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 ( * 1)
30 #define USE_NEW_SP_SLIPPERY (USE_NEW_STUFF * 1)
31 #define USE_NEW_COLLECT_COUNT (USE_NEW_STUFF * 1)
32 #define USE_NEW_PLAYER_ANIM (USE_NEW_STUFF * 1)
33 #define USE_NEW_ALL_SLIPPERY (USE_NEW_STUFF * 1)
34 #define USE_NEW_PLAYER_SPEED (USE_NEW_STUFF * 1)
35 #define USE_NEW_DELAYED_ACTION (USE_NEW_STUFF * 1)
42 /* for MovePlayer() */
43 #define MF_NO_ACTION 0
47 /* for ScrollPlayer() */
49 #define SCROLL_GO_ON 1
52 #define EX_PHASE_START 0
53 #define EX_TYPE_NONE 0
54 #define EX_TYPE_NORMAL (1 << 0)
55 #define EX_TYPE_CENTER (1 << 1)
56 #define EX_TYPE_BORDER (1 << 2)
57 #define EX_TYPE_CROSS (1 << 3)
58 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
60 /* special positions in the game control window (relative to control window) */
63 #define XX_EMERALDS 29
64 #define YY_EMERALDS 54
65 #define XX_DYNAMITE 29
66 #define YY_DYNAMITE 89
75 /* special positions in the game control window (relative to main window) */
76 #define DX_LEVEL (DX + XX_LEVEL)
77 #define DY_LEVEL (DY + YY_LEVEL)
78 #define DX_EMERALDS (DX + XX_EMERALDS)
79 #define DY_EMERALDS (DY + YY_EMERALDS)
80 #define DX_DYNAMITE (DX + XX_DYNAMITE)
81 #define DY_DYNAMITE (DY + YY_DYNAMITE)
82 #define DX_KEYS (DX + XX_KEYS)
83 #define DY_KEYS (DY + YY_KEYS)
84 #define DX_SCORE (DX + XX_SCORE)
85 #define DY_SCORE (DY + YY_SCORE)
86 #define DX_TIME1 (DX + XX_TIME1)
87 #define DX_TIME2 (DX + XX_TIME2)
88 #define DY_TIME (DY + YY_TIME)
90 /* values for initial player move delay (initial delay counter value) */
91 #define INITIAL_MOVE_DELAY_OFF -1
92 #define INITIAL_MOVE_DELAY_ON 0
94 /* values for player movement speed (which is in fact a delay value) */
95 #define MOVE_DELAY_MIN_SPEED 32
96 #define MOVE_DELAY_NORMAL_SPEED 8
97 #define MOVE_DELAY_HIGH_SPEED 4
98 #define MOVE_DELAY_MAX_SPEED 1
101 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
102 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
104 #define DOUBLE_MOVE_DELAY(x) (x = (x < MOVE_DELAY_MIN_SPEED ? x * 2 : x))
105 #define HALVE_MOVE_DELAY(x) (x = (x > MOVE_DELAY_MAX_SPEED ? x / 2 : x))
107 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
108 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
110 /* values for other actions */
111 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
112 #define MOVE_STEPSIZE_MIN (1)
113 #define MOVE_STEPSIZE_MAX (TILEX)
115 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
116 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
118 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
120 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
121 RND(element_info[e].push_delay_random))
122 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
123 RND(element_info[e].drop_delay_random))
124 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
125 RND(element_info[e].move_delay_random))
126 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
127 (element_info[e].move_delay_random))
128 #define GET_CHANGE_DELAY(c) ( ((c)->delay_fixed * (c)->delay_frames) + \
129 RND((c)->delay_random * (c)->delay_frames))
131 #define GET_TARGET_ELEMENT(e, ch) \
132 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
133 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
135 #define GET_VALID_PLAYER_ELEMENT(e) \
136 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
138 #define CAN_GROW_INTO(e) \
139 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
141 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
142 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
145 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
147 (CAN_MOVE_INTO_ACID(e) && \
148 Feld[x][y] == EL_ACID) || \
151 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
152 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
153 (CAN_MOVE_INTO_ACID(e) && \
154 Feld[x][y] == EL_ACID) || \
157 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
158 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
160 (CAN_MOVE_INTO_ACID(e) && \
161 Feld[x][y] == EL_ACID) || \
162 (DONT_COLLIDE_WITH(e) && \
164 !PLAYER_ENEMY_PROTECTED(x, y))))
166 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
169 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
172 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
175 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
178 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
181 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
184 #define PIG_CAN_ENTER_FIELD(e, x, y) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
187 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
189 IS_FOOD_PENGUIN(Feld[x][y])))
190 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
191 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
193 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
194 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
196 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
197 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
199 #define GROUP_NR(e) ((e) - EL_GROUP_START)
200 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
201 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
202 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
204 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
205 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
207 #define CE_ENTER_FIELD_COND(e, x, y) \
208 (!IS_PLAYER(x, y) && \
209 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
211 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
212 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
214 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
215 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
217 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
218 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
219 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
220 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
222 /* game button identifiers */
223 #define GAME_CTRL_ID_STOP 0
224 #define GAME_CTRL_ID_PAUSE 1
225 #define GAME_CTRL_ID_PLAY 2
226 #define SOUND_CTRL_ID_MUSIC 3
227 #define SOUND_CTRL_ID_LOOPS 4
228 #define SOUND_CTRL_ID_SIMPLE 5
230 #define NUM_GAME_BUTTONS 6
233 /* forward declaration for internal use */
235 static void AdvanceFrameAndPlayerCounters(int);
237 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
238 static boolean MovePlayer(struct PlayerInfo *, int, int);
239 static void ScrollPlayer(struct PlayerInfo *, int);
240 static void ScrollScreen(struct PlayerInfo *, int);
242 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
244 static void InitBeltMovement(void);
245 static void CloseAllOpenTimegates(void);
246 static void CheckGravityMovement(struct PlayerInfo *);
247 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
248 static void KillPlayerUnlessEnemyProtected(int, int);
249 static void KillPlayerUnlessExplosionProtected(int, int);
251 static void TestIfPlayerTouchesCustomElement(int, int);
252 static void TestIfElementTouchesCustomElement(int, int);
253 static void TestIfElementHitsCustomElement(int, int, int);
255 static void TestIfElementSmashesCustomElement(int, int, int);
258 static void ChangeElement(int, int, int);
260 static boolean CheckTriggeredElementChangeExt(int, int, int,int,int);
261 #define CheckTriggeredElementChange(e, ev) \
262 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
263 #define CheckTriggeredElementChangeByPlayer(e, ev, p, s) \
264 CheckTriggeredElementChangeExt(e, ev, p, s, -1)
265 #define CheckTriggeredElementChangeBySide(e, ev, s) \
266 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, s, -1)
267 #define CheckTriggeredElementChangeByPage(e, ev, p) \
268 CheckTriggeredElementChangeExt(e, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
270 static boolean CheckElementChangeExt(int, int, int, int, int, int, int);
271 #define CheckElementChange(x, y, e, te, ev) \
272 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY)
273 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
274 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s)
275 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
276 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s)
278 static void PlayLevelSound(int, int, int);
279 static void PlayLevelSoundNearest(int, int, int);
280 static void PlayLevelSoundAction(int, int, int);
281 static void PlayLevelSoundElementAction(int, int, int, int);
282 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
283 static void PlayLevelSoundActionIfLoop(int, int, int);
284 static void StopLevelSoundActionIfLoop(int, int, int);
285 static void PlayLevelMusic();
287 static void MapGameButtons();
288 static void HandleGameButtons(struct GadgetInfo *);
290 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
293 /* ------------------------------------------------------------------------- */
294 /* definition of elements that automatically change to other elements after */
295 /* a specified time, eventually calling a function when changing */
296 /* ------------------------------------------------------------------------- */
298 /* forward declaration for changer functions */
299 static void InitBuggyBase(int x, int y);
300 static void WarnBuggyBase(int x, int y);
302 static void InitTrap(int x, int y);
303 static void ActivateTrap(int x, int y);
304 static void ChangeActiveTrap(int x, int y);
306 static void InitRobotWheel(int x, int y);
307 static void RunRobotWheel(int x, int y);
308 static void StopRobotWheel(int x, int y);
310 static void InitTimegateWheel(int x, int y);
311 static void RunTimegateWheel(int x, int y);
313 struct ChangingElementInfo
318 void (*pre_change_function)(int x, int y);
319 void (*change_function)(int x, int y);
320 void (*post_change_function)(int x, int y);
323 static struct ChangingElementInfo change_delay_list[] =
374 EL_SWITCHGATE_OPENING,
382 EL_SWITCHGATE_CLOSING,
383 EL_SWITCHGATE_CLOSED,
415 EL_ACID_SPLASH_RIGHT,
424 EL_SP_BUGGY_BASE_ACTIVATING,
431 EL_SP_BUGGY_BASE_ACTIVATING,
432 EL_SP_BUGGY_BASE_ACTIVE,
439 EL_SP_BUGGY_BASE_ACTIVE,
463 EL_ROBOT_WHEEL_ACTIVE,
471 EL_TIMEGATE_SWITCH_ACTIVE,
492 int push_delay_fixed, push_delay_random;
497 { EL_BALLOON, 0, 0 },
499 { EL_SOKOBAN_OBJECT, 2, 0 },
500 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
501 { EL_SATELLITE, 2, 0 },
502 { EL_SP_DISK_YELLOW, 2, 0 },
504 { EL_UNDEFINED, 0, 0 },
512 move_stepsize_list[] =
514 { EL_AMOEBA_DROP, 2 },
515 { EL_AMOEBA_DROPPING, 2 },
516 { EL_QUICKSAND_FILLING, 1 },
517 { EL_QUICKSAND_EMPTYING, 1 },
518 { EL_MAGIC_WALL_FILLING, 2 },
519 { EL_BD_MAGIC_WALL_FILLING, 2 },
520 { EL_MAGIC_WALL_EMPTYING, 2 },
521 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
531 collect_count_list[] =
534 { EL_BD_DIAMOND, 1 },
535 { EL_EMERALD_YELLOW, 1 },
536 { EL_EMERALD_RED, 1 },
537 { EL_EMERALD_PURPLE, 1 },
539 { EL_SP_INFOTRON, 1 },
551 access_direction_list[] =
553 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
554 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
555 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
556 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
557 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
558 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
559 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
560 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
561 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
562 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
563 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
565 { EL_SP_PORT_LEFT, MV_RIGHT },
566 { EL_SP_PORT_RIGHT, MV_LEFT },
567 { EL_SP_PORT_UP, MV_DOWN },
568 { EL_SP_PORT_DOWN, MV_UP },
569 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
570 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
571 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
572 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
573 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
574 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
575 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
576 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
577 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
578 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
579 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
580 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
581 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
582 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
583 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
585 { EL_UNDEFINED, MV_NO_MOVING }
588 static boolean trigger_events[MAX_NUM_ELEMENTS][NUM_CHANGE_EVENTS];
590 #define IS_AUTO_CHANGING(e) (element_info[e].has_change_event[CE_DELAY])
591 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
592 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
593 IS_JUST_CHANGING(x, y))
595 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
598 void GetPlayerConfig()
600 if (!audio.sound_available)
601 setup.sound_simple = FALSE;
603 if (!audio.loops_available)
604 setup.sound_loops = FALSE;
606 if (!audio.music_available)
607 setup.sound_music = FALSE;
609 if (!video.fullscreen_available)
610 setup.fullscreen = FALSE;
612 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
614 SetAudioMode(setup.sound);
618 static int getBeltNrFromBeltElement(int element)
620 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
621 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
622 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
625 static int getBeltNrFromBeltActiveElement(int element)
627 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
628 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
629 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
632 static int getBeltNrFromBeltSwitchElement(int element)
634 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
635 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
636 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
639 static int getBeltDirNrFromBeltSwitchElement(int element)
641 static int belt_base_element[4] =
643 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
644 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
645 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
646 EL_CONVEYOR_BELT_4_SWITCH_LEFT
649 int belt_nr = getBeltNrFromBeltSwitchElement(element);
650 int belt_dir_nr = element - belt_base_element[belt_nr];
652 return (belt_dir_nr % 3);
655 static int getBeltDirFromBeltSwitchElement(int element)
657 static int belt_move_dir[3] =
664 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
666 return belt_move_dir[belt_dir_nr];
669 static void InitPlayerField(int x, int y, int element, boolean init_game)
671 if (element == EL_SP_MURPHY)
675 if (stored_player[0].present)
677 Feld[x][y] = EL_SP_MURPHY_CLONE;
683 stored_player[0].use_murphy_graphic = TRUE;
686 Feld[x][y] = EL_PLAYER_1;
692 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
693 int jx = player->jx, jy = player->jy;
695 player->present = TRUE;
697 player->block_last_field = (element == EL_SP_MURPHY ?
