_AMOEBA_CODE
7772 else if (IS_AMOEBALIVE(element))
7773 AmoebeAbleger(x, y);
7776 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7778 else if (element == EL_EXIT_CLOSED)
7780 else if (element == EL_SP_EXIT_CLOSED)
7782 else if (element == EL_EXPANDABLE_WALL_GROWING)
7784 else if (element == EL_EXPANDABLE_WALL ||
7785 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7786 element == EL_EXPANDABLE_WALL_VERTICAL ||
7787 element == EL_EXPANDABLE_WALL_ANY)
7789 else if (element == EL_FLAMES)
7790 CheckForDragon(x, y);
7791 else if (element == EL_EXPLOSION)
7792 ; /* drawing of correct explosion animation is handled separately */
7793 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7794 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7796 if (IS_BELT_ACTIVE(element))
7797 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7799 if (game.magic_wall_active)
7801 int jx = local_player->jx, jy = local_player->jy;
7803 /* play the element sound at the position nearest to the player */
7804 if ((element == EL_MAGIC_WALL_FULL ||
7805 element == EL_MAGIC_WALL_ACTIVE ||
7806 element == EL_MAGIC_WALL_EMPTYING ||
7807 element == EL_BD_MAGIC_WALL_FULL ||
7808 element == EL_BD_MAGIC_WALL_ACTIVE ||
7809 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7810 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7818 #if USE_NEW_AMOEBA_CODE
7819 /* new experimental amoeba growth stuff */
7820 if (!(FrameCounter % 8))
7822 static unsigned long random = 1684108901;
7824 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7826 x = RND(lev_fieldx);
7827 y = RND(lev_fieldy);
7828 element = Feld[x][y];
7830 if (!IS_PLAYER(x,y) &&
7831 (element == EL_EMPTY ||
7832 CAN_GROW_INTO(element) ||
7833 element == EL_QUICKSAND_EMPTY ||
7834 element == EL_ACID_SPLASH_LEFT ||
7835 element == EL_ACID_SPLASH_RIGHT))
7837 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7838 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7839 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7840 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7841 Feld[x][y] = EL_AMOEBA_DROP;
7844 random = random * 129 + 1;
7850 if (game.explosions_delayed)
7853 game.explosions_delayed = FALSE;
7855 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7857 element = Feld[x][y];
7859 if (ExplodeField[x][y])
7860 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7861 else if (element == EL_EXPLOSION)
7862 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
7864 ExplodeField[x][y] = EX_TYPE_NONE;
7867 game.explosions_delayed = TRUE;
7870 if (game.magic_wall_active)
7872 if (!(game.magic_wall_time_left % 4))
7874 int element = Feld[magic_wall_x][magic_wall_y];
7876 if (element == EL_BD_MAGIC_WALL_FULL ||
7877 element == EL_BD_MAGIC_WALL_ACTIVE ||
7878 element == EL_BD_MAGIC_WALL_EMPTYING)
7879 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7881 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7884 if (game.magic_wall_time_left > 0)
7886 game.magic_wall_time_left--;
7887 if (!game.magic_wall_time_left)
7889 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7891 element = Feld[x][y];
7893 if (element == EL_MAGIC_WALL_ACTIVE ||
7894 element == EL_MAGIC_WALL_FULL)
7896 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7897 DrawLevelField(x, y);
7899 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7900 element == EL_BD_MAGIC_WALL_FULL)
7902 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7903 DrawLevelField(x, y);
7907 game.magic_wall_active = FALSE;
7912 if (game.light_time_left > 0)
7914 game.light_time_left--;
7916 if (game.light_time_left == 0)
7917 RedrawAllLightSwitchesAndInvisibleElements();
7920 if (game.timegate_time_left > 0)
7922 game.timegate_time_left--;
7924 if (game.timegate_time_left == 0)
7925 CloseAllOpenTimegates();
7928 for (i = 0; i < MAX_PLAYERS; i++)
7930 struct PlayerInfo *player = &stored_player[i];
7932 if (SHIELD_ON(player))
7934 if (player->shield_deadly_time_left)
7935 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7936 else if (player->shield_normal_time_left)
7937 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
7941 if (TimeFrames >= FRAMES_PER_SECOND)
7946 for (i = 0; i < MAX_PLAYERS; i++)
7948 struct PlayerInfo *player = &stored_player[i];
7950 if (SHIELD_ON(player))
7952 player->shield_normal_time_left--;
7954 if (player->shield_deadly_time_left > 0)
7955 player->shield_deadly_time_left--;
7959 if (!level.use_step_counter)
7967 if (TimeLeft <= 10 && setup.time_limit)
7968 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
7970 DrawGameValue_Time(TimeLeft);
7972 if (!TimeLeft && setup.time_limit)
7973 for (i = 0; i < MAX_PLAYERS; i++)
7974 KillHero(&stored_player[i]);
7976 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
7977 DrawGameValue_Time(TimePlayed);
7980 if (tape.recording || tape.playing)
7981 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
7985 PlayAllPlayersSound();
7987 if (options.debug) /* calculate frames per second */
7989 static unsigned long fps_counter = 0;
7990 static int fps_frames = 0;
7991 unsigned long fps_delay_ms = Counter() - fps_counter;
7995 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
7997 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8000 fps_counter = Counter();
8003 redraw_mask |= REDRAW_FPS;
8006 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8008 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8010 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8012 local_player->show_envelope = 0;
8015 /* use random number generator in every frame to make it less predictable */
8016 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8020 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8022 int min_x = x, min_y = y, max_x = x, max_y = y;
8025 for (i = 0; i < MAX_PLAYERS; i++)
8027 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8029 if (!stored_player[i].active || &stored_player[i] == player)
8032 min_x = MIN(min_x, jx);
8033 min_y = MIN(min_y, jy);
8034 max_x = MAX(max_x, jx);
8035 max_y = MAX(max_y, jy);
8038 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8041 static boolean AllPlayersInVisibleScreen()
8045 for (i = 0; i < MAX_PLAYERS; i++)
8047 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8049 if (!stored_player[i].active)
8052 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8059 void ScrollLevel(int dx, int dy)
8061 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8064 BlitBitmap(drawto_field, drawto_field,
8065 FX + TILEX * (dx == -1) - softscroll_offset,
8066 FY + TILEY * (dy == -1) - softscroll_offset,
8067 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8068 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8069 FX + TILEX * (dx == 1) - softscroll_offset,
8070 FY + TILEY * (dy == 1) - softscroll_offset);
8074 x = (dx == 1 ? BX1 : BX2);
8075 for (y = BY1; y <= BY2; y++)
8076 DrawScreenField(x, y);
8081 y = (dy == 1 ? BY1 : BY2);
8082 for (x = BX1; x <= BX2; x++)
8083 DrawScreenField(x, y);
8086 redraw_mask |= REDRAW_FIELD;
8089 static boolean canFallDown(struct PlayerInfo *player)
8091 int jx = player->jx, jy = player->jy;
8093 return (IN_LEV_FIELD(jx, jy + 1) &&
8094 (IS_FREE(jx, jy + 1) ||
8095 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8096 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8097 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8100 static boolean canPassField(int x, int y, int move_dir)
8102 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8103 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8104 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8107 int element = Feld[x][y];
8109 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8110 !CAN_MOVE(element) &&
8111 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8112 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8113 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8116 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8118 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8119 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8120 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8124 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8125 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8126 (IS_DIGGABLE(Feld[newx][newy]) ||