698 level.sp_block_last_field :
699 level.block_last_field);
701 /* ---------- initialize player's last field block delay --------------- */
703 /* always start with reliable default value (no adjustment needed) */
704 player->block_delay_adjustment = 0;
706 /* special case 1: in Supaplex, Murphy blocks last field one more frame */
707 if (player->block_last_field && element == EL_SP_MURPHY)
708 player->block_delay_adjustment = 1;
710 /* special case 2: in game engines before 3.1.1, blocking was different */
711 if (game.use_block_last_field_bug)
712 player->block_delay_adjustment = (player->block_last_field ? -1 : 1);
714 if (!options.network || player->connected)
716 player->active = TRUE;
718 /* remove potentially duplicate players */
719 if (StorePlayer[jx][jy] == Feld[x][y])
720 StorePlayer[jx][jy] = 0;
722 StorePlayer[x][y] = Feld[x][y];
726 printf("Player %d activated.\n", player->element_nr);
727 printf("[Local player is %d and currently %s.]\n",
728 local_player->element_nr,
729 local_player->active ? "active" : "not active");
733 Feld[x][y] = EL_EMPTY;
735 player->jx = player->last_jx = x;
736 player->jy = player->last_jy = y;
740 static void InitField(int x, int y, boolean init_game)
742 int element = Feld[x][y];
751 InitPlayerField(x, y, element, init_game);
754 case EL_SOKOBAN_FIELD_PLAYER:
755 element = Feld[x][y] = EL_PLAYER_1;
756 InitField(x, y, init_game);
758 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
759 InitField(x, y, init_game);
762 case EL_SOKOBAN_FIELD_EMPTY:
763 local_player->sokobanfields_still_needed++;
767 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
768 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
769 else if (x > 0 && Feld[x-1][y] == EL_ACID)
770 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
771 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
772 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
773 else if (y > 0 && Feld[x][y-1] == EL_ACID)
774 Feld[x][y] = EL_ACID_POOL_BOTTOM;
775 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
776 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
784 case EL_SPACESHIP_RIGHT:
785 case EL_SPACESHIP_UP:
786 case EL_SPACESHIP_LEFT:
787 case EL_SPACESHIP_DOWN:
789 case EL_BD_BUTTERFLY_RIGHT:
790 case EL_BD_BUTTERFLY_UP:
791 case EL_BD_BUTTERFLY_LEFT:
792 case EL_BD_BUTTERFLY_DOWN:
793 case EL_BD_BUTTERFLY:
794 case EL_BD_FIREFLY_RIGHT:
795 case EL_BD_FIREFLY_UP:
796 case EL_BD_FIREFLY_LEFT:
797 case EL_BD_FIREFLY_DOWN:
799 case EL_PACMAN_RIGHT:
823 if (y == lev_fieldy - 1)
825 Feld[x][y] = EL_AMOEBA_GROWING;
826 Store[x][y] = EL_AMOEBA_WET;
830 case EL_DYNAMITE_ACTIVE:
831 case EL_SP_DISK_RED_ACTIVE:
832 case EL_DYNABOMB_PLAYER_1_ACTIVE:
833 case EL_DYNABOMB_PLAYER_2_ACTIVE:
834 case EL_DYNABOMB_PLAYER_3_ACTIVE:
835 case EL_DYNABOMB_PLAYER_4_ACTIVE:
840 local_player->lights_still_needed++;
844 local_player->friends_still_needed++;
849 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
852 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
853 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
854 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
855 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
856 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
857 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
858 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
859 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
860 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
861 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
862 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
863 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
866 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
867 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
868 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
870 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
872 game.belt_dir[belt_nr] = belt_dir;
873 game.belt_dir_nr[belt_nr] = belt_dir_nr;
875 else /* more than one switch -- set it like the first switch */
877 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
882 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
884 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
887 case EL_LIGHT_SWITCH_ACTIVE:
889 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
893 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
895 else if (IS_GROUP_ELEMENT(element))
897 struct ElementGroupInfo *group = element_info[element].group;
898 int last_anim_random_frame = gfx.anim_random_frame;
901 if (group->choice_mode == ANIM_RANDOM)
902 gfx.anim_random_frame = RND(group->num_elements_resolved);
904 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
905 group->choice_mode, 0,
908 if (group->choice_mode == ANIM_RANDOM)
909 gfx.anim_random_frame = last_anim_random_frame;
913 Feld[x][y] = group->element_resolved[element_pos];
915 InitField(x, y, init_game);
920 #if USE_NEW_COLLECT_COUNT
921 Count[x][y] = element_info[Feld[x][y]].collect_count_initial;
925 static inline void InitField_WithBug1(int x, int y, boolean init_game)
927 InitField(x, y, init_game);
929 /* not needed to call InitMovDir() -- already done by InitField()! */
930 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
931 CAN_MOVE(Feld[x][y]))
935 static inline void InitField_WithBug2(int x, int y, boolean init_game)
937 int old_element = Feld[x][y];
939 InitField(x, y, init_game);
941 /* not needed to call InitMovDir() -- already done by InitField()! */
942 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
943 CAN_MOVE(old_element) &&
944 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
947 /* this case is in fact a combination of not less than three bugs:
948 first, it calls InitMovDir() for elements that can move, although this is
949 already done by InitField(); then, it checks the element that was at this
950 field _before_ the call to InitField() (which can change it); lastly, it
951 was not called for "mole with direction" elements, which were treated as
952 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
956 inline void DrawGameValue_Emeralds(int value)
958 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
961 inline void DrawGameValue_Dynamite(int value)
963 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
966 inline void DrawGameValue_Keys(int key[MAX_NUM_KEYS])
970 /* currently only 4 of 8 possible keys are displayed */
971 for (i = 0; i < STD_NUM_KEYS; i++)
974 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
975 el2edimg(EL_KEY_1 + i));
977 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
978 DOOR_GFX_PAGEX5 + XX_KEYS + i * MINI_TILEX, YY_KEYS,
979 MINI_TILEX, MINI_TILEY, DX_KEYS + i * MINI_TILEX, DY_KEYS);
983 inline void DrawGameValue_Score(int value)
985 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
988 inline void DrawGameValue_Time(int value)
991 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
993 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
996 inline void DrawGameValue_Level(int value)
999 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1002 /* misuse area for displaying emeralds to draw bigger level number */
1003 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1004 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1006 /* now copy it to the area for displaying level number */
1007 BlitBitmap(drawto, drawto,
1008 DX_EMERALDS, DY_EMERALDS + 1,
1009 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1010 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1011 DX_LEVEL - 1, DY_LEVEL + 1);
1013 /* restore the area for displaying emeralds */
1014 DrawGameValue_Emeralds(local_player->gems_still_needed);
1016 /* yes, this is all really ugly :-) */
1020 void DrawAllGameValues(int emeralds, int dynamite, int score, int time,
1023 int key[MAX_NUM_KEYS];
1026 for (i = 0; i < MAX_NUM_KEYS; i++)
1027 key[i] = key_bits & (1 << i);
1029 DrawGameValue_Level(level_nr);
1031 DrawGameValue_Emeralds(emeralds);
1032 DrawGameValue_Dynamite(dynamite);
1033 DrawGameValue_Score(score);
1034 DrawGameValue_Time(time);
1036 DrawGameValue_Keys(key);
1039 void DrawGameDoorValues()
1043 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1045 DrawGameDoorValues_EM();
1050 DrawGameValue_Level(level_nr);
1052 DrawGameValue_Emeralds(local_player->gems_still_needed);
1053 DrawGameValue_Dynamite(local_player->inventory_size);
1054 DrawGameValue_Score(local_player->score);
1055 DrawGameValue_Time(TimeLeft);
1057 for (i = 0; i < MAX_PLAYERS; i++)
1058 DrawGameValue_Keys(stored_player[i].key);
1061 static void resolve_group_element(int group_element, int recursion_depth)
1063 static int group_nr;
1064 static struct ElementGroupInfo *group;
1065 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1068 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1070 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1071 group_element - EL_GROUP_START + 1);
1073 /* replace element which caused too deep recursion by question mark */
1074 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1079 if (recursion_depth == 0) /* initialization */
1081 group = element_info[group_element].group;
1082 group_nr = group_element - EL_GROUP_START;
1084 group->num_elements_resolved = 0;
1085 group->choice_pos = 0;
1088 for (i = 0; i < actual_group->num_elements; i++)
1090 int element = actual_group->element[i];
1092 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1095 if (IS_GROUP_ELEMENT(element))
1096 resolve_group_element(element, recursion_depth + 1);
1099 group->element_resolved[group->num_elements_resolved++] = element;
1100 element_info[element].in_group[group_nr] = TRUE;
1107 =============================================================================
1109 -----------------------------------------------------------------------------
1110 initialize game engine due to level / tape version number
1111 =============================================================================
1114 static void InitGameEngine()
1118 /* set game engine from tape file when re-playing, else from level file */
1119 game.engine_version = (tape.playing ? tape.engine_version :
1120 level.game_version);
1122 /* ---------------------------------------------------------------------- */
1123 /* set flags for bugs and changes according to active game engine version */
1124 /* ---------------------------------------------------------------------- */
1127 Summary of bugfix/change:
1128 Fixed handling for custom elements that change when pushed by the player.
1130 Fixed/changed in version:
1134 Before 3.1.0, custom elements that "change when pushing" changed directly
1135 after the player started pushing them (until then handled in "DigField()").
1136 Since 3.1.0, these custom elements are not changed until the "pushing"
1137 move of the element is finished (now handled in "ContinueMoving()").
1139 Affected levels/tapes:
1140 The first condition is generally needed for all levels/tapes before version
1141 3.1.0, which might use the old behaviour before it was changed; known tapes
1142 that are affected are some tapes from the level set "Walpurgis Gardens" by
1144 The second condition is an exception from the above case and is needed for
1145 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1146 above (including some development versions of 3.1.0), but before it was
1147 known that this change would break tapes like the above and was fixed in
1148 3.1.1, so that the changed behaviour was active although the engine version
1149 while recording maybe was before 3.1.0. There is at least one tape that is
1150 affected by this exception, which is the tape for the one-level set "Bug
1151 Machine" by Juergen Bonhagen.
1154 game.use_change_when_pushing_bug =
1155 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1157 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1158 tape.game_version < VERSION_IDENT(3,1,1,0)));
1161 Summary of bugfix/change:
1162 Fixed handling for blocking the field the player leaves when moving.
1164 Fixed/changed in version:
1168 Before 3.1.1, when "block last field when moving" was enabled, the field
1169 the player is leaving when moving was blocked for the time of the move,
1170 and was directly unblocked afterwards. This resulted in the last field
1171 being blocked for exactly one less than the number of frames of one player
1172 move. Additionally, even when blocking was disabled, the last field was
1173 blocked for exactly one frame.
1174 Since 3.1.1, due to changes in player movement handling, the last field
1175 is not blocked at all when blocking is disabled. When blocking is enabled,
1176 the last field is blocked for exactly the number of frames of one player
1177 move. Additionally, if the player is Murphy, the hero of Supaplex, the
1178 last field is blocked for exactly one more than the number of frames of
1181 Affected levels/tapes:
1182 (!!! yet to be determined -- probably many !!!)
1185 game.use_block_last_field_bug =
1186 (game.engine_version < VERSION_IDENT(3,1,1,0));
1188 /* ---------------------------------------------------------------------- */
1190 /* dynamically adjust element properties according to game engine version */
1191 InitElementPropertiesEngine(game.engine_version);
1194 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1195 printf(" tape version == %06d [%s] [file: %06d]\n",
1196 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1198 printf(" => game.engine_version == %06d\n", game.engine_version);
1201 /* ---------- recursively resolve group elements ------------------------- */
1203 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1204 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1205 element_info[i].in_group[j] = FALSE;
1207 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1208 resolve_group_element(EL_GROUP_START + i, 0);
1210 /* ---------- initialize player's initial move delay --------------------- */
1212 /* dynamically adjust player properties according to level information */
1213 game.initial_move_delay_value =
1214 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1216 /* dynamically adjust player properties according to game engine version */
1217 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1218 game.initial_move_delay_value : 0);
1220 /* ---------- initialize player's initial push delay --------------------- */
1222 /* dynamically adjust player properties according to game engine version */
1223 game.initial_push_delay_value =
1224 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1226 /* ---------- initialize changing elements ------------------------------- */
1228 /* initialize changing elements information */
1229 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1231 struct ElementInfo *ei = &element_info[i];
1233 /* this pointer might have been changed in the level editor */
1234 ei->change = &ei->change_page[0];
1236 if (!IS_CUSTOM_ELEMENT(i))
1238 ei->change->target_element = EL_EMPTY_SPACE;
1239 ei->change->delay_fixed = 0;
1240 ei->change->delay_random = 0;
1241 ei->change->delay_frames = 1;
1244 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1246 ei->has_change_event[j] = FALSE;
1248 ei->event_page_nr[j] = 0;
1249 ei->event_page[j] = &ei->change_page[0];
1253 /* add changing elements from pre-defined list */
1254 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1256 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1257 struct ElementInfo *ei = &element_info[ch_delay->element];
1259 ei->change->target_element = ch_delay->target_element;
1260 ei->change->delay_fixed = ch_delay->change_delay;
1262 ei->change->pre_change_function = ch_delay->pre_change_function;
1263 ei->change->change_function = ch_delay->change_function;
1264 ei->change->post_change_function = ch_delay->post_change_function;
1266 ei->change->can_change = TRUE;
1267 ei->change->can_change_or_has_action = TRUE;
1269 ei->has_change_event[CE_DELAY] = TRUE;
1271 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1272 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1275 /* ---------- initialize internal run-time variables ------------- */
1277 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1279 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1281 for (j = 0; j < ei->num_change_pages; j++)
1283 ei->change_page[j].can_change_or_has_action =
1284 (ei->change_page[j].can_change |
1285 ei->change_page[j].has_action);
1289 /* add change events from custom element configuration */
1290 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1292 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1294 for (j = 0; j < ei->num_change_pages; j++)
1296 if (!ei->change_page[j].can_change_or_has_action)
1299 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1301 /* only add event page for the first page found with this event */
1302 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1304 ei->has_change_event[k] = TRUE;
1306 ei->event_page_nr[k] = j;
1307 ei->event_page[k] = &ei->change_page[j];
1313 /* ---------- initialize run-time trigger player and element ------------- */
1315 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1317 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1319 for (j = 0; j < ei->num_change_pages; j++)
1321 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1322 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1326 /* ---------- initialize trigger events ---------------------------------- */
1328 /* initialize trigger events information */
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1330 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1331 trigger_events[i][j] = FALSE;
1333 /* add trigger events from element change event properties */
1334 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1336 struct ElementInfo *ei = &element_info[i];
1338 for (j = 0; j < ei->num_change_pages; j++)
1340 if (!ei->change_page[j].can_change_or_has_action)
1343 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1345 int trigger_element = ei->change_page[j].trigger_element;
1347 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1349 if (ei->change_page[j].has_event[k])
1351 if (IS_GROUP_ELEMENT(trigger_element))
1353 struct ElementGroupInfo *group =
1354 element_info[trigger_element].group;
1356 for (l = 0; l < group->num_elements_resolved; l++)
1357 trigger_events[group->element_resolved[l]][k] = TRUE;
1360 trigger_events[trigger_element][k] = TRUE;
1367 /* ---------- initialize push delay -------------------------------------- */
1369 /* initialize push delay values to default */
1370 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1372 if (!IS_CUSTOM_ELEMENT(i))
1374 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1375 element_info[i].push_delay_random = game.default_push_delay_random;
1379 /* set push delay value for certain elements from pre-defined list */
1380 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1382 int e = push_delay_list[i].element;
1384 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1385 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1388 /* set push delay value for Supaplex elements for newer engine versions */
1389 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1391 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1393 if (IS_SP_ELEMENT(i))
1395 /* set SP push delay to just enough to push under a falling zonk */
1396 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1398 element_info[i].push_delay_fixed = delay;
1399 element_info[i].push_delay_random = 0;
1404 /* ---------- initialize move stepsize ----------------------------------- */
1406 /* initialize move stepsize values to default */
1407 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1408 if (!IS_CUSTOM_ELEMENT(i))
1409 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1411 /* set move stepsize value for certain elements from pre-defined list */
1412 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1414 int e = move_stepsize_list[i].element;
1416 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1419 /* ---------- initialize collect score ----------------------------------- */
1421 /* initialize collect score values for custom elements from initial value */
1422 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1423 if (IS_CUSTOM_ELEMENT(i))
1424 element_info[i].collect_score = element_info[i].collect_score_initial;
1426 /* ---------- initialize collect count ----------------------------------- */
1428 /* initialize collect count values for non-custom elements */
1429 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1430 if (!IS_CUSTOM_ELEMENT(i))
1431 element_info[i].collect_count_initial = 0;
1433 /* add collect count values for all elements from pre-defined list */
1434 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1435 element_info[collect_count_list[i].element].collect_count_initial =
1436 collect_count_list[i].count;
1438 /* ---------- initialize access direction -------------------------------- */
1440 /* initialize access direction values to default (access from every side) */
1441 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1442 if (!IS_CUSTOM_ELEMENT(i))
1443 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1445 /* set access direction value for certain elements from pre-defined list */
1446 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1447 element_info[access_direction_list[i].element].access_direction =
1448 access_direction_list[i].direction;
1453 =============================================================================
1455 -----------------------------------------------------------------------------
1456 initialize and start new game
1457 =============================================================================
1462 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1463 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1464 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1469 /* don't play tapes over network */
1470 network_playing = (options.network && !tape.playing);
1472 for (i = 0; i < MAX_PLAYERS; i++)
1474 struct PlayerInfo *player = &stored_player[i];
1476 player->index_nr = i;
1477 player->index_bit = (1 << i);
1478 player->element_nr = EL_PLAYER_1 + i;
1480 player->present = FALSE;
1481 player->active = FALSE;
1484 player->effective_action = 0;
1485 player->programmed_action = 0;
1488 player->gems_still_needed = level.gems_needed;
1489 player->sokobanfields_still_needed = 0;
1490 player->lights_still_needed = 0;
1491 player->friends_still_needed = 0;
1493 for (j = 0; j < MAX_NUM_KEYS; j++)
1494 player->key[j] = FALSE;
1496 player->dynabomb_count = 0;
1497 player->dynabomb_size = 1;
1498 player->dynabombs_left = 0;
1499 player->dynabomb_xl = FALSE;
1501 player->MovDir = MV_NO_MOVING;
1504 player->GfxDir = MV_NO_MOVING;
1505 player->GfxAction = ACTION_DEFAULT;
1507 player->StepFrame = 0;
1509 player->use_murphy_graphic = FALSE;
1511 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1512 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1514 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1516 player->actual_frame_counter = 0;
1518 player->step_counter = 0;
1520 player->last_move_dir = MV_NO_MOVING;
1522 player->is_waiting = FALSE;
1523 player->is_moving = FALSE;
1524 player->is_auto_moving = FALSE;
1525 player->is_digging = FALSE;
1526 player->is_snapping = FALSE;
1527 player->is_collecting = FALSE;
1528 player->is_pushing = FALSE;
1529 player->is_switching = FALSE;
1530 player->is_dropping = FALSE;
1532 player->is_bored = FALSE;
1533 player->is_sleeping = FALSE;
1535 player->frame_counter_bored = -1;
1536 player->frame_counter_sleeping = -1;
1538 player->anim_delay_counter = 0;
1539 player->post_delay_counter = 0;
1541 player->action_waiting = ACTION_DEFAULT;
1542 player->last_action_waiting = ACTION_DEFAULT;
1543 player->special_action_bored = ACTION_DEFAULT;
1544 player->special_action_sleeping = ACTION_DEFAULT;
1546 player->num_special_action_bored = 0;
1547 player->num_special_action_sleeping = 0;
1549 /* determine number of special actions for bored and sleeping animation */
1550 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1552 boolean found = FALSE;
1554 for (k = 0; k < NUM_DIRECTIONS; k++)
1555 if (el_act_dir2img(player->element_nr, j, k) !=
1556 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1560 player->num_special_action_bored++;
1564 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1566 boolean found = FALSE;
1568 for (k = 0; k < NUM_DIRECTIONS; k++)
1569 if (el_act_dir2img(player->element_nr, j, k) !=
1570 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1574 player->num_special_action_sleeping++;
1579 player->switch_x = -1;
1580 player->switch_y = -1;
1582 player->drop_x = -1;
1583 player->drop_y = -1;
1585 player->show_envelope = 0;
1587 player->move_delay = game.initial_move_delay;
1588 player->move_delay_value = game.initial_move_delay_value;
1590 player->move_delay_value_next = -1;
1592 player->move_delay_reset_counter = 0;
1594 player->push_delay = -1; /* initialized when pushing starts */
1595 player->push_delay_value = game.initial_push_delay_value;
1597 player->drop_delay = 0;
1599 player->last_jx = player->last_jy = 0;
1600 player->jx = player->jy = 0;
1602 player->shield_normal_time_left = 0;
1603 player->shield_deadly_time_left = 0;
1605 player->inventory_infinite_element = EL_UNDEFINED;
1606 player->inventory_size = 0;
1608 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1609 SnapField(player, 0, 0);
1611 player->LevelSolved = FALSE;
1612 player->GameOver = FALSE;
1615 network_player_action_received = FALSE;
1617 #if defined(NETWORK_AVALIABLE)
1618 /* initial null action */
1619 if (network_playing)
1620 SendToServer_MovePlayer(MV_NO_MOVING);
1629 TimeLeft = level.time;
1632 ScreenMovDir = MV_NO_MOVING;
1636 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1638 AllPlayersGone = FALSE;
1640 game.yamyam_content_nr = 0;
1641 game.magic_wall_active = FALSE;
1642 game.magic_wall_time_left = 0;
1643 game.light_time_left = 0;
1644 game.timegate_time_left = 0;
1645 game.switchgate_pos = 0;
1646 game.balloon_dir = MV_NO_MOVING;
1647 game.gravity = level.initial_gravity;
1648 game.explosions_delayed = TRUE;
1650 game.envelope_active = FALSE;
1652 for (i = 0; i < NUM_BELTS; i++)
1654 game.belt_dir[i] = MV_NO_MOVING;
1655 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1658 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1659 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1661 for (x = 0; x < lev_fieldx; x++)
1663 for (y = 0; y < lev_fieldy; y++)
1665 Feld[x][y] = level.field[x][y];
1666 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1667 ChangeDelay[x][y] = 0;
1668 ChangePage[x][y] = -1;
1669 #if USE_NEW_COLLECT_COUNT
1670 Count[x][y] = 0; /* initialized in InitField() */
1672 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1674 WasJustMoving[x][y] = 0;
1675 WasJustFalling[x][y] = 0;
1676 CheckCollision[x][y] = 0;
1678 Pushed[x][y] = FALSE;
1680 Changed[x][y] = FALSE;
1681 ChangeEvent[x][y] = -1;
1683 ExplodePhase[x][y] = 0;
1684 ExplodeDelay[x][y] = 0;
1685 ExplodeField[x][y] = EX_TYPE_NONE;
1687 RunnerVisit[x][y] = 0;
1688 PlayerVisit[x][y] = 0;
1691 GfxRandom[x][y] = INIT_GFX_RANDOM();
1692 GfxElement[x][y] = EL_UNDEFINED;
1693 GfxAction[x][y] = ACTION_DEFAULT;
1694 GfxDir[x][y] = MV_NO_MOVING;
1698 for (y = 0; y < lev_fieldy; y++)
1700 for (x = 0; x < lev_fieldx; x++)
1702 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1704 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1706 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1709 InitField(x, y, TRUE);
1715 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1716 emulate_sb ? EMU_SOKOBAN :
1717 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1719 #if USE_NEW_ALL_SLIPPERY
1720 /* initialize type of slippery elements */
1721 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1723 if (!IS_CUSTOM_ELEMENT(i))
1725 /* default: elements slip down either to the left or right randomly */
1726 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
1728 /* SP style elements prefer to slip down on the left side */
1729 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
1730 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1732 /* BD style elements prefer to slip down on the left side */
1733 if (game.emulation == EMU_BOULDERDASH)
1734 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1739 /* initialize explosion and ignition delay */
1740 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1742 if (!IS_CUSTOM_ELEMENT(i))
1745 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1746 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1747 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1748 int last_phase = (num_phase + 1) * delay;
1749 int half_phase = (num_phase / 2) * delay;
1751 element_info[i].explosion_delay = last_phase - 1;
1752 element_info[i].ignition_delay = half_phase;
1754 if (i == EL_BLACK_ORB)
1755 element_info[i].ignition_delay = 1;
1759 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1760 element_info[i].explosion_delay = 1;
1762 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1763 element_info[i].ignition_delay = 1;
1767 /* correct non-moving belts to start moving left */
1768 for (i = 0; i < NUM_BELTS; i++)
1769 if (game.belt_dir[i] == MV_NO_MOVING)
1770 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1772 /* check if any connected player was not found in playfield */
1773 for (i = 0; i < MAX_PLAYERS; i++)
1775 struct PlayerInfo *player = &stored_player[i];
1777 if (player->connected && !player->present)
1779 for (j = 0; j < MAX_PLAYERS; j++)
1781 struct PlayerInfo *some_player = &stored_player[j];
1782 int jx = some_player->jx, jy = some_player->jy;
1784 /* assign first free player found that is present in the playfield */
1785 if (some_player->present && !some_player->connected)
1787 player->present = TRUE;
1788 player->active = TRUE;
1790 some_player->present = FALSE;
1791 some_player->active = FALSE;
1794 player->element_nr = some_player->element_nr;
1797 player->block_last_field = some_player->block_last_field;
1798 player->block_delay_adjustment = some_player->block_delay_adjustment;
1800 StorePlayer[jx][jy] = player->element_nr;
1801 player->jx = player->last_jx = jx;
1802 player->jy = player->last_jy = jy;
1812 /* when playing a tape, eliminate all players which do not participate */
1814 for (i = 0; i < MAX_PLAYERS; i++)
1816 if (stored_player[i].active && !tape.player_participates[i])
1818 struct PlayerInfo *player = &stored_player[i];
1819 int jx = player->jx, jy = player->jy;
1821 player->active = FALSE;
1822 StorePlayer[jx][jy] = 0;
1823 Feld[jx][jy] = EL_EMPTY;
1827 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1829 /* when in single player mode, eliminate all but the first active player */
1831 for (i = 0; i < MAX_PLAYERS; i++)
1833 if (stored_player[i].active)
1835 for (j = i + 1; j < MAX_PLAYERS; j++)
1837 if (stored_player[j].active)
1839 struct PlayerInfo *player = &stored_player[j];
1840 int jx = player->jx, jy = player->jy;
1842 player->active = FALSE;
1843 player->present = FALSE;
1845 StorePlayer[jx][jy] = 0;
1846 Feld[jx][jy] = EL_EMPTY;
1853 /* when recording the game, store which players take part in the game */
1856 for (i = 0; i < MAX_PLAYERS; i++)
1857 if (stored_player[i].active)
1858 tape.player_participates[i] = TRUE;
1863 for (i = 0; i < MAX_PLAYERS; i++)
1865 struct PlayerInfo *player = &stored_player[i];
1867 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1872 if (local_player == player)
1873 printf("Player %d is local player.\n", i+1);
1877 if (BorderElement == EL_EMPTY)
1880 SBX_Right = lev_fieldx - SCR_FIELDX;
1882 SBY_Lower = lev_fieldy - SCR_FIELDY;
1887 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1889 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1892 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1893 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1895 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1896 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1898 /* if local player not found, look for custom element that might create
1899 the player (make some assumptions about the right custom element) */
1900 if (!local_player->present)
1902 int start_x = 0, start_y = 0;
1903 int found_rating = 0;
1904 int found_element = EL_UNDEFINED;
1906 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1908 int element = Feld[x][y];
1913 if (!IS_CUSTOM_ELEMENT(element))
1916 if (CAN_CHANGE(element))
1918 for (i = 0; i < element_info[element].num_change_pages; i++)
1920 content = element_info[element].change_page[i].target_element;
1921 is_player = ELEM_IS_PLAYER(content);
1923 if (is_player && (found_rating < 3 || element < found_element))
1929 found_element = element;
1934 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1936 content = element_info[element].content[xx][yy];
1937 is_player = ELEM_IS_PLAYER(content);
1939 if (is_player && (found_rating < 2 || element < found_element))
1941 start_x = x + xx - 1;
1942 start_y = y + yy - 1;
1945 found_element = element;
1948 if (!CAN_CHANGE(element))
1951 for (i = 0; i < element_info[element].num_change_pages; i++)
1953 content= element_info[element].change_page[i].target_content[xx][yy];
1954 is_player = ELEM_IS_PLAYER(content);
1956 if (is_player && (found_rating < 1 || element < found_element))
1958 start_x = x + xx - 1;
1959 start_y = y + yy - 1;
1962 found_element = element;
1968 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1969 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1972 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1973 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1978 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1979 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1980 local_player->jx - MIDPOSX);
1982 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1983 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1984 local_player->jy - MIDPOSY);
1987 if (!game.restart_level)
1988 CloseDoor(DOOR_CLOSE_1);
1990 /* !!! FIX THIS (START) !!! */
1991 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1993 InitGameEngine_EM();
2000 /* after drawing the level, correct some elements */
2001 if (game.timegate_time_left == 0)
2002 CloseAllOpenTimegates();
2004 if (setup.soft_scrolling)
2005 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2007 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2010 /* !!! FIX THIS (END) !!! */
2012 if (!game.restart_level)
2014 /* copy default game door content to main double buffer */
2015 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2016 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2019 DrawGameDoorValues();
2021 if (!game.restart_level)
2025 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2026 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2027 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2031 /* copy actual game door content to door double buffer for OpenDoor() */
2032 BlitBitmap(drawto, bitmap_db_door,
2033 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2035 OpenDoor(DOOR_OPEN_ALL);
2037 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2039 if (setup.sound_music)
2042 KeyboardAutoRepeatOffUnlessAutoplay();
2046 for (i = 0; i < MAX_PLAYERS; i++)
2047 printf("Player %d %sactive.\n",
2048 i + 1, (stored_player[i].active ? "" : "not "));
2052 game.restart_level = FALSE;
2055 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2057 /* this is used for non-R'n'D game engines to update certain engine values */
2059 /* needed to determine if sounds are played within the visible screen area */
2060 scroll_x = actual_scroll_x;
2061 scroll_y = actual_scroll_y;
2064 void InitMovDir(int x, int y)
2066 int i, element = Feld[x][y];
2067 static int xy[4][2] =
2074 static int direction[3][4] =
2076 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2077 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2078 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2087 Feld[x][y] = EL_BUG;