8127 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8128 canPassField(newx, newy, move_dir)));
8131 static void CheckGravityMovement(struct PlayerInfo *player)
8133 if (game.gravity && !player->programmed_action)
8135 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8136 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8137 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8138 int jx = player->jx, jy = player->jy;
8139 boolean player_is_moving_to_valid_field =
8140 (!player_is_snapping &&
8141 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8142 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8143 boolean player_can_fall_down = canFallDown(player);
8145 if (player_can_fall_down &&
8146 !player_is_moving_to_valid_field)
8147 player->programmed_action = MV_DOWN;
8151 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8153 return CheckGravityMovement(player);
8155 if (game.gravity && !player->programmed_action)
8157 int jx = player->jx, jy = player->jy;
8158 boolean field_under_player_is_free =
8159 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8160 boolean player_is_standing_on_valid_field =
8161 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8162 (IS_WALKABLE(Feld[jx][jy]) &&
8163 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8165 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8166 player->programmed_action = MV_DOWN;
8172 -----------------------------------------------------------------------------
8173 dx, dy: direction (non-diagonal) to try to move the player to
8174 real_dx, real_dy: direction as read from input device (can be diagonal)
8177 boolean MovePlayerOneStep(struct PlayerInfo *player,
8178 int dx, int dy, int real_dx, int real_dy)
8180 int jx = player->jx, jy = player->jy;
8181 int new_jx = jx + dx, new_jy = jy + dy;
8185 if (!player->active || (!dx && !dy))
8186 return MF_NO_ACTION;
8188 player->MovDir = (dx < 0 ? MV_LEFT :
8191 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8193 if (!IN_LEV_FIELD(new_jx, new_jy))
8194 return MF_NO_ACTION;
8196 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8197 return MF_NO_ACTION;
8199 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8201 if (DONT_RUN_INTO(element))
8203 if (element == EL_ACID && dx == 0 && dy == 1)
8205 SplashAcid(new_jx, new_jy);
8206 Feld[jx][jy] = EL_PLAYER_1;
8207 InitMovingField(jx, jy, MV_DOWN);
8208 Store[jx][jy] = EL_ACID;
8209 ContinueMoving(jx, jy);
8213 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8218 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8219 if (can_move != MF_MOVING)
8222 /* check if DigField() has caused relocation of the player */
8223 if (player->jx != jx || player->jy != jy)
8224 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8226 StorePlayer[jx][jy] = 0;
8227 player->last_jx = jx;
8228 player->last_jy = jy;
8229 player->jx = new_jx;
8230 player->jy = new_jy;
8231 StorePlayer[new_jx][new_jy] = player->element_nr;
8234 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8236 player->step_counter++;
8238 PlayerVisit[jx][jy] = FrameCounter;
8240 ScrollPlayer(player, SCROLL_INIT);
8245 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8247 int jx = player->jx, jy = player->jy;
8248 int old_jx = jx, old_jy = jy;
8249 int moved = MF_NO_ACTION;
8251 if (!player->active)
8256 if (player->MovPos == 0)
8258 player->is_moving = FALSE;
8259 player->is_digging = FALSE;
8260 player->is_collecting = FALSE;
8261 player->is_snapping = FALSE;
8262 player->is_pushing = FALSE;
8268 if (player->move_delay > 0)
8271 player->move_delay = -1; /* set to "uninitialized" value */
8273 /* store if player is automatically moved to next field */
8274 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8276 /* remove the last programmed player action */
8277 player->programmed_action = 0;
8281 /* should only happen if pre-1.2 tape recordings are played */
8282 /* this is only for backward compatibility */
8284 int original_move_delay_value = player->move_delay_value;
8287 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8291 /* scroll remaining steps with finest movement resolution */
8292 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8294 while (player->MovPos)
8296 ScrollPlayer(player, SCROLL_GO_ON);
8297 ScrollScreen(NULL, SCROLL_GO_ON);
8299 AdvanceFrameAndPlayerCounters(player->index_nr);
8305 player->move_delay_value = original_move_delay_value;
8308 if (player->last_move_dir & MV_HORIZONTAL)
8310 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8311 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8315 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8316 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8322 if (moved & MF_MOVING && !ScreenMovPos &&
8323 (player == local_player || !options.network))
8325 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8326 int offset = (setup.scroll_delay ? 3 : 0);
8328 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8330 /* actual player has left the screen -- scroll in that direction */
8331 if (jx != old_jx) /* player has moved horizontally */
8332 scroll_x += (jx - old_jx);
8333 else /* player has moved vertically */
8334 scroll_y += (jy - old_jy);
8338 if (jx != old_jx) /* player has moved horizontally */
8340 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8341 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8342 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8344 /* don't scroll over playfield boundaries */
8345 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8346 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8348 /* don't scroll more than one field at a time */
8349 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8351 /* don't scroll against the player's moving direction */
8352 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8353 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8354 scroll_x = old_scroll_x;
8356 else /* player has moved vertically */
8358 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8359 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8360 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8362 /* don't scroll over playfield boundaries */
8363 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8364 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8366 /* don't scroll more than one field at a time */
8367 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8369 /* don't scroll against the player's moving direction */
8370 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8371 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8372 scroll_y = old_scroll_y;
8376 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8378 if (!options.network && !AllPlayersInVisibleScreen())
8380 scroll_x = old_scroll_x;
8381 scroll_y = old_scroll_y;
8385 ScrollScreen(player, SCROLL_INIT);
8386 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8391 player->StepFrame = 0;
8393 if (moved & MF_MOVING)
8395 if (old_jx != jx && old_jy == jy)
8396 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8397 else if (old_jx == jx && old_jy != jy)
8398 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8400 DrawLevelField(jx, jy); /* for "crumbled sand" */
8402 player->last_move_dir = player->MovDir;
8403 player->is_moving = TRUE;
8404 player->is_snapping = FALSE;
8405 player->is_switching = FALSE;
8406 player->is_dropping = FALSE;
8410 CheckGravityMovementWhenNotMoving(player);
8412 player->is_moving = FALSE;
8414 /* at this point, the player is allowed to move, but cannot move right now
8415 (e.g. because of something blocking the way) -- ensure that the player
8416 is also allowed to move in the next frame (in old versions before 3.1.1,
8417 the player was forced to wait again for eight frames before next try) */
8419 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8420 player->move_delay = 0; /* allow direct movement in the next frame */
8423 if (player->move_delay == -1) /* not yet initialized by DigField() */
8424 player->move_delay = player->move_delay_value;
8426 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8428 TestIfHeroTouchesBadThing(jx, jy);
8429 TestIfPlayerTouchesCustomElement(jx, jy);