2088 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2091 case EL_SPACESHIP_RIGHT:
2092 case EL_SPACESHIP_UP:
2093 case EL_SPACESHIP_LEFT:
2094 case EL_SPACESHIP_DOWN:
2095 Feld[x][y] = EL_SPACESHIP;
2096 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2099 case EL_BD_BUTTERFLY_RIGHT:
2100 case EL_BD_BUTTERFLY_UP:
2101 case EL_BD_BUTTERFLY_LEFT:
2102 case EL_BD_BUTTERFLY_DOWN:
2103 Feld[x][y] = EL_BD_BUTTERFLY;
2104 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2107 case EL_BD_FIREFLY_RIGHT:
2108 case EL_BD_FIREFLY_UP:
2109 case EL_BD_FIREFLY_LEFT:
2110 case EL_BD_FIREFLY_DOWN:
2111 Feld[x][y] = EL_BD_FIREFLY;
2112 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2115 case EL_PACMAN_RIGHT:
2117 case EL_PACMAN_LEFT:
2118 case EL_PACMAN_DOWN:
2119 Feld[x][y] = EL_PACMAN;
2120 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2123 case EL_SP_SNIKSNAK:
2124 MovDir[x][y] = MV_UP;
2127 case EL_SP_ELECTRON:
2128 MovDir[x][y] = MV_LEFT;
2135 Feld[x][y] = EL_MOLE;
2136 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2140 if (IS_CUSTOM_ELEMENT(element))
2142 struct ElementInfo *ei = &element_info[element];
2143 int move_direction_initial = ei->move_direction_initial;
2144 int move_pattern = ei->move_pattern;
2146 if (move_direction_initial == MV_START_PREVIOUS)
2148 if (MovDir[x][y] != MV_NO_MOVING)
2151 move_direction_initial = MV_START_AUTOMATIC;
2154 if (move_direction_initial == MV_START_RANDOM)
2155 MovDir[x][y] = 1 << RND(4);
2156 else if (move_direction_initial & MV_ANY_DIRECTION)
2157 MovDir[x][y] = move_direction_initial;
2158 else if (move_pattern == MV_ALL_DIRECTIONS ||
2159 move_pattern == MV_TURNING_LEFT ||
2160 move_pattern == MV_TURNING_RIGHT ||
2161 move_pattern == MV_TURNING_LEFT_RIGHT ||
2162 move_pattern == MV_TURNING_RIGHT_LEFT ||
2163 move_pattern == MV_TURNING_RANDOM)
2164 MovDir[x][y] = 1 << RND(4);
2165 else if (move_pattern == MV_HORIZONTAL)
2166 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2167 else if (move_pattern == MV_VERTICAL)
2168 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2169 else if (move_pattern & MV_ANY_DIRECTION)
2170 MovDir[x][y] = element_info[element].move_pattern;
2171 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2172 move_pattern == MV_ALONG_RIGHT_SIDE)
2174 /* use random direction as default start direction */
2175 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2176 MovDir[x][y] = 1 << RND(4);
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 (move_pattern == MV_ALONG_RIGHT_SIDE)
2186 MovDir[x][y] = direction[0][i];
2188 MovDir[x][y] = direction[1][i];
2197 MovDir[x][y] = 1 << RND(4);
2199 if (element != EL_BUG &&
2200 element != EL_SPACESHIP &&
2201 element != EL_BD_BUTTERFLY &&
2202 element != EL_BD_FIREFLY)
2205 for (i = 0; i < NUM_DIRECTIONS; i++)
2207 int x1 = x + xy[i][0];
2208 int y1 = y + xy[i][1];
2210 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2212 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2214 MovDir[x][y] = direction[0][i];
2217 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2218 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2220 MovDir[x][y] = direction[1][i];
2229 GfxDir[x][y] = MovDir[x][y];
2232 void InitAmoebaNr(int x, int y)
2235 int group_nr = AmoebeNachbarNr(x, y);
2239 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2241 if (AmoebaCnt[i] == 0)
2249 AmoebaNr[x][y] = group_nr;
2250 AmoebaCnt[group_nr]++;
2251 AmoebaCnt2[group_nr]++;
2257 boolean raise_level = FALSE;
2259 if (local_player->MovPos)
2262 if (tape.auto_play) /* tape might already be stopped here */
2263 tape.auto_play_level_solved = TRUE;
2265 local_player->LevelSolved = FALSE;
2267 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2271 if (!tape.playing && setup.sound_loops)
2272 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2273 SND_CTRL_PLAY_LOOP);
2275 while (TimeLeft > 0)
2277 if (!tape.playing && !setup.sound_loops)
2278 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2279 if (TimeLeft > 0 && !(TimeLeft % 10))
2280 RaiseScore(level.score[SC_TIME_BONUS]);
2281 if (TimeLeft > 100 && !(TimeLeft % 10))
2286 DrawGameValue_Time(TimeLeft);
2294 if (!tape.playing && setup.sound_loops)
2295 StopSound(SND_GAME_LEVELTIME_BONUS);
2297 else if (level.time == 0) /* level without time limit */
2299 if (!tape.playing && setup.sound_loops)
2300 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2301 SND_CTRL_PLAY_LOOP);
2303 while (TimePlayed < 999)
2305 if (!tape.playing && !setup.sound_loops)
2306 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2307 if (TimePlayed < 999 && !(TimePlayed % 10))
2308 RaiseScore(level.score[SC_TIME_BONUS]);
2309 if (TimePlayed < 900 && !(TimePlayed % 10))
2314 DrawGameValue_Time(TimePlayed);
2322 if (!tape.playing && setup.sound_loops)
2323 StopSound(SND_GAME_LEVELTIME_BONUS);
2326 /* close exit door after last player */
2327 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2328 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2329 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2331 int element = Feld[ExitX][ExitY];
2333 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2334 EL_SP_EXIT_CLOSING);
2336 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2339 /* player disappears */
2340 if (ExitX >= 0 && ExitY >= 0)
2341 DrawLevelField(ExitX, ExitY);
2348 CloseDoor(DOOR_CLOSE_1);
2353 SaveTape(tape.level_nr); /* Ask to save tape */
2356 if (level_nr == leveldir_current->handicap_level)
2358 leveldir_current->handicap_level++;
2359 SaveLevelSetup_SeriesInfo();
2362 if (level_editor_test_game)
2363 local_player->score = -1; /* no highscore when playing from editor */
2364 else if (level_nr < leveldir_current->last_level)
2365 raise_level = TRUE; /* advance to next level */
2367 if ((hi_pos = NewHiScore()) >= 0)
2369 game_status = GAME_MODE_SCORES;
2370 DrawHallOfFame(hi_pos);
2379 game_status = GAME_MODE_MAIN;
2396 LoadScore(level_nr);
2398 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2399 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2402 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2404 if (local_player->score > highscore[k].Score)
2406 /* player has made it to the hall of fame */
2408 if (k < MAX_SCORE_ENTRIES - 1)
2410 int m = MAX_SCORE_ENTRIES - 1;
2413 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2414 if (!strcmp(setup.player_name, highscore[l].Name))
2416 if (m == k) /* player's new highscore overwrites his old one */
2420 for (l = m; l > k; l--)
2422 strcpy(highscore[l].Name, highscore[l - 1].Name);
2423 highscore[l].Score = highscore[l - 1].Score;
2430 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2431 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2432 highscore[k].Score = local_player->score;
2438 else if (!strncmp(setup.player_name, highscore[k].Name,
2439 MAX_PLAYER_NAME_LEN))
2440 break; /* player already there with a higher score */
2446 SaveScore(level_nr);
2451 inline static int getElementMoveStepsize(int x, int y)
2453 int element = Feld[x][y];
2454 int direction = MovDir[x][y];
2455 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2456 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2457 int horiz_move = (dx != 0);
2458 int sign = (horiz_move ? dx : dy);
2459 int step = sign * element_info[element].move_stepsize;
2461 /* special values for move stepsize for spring and things on conveyor belt */
2465 if (element == EL_SPRING)
2466 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2467 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2468 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2469 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2471 if (CAN_FALL(element) &&
2472 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2473 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2474 else if (element == EL_SPRING)
2475 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2482 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2484 if (player->GfxAction != action || player->GfxDir != dir)
2487 printf("Player frame reset! (%d => %d, %d => %d)\n",
2488 player->GfxAction, action, player->GfxDir, dir);
2491 player->GfxAction = action;
2492 player->GfxDir = dir;
2494 player->StepFrame = 0;
2498 static void ResetRandomAnimationValue(int x, int y)
2500 GfxRandom[x][y] = INIT_GFX_RANDOM();
2503 static void ResetGfxAnimation(int x, int y)
2506 GfxAction[x][y] = ACTION_DEFAULT;
2507 GfxDir[x][y] = MovDir[x][y];
2510 void InitMovingField(int x, int y, int direction)
2512 int element = Feld[x][y];
2513 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2514 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2518 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2519 ResetGfxAnimation(x, y);
2521 MovDir[x][y] = direction;
2522 GfxDir[x][y] = direction;
2523 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2524 ACTION_FALLING : ACTION_MOVING);
2526 /* this is needed for CEs with property "can move" / "not moving" */
2528 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2530 if (Feld[newx][newy] == EL_EMPTY)
2531 Feld[newx][newy] = EL_BLOCKED;
2533 MovDir[newx][newy] = MovDir[x][y];
2535 #if USE_NEW_COLLECT_COUNT
2536 Count[newx][newy] = Count[x][y];
2539 GfxFrame[newx][newy] = GfxFrame[x][y];
2540 GfxRandom[newx][newy] = GfxRandom[x][y];
2541 GfxAction[newx][newy] = GfxAction[x][y];
2542 GfxDir[newx][newy] = GfxDir[x][y];
2546 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2548 int direction = MovDir[x][y];
2549 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2550 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2556 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2558 int oldx = x, oldy = y;
2559 int direction = MovDir[x][y];
2561 if (direction == MV_LEFT)
2563 else if (direction == MV_RIGHT)
2565 else if (direction == MV_UP)
2567 else if (direction == MV_DOWN)
2570 *comes_from_x = oldx;
2571 *comes_from_y = oldy;
2574 int MovingOrBlocked2Element(int x, int y)
2576 int element = Feld[x][y];
2578 if (element == EL_BLOCKED)
2582 Blocked2Moving(x, y, &oldx, &oldy);
2583 return Feld[oldx][oldy];
2589 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2591 /* like MovingOrBlocked2Element(), but if element is moving
2592 and (x,y) is the field the moving element is just leaving,
2593 return EL_BLOCKED instead of the element value */
2594 int element = Feld[x][y];
2596 if (IS_MOVING(x, y))
2598 if (element == EL_BLOCKED)
2602 Blocked2Moving(x, y, &oldx, &oldy);
2603 return Feld[oldx][oldy];
2612 static void RemoveField(int x, int y)
2614 Feld[x][y] = EL_EMPTY;
2620 #if USE_NEW_COLLECT_COUNT
2625 ChangeDelay[x][y] = 0;
2626 ChangePage[x][y] = -1;
2627 Pushed[x][y] = FALSE;
2630 ExplodeField[x][y] = EX_TYPE_NONE;
2633 GfxElement[x][y] = EL_UNDEFINED;
2634 GfxAction[x][y] = ACTION_DEFAULT;
2635 GfxDir[x][y] = MV_NO_MOVING;
2638 void RemoveMovingField(int x, int y)
2640 int oldx = x, oldy = y, newx = x, newy = y;
2641 int element = Feld[x][y];
2642 int next_element = EL_UNDEFINED;
2644 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2647 if (IS_MOVING(x, y))
2649 Moving2Blocked(x, y, &newx, &newy);
2651 if (Feld[newx][newy] != EL_BLOCKED)
2653 /* element is moving, but target field is not free (blocked), but
2654 already occupied by something different (example: acid pool);
2655 in this case, only remove the moving field, but not the target */
2657 RemoveField(oldx, oldy);
2659 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2661 DrawLevelField(oldx, oldy);
2666 else if (element == EL_BLOCKED)
2668 Blocked2Moving(x, y, &oldx, &oldy);
2669 if (!IS_MOVING(oldx, oldy))
2673 if (element == EL_BLOCKED &&
2674 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2675 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2676 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2677 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2678 next_element = get_next_element(Feld[oldx][oldy]);
2680 RemoveField(oldx, oldy);
2681 RemoveField(newx, newy);
2683 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2685 if (next_element != EL_UNDEFINED)
2686 Feld[oldx][oldy] = next_element;
2688 DrawLevelField(oldx, oldy);
2689 DrawLevelField(newx, newy);
2692 void DrawDynamite(int x, int y)
2694 int sx = SCREENX(x), sy = SCREENY(y);
2695 int graphic = el2img(Feld[x][y]);
2698 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2701 if (IS_WALKABLE_INSIDE(Back[x][y]))
2705 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2706 else if (Store[x][y])
2707 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2709 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2711 if (Back[x][y] || Store[x][y])
2712 DrawGraphicThruMask(sx, sy, graphic, frame);
2714 DrawGraphic(sx, sy, graphic, frame);
2717 void CheckDynamite(int x, int y)
2719 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2723 if (MovDelay[x][y] != 0)
2726 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2732 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2737 void DrawRelocatePlayer(struct PlayerInfo *player)
2739 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2740 boolean no_delay = (tape.warp_forward);
2741 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2742 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2743 int jx = player->jx;
2744 int jy = player->jy;
2746 if (level.instant_relocation)
2748 int offset = (setup.scroll_delay ? 3 : 0);
2750 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2752 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2753 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2754 local_player->jx - MIDPOSX);
2756 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2757 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2758 local_player->jy - MIDPOSY);
2762 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2763 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2764 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2766 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2767 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2768 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2770 /* don't scroll over playfield boundaries */
2771 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2772 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2774 /* don't scroll over playfield boundaries */
2775 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2776 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2779 RedrawPlayfield(TRUE, 0,0,0,0);
2783 int scroll_xx = -999, scroll_yy = -999;
2785 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2787 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2790 int fx = FX, fy = FY;
2792 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2793 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2794 local_player->jx - MIDPOSX);
2796 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2797 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2798 local_player->jy - MIDPOSY);
2800 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2801 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2803 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2809 fx += dx * TILEX / 2;
2810 fy += dy * TILEY / 2;
2812 ScrollLevel(dx, dy);
2815 /* scroll in two steps of half tile size to make things smoother */
2816 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2818 Delay(wait_delay_value);
2820 /* scroll second step to align at full tile size */
2822 Delay(wait_delay_value);
2827 Delay(wait_delay_value);
2831 void RelocatePlayer(int jx, int jy, int el_player_raw)
2833 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2834 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2835 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2836 boolean no_delay = (tape.warp_forward);
2837 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2838 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2839 int old_jx = player->jx;
2840 int old_jy = player->jy;
2841 int old_element = Feld[old_jx][old_jy];
2842 int element = Feld[jx][jy];
2843 boolean player_relocated = (old_jx != jx || old_jy != jy);
2845 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2846 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2847 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2848 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2849 int leave_side_horiz = move_dir_horiz;
2850 int leave_side_vert = move_dir_vert;
2851 int enter_side = enter_side_horiz | enter_side_vert;
2852 int leave_side = leave_side_horiz | leave_side_vert;
2854 if (player->GameOver) /* do not reanimate dead player */
2857 if (!player_relocated) /* no need to relocate the player */
2860 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2862 RemoveField(jx, jy); /* temporarily remove newly placed player */
2863 DrawLevelField(jx, jy);
2866 if (player->present)
2868 while (player->MovPos)
2870 ScrollPlayer(player, SCROLL_GO_ON);
2871 ScrollScreen(NULL, SCROLL_GO_ON);
2873 AdvanceFrameAndPlayerCounters(player->index_nr);
2878 Delay(wait_delay_value);
2881 DrawPlayer(player); /* needed here only to cleanup last field */
2882 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2884 player->is_moving = FALSE;
2887 if (IS_CUSTOM_ELEMENT(old_element))
2888 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2890 player->index_bit, leave_side);
2892 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2893 player->index_bit, leave_side);
2895 Feld[jx][jy] = el_player;
2896 InitPlayerField(jx, jy, el_player, TRUE);
2898 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2900 Feld[jx][jy] = element;
2901 InitField(jx, jy, FALSE);
2904 if (player == local_player) /* only visually relocate local player */
2905 DrawRelocatePlayer(player);
2907 TestIfPlayerTouchesBadThing(jx, jy);
2908 TestIfPlayerTouchesCustomElement(jx, jy);
2910 if (IS_CUSTOM_ELEMENT(element))
2911 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2912 player->index_bit, enter_side);
2914 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2915 player->index_bit, enter_side);
2918 void Explode(int ex, int ey, int phase, int mode)
2924 /* !!! eliminate this variable !!! */
2925 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2927 if (game.explosions_delayed)
2929 ExplodeField[ex][ey] = mode;
2933 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2935 int center_element = Feld[ex][ey];
2938 /* --- This is only really needed (and now handled) in "Impact()". --- */
2939 /* do not explode moving elements that left the explode field in time */
2940 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2941 center_element == EL_EMPTY &&
2942 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2946 if (mode == EX_TYPE_NORMAL ||
2947 mode == EX_TYPE_CENTER ||
2948 mode == EX_TYPE_CROSS)
2949 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2951 /* remove things displayed in background while burning dynamite */
2952 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2955 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2957 /* put moving element to center field (and let it explode there) */
2958 center_element = MovingOrBlocked2Element(ex, ey);
2959 RemoveMovingField(ex, ey);
2960 Feld[ex][ey] = center_element;
2963 last_phase = element_info[center_element].explosion_delay + 1;
2965 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2967 int xx = x - ex + 1;
2968 int yy = y - ey + 1;
2971 if (!IN_LEV_FIELD(x, y) ||
2972 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2973 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2976 element = Feld[x][y];
2978 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2980 element = MovingOrBlocked2Element(x, y);
2982 if (!IS_EXPLOSION_PROOF(element))
2983 RemoveMovingField(x, y);
2986 /* indestructible elements can only explode in center (but not flames) */
2987 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2988 mode == EX_TYPE_BORDER)) ||
2989 element == EL_FLAMES)
2992 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2993 behaviour, for example when touching a yamyam that explodes to rocks
2994 with active deadly shield, a rock is created under the player !!! */
2995 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2997 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
2998 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
2999 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3001 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3004 if (IS_ACTIVE_BOMB(element))
3006 /* re-activate things under the bomb like gate or penguin */
3007 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3014 /* save walkable background elements while explosion on same tile */
3015 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3016 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3017 Back[x][y] = element;
3019 /* ignite explodable elements reached by other explosion */
3020 if (element == EL_EXPLOSION)
3021 element = Store2[x][y];
3023 if (AmoebaNr[x][y] &&
3024 (element == EL_AMOEBA_FULL ||
3025 element == EL_BD_AMOEBA ||
3026 element == EL_AMOEBA_GROWING))
3028 AmoebaCnt[AmoebaNr[x][y]]--;
3029 AmoebaCnt2[AmoebaNr[x][y]]--;
3034 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3036 switch(StorePlayer[ex][ey])
3039 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3042 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3045 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3049 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3053 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3054 Store[x][y] = EL_EMPTY;
3056 else if (center_element == EL_MOLE)
3057 Store[x][y] = EL_EMERALD_RED;
3058 else if (center_element == EL_PENGUIN)
3059 Store[x][y] = EL_EMERALD_PURPLE;
3060 else if (center_element == EL_BUG)
3061 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3062 else if (center_element == EL_BD_BUTTERFLY)
3063 Store[x][y] = EL_BD_DIAMOND;
3064 else if (center_element == EL_SP_ELECTRON)
3065 Store[x][y] = EL_SP_INFOTRON;
3066 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3067 Store[x][y] = level.amoeba_content;
3068 else if (center_element == EL_YAMYAM)
3069 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3070 else if (IS_CUSTOM_ELEMENT(center_element) &&
3071 element_info[center_element].content[xx][yy] != EL_EMPTY)
3072 Store[x][y] = element_info[center_element].content[xx][yy];
3073 else if (element == EL_WALL_EMERALD)
3074 Store[x][y] = EL_EMERALD;
3075 else if (element == EL_WALL_DIAMOND)
3076 Store[x][y] = EL_DIAMOND;
3077 else if (element == EL_WALL_BD_DIAMOND)
3078 Store[x][y] = EL_BD_DIAMOND;
3079 else if (element == EL_WALL_EMERALD_YELLOW)
3080 Store[x][y] = EL_EMERALD_YELLOW;
3081 else if (element == EL_WALL_EMERALD_RED)
3082 Store[x][y] = EL_EMERALD_RED;
3083 else if (element == EL_WALL_EMERALD_PURPLE)
3084 Store[x][y] = EL_EMERALD_PURPLE;
3085 else if (element == EL_WALL_PEARL)
3086 Store[x][y] = EL_PEARL;
3087 else if (element == EL_WALL_CRYSTAL)
3088 Store[x][y] = EL_CRYSTAL;
3089 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3090 Store[x][y] = element_info[element].content[1][1];
3092 Store[x][y] = EL_EMPTY;
3094 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3095 center_element == EL_AMOEBA_TO_DIAMOND)
3096 Store2[x][y] = element;
3098 Feld[x][y] = EL_EXPLOSION;
3099 GfxElement[x][y] = center_element;
3101 ExplodePhase[x][y] = 1;
3102 ExplodeDelay[x][y] = last_phase;
3107 if (center_element == EL_YAMYAM)
3108 game.yamyam_content_nr =
3109 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3121 GfxFrame[x][y] = 0; /* restart explosion animation */
3123 last_phase = ExplodeDelay[x][y];
3125 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3129 /* activate this even in non-DEBUG version until cause for crash in
3130 getGraphicAnimationFrame() (see below) is found and eliminated */
3135 if (GfxElement[x][y] == EL_UNDEFINED)
3138 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3139 printf("Explode(): This should never happen!\n");
3142 GfxElement[x][y] = EL_EMPTY;
3146 border_element = Store2[x][y];
3147 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3148 border_element = StorePlayer[x][y];
3150 if (phase == element_info[border_element].ignition_delay ||
3151 phase == last_phase)
3153 boolean border_explosion = FALSE;
3155 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3156 !PLAYER_EXPLOSION_PROTECTED(x, y))
3158 KillPlayerUnlessExplosionProtected(x, y);
3159 border_explosion = TRUE;
3161 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3163 Feld[x][y] = Store2[x][y];
3166 border_explosion = TRUE;
3168 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3170 AmoebeUmwandeln(x, y);
3172 border_explosion = TRUE;
3175 /* if an element just explodes due to another explosion (chain-reaction),
3176 do not immediately end the new explosion when it was the last frame of
3177 the explosion (as it would be done in the following "if"-statement!) */
3178 if (border_explosion && phase == last_phase)
3182 if (phase == last_phase)
3186 element = Feld[x][y] = Store[x][y];
3187 Store[x][y] = Store2[x][y] = 0;
3188 GfxElement[x][y] = EL_UNDEFINED;
3190 /* player can escape from explosions and might therefore be still alive */
3191 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3192 element <= EL_PLAYER_IS_EXPLODING_4)
3193 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3195 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3196 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3197 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3200 /* restore probably existing indestructible background element */
3201 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3202 element = Feld[x][y] = Back[x][y];
3205 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3206 GfxDir[x][y] = MV_NO_MOVING;
3207 ChangeDelay[x][y] = 0;
3208 ChangePage[x][y] = -1;
3210 #if USE_NEW_COLLECT_COUNT
3214 InitField_WithBug2(x, y, FALSE);
3216 DrawLevelField(x, y);
3218 TestIfElementTouchesCustomElement(x, y);
3220 if (GFX_CRUMBLED(element))
3221 DrawLevelFieldCrumbledSandNeighbours(x, y);
3223 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3224 StorePlayer[x][y] = 0;
3226 if (ELEM_IS_PLAYER(element))
3227 RelocatePlayer(x, y, element);
3229 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3231 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3232 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3235 DrawLevelFieldCrumbledSand(x, y);
3237 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3239 DrawLevelElement(x, y, Back[x][y]);
3240 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3242 else if (IS_WALKABLE_UNDER(Back[x][y]))
3244 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3245 DrawLevelElementThruMask(x, y, Back[x][y]);
3247 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3248 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3252 void DynaExplode(int ex, int ey)
3255 int dynabomb_element = Feld[ex][ey];
3256 int dynabomb_size = 1;
3257 boolean dynabomb_xl = FALSE;
3258 struct PlayerInfo *player;
3259 static int xy[4][2] =
3267 if (IS_ACTIVE_BOMB(dynabomb_element))
3269 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3270 dynabomb_size = player->dynabomb_size;
3271 dynabomb_xl = player->dynabomb_xl;
3272 player->dynabombs_left++;
3275 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3277 for (i = 0; i < NUM_DIRECTIONS; i++)
3279 for (j = 1; j <= dynabomb_size; j++)
3281 int x = ex + j * xy[i][0];
3282 int y = ey + j * xy[i][1];
3285 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3288 element = Feld[x][y];
3290 /* do not restart explosions of fields with active bombs */
3291 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3294 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3296 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3297 !IS_DIGGABLE(element) && !dynabomb_xl)
3303 void Bang(int x, int y)
3305 int element = MovingOrBlocked2Element(x, y);
3307 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3309 struct PlayerInfo *player = PLAYERINFO(x, y);
3311 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3312 player->element_nr);
3319 case EL_BD_BUTTERFLY:
3322 case EL_DARK_YAMYAM:
3326 RaiseScoreElement(element);
3327 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3329 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3330 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3331 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3332 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3333 case EL_DYNABOMB_INCREASE_NUMBER:
3334 case EL_DYNABOMB_INCREASE_SIZE:
3335 case EL_DYNABOMB_INCREASE_POWER:
3340 case EL_LAMP_ACTIVE:
3341 case EL_AMOEBA_TO_DIAMOND:
3342 if (IS_PLAYER(x, y))
3343 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3345 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3348 if (element_info[element].explosion_type == EXPLODES_CROSS)
3349 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3350 else if (element_info[element].explosion_type == EXPLODES_1X1)
3351 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3353 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3357 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3360 void SplashAcid(int x, int y)
3362 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3363 (!IN_LEV_FIELD(x - 1, y - 2) ||
3364 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3365 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3367 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3368 (!IN_LEV_FIELD(x + 1, y - 2) ||
3369 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3370 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3372 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3375 static void InitBeltMovement()
3377 static int belt_base_element[4] =
3379 EL_CONVEYOR_BELT_1_LEFT,
3380 EL_CONVEYOR_BELT_2_LEFT,
3381 EL_CONVEYOR_BELT_3_LEFT,
3382 EL_CONVEYOR_BELT_4_LEFT
3384 static int belt_base_active_element[4] =
3386 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3387 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3388 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3389 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3394 /* set frame order for belt animation graphic according to belt direction */
3395 for (i = 0; i < NUM_BELTS; i++)
3399 for (j = 0; j < NUM_BELT_PARTS; j++)
3401 int element = belt_base_active_element[belt_nr] + j;
3402 int graphic = el2img(element);
3404 if (game.belt_dir[i] == MV_LEFT)
3405 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3407 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3411 for (y = 0; y < lev_fieldy; y++)
3413 for (x = 0; x < lev_fieldx; x++)
3415 int element = Feld[x][y];
3417 for (i = 0; i < NUM_BELTS; i++)
3419 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3421 int e_belt_nr = getBeltNrFromBeltElement(element);
3424 if (e_belt_nr == belt_nr)
3426 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3428 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3436 static void ToggleBeltSwitch(int x, int y)
3438 static int belt_base_element[4] =
3440 EL_CONVEYOR_BELT_1_LEFT,
3441 EL_CONVEYOR_BELT_2_LEFT,
3442 EL_CONVEYOR_BELT_3_LEFT,
3443 EL_CONVEYOR_BELT_4_LEFT
3445 static int belt_base_active_element[4] =
3447 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3448 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3449 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3450 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3452 static int belt_base_switch_element[4] =
3454 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3455 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3456 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3457 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3459 static int belt_move_dir[4] =
3467 int element = Feld[x][y];
3468 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3469 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3470 int belt_dir = belt_move_dir[belt_dir_nr];
3473 if (!IS_BELT_SWITCH(element))
3476 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3477 game.belt_dir[belt_nr] = belt_dir;
3479 if (belt_dir_nr == 3)
3482 /* set frame order for belt animation graphic according to belt direction */
3483 for (i = 0; i < NUM_BELT_PARTS; i++)
3485 int element = belt_base_active_element[belt_nr] + i;
3486 int graphic = el2img(element);
3488 if (belt_dir == MV_LEFT)
3489 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3491 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3494 for (yy = 0; yy < lev_fieldy; yy++)
3496 for (xx = 0; xx < lev_fieldx; xx++)
3498 int element = Feld[xx][yy];
3500 if (IS_BELT_SWITCH(element))
3502 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3504 if (e_belt_nr == belt_nr)
3506 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3507 DrawLevelField(xx, yy);
3510 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3512 int e_belt_nr = getBeltNrFromBeltElement(element);
3514 if (e_belt_nr == belt_nr)
3516 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3518 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3519 DrawLevelField(xx, yy);
3522 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3524 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3526 if (e_belt_nr == belt_nr)
3528 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3530 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3531 DrawLevelField(xx, yy);
3538 static void ToggleSwitchgateSwitch(int x, int y)
3542 game.switchgate_pos = !game.switchgate_pos;
3544 for (yy = 0; yy < lev_fieldy; yy++)
3546 for (xx = 0; xx < lev_fieldx; xx++)
3548 int element = Feld[xx][yy];
3550 if (element == EL_SWITCHGATE_SWITCH_UP ||
3551 element == EL_SWITCHGATE_SWITCH_DOWN)
3553 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3554 DrawLevelField(xx, yy);
3556 else if (element == EL_SWITCHGATE_OPEN ||
3557 element == EL_SWITCHGATE_OPENING)
3559 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3561 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3563 else if (element == EL_SWITCHGATE_CLOSED ||
3564 element == EL_SWITCHGATE_CLOSING)
3566 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3568 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3574 static int getInvisibleActiveFromInvisibleElement(int element)
3576 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3577 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3578 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3582 static int getInvisibleFromInvisibleActiveElement(int element)
3584 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3585 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3586 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3590 static void RedrawAllLightSwitchesAndInvisibleElements()
3594 for (y = 0; y < lev_fieldy; y++)
3596 for (x = 0; x < lev_fieldx; x++)
3598 int element = Feld[x][y];
3600 if (element == EL_LIGHT_SWITCH &&
3601 game.light_time_left > 0)
3603 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3604 DrawLevelField(x, y);
3606 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3607 game.light_time_left == 0)
3609 Feld[x][y] = EL_LIGHT_SWITCH;
3610 DrawLevelField(x, y);
3612 else if (element == EL_INVISIBLE_STEELWALL ||
3613 element == EL_INVISIBLE_WALL ||
3614 element == EL_INVISIBLE_SAND)
3616 if (game.light_time_left > 0)
3617 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3619 DrawLevelField(x, y);
3621 /* uncrumble neighbour fields, if needed */
3622 if (element == EL_INVISIBLE_SAND)
3623 DrawLevelFieldCrumbledSandNeighbours(x, y);
3625 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3626 element == EL_INVISIBLE_WALL_ACTIVE ||
3627 element == EL_INVISIBLE_SAND_ACTIVE)
3629 if (game.light_time_left == 0)
3630 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3632 DrawLevelField(x, y);
3634 /* re-crumble neighbour fields, if needed */
3635 if (element == EL_INVISIBLE_SAND)
3636 DrawLevelFieldCrumbledSandNeighbours(x, y);
3642 static void ToggleLightSwitch(int x, int y)
3644 int element = Feld[x][y];
3646 game.light_time_left =
3647 (element == EL_LIGHT_SWITCH ?