8432 if (!player->active)
8438 void ScrollPlayer(struct PlayerInfo *player, int mode)
8440 int jx = player->jx, jy = player->jy;
8441 int last_jx = player->last_jx, last_jy = player->last_jy;
8442 int move_stepsize = TILEX / player->move_delay_value;
8444 if (!player->active || !player->MovPos)
8447 if (mode == SCROLL_INIT)
8449 player->actual_frame_counter = FrameCounter;
8450 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8452 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8453 Feld[last_jx][last_jy] == EL_EMPTY)
8455 int last_field_block_delay = 0; /* start with no blocking at all */
8456 int block_delay_adjustment = player->block_delay_adjustment;
8458 /* if player blocks last field, add delay for exactly one move */
8459 if (player->block_last_field)
8461 last_field_block_delay += player->move_delay_value;
8463 /* when blocking enabled, prevent moving up despite gravity */
8464 if (game.gravity && player->MovDir == MV_UP)
8465 block_delay_adjustment = -1;
8468 /* add block delay adjustment (also possible when not blocking) */
8469 last_field_block_delay += block_delay_adjustment;
8471 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8472 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8477 else if (!FrameReached(&player->actual_frame_counter, 1))
8480 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8481 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8483 /* before DrawPlayer() to draw correct player graphic for this case */
8484 if (player->MovPos == 0)
8485 CheckGravityMovement(player);
8487 if (player->MovPos == 0) /* player reached destination field */
8489 if (player->move_delay_reset_counter > 0)
8491 player->move_delay_reset_counter--;
8493 if (player->move_delay_reset_counter == 0)
8495 /* continue with normal speed after quickly moving through gate */
8496 HALVE_PLAYER_SPEED(player);
8498 /* be able to make the next move without delay */
8499 player->move_delay = 0;
8503 player->last_jx = jx;
8504 player->last_jy = jy;
8506 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8507 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8508 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8510 DrawPlayer(player); /* needed here only to cleanup last field */
8513 if (local_player->friends_still_needed == 0 ||
8514 IS_SP_ELEMENT(Feld[jx][jy]))
8515 player->LevelSolved = player->GameOver = TRUE;
8518 /* this breaks one level: "machine", level 000 */
8520 int move_direction = player->MovDir;
8521 int enter_side = MV_DIR_OPPOSITE(move_direction);
8522 int leave_side = move_direction;
8523 int old_jx = last_jx;
8524 int old_jy = last_jy;
8525 int old_element = Feld[old_jx][old_jy];
8526 int new_element = Feld[jx][jy];
8528 if (IS_CUSTOM_ELEMENT(old_element))
8529 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8531 player->index_bit, leave_side);
8533 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8534 player->index_bit, leave_side);
8536 if (IS_CUSTOM_ELEMENT(new_element))
8537 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8538 player->index_bit, enter_side);
8540 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8541 player->index_bit, enter_side);
8544 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8546 TestIfHeroTouchesBadThing(jx, jy);
8547 TestIfPlayerTouchesCustomElement(jx, jy);
8549 /* needed because pushed element has not yet reached its destination,
8550 so it would trigger a change event at its previous field location */
8551 if (!player->is_pushing)
8552 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8554 if (!player->active)
8558 if (level.use_step_counter)
8568 if (TimeLeft <= 10 && setup.time_limit)
8569 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8571 DrawGameValue_Time(TimeLeft);
8573 if (!TimeLeft && setup.time_limit)
8574 for (i = 0; i < MAX_PLAYERS; i++)
8575 KillHero(&stored_player[i]);
8577 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8578 DrawGameValue_Time(TimePlayed);
8581 if (tape.single_step && tape.recording && !tape.pausing &&
8582 !player->programmed_action)
8583 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8587 void ScrollScreen(struct PlayerInfo *player, int mode)
8589 static unsigned long screen_frame_counter = 0;
8591 if (mode == SCROLL_INIT)
8593 /* set scrolling step size according to actual player's moving speed */
8594 ScrollStepSize = TILEX / player->move_delay_value;
8596 screen_frame_counter = FrameCounter;
8597 ScreenMovDir = player->MovDir;
8598 ScreenMovPos = player->MovPos;
8599 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8602 else if (!FrameReached(&screen_frame_counter, 1))
8607 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8608 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8609 redraw_mask |= REDRAW_FIELD;
8612 ScreenMovDir = MV_NO_MOVING;
8615 void TestIfPlayerTouchesCustomElement(int x, int y)
8617 static int xy[4][2] =
8624 static int trigger_sides[4][2] =
8626 /* center side border side */
8627 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8628 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8629 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8630 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8632 static int touch_dir[4] =
8639 int center_element = Feld[x][y]; /* should always be non-moving! */
8642 for (i = 0; i < NUM_DIRECTIONS; i++)
8644 int xx = x + xy[i][0];
8645 int yy = y + xy[i][1];
8646 int center_side = trigger_sides[i][0];
8647 int border_side = trigger_sides[i][1];
8650 if (!IN_LEV_FIELD(xx, yy))
8653 if (IS_PLAYER(x, y))
8655 struct PlayerInfo *player = PLAYERINFO(x, y);
8657 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8658 border_element = Feld[xx][yy]; /* may be moving! */
8659 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8660 border_element = Feld[xx][yy];
8661 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8662 border_element = MovingOrBlocked2Element(xx, yy);
8664 continue; /* center and border element do not touch */
8666 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8667 player->index_bit, border_side);
8668 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8669 player->index_bit, border_side);
8671 else if (IS_PLAYER(xx, yy))
8673 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8675 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8677 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8678 continue; /* center and border element do not touch */
8681 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8682 player->index_bit, center_side);
8683 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8684 player->index_bit, center_side);
8690 void TestIfElementTouchesCustomElement(int x, int y)
8692 static int xy[4][2] =
8699 static int trigger_sides[4][2] =
8701 /* center side border side */
8702 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8703 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8704 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8705 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8707 static int touch_dir[4] =
8714 boolean change_center_element = FALSE;
8715 int center_element = Feld[x][y]; /* should always be non-moving! */
8718 for (i = 0; i < NUM_DIRECTIONS; i++)
8720 int xx = x + xy[i][0];
8721 int yy = y + xy[i][1];
8722 int center_side = trigger_sides[i][0];
8723 int border_side = trigger_sides[i][1];
8726 if (!IN_LEV_FIELD(xx, yy))
8729 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8730 border_element = Feld[xx][yy]; /* may be moving! */
8731 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8732 border_element = Feld[xx][yy];
8733 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8734 border_element = MovingOrBlocked2Element(xx, yy);
8736 continue; /* center and border element do not touch */
8738 /* check for change of center element (but change it only once) */
8739 if (!change_center_element)
8740 change_center_element =
8741 CheckElementChangeBySide(x, y, center_element, border_element,
8742 CE_TOUCHING_X, border_side);
8744 /* check for change of border element */
8745 CheckElementChangeBySide(xx, yy, border_element, center_element,
8746 CE_TOUCHING_X, center_side);
8750 void TestIfElementHitsCustomElement(int x, int y, int direction)