3648 level.time_light * FRAMES_PER_SECOND : 0);
3650 RedrawAllLightSwitchesAndInvisibleElements();
3653 static void ActivateTimegateSwitch(int x, int y)
3657 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3659 for (yy = 0; yy < lev_fieldy; yy++)
3661 for (xx = 0; xx < lev_fieldx; xx++)
3663 int element = Feld[xx][yy];
3665 if (element == EL_TIMEGATE_CLOSED ||
3666 element == EL_TIMEGATE_CLOSING)
3668 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3669 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3673 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3675 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3676 DrawLevelField(xx, yy);
3683 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3686 void Impact(int x, int y)
3688 boolean last_line = (y == lev_fieldy - 1);
3689 boolean object_hit = FALSE;
3690 boolean impact = (last_line || object_hit);
3691 int element = Feld[x][y];
3692 int smashed = EL_STEELWALL;
3694 if (!last_line) /* check if element below was hit */
3696 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3699 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3700 MovDir[x][y + 1] != MV_DOWN ||
3701 MovPos[x][y + 1] <= TILEY / 2));
3703 /* do not smash moving elements that left the smashed field in time */
3704 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3705 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3709 smashed = MovingOrBlocked2Element(x, y + 1);
3711 impact = (last_line || object_hit);
3714 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3716 SplashAcid(x, y + 1);
3720 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3721 /* only reset graphic animation if graphic really changes after impact */
3723 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3725 ResetGfxAnimation(x, y);
3726 DrawLevelField(x, y);
3729 if (impact && CAN_EXPLODE_IMPACT(element))
3734 else if (impact && element == EL_PEARL)
3736 ResetGfxAnimation(x, y);
3738 Feld[x][y] = EL_PEARL_BREAKING;
3739 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3742 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3744 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3749 if (impact && element == EL_AMOEBA_DROP)
3751 if (object_hit && IS_PLAYER(x, y + 1))
3752 KillPlayerUnlessEnemyProtected(x, y + 1);
3753 else if (object_hit && smashed == EL_PENGUIN)
3757 Feld[x][y] = EL_AMOEBA_GROWING;
3758 Store[x][y] = EL_AMOEBA_WET;
3760 ResetRandomAnimationValue(x, y);
3765 if (object_hit) /* check which object was hit */
3767 if (CAN_PASS_MAGIC_WALL(element) &&
3768 (smashed == EL_MAGIC_WALL ||
3769 smashed == EL_BD_MAGIC_WALL))
3772 int activated_magic_wall =
3773 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3774 EL_BD_MAGIC_WALL_ACTIVE);
3776 /* activate magic wall / mill */
3777 for (yy = 0; yy < lev_fieldy; yy++)
3778 for (xx = 0; xx < lev_fieldx; xx++)
3779 if (Feld[xx][yy] == smashed)
3780 Feld[xx][yy] = activated_magic_wall;
3782 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3783 game.magic_wall_active = TRUE;
3785 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3786 SND_MAGIC_WALL_ACTIVATING :
3787 SND_BD_MAGIC_WALL_ACTIVATING));
3790 if (IS_PLAYER(x, y + 1))
3792 if (CAN_SMASH_PLAYER(element))
3794 KillPlayerUnlessEnemyProtected(x, y + 1);
3798 else if (smashed == EL_PENGUIN)
3800 if (CAN_SMASH_PLAYER(element))
3806 else if (element == EL_BD_DIAMOND)
3808 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3814 else if (((element == EL_SP_INFOTRON ||
3815 element == EL_SP_ZONK) &&
3816 (smashed == EL_SP_SNIKSNAK ||
3817 smashed == EL_SP_ELECTRON ||
3818 smashed == EL_SP_DISK_ORANGE)) ||
3819 (element == EL_SP_INFOTRON &&
3820 smashed == EL_SP_DISK_YELLOW))
3825 else if (CAN_SMASH_EVERYTHING(element))
3827 if (IS_CLASSIC_ENEMY(smashed) ||
3828 CAN_EXPLODE_SMASHED(smashed))
3833 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3835 if (smashed == EL_LAMP ||
3836 smashed == EL_LAMP_ACTIVE)
3841 else if (smashed == EL_NUT)
3843 Feld[x][y + 1] = EL_NUT_BREAKING;
3844 PlayLevelSound(x, y, SND_NUT_BREAKING);
3845 RaiseScoreElement(EL_NUT);
3848 else if (smashed == EL_PEARL)
3850 ResetGfxAnimation(x, y);
3852 Feld[x][y + 1] = EL_PEARL_BREAKING;
3853 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3856 else if (smashed == EL_DIAMOND)
3858 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3859 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3862 else if (IS_BELT_SWITCH(smashed))
3864 ToggleBeltSwitch(x, y + 1);
3866 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3867 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3869 ToggleSwitchgateSwitch(x, y + 1);
3871 else if (smashed == EL_LIGHT_SWITCH ||
3872 smashed == EL_LIGHT_SWITCH_ACTIVE)
3874 ToggleLightSwitch(x, y + 1);
3879 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3882 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3884 CheckElementChangeBySide(x, y + 1, smashed, element,
3885 CE_SWITCHED, CH_SIDE_TOP);
3886 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3892 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3897 /* play sound of magic wall / mill */
3899 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3900 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3902 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3903 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3904 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3905 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3910 /* play sound of object that hits the ground */
3911 if (last_line || object_hit)
3912 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3915 inline static void TurnRoundExt(int x, int y)
3927 { 0, 0 }, { 0, 0 }, { 0, 0 },
3932 int left, right, back;
3936 { MV_DOWN, MV_UP, MV_RIGHT },
3937 { MV_UP, MV_DOWN, MV_LEFT },
3939 { MV_LEFT, MV_RIGHT, MV_DOWN },
3943 { MV_RIGHT, MV_LEFT, MV_UP }
3946 int element = Feld[x][y];
3947 int move_pattern = element_info[element].move_pattern;
3949 int old_move_dir = MovDir[x][y];
3950 int left_dir = turn[old_move_dir].left;
3951 int right_dir = turn[old_move_dir].right;
3952 int back_dir = turn[old_move_dir].back;
3954 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3955 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3956 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3957 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3959 int left_x = x + left_dx, left_y = y + left_dy;
3960 int right_x = x + right_dx, right_y = y + right_dy;
3961 int move_x = x + move_dx, move_y = y + move_dy;
3965 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3967 TestIfBadThingTouchesOtherBadThing(x, y);
3969 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3970 MovDir[x][y] = right_dir;
3971 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3972 MovDir[x][y] = left_dir;
3974 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3976 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3979 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3981 TestIfBadThingTouchesOtherBadThing(x, y);
3983 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3984 MovDir[x][y] = left_dir;
3985 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3986 MovDir[x][y] = right_dir;
3988 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3990 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3993 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3995 TestIfBadThingTouchesOtherBadThing(x, y);
3997 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
3998 MovDir[x][y] = left_dir;
3999 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4000 MovDir[x][y] = right_dir;
4002 if (MovDir[x][y] != old_move_dir)
4005 else if (element == EL_YAMYAM)
4007 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4008 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4010 if (can_turn_left && can_turn_right)
4011 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4012 else if (can_turn_left)
4013 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4014 else if (can_turn_right)
4015 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4017 MovDir[x][y] = back_dir;
4019 MovDelay[x][y] = 16 + 16 * RND(3);
4021 else if (element == EL_DARK_YAMYAM)
4023 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4025 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4028 if (can_turn_left && can_turn_right)
4029 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4030 else if (can_turn_left)
4031 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4032 else if (can_turn_right)
4033 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4035 MovDir[x][y] = back_dir;
4037 MovDelay[x][y] = 16 + 16 * RND(3);
4039 else if (element == EL_PACMAN)
4041 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4042 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4044 if (can_turn_left && can_turn_right)
4045 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4046 else if (can_turn_left)
4047 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4048 else if (can_turn_right)
4049 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4051 MovDir[x][y] = back_dir;
4053 MovDelay[x][y] = 6 + RND(40);
4055 else if (element == EL_PIG)
4057 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4058 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4059 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4060 boolean should_turn_left, should_turn_right, should_move_on;
4062 int rnd = RND(rnd_value);
4064 should_turn_left = (can_turn_left &&
4066 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4067 y + back_dy + left_dy)));
4068 should_turn_right = (can_turn_right &&
4070 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4071 y + back_dy + right_dy)));
4072 should_move_on = (can_move_on &&
4075 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4076 y + move_dy + left_dy) ||
4077 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4078 y + move_dy + right_dy)));
4080 if (should_turn_left || should_turn_right || should_move_on)
4082 if (should_turn_left && should_turn_right && should_move_on)
4083 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4084 rnd < 2 * rnd_value / 3 ? right_dir :
4086 else if (should_turn_left && should_turn_right)
4087 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4088 else if (should_turn_left && should_move_on)
4089 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4090 else if (should_turn_right && should_move_on)
4091 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4092 else if (should_turn_left)
4093 MovDir[x][y] = left_dir;
4094 else if (should_turn_right)
4095 MovDir[x][y] = right_dir;
4096 else if (should_move_on)
4097 MovDir[x][y] = old_move_dir;
4099 else if (can_move_on && rnd > rnd_value / 8)
4100 MovDir[x][y] = old_move_dir;
4101 else if (can_turn_left && can_turn_right)
4102 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4103 else if (can_turn_left && rnd > rnd_value / 8)
4104 MovDir[x][y] = left_dir;
4105 else if (can_turn_right && rnd > rnd_value/8)
4106 MovDir[x][y] = right_dir;
4108 MovDir[x][y] = back_dir;
4110 xx = x + move_xy[MovDir[x][y]].x;
4111 yy = y + move_xy[MovDir[x][y]].y;
4113 if (!IN_LEV_FIELD(xx, yy) ||
4114 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4115 MovDir[x][y] = old_move_dir;
4119 else if (element == EL_DRAGON)
4121 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4122 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4123 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4125 int rnd = RND(rnd_value);
4127 if (can_move_on && rnd > rnd_value / 8)
4128 MovDir[x][y] = old_move_dir;
4129 else if (can_turn_left && can_turn_right)
4130 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4131 else if (can_turn_left && rnd > rnd_value / 8)
4132 MovDir[x][y] = left_dir;
4133 else if (can_turn_right && rnd > rnd_value / 8)
4134 MovDir[x][y] = right_dir;
4136 MovDir[x][y] = back_dir;
4138 xx = x + move_xy[MovDir[x][y]].x;
4139 yy = y + move_xy[MovDir[x][y]].y;
4141 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4142 MovDir[x][y] = old_move_dir;
4146 else if (element == EL_MOLE)
4148 boolean can_move_on =
4149 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4150 IS_AMOEBOID(Feld[move_x][move_y]) ||
4151 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4154 boolean can_turn_left =
4155 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4156 IS_AMOEBOID(Feld[left_x][left_y])));
4158 boolean can_turn_right =
4159 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4160 IS_AMOEBOID(Feld[right_x][right_y])));
4162 if (can_turn_left && can_turn_right)
4163 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4164 else if (can_turn_left)
4165 MovDir[x][y] = left_dir;
4167 MovDir[x][y] = right_dir;
4170 if (MovDir[x][y] != old_move_dir)
4173 else if (element == EL_BALLOON)
4175 MovDir[x][y] = game.balloon_dir;
4178 else if (element == EL_SPRING)
4180 if (MovDir[x][y] & MV_HORIZONTAL &&
4181 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4182 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4183 MovDir[x][y] = MV_NO_MOVING;
4187 else if (element == EL_ROBOT ||
4188 element == EL_SATELLITE ||
4189 element == EL_PENGUIN)
4191 int attr_x = -1, attr_y = -1;
4202 for (i = 0; i < MAX_PLAYERS; i++)
4204 struct PlayerInfo *player = &stored_player[i];
4205 int jx = player->jx, jy = player->jy;
4207 if (!player->active)
4211 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4219 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4220 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4221 game.engine_version < VERSION_IDENT(3,1,0,0)))
4227 if (element == EL_PENGUIN)
4230 static int xy[4][2] =
4238 for (i = 0; i < NUM_DIRECTIONS; i++)
4240 int ex = x + xy[i][0];
4241 int ey = y + xy[i][1];
4243 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4252 MovDir[x][y] = MV_NO_MOVING;
4254 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4255 else if (attr_x > x)
4256 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4258 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4259 else if (attr_y > y)
4260 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4262 if (element == EL_ROBOT)
4266 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4267 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4268 Moving2Blocked(x, y, &newx, &newy);
4270 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4271 MovDelay[x][y] = 8 + 8 * !RND(3);
4273 MovDelay[x][y] = 16;
4275 else if (element == EL_PENGUIN)
4281 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4283 boolean first_horiz = RND(2);
4284 int new_move_dir = MovDir[x][y];
4287 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4288 Moving2Blocked(x, y, &newx, &newy);
4290 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4294 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4295 Moving2Blocked(x, y, &newx, &newy);
4297 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4300 MovDir[x][y] = old_move_dir;
4304 else /* (element == EL_SATELLITE) */
4310 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4312 boolean first_horiz = RND(2);
4313 int new_move_dir = MovDir[x][y];
4316 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4317 Moving2Blocked(x, y, &newx, &newy);
4319 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4323 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4324 Moving2Blocked(x, y, &newx, &newy);
4326 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4329 MovDir[x][y] = old_move_dir;
4334 else if (move_pattern == MV_TURNING_LEFT ||
4335 move_pattern == MV_TURNING_RIGHT ||
4336 move_pattern == MV_TURNING_LEFT_RIGHT ||
4337 move_pattern == MV_TURNING_RIGHT_LEFT ||
4338 move_pattern == MV_TURNING_RANDOM ||
4339 move_pattern == MV_ALL_DIRECTIONS)
4341 boolean can_turn_left =
4342 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4343 boolean can_turn_right =
4344 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4346 if (element_info[element].move_stepsize == 0) /* "not moving" */
4349 if (move_pattern == MV_TURNING_LEFT)
4350 MovDir[x][y] = left_dir;
4351 else if (move_pattern == MV_TURNING_RIGHT)
4352 MovDir[x][y] = right_dir;
4353 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4354 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4355 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4356 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4357 else if (move_pattern == MV_TURNING_RANDOM)
4358 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4359 can_turn_right && !can_turn_left ? right_dir :
4360 RND(2) ? left_dir : right_dir);
4361 else if (can_turn_left && can_turn_right)
4362 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4363 else if (can_turn_left)
4364 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4365 else if (can_turn_right)
4366 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4368 MovDir[x][y] = back_dir;
4370 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4372 else if (move_pattern == MV_HORIZONTAL ||
4373 move_pattern == MV_VERTICAL)
4375 if (move_pattern & old_move_dir)
4376 MovDir[x][y] = back_dir;
4377 else if (move_pattern == MV_HORIZONTAL)
4378 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4379 else if (move_pattern == MV_VERTICAL)
4380 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4382 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4384 else if (move_pattern & MV_ANY_DIRECTION)
4386 MovDir[x][y] = move_pattern;
4387 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4389 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4391 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4392 MovDir[x][y] = left_dir;