8752 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8753 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8754 int hitx = x + dx, hity = y + dy;
8755 int hitting_element = Feld[x][y];
8756 int touched_element;
8758 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8761 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8762 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8764 if (IN_LEV_FIELD(hitx, hity))
8766 int opposite_direction = MV_DIR_OPPOSITE(direction);
8767 int hitting_side = direction;
8768 int touched_side = opposite_direction;
8769 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8770 MovDir[hitx][hity] != direction ||
8771 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8777 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8778 CE_HITTING_X, touched_side);
8780 CheckElementChangeBySide(hitx, hity, touched_element,
8781 hitting_element, CE_HIT_BY_X, hitting_side);
8783 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8784 CE_HIT_BY_SOMETHING, opposite_direction);
8788 /* "hitting something" is also true when hitting the playfield border */
8789 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8790 CE_HITTING_SOMETHING, direction);
8794 void TestIfElementSmashesCustomElement(int x, int y, int direction)
8796 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8797 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8798 int hitx = x + dx, hity = y + dy;
8799 int hitting_element = Feld[x][y];
8800 int touched_element;
8802 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8803 !IS_FREE(hitx, hity) &&
8804 (!IS_MOVING(hitx, hity) ||
8805 MovDir[hitx][hity] != direction ||
8806 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8809 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8813 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8817 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8818 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8820 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8821 EP_CAN_SMASH_EVERYTHING, direction);
8823 if (IN_LEV_FIELD(hitx, hity))
8825 int opposite_direction = MV_DIR_OPPOSITE(direction);
8826 int hitting_side = direction;
8827 int touched_side = opposite_direction;
8829 int touched_element = MovingOrBlocked2Element(hitx, hity);
8832 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8833 MovDir[hitx][hity] != direction ||
8834 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8843 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8844 CE_SMASHED_BY_SOMETHING, opposite_direction);
8846 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8847 CE_OTHER_IS_SMASHING, touched_side);
8849 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8850 CE_OTHER_GETS_SMASHED, hitting_side);
8856 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8858 int i, kill_x = -1, kill_y = -1;
8859 int bad_element = -1;
8860 static int test_xy[4][2] =
8867 static int test_dir[4] =
8875 for (i = 0; i < NUM_DIRECTIONS; i++)
8877 int test_x, test_y, test_move_dir, test_element;
8879 test_x = good_x + test_xy[i][0];
8880 test_y = good_y + test_xy[i][1];
8882 if (!IN_LEV_FIELD(test_x, test_y))
8886 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8888 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8890 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8891 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8893 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8894 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8898 bad_element = test_element;
8904 if (kill_x != -1 || kill_y != -1)
8906 if (IS_PLAYER(good_x, good_y))
8908 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
8910 if (player->shield_deadly_time_left > 0 &&
8911 !IS_INDESTRUCTIBLE(bad_element))
8912 Bang(kill_x, kill_y);
8913 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
8917 Bang(good_x, good_y);
8921 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
8923 int i, kill_x = -1, kill_y = -1;
8924 int bad_element = Feld[bad_x][bad_y];
8925 static int test_xy[4][2] =
8932 static int touch_dir[4] =
8939 static int test_dir[4] =
8947 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
8950 for (i = 0; i < NUM_DIRECTIONS; i++)
8952 int test_x, test_y, test_move_dir, test_element;
8954 test_x = bad_x + test_xy[i][0];
8955 test_y = bad_y + test_xy[i][1];
8956 if (!IN_LEV_FIELD(test_x, test_y))
8960 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8962 test_element = Feld[test_x][test_y];
8964 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8965 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8967 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
8968 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
8970 /* good thing is player or penguin that does not move away */
8971 if (IS_PLAYER(test_x, test_y))
8973 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
8975 if (bad_element == EL_ROBOT && player->is_moving)
8976 continue; /* robot does not kill player if he is moving */
8978 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8980 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8981 continue; /* center and border element do not touch */
8988 else if (test_element == EL_PENGUIN)
8997 if (kill_x != -1 || kill_y != -1)
8999 if (IS_PLAYER(kill_x, kill_y))
9001 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9003 if (player->shield_deadly_time_left > 0 &&
9004 !IS_INDESTRUCTIBLE(bad_element))
9006 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9010 Bang(kill_x, kill_y);
9014 void TestIfHeroTouchesBadThing(int x, int y)
9016 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9019 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9021 TestIfGoodThingHitsBadThing(x, y, move_dir);
9024 void TestIfBadThingTouchesHero(int x, int y)
9026 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9029 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9031 TestIfBadThingHitsGoodThing(x, y, move_dir);
9034 void TestIfFriendTouchesBadThing(int x, int y)
9036 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9039 void TestIfBadThingTouchesFriend(int x, int y)
9041 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9044 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9046 int i, kill_x = bad_x, kill_y = bad_y;
9047 static int xy[4][2] =
9055 for (i = 0; i < NUM_DIRECTIONS; i++)
9059 x = bad_x + xy[i][0];
9060 y = bad_y + xy[i][1];
9061 if (!IN_LEV_FIELD(x, y))
9064 element = Feld[x][y];
9065 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9066 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9074 if (kill_x != bad_x || kill_y != bad_y)
9078 void KillHero(struct PlayerInfo *player)
9080 int jx = player->jx, jy = player->jy;
9082 if (!player->active)
9085 /* remove accessible field at the player's position */
9086 Feld[jx][jy] = EL_EMPTY;
9088 /* deactivate shield (else Bang()/Explode() would not work right) */
9089 player->shield_normal_time_left = 0;
9090 player->shield_deadly_time_left = 0;
9096 static void KillHeroUnlessEnemyProtected(int x, int y)
9098 if (!PLAYER_ENEMY_PROTECTED(x, y))
9099 KillHero(PLAYERINFO(x, y));
9102 static void KillHeroUnlessExplosionProtected(int x, int y)
9104 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9105 KillHero(PLAYERINFO(x, y));
9108 void BuryHero(struct PlayerInfo *player)
9110 int jx = player->jx, jy = player->jy;
9112 if (!player->active)
9115 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9116 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9118 player->GameOver = TRUE;
9122 void RemoveHero(struct PlayerInfo *player)
9124 int jx = player->jx, jy = player->jy;
9125 int i, found = FALSE;
9127 player->present = FALSE;
9128 player->active = FALSE;
9130 if (!ExplodeField[jx][jy])
9131 StorePlayer[jx][jy] = 0;
9133 for (i = 0; i < MAX_PLAYERS; i++)
9134 if (stored_player[i].active)
9138 AllPlayersGone = TRUE;
9145 =============================================================================
9146 checkDiagonalPushing()
9147 -----------------------------------------------------------------------------
9148 check if diagonal input device direction results in pushing of object
9149 (by checking if the alternative direction is walkable, diggable, ...)
9150 =============================================================================
9153 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9154 int x, int y, int real_dx, int real_dy)
9156 int jx, jy, dx, dy, xx, yy;
9158 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9161 /* diagonal direction: check alternative direction */
9166 xx = jx + (dx == 0 ? real_dx : 0);
9167 yy = jy + (dy == 0 ? real_dy : 0);
9169 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9173 =============================================================================
9175 -----------------------------------------------------------------------------
9176 x, y: field next to player (non-diagonal) to try to dig to
9177 real_dx, real_dy: direction as read from input device (can be diagonal)
9178 =============================================================================
9181 int DigField(struct PlayerInfo *player,
9182 int oldx, int oldy, int x, int y,
9183 int real_dx, int real_dy, int mode)
9185 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9186 boolean player_was_pushing = player->is_pushing;
9187 int jx = oldx, jy = oldy;
9188 int dx = x - jx, dy = y - jy;
9189 int nextx = x + dx, nexty = y + dy;
9190 int move_direction = (dx == -1 ? MV_LEFT :
9191 dx == +1 ? MV_RIGHT :
9193 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9194 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9195 int dig_side = MV_DIR_OPPOSITE(move_direction);
9196 int old_element = Feld[jx][jy];
9200 if (is_player) /* function can also be called by EL_PENGUIN */
9202 if (player->MovPos == 0)
9204 player->is_digging = FALSE;
9205 player->is_collecting = FALSE;
9208 if (player->MovPos == 0) /* last pushing move finished */
9209 player->is_pushing = FALSE;
9211 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9213 player->is_switching = FALSE;
9214 player->push_delay = -1;
9216 return MF_NO_ACTION;
9220 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9221 return MF_NO_ACTION;
9223 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9224 old_element = Back[jx][jy];
9226 /* in case of element dropped at player position, check background */
9227 else if (Back[jx][jy] != EL_EMPTY &&
9228 game.engine_version >= VERSION_IDENT(2,2,0,0))
9229 old_element = Back[jx][jy];
9231 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9232 return MF_NO_ACTION; /* field has no opening in this direction */
9234 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9235 return MF_NO_ACTION; /* field has no opening in this direction */
9237 element = Feld[x][y];
9238 #if USE_NEW_COLLECT_COUNT
9239 collect_count = Count[x][y];
9241 collect_count = element_info[element].collect_count_initial;
9245 if (element != EL_BLOCKED &&
9246 Count[x][y] != element_info[element].collect_count_initial)
9247 printf("::: %d: %d != %d\n",
9250 element_info[element].collect_count_initial);
9253 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9254 return MF_NO_ACTION;
9256 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9257 game.engine_version >= VERSION_IDENT(2,2,0,0))
9258 return MF_NO_ACTION;
9260 if (game.gravity && is_player && !player->is_auto_moving &&
9261 canFallDown(player) && move_direction != MV_DOWN &&
9262 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9263 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9265 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9267 int sound_element = SND_ELEMENT(element);
9268 int sound_action = ACTION_WALKING;
9270 if (IS_RND_GATE(element))
9272 if (!player->key[RND_GATE_NR(element)])
9273 return MF_NO_ACTION;
9275 else if (IS_RND_GATE_GRAY(element))
9277 if (!player->key[RND_GATE_GRAY_NR(element)])
9278 return MF_NO_ACTION;
9280 else if (element == EL_EXIT_OPEN ||
9281 element == EL_SP_EXIT_OPEN ||
9282 element == EL_SP_EXIT_OPENING)
9284 sound_action = ACTION_PASSING; /* player is passing exit */
9286 else if (element == EL_EMPTY)
9288 sound_action = ACTION_MOVING; /* nothing to walk on */
9291 /* play sound from background or player, whatever is available */
9292 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9293 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9295 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9297 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9299 if (!ACCESS_FROM(element, opposite_direction))
9300 return MF_NO_ACTION; /* field not accessible from this direction */
9302 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9303 return MF_NO_ACTION;
9305 if (IS_EM_GATE(element))
9307 if (!player->key[EM_GATE_NR(element)])
9308 return MF_NO_ACTION;
9310 else if (IS_EM_GATE_GRAY(element))
9312 if (!player->key[EM_GATE_GRAY_NR(element)])
9313 return MF_NO_ACTION;
9315 else if (IS_SP_PORT(element))
9317 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9318 element == EL_SP_GRAVITY_PORT_RIGHT ||
9319 element == EL_SP_GRAVITY_PORT_UP ||
9320 element == EL_SP_GRAVITY_PORT_DOWN)
9321 game.gravity = !game.gravity;
9322 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9323 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9324 element == EL_SP_GRAVITY_ON_PORT_UP ||
9325 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9326 game.gravity = TRUE;
9327 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9328 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9329 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9330 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9331 game.gravity = FALSE;
9334 /* automatically move to the next field with double speed */
9335 player->programmed_action = move_direction;
9337 if (player->move_delay_reset_counter == 0)
9339 player->move_delay_reset_counter = 2; /* two double speed steps */
9341 DOUBLE_PLAYER_SPEED(player);
9344 PlayLevelSoundAction(x, y, ACTION_PASSING);
9346 else if (IS_DIGGABLE(element))
9350 if (mode != DF_SNAP)
9352 GfxElement[x][y] = GFX_ELEMENT(element);
9353 player->is_digging = TRUE;
9356 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9358 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9359 player->index_bit, dig_side);
9361 if (mode == DF_SNAP)
9362 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9364 else if (IS_COLLECTIBLE(element))
9368 if (is_player && mode != DF_SNAP)
9370 GfxElement[x][y] = element;
9371 player->is_collecting = TRUE;
9374 if (element == EL_SPEED_PILL)
9376 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9378 else if (element == EL_EXTRA_TIME && level.time > 0)
9381 DrawGameValue_Time(TimeLeft);
9383 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9385 player->shield_normal_time_left += 10;
9386 if (element == EL_SHIELD_DEADLY)
9387 player->shield_deadly_time_left += 10;
9389 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9391 if (player->inventory_size < MAX_INVENTORY_SIZE)
9392 player->inventory_element[player->inventory_size++] = element;
9394 DrawGameValue_Dynamite(local_player->inventory_size);
9396 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9398 player->dynabomb_count++;
9399 player->dynabombs_left++;
9401 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9403 player->dynabomb_size++;
9405 else if (element == EL_DYNABOMB_INCREASE_POWER)
9407 player->dynabomb_xl = TRUE;
9409 else if (IS_KEY(element))
9411 player->key[KEY_NR(element)] = TRUE;
9413 DrawGameValue_Keys(player->key);
9415 redraw_mask |= REDRAW_DOOR_1;
9417 else if (IS_ENVELOPE(element))
9419 player->show_envelope = element;
9421 else if (IS_DROPPABLE(element) ||
9422 IS_THROWABLE(element)) /* can be collected and dropped */
9426 if (collect_count == 0)
9427 player->inventory_infinite_element = element;
9429 for (i = 0; i < collect_count; i++)
9430 if (player->inventory_size < MAX_INVENTORY_SIZE)
9431 player->inventory_element[player->inventory_size++] = element;
9433 DrawGameValue_Dynamite(local_player->inventory_size);
9435 else if (collect_count > 0)
9437 local_player->gems_still_needed -= collect_count;
9438 if (local_player->gems_still_needed < 0)
9439 local_player->gems_still_needed = 0;
9441 DrawGameValue_Emeralds(local_player->gems_still_needed);
9444 RaiseScoreElement(element);
9445 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9448 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9449 player->index_bit, dig_side);
9451 if (mode == DF_SNAP)
9452 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9454 else if (IS_PUSHABLE(element))