4393 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4394 MovDir[x][y] = right_dir;
4396 if (MovDir[x][y] != old_move_dir)
4397 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4399 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4401 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4402 MovDir[x][y] = right_dir;
4403 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4404 MovDir[x][y] = left_dir;
4406 if (MovDir[x][y] != old_move_dir)
4407 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4409 else if (move_pattern == MV_TOWARDS_PLAYER ||
4410 move_pattern == MV_AWAY_FROM_PLAYER)
4412 int attr_x = -1, attr_y = -1;
4414 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4425 for (i = 0; i < MAX_PLAYERS; i++)
4427 struct PlayerInfo *player = &stored_player[i];
4428 int jx = player->jx, jy = player->jy;
4430 if (!player->active)
4434 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4442 MovDir[x][y] = MV_NO_MOVING;
4444 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4445 else if (attr_x > x)
4446 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4448 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4449 else if (attr_y > y)
4450 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4452 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4454 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4456 boolean first_horiz = RND(2);
4457 int new_move_dir = MovDir[x][y];
4459 if (element_info[element].move_stepsize == 0) /* "not moving" */
4461 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4462 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4468 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4469 Moving2Blocked(x, y, &newx, &newy);
4471 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4475 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4476 Moving2Blocked(x, y, &newx, &newy);
4478 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4481 MovDir[x][y] = old_move_dir;
4484 else if (move_pattern == MV_WHEN_PUSHED ||
4485 move_pattern == MV_WHEN_DROPPED)
4487 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4488 MovDir[x][y] = MV_NO_MOVING;
4492 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4494 static int test_xy[7][2] =
4504 static int test_dir[7] =
4514 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4515 int move_preference = -1000000; /* start with very low preference */
4516 int new_move_dir = MV_NO_MOVING;
4517 int start_test = RND(4);
4520 for (i = 0; i < NUM_DIRECTIONS; i++)
4522 int move_dir = test_dir[start_test + i];
4523 int move_dir_preference;
4525 xx = x + test_xy[start_test + i][0];
4526 yy = y + test_xy[start_test + i][1];
4528 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4529 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4531 new_move_dir = move_dir;
4536 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4539 move_dir_preference = -1 * RunnerVisit[xx][yy];
4540 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4541 move_dir_preference = PlayerVisit[xx][yy];
4543 if (move_dir_preference > move_preference)
4545 /* prefer field that has not been visited for the longest time */
4546 move_preference = move_dir_preference;
4547 new_move_dir = move_dir;
4549 else if (move_dir_preference == move_preference &&
4550 move_dir == old_move_dir)
4552 /* prefer last direction when all directions are preferred equally */
4553 move_preference = move_dir_preference;
4554 new_move_dir = move_dir;
4558 MovDir[x][y] = new_move_dir;
4559 if (old_move_dir != new_move_dir)
4560 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4564 static void TurnRound(int x, int y)
4566 int direction = MovDir[x][y];
4570 GfxDir[x][y] = MovDir[x][y];
4572 if (direction != MovDir[x][y])
4576 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4579 static boolean JustBeingPushed(int x, int y)
4583 for (i = 0; i < MAX_PLAYERS; i++)
4585 struct PlayerInfo *player = &stored_player[i];
4587 if (player->active && player->is_pushing && player->MovPos)
4589 int next_jx = player->jx + (player->jx - player->last_jx);
4590 int next_jy = player->jy + (player->jy - player->last_jy);
4592 if (x == next_jx && y == next_jy)
4600 void StartMoving(int x, int y)
4602 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4603 int element = Feld[x][y];
4608 if (MovDelay[x][y] == 0)
4609 GfxAction[x][y] = ACTION_DEFAULT;
4611 if (CAN_FALL(element) && y < lev_fieldy - 1)
4613 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4614 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4615 if (JustBeingPushed(x, y))
4618 if (element == EL_QUICKSAND_FULL)
4620 if (IS_FREE(x, y + 1))
4622 InitMovingField(x, y, MV_DOWN);
4623 started_moving = TRUE;
4625 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4626 Store[x][y] = EL_ROCK;
4628 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4630 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4632 if (!MovDelay[x][y])
4633 MovDelay[x][y] = TILEY + 1;
4642 Feld[x][y] = EL_QUICKSAND_EMPTY;
4643 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4644 Store[x][y + 1] = Store[x][y];
4647 PlayLevelSoundAction(x, y, ACTION_FILLING);
4650 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4651 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4653 InitMovingField(x, y, MV_DOWN);
4654 started_moving = TRUE;
4656 Feld[x][y] = EL_QUICKSAND_FILLING;
4657 Store[x][y] = element;
4659 PlayLevelSoundAction(x, y, ACTION_FILLING);
4661 else if (element == EL_MAGIC_WALL_FULL)
4663 if (IS_FREE(x, y + 1))
4665 InitMovingField(x, y, MV_DOWN);
4666 started_moving = TRUE;
4668 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4669 Store[x][y] = EL_CHANGED(Store[x][y]);
4671 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4673 if (!MovDelay[x][y])
4674 MovDelay[x][y] = TILEY/4 + 1;
4683 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4684 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4685 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4689 else if (element == EL_BD_MAGIC_WALL_FULL)
4691 if (IS_FREE(x, y + 1))
4693 InitMovingField(x, y, MV_DOWN);
4694 started_moving = TRUE;
4696 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4697 Store[x][y] = EL_CHANGED2(Store[x][y]);
4699 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4701 if (!MovDelay[x][y])
4702 MovDelay[x][y] = TILEY/4 + 1;
4711 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4712 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4713 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4717 else if (CAN_PASS_MAGIC_WALL(element) &&
4718 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4719 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4721 InitMovingField(x, y, MV_DOWN);
4722 started_moving = TRUE;
4725 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4726 EL_BD_MAGIC_WALL_FILLING);
4727 Store[x][y] = element;
4729 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4731 SplashAcid(x, y + 1);
4733 InitMovingField(x, y, MV_DOWN);
4734 started_moving = TRUE;
4736 Store[x][y] = EL_ACID;
4738 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4739 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4741 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4742 CAN_FALL(element) && WasJustFalling[x][y] &&
4743 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4745 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4746 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4747 (Feld[x][y + 1] == EL_BLOCKED)))
4749 /* this is needed for a special case not covered by calling "Impact()"
4750 from "ContinueMoving()": if an element moves to a tile directly below
4751 another element which was just falling on that tile (which was empty
4752 in the previous frame), the falling element above would just stop
4753 instead of smashing the element below (in previous version, the above
4754 element was just checked for "moving" instead of "falling", resulting
4755 in incorrect smashes caused by horizontal movement of the above
4756 element; also, the case of the player being the element to smash was
4757 simply not covered here... :-/ ) */
4759 CheckCollision[x][y] = 0;
4763 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4765 if (MovDir[x][y] == MV_NO_MOVING)
4767 InitMovingField(x, y, MV_DOWN);
4768 started_moving = TRUE;
4771 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4773 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4774 MovDir[x][y] = MV_DOWN;
4776 InitMovingField(x, y, MV_DOWN);
4777 started_moving = TRUE;
4779 else if (element == EL_AMOEBA_DROP)
4781 Feld[x][y] = EL_AMOEBA_GROWING;
4782 Store[x][y] = EL_AMOEBA_WET;
4784 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4785 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4786 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4787 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4789 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4790 (IS_FREE(x - 1, y + 1) ||
4791 Feld[x - 1][y + 1] == EL_ACID));
4792 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4793 (IS_FREE(x + 1, y + 1) ||
4794 Feld[x + 1][y + 1] == EL_ACID));
4795 boolean can_fall_any = (can_fall_left || can_fall_right);
4796 boolean can_fall_both = (can_fall_left && can_fall_right);
4797 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4799 #if USE_NEW_ALL_SLIPPERY
4800 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
4802 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4803 can_fall_right = FALSE;
4804 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4805 can_fall_left = FALSE;
4806 else if (slippery_type == SLIPPERY_ONLY_LEFT)
4807 can_fall_right = FALSE;
4808 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4809 can_fall_left = FALSE;
4811 can_fall_any = (can_fall_left || can_fall_right);
4812 can_fall_both = FALSE;
4815 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4817 if (slippery_type == SLIPPERY_ONLY_LEFT)
4818 can_fall_right = FALSE;
4819 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4820 can_fall_left = FALSE;
4821 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4822 can_fall_right = FALSE;
4823 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4824 can_fall_left = FALSE;
4826 can_fall_any = (can_fall_left || can_fall_right);
4827 can_fall_both = (can_fall_left && can_fall_right);
4831 #if USE_NEW_ALL_SLIPPERY
4833 #if USE_NEW_SP_SLIPPERY
4834 /* !!! better use the same properties as for custom elements here !!! */
4835 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4836 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4838 can_fall_right = FALSE; /* slip down on left side */
4839 can_fall_both = FALSE;
4844 #if USE_NEW_ALL_SLIPPERY
4847 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4848 can_fall_right = FALSE; /* slip down on left side */
4850 can_fall_left = !(can_fall_right = RND(2));
4852 can_fall_both = FALSE;
4857 if (game.emulation == EMU_BOULDERDASH ||
4858 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4859 can_fall_right = FALSE; /* slip down on left side */
4861 can_fall_left = !(can_fall_right = RND(2));
4863 can_fall_both = FALSE;
4869 /* if not determined otherwise, prefer left side for slipping down */
4870 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4871 started_moving = TRUE;
4875 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4877 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4880 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4881 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4882 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4883 int belt_dir = game.belt_dir[belt_nr];
4885 if ((belt_dir == MV_LEFT && left_is_free) ||
4886 (belt_dir == MV_RIGHT && right_is_free))
4888 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4890 InitMovingField(x, y, belt_dir);
4891 started_moving = TRUE;
4893 Pushed[x][y] = TRUE;
4894 Pushed[nextx][y] = TRUE;
4896 GfxAction[x][y] = ACTION_DEFAULT;
4900 MovDir[x][y] = 0; /* if element was moving, stop it */
4905 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4907 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4909 if (CAN_MOVE(element) && !started_moving)
4912 int move_pattern = element_info[element].move_pattern;
4917 if (MovDir[x][y] == MV_NO_MOVING)
4919 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4920 x, y, element, element_info[element].token_name);
4921 printf("StartMoving(): This should never happen!\n");
4926 Moving2Blocked(x, y, &newx, &newy);
4928 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4931 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4932 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4934 WasJustMoving[x][y] = 0;
4935 CheckCollision[x][y] = 0;
4937 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4939 if (Feld[x][y] != element) /* element has changed */
4943 if (!MovDelay[x][y]) /* start new movement phase */
4945 /* all objects that can change their move direction after each step
4946 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4948 if (element != EL_YAMYAM &&
4949 element != EL_DARK_YAMYAM &&
4950 element != EL_PACMAN &&
4951 !(move_pattern & MV_ANY_DIRECTION) &&
4952 move_pattern != MV_TURNING_LEFT &&
4953 move_pattern != MV_TURNING_RIGHT &&
4954 move_pattern != MV_TURNING_LEFT_RIGHT &&
4955 move_pattern != MV_TURNING_RIGHT_LEFT &&
4956 move_pattern != MV_TURNING_RANDOM)
4960 if (MovDelay[x][y] && (element == EL_BUG ||
4961 element == EL_SPACESHIP ||
4962 element == EL_SP_SNIKSNAK ||
4963 element == EL_SP_ELECTRON ||
4964 element == EL_MOLE))
4965 DrawLevelField(x, y);
4969 if (MovDelay[x][y]) /* wait some time before next movement */
4973 if (element == EL_ROBOT ||
4974 element == EL_YAMYAM ||
4975 element == EL_DARK_YAMYAM)
4977 DrawLevelElementAnimationIfNeeded(x, y, element);
4978 PlayLevelSoundAction(x, y, ACTION_WAITING);
4980 else if (element == EL_SP_ELECTRON)
4981 DrawLevelElementAnimationIfNeeded(x, y, element);
4982 else if (element == EL_DRAGON)
4985 int dir = MovDir[x][y];
4986 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4987 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4988 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4989 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4990 dir == MV_UP ? IMG_FLAMES_1_UP :
4991 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4992 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4994 GfxAction[x][y] = ACTION_ATTACKING;
4996 if (IS_PLAYER(x, y))
4997 DrawPlayerField(x, y);
4999 DrawLevelField(x, y);
5001 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5003 for (i = 1; i <= 3; i++)
5005 int xx = x + i * dx;
5006 int yy = y + i * dy;
5007 int sx = SCREENX(xx);
5008 int sy = SCREENY(yy);
5009 int flame_graphic = graphic + (i - 1);
5011 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5016 int flamed = MovingOrBlocked2Element(xx, yy);
5020 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5022 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5023 RemoveMovingField(xx, yy);
5025 RemoveField(xx, yy);
5027 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5030 RemoveMovingField(xx, yy);
5033 ChangeDelay[xx][yy] = 0;
5035 Feld[xx][yy] = EL_FLAMES;
5037 if (IN_SCR_FIELD(sx, sy))
5039 DrawLevelFieldCrumbledSand(xx, yy);
5040 DrawGraphic(sx, sy, flame_graphic, frame);
5045 if (Feld[xx][yy] == EL_FLAMES)
5046 Feld[xx][yy] = EL_EMPTY;
5047 DrawLevelField(xx, yy);
5052 if (MovDelay[x][y]) /* element still has to wait some time */
5054 PlayLevelSoundAction(x, y, ACTION_WAITING);
5060 /* now make next step */
5062 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5064 if (DONT_COLLIDE_WITH(element) &&
5065 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5066 !PLAYER_ENEMY_PROTECTED(newx, newy))
5068 TestIfBadThingRunsIntoPlayer(x, y, MovDir[x][y]);
5073 else if (CAN_MOVE_INTO_ACID(element) &&
5074 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5075 (MovDir[x][y] == MV_DOWN ||
5076 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5078 SplashAcid(newx, newy);
5079 Store[x][y] = EL_ACID;
5081 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5083 if (Feld[newx][newy] == EL_EXIT_OPEN)
5086 DrawLevelField(x, y);
5088 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5089 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5090 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5092 local_player->friends_still_needed--;
5093 if (!local_player->friends_still_needed &&
5094 !local_player->GameOver && AllPlayersGone)
5095 local_player->LevelSolved = local_player->GameOver = TRUE;
5099 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5101 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5102 DrawLevelField(newx, newy);
5104 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5106 else if (!IS_FREE(newx, newy))
5108 GfxAction[x][y] = ACTION_WAITING;
5110 if (IS_PLAYER(x, y))
5111 DrawPlayerField(x, y);
5113 DrawLevelField(x, y);
5118 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5120 if (IS_FOOD_PIG(Feld[newx][newy]))
5122 if (IS_MOVING(newx, newy))
5123 RemoveMovingField(newx, newy);
5126 Feld[newx][newy] = EL_EMPTY;
5127 DrawLevelField(newx, newy);
5130 PlayLevelSound(x, y, SND_PIG_DIGGING);
5132 else if (!IS_FREE(newx, newy))
5134 if (IS_PLAYER(x, y))
5135 DrawPlayerField(x, y);
5137 DrawLevelField(x, y);
5142 else if (IS_CUSTOM_ELEMENT(element) &&
5143 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5145 int new_element = Feld[newx][newy];
5147 if (!IS_FREE(newx, newy))
5149 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5150 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5153 /* no element can dig solid indestructible elements */
5154 if (IS_INDESTRUCTIBLE(new_element) &&