9456 if (mode == DF_SNAP && element != EL_BD_ROCK)
9457 return MF_NO_ACTION;
9459 if (CAN_FALL(element) && dy)
9460 return MF_NO_ACTION;
9462 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9463 !(element == EL_SPRING && level.use_spring_bug))
9464 return MF_NO_ACTION;
9466 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9467 ((move_direction & MV_VERTICAL &&
9468 ((element_info[element].move_pattern & MV_LEFT &&
9469 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9470 (element_info[element].move_pattern & MV_RIGHT &&
9471 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9472 (move_direction & MV_HORIZONTAL &&
9473 ((element_info[element].move_pattern & MV_UP &&
9474 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9475 (element_info[element].move_pattern & MV_DOWN &&
9476 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9477 return MF_NO_ACTION;
9479 /* do not push elements already moving away faster than player */
9480 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9481 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9482 return MF_NO_ACTION;
9484 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9486 if (player->push_delay_value == -1 || !player_was_pushing)
9487 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9489 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9491 if (player->push_delay_value == -1)
9492 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9494 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9496 if (!player->is_pushing)
9497 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9500 player->is_pushing = TRUE;
9502 if (!(IN_LEV_FIELD(nextx, nexty) &&
9503 (IS_FREE(nextx, nexty) ||
9504 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9505 IS_SB_ELEMENT(element)))))
9506 return MF_NO_ACTION;
9508 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9509 return MF_NO_ACTION;
9511 if (player->push_delay == -1) /* new pushing; restart delay */
9512 player->push_delay = 0;
9514 if (player->push_delay < player->push_delay_value &&
9515 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9516 element != EL_SPRING && element != EL_BALLOON)
9518 /* make sure that there is no move delay before next try to push */
9519 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9520 player->move_delay = 0;
9522 return MF_NO_ACTION;
9525 if (IS_SB_ELEMENT(element))
9527 if (element == EL_SOKOBAN_FIELD_FULL)
9529 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9530 local_player->sokobanfields_still_needed++;
9533 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9535 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9536 local_player->sokobanfields_still_needed--;
9539 Feld[x][y] = EL_SOKOBAN_OBJECT;
9541 if (Back[x][y] == Back[nextx][nexty])
9542 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9543 else if (Back[x][y] != 0)
9544 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9547 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9550 if (local_player->sokobanfields_still_needed == 0 &&
9551 game.emulation == EMU_SOKOBAN)
9553 player->LevelSolved = player->GameOver = TRUE;
9554 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9558 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9560 InitMovingField(x, y, move_direction);
9561 GfxAction[x][y] = ACTION_PUSHING;
9563 if (mode == DF_SNAP)
9564 ContinueMoving(x, y);
9566 MovPos[x][y] = (dx != 0 ? dx : dy);
9568 Pushed[x][y] = TRUE;
9569 Pushed[nextx][nexty] = TRUE;
9571 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9572 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9574 player->push_delay_value = -1; /* get new value later */
9576 /* check for element change _after_ element has been pushed */
9577 if (game.use_change_when_pushing_bug)
9579 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9580 player->index_bit, dig_side);
9581 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9582 player->index_bit, dig_side);
9585 else if (IS_SWITCHABLE(element))
9587 if (PLAYER_SWITCHING(player, x, y))
9589 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9590 player->index_bit, dig_side);
9595 player->is_switching = TRUE;
9596 player->switch_x = x;
9597 player->switch_y = y;
9599 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9601 if (element == EL_ROBOT_WHEEL)
9603 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9607 DrawLevelField(x, y);
9609 else if (element == EL_SP_TERMINAL)
9613 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9615 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9617 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9618 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9621 else if (IS_BELT_SWITCH(element))
9623 ToggleBeltSwitch(x, y);
9625 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9626 element == EL_SWITCHGATE_SWITCH_DOWN)
9628 ToggleSwitchgateSwitch(x, y);
9630 else if (element == EL_LIGHT_SWITCH ||
9631 element == EL_LIGHT_SWITCH_ACTIVE)
9633 ToggleLightSwitch(x, y);
9635 else if (element == EL_TIMEGATE_SWITCH)
9637 ActivateTimegateSwitch(x, y);
9639 else if (element == EL_BALLOON_SWITCH_LEFT ||
9640 element == EL_BALLOON_SWITCH_RIGHT ||
9641 element == EL_BALLOON_SWITCH_UP ||
9642 element == EL_BALLOON_SWITCH_DOWN ||
9643 element == EL_BALLOON_SWITCH_ANY)
9645 if (element == EL_BALLOON_SWITCH_ANY)
9646 game.balloon_dir = move_direction;
9648 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9649 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9650 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9651 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9654 else if (element == EL_LAMP)
9656 Feld[x][y] = EL_LAMP_ACTIVE;
9657 local_player->lights_still_needed--;
9659 ResetGfxAnimation(x, y);
9660 DrawLevelField(x, y);
9662 else if (element == EL_TIME_ORB_FULL)
9664 Feld[x][y] = EL_TIME_ORB_EMPTY;
9666 DrawGameValue_Time(TimeLeft);
9668 ResetGfxAnimation(x, y);
9669 DrawLevelField(x, y);
9672 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9673 player->index_bit, dig_side);
9675 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9676 player->index_bit, dig_side);
9682 if (!PLAYER_SWITCHING(player, x, y))
9684 player->is_switching = TRUE;
9685 player->switch_x = x;
9686 player->switch_y = y;
9688 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9689 player->index_bit, dig_side);
9690 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9691 player->index_bit, dig_side);
9694 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9695 player->index_bit, dig_side);
9696 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9697 player->index_bit, dig_side);
9699 return MF_NO_ACTION;
9702 player->push_delay = -1;
9704 if (is_player) /* function can also be called by EL_PENGUIN */
9706 if (Feld[x][y] != element) /* really digged/collected something */
9707 player->is_collecting = !player->is_digging;
9713 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9715 int jx = player->jx, jy = player->jy;
9716 int x = jx + dx, y = jy + dy;
9717 int snap_direction = (dx == -1 ? MV_LEFT :
9718 dx == +1 ? MV_RIGHT :
9720 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9722 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9725 if (!player->active || !IN_LEV_FIELD(x, y))
9733 if (player->MovPos == 0)
9734 player->is_pushing = FALSE;
9736 player->is_snapping = FALSE;
9738 if (player->MovPos == 0)
9740 player->is_moving = FALSE;
9741 player->is_digging = FALSE;
9742 player->is_collecting = FALSE;
9748 if (player->is_snapping)
9751 player->MovDir = snap_direction;
9753 if (player->MovPos == 0)
9755 player->is_moving = FALSE;
9756 player->is_digging = FALSE;
9757 player->is_collecting = FALSE;
9760 player->is_dropping = FALSE;
9762 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9765 player->is_snapping = TRUE;
9767 if (player->MovPos == 0)
9769 player->is_moving = FALSE;
9770 player->is_digging = FALSE;
9771 player->is_collecting = FALSE;
9774 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
9775 DrawLevelField(player->last_jx, player->last_jy);
9777 DrawLevelField(x, y);
9782 boolean DropElement(struct PlayerInfo *player)
9784 int old_element, new_element;
9785 int dropx = player->jx, dropy = player->jy;
9786 int drop_direction = player->MovDir;
9787 int drop_side = drop_direction;
9788 int drop_element = (player->inventory_size > 0 ?
9789 player->inventory_element[player->inventory_size - 1] :
9790 player->inventory_infinite_element != EL_UNDEFINED ?
9791 player->inventory_infinite_element :
9792 player->dynabombs_left > 0 ?
9793 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
9796 /* do not drop an element on top of another element; when holding drop key
9797 pressed without moving, dropped element must move away before the next
9798 element can be dropped (this is especially important if the next element
9799 is dynamite, which can be placed on background for historical reasons) */
9800 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
9803 if (IS_THROWABLE(drop_element))
9805 dropx += GET_DX_FROM_DIR(drop_direction);
9806 dropy += GET_DY_FROM_DIR(drop_direction);
9808 if (!IN_LEV_FIELD(dropx, dropy))
9812 old_element = Feld[dropx][dropy]; /* old element at dropping position */
9813 new_element = drop_element; /* default: no change when dropping */
9815 /* check if player is active, not moving and ready to drop */
9816 if (!player->active || player->MovPos || player->drop_delay > 0)
9819 /* check if player has anything that can be dropped */
9820 if (new_element == EL_UNDEFINED)
9823 /* check if anything can be dropped at the current position */
9824 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9827 /* collected custom elements can only be dropped on empty fields */
9828 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
9831 if (old_element != EL_EMPTY)
9832 Back[dropx][dropy] = old_element; /* store old element on this field */
9834 ResetGfxAnimation(dropx, dropy);
9835 ResetRandomAnimationValue(dropx, dropy);
9837 if (player->inventory_size > 0 ||
9838 player->inventory_infinite_element != EL_UNDEFINED)
9840 if (player->inventory_size > 0)
9842 player->inventory_size--;
9844 DrawGameValue_Dynamite(local_player->inventory_size);
9846 if (new_element == EL_DYNAMITE)
9847 new_element = EL_DYNAMITE_ACTIVE;
9848 else if (new_element == EL_SP_DISK_RED)
9849 new_element = EL_SP_DISK_RED_ACTIVE;
9852 Feld[dropx][dropy] = new_element;
9854 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9855 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9856 el2img(Feld[dropx][dropy]), 0);
9858 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9860 /* needed if previous element just changed to "empty" in the last frame */
9861 Changed[dropx][dropy] = FALSE; /* allow another change */
9863 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
9864 player->index_bit, drop_side);
9865 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
9866 player->index_bit, drop_side);
9868 TestIfElementTouchesCustomElement(dropx, dropy);
9870 else /* player is dropping a dyna bomb */
9872 player->dynabombs_left--;
9874 Feld[dropx][dropy] = new_element;
9876 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9877 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9878 el2img(Feld[dropx][dropy]), 0);
9880 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9883 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
9884 InitField_WithBug1(dropx, dropy, FALSE);
9886 new_element = Feld[dropx][dropy]; /* element might have changed */
9888 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
9889 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
9891 int move_direction, nextx, nexty;
9893 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
9894 MovDir[dropx][dropy] = drop_direction;
9896 move_direction = MovDir[dropx][dropy];
9897 nextx = dropx + GET_DX_FROM_DIR(move_direction);
9898 nexty = dropy + GET_DY_FROM_DIR(move_direction);
9900 Changed[dropx][dropy] = FALSE; /* allow another change */
9901 CheckCollision[dropx][dropy] = 2;
9904 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
9905 player->is_dropping = TRUE;
9907 player->drop_x = dropx;
9908 player->drop_y = dropy;
9913 /* ------------------------------------------------------------------------- */
9914 /* game sound playing functions */
9915 /* ------------------------------------------------------------------------- */
9917 static int *loop_sound_frame = NULL;
9918 static int *loop_sound_volume = NULL;
9920 void InitPlayLevelSound()
9922 int num_sounds = getSoundListSize();
9924 checked_free(loop_sound_frame);
9925 checked_free(loop_sound_volume);
9927 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
9928 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
9931 static void PlayLevelSound(int x, int y, int nr)
9933 int sx = SCREENX(x), sy = SCREENY(y);
9934 int volume, stereo_position;
9935 int max_distance = 8;
9936 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
9938 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
9939 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
9942 if (!IN_LEV_FIELD(x, y) ||
9943 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
9944 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
9947 volume = SOUND_MAX_VOLUME;
9949 if (!IN_SCR_FIELD(sx, sy))
9951 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
9952 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
9954 volume -= volume * (dx > dy ? dx : dy) / max_distance;
9957 stereo_position = (SOUND_MAX_LEFT +
9958 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
9959 (SCR_FIELDX + 2 * max_distance));
9961 if (IS_LOOP_SOUND(nr))
9963 /* This assures that quieter loop sounds do not overwrite louder ones,
9964 while restarting sound volume comparison with each new game frame. */
9966 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
9969 loop_sound_volume[nr] = volume;
9970 loop_sound_frame[nr] = FrameCounter;
9973 PlaySoundExt(nr, volume, stereo_position, type);
9976 static void PlayLevelSoundNearest(int x, int y, int sound_action)
9978 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
9979 x > LEVELX(BX2) ? LEVELX(BX2) : x,
9980 y < LEVELY(BY1) ? LEVELY(BY1) :
9981 y > LEVELY(BY2) ? LEVELY(BY2) : y,
9985 static void PlayLevelSoundAction(int x, int y, int action)
9987 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
9990 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
9992 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
9994 if (sound_effect != SND_UNDEFINED)
9995 PlayLevelSound(x, y, sound_effect);
9998 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10001 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10003 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10004 PlayLevelSound(x, y, sound_effect);
10007 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10009 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10011 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10012 PlayLevelSound(x, y, sound_effect);
10015 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10017 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10019 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10020 StopSound(sound_effect);
10023 static void PlayLevelMusic()
10025 if (levelset.music[level_nr] != MUS_UNDEFINED)
10026 PlayMusic(levelset.music[level_nr]); /* from config file */
10028 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10031 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10033 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10038 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10042 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10046 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10050 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10054 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10058 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10062 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10065 case SAMPLE_android_clone:
10066 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10069 case SAMPLE_android_move:
10070 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10073 case SAMPLE_spring:
10074 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10078 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10082 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10085 case SAMPLE_eater_eat:
10086 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10090 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10093 case SAMPLE_collect:
10094 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10097 case SAMPLE_diamond:
10098 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10101 case SAMPLE_squash:
10102 /* !!! CHECK THIS !!! */
10104 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10106 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10110 case SAMPLE_wonderfall:
10111 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10115 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10119 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10123 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10127 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10131 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10135 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10138 case SAMPLE_wonder:
10139 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10143 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10146 case SAMPLE_exit_open:
10147 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10150 case SAMPLE_exit_leave:
10151 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10154 case SAMPLE_dynamite:
10155 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10159 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10163 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10167 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10171 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10175 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10179 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10183 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10188 void RaiseScore(int value)
10190 local_player->score += value;
10192 DrawGameValue_Score(local_player->score);
10195 void RaiseScoreElement(int element)
10200 case EL_BD_DIAMOND:
10201 case EL_EMERALD_YELLOW:
10202 case EL_EMERALD_RED:
10203 case EL_EMERALD_PURPLE:
10204 case EL_SP_INFOTRON:
10205 RaiseScore(level.score[SC_EMERALD]);
10208 RaiseScore(level.score[SC_DIAMOND]);
10211 RaiseScore(level.score[SC_CRYSTAL]);
10214 RaiseScore(level.score[SC_PEARL]);
10217 case EL_BD_BUTTERFLY:
10218 case EL_SP_ELECTRON:
10219 RaiseScore(level.score[SC_BUG]);
10222 case EL_BD_FIREFLY:
10223 case EL_SP_SNIKSNAK:
10224 RaiseScore(level.score[SC_SPACESHIP]);
10227 case EL_DARK_YAMYAM:
10228 RaiseScore(level.score[SC_YAMYAM]);
10231 RaiseScore(level.score[SC_ROBOT]);
10234 RaiseScore(level.score[SC_PACMAN]);
10237 RaiseScore(level.score[SC_NUT]);
10240 case EL_SP_DISK_RED:
10241 case EL_DYNABOMB_INCREASE_NUMBER:
10242 case EL_DYNABOMB_INCREASE_SIZE:
10243 case EL_DYNABOMB_INCREASE_POWER:
10244 RaiseScore(level.score[SC_DYNAMITE]);
10246 case EL_SHIELD_NORMAL:
10247 case EL_SHIELD_DEADLY:
10248 RaiseScore(level.score[SC_SHIELD]);
10250 case EL_EXTRA_TIME:
10251 RaiseScore(level.score[SC_TIME_BONUS]);
10265 RaiseScore(level.score[SC_KEY]);
10268 RaiseScore(element_info[element].collect_score);
10273 void RequestQuitGame(boolean ask_if_really_quit)
10275 if (AllPlayersGone ||
10276 !ask_if_really_quit ||
10277 level_editor_test_game ||
10278 Request("Do you really want to quit the game ?",
10279 REQ_ASK | REQ_STAY_CLOSED))
10281 #if defined(NETWORK_AVALIABLE)
10282 if (options.network)
10283 SendToServer_StopPlaying();
10287 game_status = GAME_MODE_MAIN;
10293 if (tape.playing && tape.deactivate_display)
10294 TapeDeactivateDisplayOff(TRUE);
10296 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10298 if (tape.playing && tape.deactivate_display)
10299 TapeDeactivateDisplayOn();
10304 /* ---------- new game button stuff ---------------------------------------- */
10306 /* graphic position values for game buttons */
10307 #define GAME_BUTTON_XSIZE 30
10308 #define GAME_BUTTON_YSIZE 30
10309 #define GAME_BUTTON_XPOS 5
10310 #define GAME_BUTTON_YPOS 215
10311 #define SOUND_BUTTON_XPOS 5
10312 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10314 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10315 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10316 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10317 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10318 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10319 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10326 } gamebutton_info[NUM_GAME_BUTTONS] =
10329 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10334 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10335 GAME_CTRL_ID_PAUSE,
10339 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10344 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10345 SOUND_CTRL_ID_MUSIC,
10346 "background music on/off"
10349 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10350 SOUND_CTRL_ID_LOOPS,
10351 "sound loops on/off"
10354 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10355 SOUND_CTRL_ID_SIMPLE,
10356 "normal sounds on/off"
10360 void CreateGameButtons()
10364 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10366 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10367 struct GadgetInfo *gi;
10370 unsigned long event_mask;
10371 int gd_xoffset, gd_yoffset;
10372 int gd_x1, gd_x2, gd_y1, gd_y2;
10375 gd_xoffset = gamebutton_info[i].x;
10376 gd_yoffset = gamebutton_info[i].y;
10377 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10378 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10380 if (id == GAME_CTRL_ID_STOP ||
10381 id == GAME_CTRL_ID_PAUSE ||
10382 id == GAME_CTRL_ID_PLAY)
10384 button_type = GD_TYPE_NORMAL_BUTTON;
10386 event_mask = GD_EVENT_RELEASED;
10387 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10388 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10392 button_type = GD_TYPE_CHECK_BUTTON;
10394 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10395 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10396 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10397 event_mask = GD_EVENT_PRESSED;
10398 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10399 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10402 gi = CreateGadget(GDI_CUSTOM_ID, id,
10403 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10404 GDI_X, DX + gd_xoffset,
10405 GDI_Y, DY + gd_yoffset,
10406 GDI_WIDTH, GAME_BUTTON_XSIZE,
10407 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10408 GDI_TYPE, button_type,
10409 GDI_STATE, GD_BUTTON_UNPRESSED,
10410 GDI_CHECKED, checked,
10411 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10412 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10413 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10414 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10415 GDI_EVENT_MASK, event_mask,
10416 GDI_CALLBACK_ACTION, HandleGameButtons,
10420 Error(ERR_EXIT, "cannot create gadget");
10422 game_gadget[id] = gi;
10426 void FreeGameButtons()
10430 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10431 FreeGadget(game_gadget[i]);
10434 static void MapGameButtons()
10438 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10439 MapGadget(game_gadget[i]);
10442 void UnmapGameButtons()
10446 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10447 UnmapGadget(game_gadget[i]);
10450 static void HandleGameButtons(struct GadgetInfo *gi)
10452 int id = gi->custom_id;
10454 if (game_status != GAME_MODE_PLAYING)
10459 case GAME_CTRL_ID_STOP:
10460 RequestQuitGame(TRUE);
10463 case GAME_CTRL_ID_PAUSE:
10464 if (options.network)
10466 #if defined(NETWORK_AVALIABLE)
10468 SendToServer_ContinuePlaying();
10470 SendToServer_PausePlaying();
10474 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10477 case GAME_CTRL_ID_PLAY:
10480 #if defined(NETWORK_AVALIABLE)
10481 if (options.network)
10482 SendToServer_ContinuePlaying();
10486 tape.pausing = FALSE;
10487 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10492 case SOUND_CTRL_ID_MUSIC:
10493 if (setup.sound_music)
10495 setup.sound_music = FALSE;
10498 else if (audio.music_available)
10500 setup.sound = setup.sound_music = TRUE;
10502 SetAudioMode(setup.sound);
10508 case SOUND_CTRL_ID_LOOPS:
10509 if (setup.sound_loops)
10510 setup.sound_loops = FALSE;
10511 else if (audio.loops_available)
10513 setup.sound = setup.sound_loops = TRUE;
10514 SetAudioMode(setup.sound);
10518 case SOUND_CTRL_ID_SIMPLE:
10519 if (setup.sound_simple)
10520 setup.sound_simple = FALSE;
10521 else if (audio.sound_available)
10523 setup.sound = setup.sound_simple = TRUE;
10524 SetAudioMode(setup.sound);