5155 !IS_DIGGABLE(new_element) &&
5156 !IS_COLLECTIBLE(new_element))
5159 if (AmoebaNr[newx][newy] &&
5160 (new_element == EL_AMOEBA_FULL ||
5161 new_element == EL_BD_AMOEBA ||
5162 new_element == EL_AMOEBA_GROWING))
5164 AmoebaCnt[AmoebaNr[newx][newy]]--;
5165 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5168 if (IS_MOVING(newx, newy))
5169 RemoveMovingField(newx, newy);
5172 RemoveField(newx, newy);
5173 DrawLevelField(newx, newy);
5176 /* if digged element was about to explode, prevent the explosion */
5177 ExplodeField[newx][newy] = EX_TYPE_NONE;
5179 PlayLevelSoundAction(x, y, action);
5182 Store[newx][newy] = EL_EMPTY;
5183 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5185 int move_leave_element = element_info[element].move_leave_element;
5187 /* this makes it possible to leave the removed element again */
5188 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5189 new_element : move_leave_element);
5192 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5194 RunnerVisit[x][y] = FrameCounter;
5195 PlayerVisit[x][y] /= 8; /* expire player visit path */
5198 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5200 if (!IS_FREE(newx, newy))
5202 if (IS_PLAYER(x, y))
5203 DrawPlayerField(x, y);
5205 DrawLevelField(x, y);
5211 boolean wanna_flame = !RND(10);
5212 int dx = newx - x, dy = newy - y;
5213 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5214 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5215 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5216 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5217 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5218 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5221 IS_CLASSIC_ENEMY(element1) ||
5222 IS_CLASSIC_ENEMY(element2)) &&
5223 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5224 element1 != EL_FLAMES && element2 != EL_FLAMES)
5226 ResetGfxAnimation(x, y);
5227 GfxAction[x][y] = ACTION_ATTACKING;
5229 if (IS_PLAYER(x, y))
5230 DrawPlayerField(x, y);
5232 DrawLevelField(x, y);
5234 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5236 MovDelay[x][y] = 50;
5240 RemoveField(newx, newy);
5242 Feld[newx][newy] = EL_FLAMES;
5243 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5246 RemoveField(newx1, newy1);
5248 Feld[newx1][newy1] = EL_FLAMES;
5250 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5253 RemoveField(newx2, newy2);
5255 Feld[newx2][newy2] = EL_FLAMES;
5262 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5263 Feld[newx][newy] == EL_DIAMOND)
5265 if (IS_MOVING(newx, newy))
5266 RemoveMovingField(newx, newy);
5269 Feld[newx][newy] = EL_EMPTY;
5270 DrawLevelField(newx, newy);
5273 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5275 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5276 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5278 if (AmoebaNr[newx][newy])
5280 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5281 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5282 Feld[newx][newy] == EL_BD_AMOEBA)
5283 AmoebaCnt[AmoebaNr[newx][newy]]--;
5288 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5290 RemoveMovingField(newx, newy);
5293 if (IS_MOVING(newx, newy))
5295 RemoveMovingField(newx, newy);
5300 Feld[newx][newy] = EL_EMPTY;
5301 DrawLevelField(newx, newy);
5304 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5306 else if ((element == EL_PACMAN || element == EL_MOLE)
5307 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5309 if (AmoebaNr[newx][newy])
5311 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5312 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5313 Feld[newx][newy] == EL_BD_AMOEBA)
5314 AmoebaCnt[AmoebaNr[newx][newy]]--;
5317 if (element == EL_MOLE)
5319 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5320 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5322 ResetGfxAnimation(x, y);
5323 GfxAction[x][y] = ACTION_DIGGING;
5324 DrawLevelField(x, y);
5326 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5328 return; /* wait for shrinking amoeba */
5330 else /* element == EL_PACMAN */
5332 Feld[newx][newy] = EL_EMPTY;
5333 DrawLevelField(newx, newy);
5334 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5337 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5338 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5339 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5341 /* wait for shrinking amoeba to completely disappear */
5344 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5346 /* object was running against a wall */
5351 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5352 if (move_pattern & MV_ANY_DIRECTION &&
5353 move_pattern == MovDir[x][y])
5355 int blocking_element =
5356 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5358 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5361 element = Feld[x][y]; /* element might have changed */
5365 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5366 DrawLevelElementAnimation(x, y, element);
5368 if (DONT_TOUCH(element))
5369 TestIfBadThingTouchesPlayer(x, y);
5374 InitMovingField(x, y, MovDir[x][y]);
5376 PlayLevelSoundAction(x, y, ACTION_MOVING);
5380 ContinueMoving(x, y);
5383 void ContinueMoving(int x, int y)
5385 int element = Feld[x][y];
5386 int stored = Store[x][y];
5387 struct ElementInfo *ei = &element_info[element];
5388 int direction = MovDir[x][y];
5389 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5390 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5391 int newx = x + dx, newy = y + dy;
5392 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5393 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5394 boolean last_line = (newy == lev_fieldy - 1);
5396 MovPos[x][y] += getElementMoveStepsize(x, y);
5398 if (pushed_by_player) /* special case: moving object pushed by player */
5399 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5401 if (ABS(MovPos[x][y]) < TILEX)
5403 DrawLevelField(x, y);
5405 return; /* element is still moving */
5408 /* element reached destination field */
5410 Feld[x][y] = EL_EMPTY;
5411 Feld[newx][newy] = element;
5412 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5414 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5416 element = Feld[newx][newy] = EL_ACID;
5418 else if (element == EL_MOLE)
5420 Feld[x][y] = EL_SAND;
5422 DrawLevelFieldCrumbledSandNeighbours(x, y);
5424 else if (element == EL_QUICKSAND_FILLING)
5426 element = Feld[newx][newy] = get_next_element(element);
5427 Store[newx][newy] = Store[x][y];
5429 else if (element == EL_QUICKSAND_EMPTYING)
5431 Feld[x][y] = get_next_element(element);
5432 element = Feld[newx][newy] = Store[x][y];
5434 else if (element == EL_MAGIC_WALL_FILLING)
5436 element = Feld[newx][newy] = get_next_element(element);
5437 if (!game.magic_wall_active)
5438 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5439 Store[newx][newy] = Store[x][y];
5441 else if (element == EL_MAGIC_WALL_EMPTYING)
5443 Feld[x][y] = get_next_element(element);
5444 if (!game.magic_wall_active)
5445 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5446 element = Feld[newx][newy] = Store[x][y];
5448 #if USE_NEW_COLLECT_COUNT
5449 InitField(newx, newy, FALSE);
5452 else if (element == EL_BD_MAGIC_WALL_FILLING)
5454 element = Feld[newx][newy] = get_next_element(element);
5455 if (!game.magic_wall_active)
5456 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5457 Store[newx][newy] = Store[x][y];
5459 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5461 Feld[x][y] = get_next_element(element);
5462 if (!game.magic_wall_active)
5463 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5464 element = Feld[newx][newy] = Store[x][y];
5466 #if USE_NEW_COLLECT_COUNT
5467 InitField(newx, newy, FALSE);
5470 else if (element == EL_AMOEBA_DROPPING)
5472 Feld[x][y] = get_next_element(element);
5473 element = Feld[newx][newy] = Store[x][y];
5475 else if (element == EL_SOKOBAN_OBJECT)
5478 Feld[x][y] = Back[x][y];
5480 if (Back[newx][newy])
5481 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5483 Back[x][y] = Back[newx][newy] = 0;
5486 Store[x][y] = EL_EMPTY;
5491 MovDelay[newx][newy] = 0;
5493 if (CAN_CHANGE(element))
5495 /* copy element change control values to new field */
5496 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5497 ChangePage[newx][newy] = ChangePage[x][y];
5498 Changed[newx][newy] = Changed[x][y];
5499 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5501 #if USE_NEW_COLLECT_COUNT
5502 Count[newx][newy] = Count[x][y];
5506 ChangeDelay[x][y] = 0;
5507 ChangePage[x][y] = -1;
5508 Changed[x][y] = FALSE;
5509 ChangeEvent[x][y] = -1;
5511 #if USE_NEW_COLLECT_COUNT
5515 /* copy animation control values to new field */
5516 GfxFrame[newx][newy] = GfxFrame[x][y];
5517 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5518 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5519 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5521 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5523 /* some elements can leave other elements behind after moving */
5524 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5525 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5526 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5528 int move_leave_element = ei->move_leave_element;
5530 /* this makes it possible to leave the removed element again */
5531 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5532 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5533 move_leave_element = stored;
5535 Feld[x][y] = move_leave_element;
5537 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5538 MovDir[x][y] = direction;
5540 InitField(x, y, FALSE);
5542 if (GFX_CRUMBLED(Feld[x][y]))
5543 DrawLevelFieldCrumbledSandNeighbours(x, y);
5545 if (ELEM_IS_PLAYER(move_leave_element))
5546 RelocatePlayer(x, y, move_leave_element);
5549 /* do this after checking for left-behind element */
5550 ResetGfxAnimation(x, y); /* reset animation values for old field */
5552 if (!CAN_MOVE(element) ||
5553 (CAN_FALL(element) && direction == MV_DOWN &&
5554 (element == EL_SPRING ||
5555 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5556 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5557 GfxDir[x][y] = MovDir[newx][newy] = 0;
5559 DrawLevelField(x, y);
5560 DrawLevelField(newx, newy);
5562 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5564 /* prevent pushed element from moving on in pushed direction */
5565 if (pushed_by_player && CAN_MOVE(element) &&
5566 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5567 !(element_info[element].move_pattern & direction))
5568 TurnRound(newx, newy);
5570 /* prevent elements on conveyor belt from moving on in last direction */
5571 if (pushed_by_conveyor && CAN_FALL(element) &&
5572 direction & MV_HORIZONTAL)
5573 MovDir[newx][newy] = 0;
5575 if (!pushed_by_player)
5577 int nextx = newx + dx, nexty = newy + dy;
5578 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5580 WasJustMoving[newx][newy] = 3;
5582 if (CAN_FALL(element) && direction == MV_DOWN)
5583 WasJustFalling[newx][newy] = 3;
5585 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5586 CheckCollision[newx][newy] = 2;
5589 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5591 TestIfBadThingTouchesPlayer(newx, newy);
5592 TestIfBadThingTouchesFriend(newx, newy);
5594 if (!IS_CUSTOM_ELEMENT(element))
5595 TestIfBadThingTouchesOtherBadThing(newx, newy);
5597 else if (element == EL_PENGUIN)
5598 TestIfFriendTouchesBadThing(newx, newy);
5600 /* give the player one last chance (one more frame) to move away */
5601 if (CAN_FALL(element) && direction == MV_DOWN &&
5602 (last_line || (!IS_FREE(x, newy + 1) &&
5603 (!IS_PLAYER(x, newy + 1) ||
5604 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5607 if (pushed_by_player && !game.use_change_when_pushing_bug)
5609 int dig_side = MV_DIR_OPPOSITE(direction);
5610 struct PlayerInfo *player = PLAYERINFO(x, y);
5612 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5613 player->index_bit, dig_side);
5614 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5615 player->index_bit, dig_side);
5618 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5620 TestIfElementHitsCustomElement(newx, newy, direction);
5621 TestIfPlayerTouchesCustomElement(newx, newy);
5622 TestIfElementTouchesCustomElement(newx, newy);
5625 int AmoebeNachbarNr(int ax, int ay)
5628 int element = Feld[ax][ay];
5630 static int xy[4][2] =
5638 for (i = 0; i < NUM_DIRECTIONS; i++)
5640 int x = ax + xy[i][0];
5641 int y = ay + xy[i][1];
5643 if (!IN_LEV_FIELD(x, y))
5646 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5647 group_nr = AmoebaNr[x][y];
5653 void AmoebenVereinigen(int ax, int ay)
5655 int i, x, y, xx, yy;
5656 int new_group_nr = AmoebaNr[ax][ay];
5657 static int xy[4][2] =
5665 if (new_group_nr == 0)
5668 for (i = 0; i < NUM_DIRECTIONS; i++)
5673 if (!IN_LEV_FIELD(x, y))
5676 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5677 Feld[x][y] == EL_BD_AMOEBA ||
5678 Feld[x][y] == EL_AMOEBA_DEAD) &&
5679 AmoebaNr[x][y] != new_group_nr)
5681 int old_group_nr = AmoebaNr[x][y];
5683 if (old_group_nr == 0)
5686 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5687 AmoebaCnt[old_group_nr] = 0;
5688 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5689 AmoebaCnt2[old_group_nr] = 0;
5691 for (yy = 0; yy < lev_fieldy; yy++)
5693 for (xx = 0; xx < lev_fieldx; xx++)
5695 if (AmoebaNr[xx][yy] == old_group_nr)
5696 AmoebaNr[xx][yy] = new_group_nr;
5703 void AmoebeUmwandeln(int ax, int ay)
5707 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5709 int group_nr = AmoebaNr[ax][ay];
5714 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5715 printf("AmoebeUmwandeln(): This should never happen!\n");
5720 for (y = 0; y < lev_fieldy; y++)
5722 for (x = 0; x < lev_fieldx; x++)
5724 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5727 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5731 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5732 SND_AMOEBA_TURNING_TO_GEM :
5733 SND_AMOEBA_TURNING_TO_ROCK));
5738 static int xy[4][2] =
5746 for (i = 0; i < NUM_DIRECTIONS; i++)
5751 if (!IN_LEV_FIELD(x, y))
5754 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5756 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5757 SND_AMOEBA_TURNING_TO_GEM :
5758 SND_AMOEBA_TURNING_TO_ROCK));
5765 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5768 int group_nr = AmoebaNr[ax][ay];
5769 boolean done = FALSE;
5774 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5775 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5780 for (y = 0; y < lev_fieldy; y++)
5782 for (x = 0; x < lev_fieldx; x++)
5784 if (AmoebaNr[x][y] == group_nr &&
5785 (Feld[x][y] == EL_AMOEBA_DEAD ||
5786 Feld[x][y] == EL_BD_AMOEBA ||
5787 Feld[x][y] == EL_AMOEBA_GROWING))
5790 Feld[x][y] = new_element;
5791 InitField(x, y, FALSE);
5792 DrawLevelField(x, y);
5799 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5800 SND_BD_AMOEBA_TURNING_TO_ROCK :
5801 SND_BD_AMOEBA_TURNING_TO_GEM));
5804 void AmoebeWaechst(int x, int y)
5806 static unsigned long sound_delay = 0;
5807 static unsigned long sound_delay_value = 0;
5809 if (!MovDelay[x][y]) /* start new growing cycle */
5813 if (DelayReached(&sound_delay, sound_delay_value))
5815 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5816 sound_delay_value = 30;
5820 if (MovDelay[x][y]) /* wait some time before growing bigger */
5823 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5825 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5826 6 - MovDelay[x][y]);
5828 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5831 if (!MovDelay[x][y])
5833 Feld[x][y] = Store[x][y];
5835 DrawLevelField(x, y);
5840 void AmoebaDisappearing(int x, int y)
5842 static unsigned long sound_delay = 0;
5843 static unsigned long sound_delay_value = 0;
5845 if (!MovDelay[x][y]) /* start new shrinking cycle */
5849 if (DelayReached(&sound_delay, sound_delay_value))
5850 sound_delay_value = 30;
5853 if (MovDelay[x][y]) /* wait some time before shrinking */
5856 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5858 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5859 6 - MovDelay[x][y]);
5861 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5864 if (!MovDelay[x][y])
5866 Feld[x][y] = EL_EMPTY;
5867 DrawLevelField(x, y);
5869 /* don't let mole enter this field in this cycle;
5870 (give priority to objects falling to this field from above) */
5876 void AmoebeAbleger(int ax, int ay)
5879 int element = Feld[ax][ay];
5880 int graphic = el2img(element);
5881 int newax = ax, neway = ay;
5882 static int xy[4][2] =
5890 if (!level.amoeba_speed)
5892 Feld[ax][ay] = EL_AMOEBA_DEAD;
5893 DrawLevelField(ax, ay);
5897 if (IS_ANIMATED(graphic))
5898 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5900 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5901 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5903 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5906 if (MovDelay[ax][ay])
5910 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5913 int x = ax + xy[start][0];
5914 int y = ay + xy[start][1];
5916 if (!IN_LEV_FIELD(x, y))
5919 if (IS_FREE(x, y) ||
5920 CAN_GROW_INTO(Feld[x][y]) ||
5921 Feld[x][y] == EL_QUICKSAND_EMPTY)
5927 if (newax == ax && neway == ay)
5930 else /* normal or "filled" (BD style) amoeba */
5933 boolean waiting_for_player = FALSE;
5935 for (i = 0; i < NUM_DIRECTIONS; i++)
5937 int j = (start + i) % 4;
5938 int x = ax + xy[j][0];
5939 int y = ay + xy[j][1];
5941 if (!IN_LEV_FIELD(x, y))
5944 if (IS_FREE(x, y) ||
5945 CAN_GROW_INTO(Feld[x][y]) ||
5946 Feld[x][y] == EL_QUICKSAND_EMPTY)
5952 else if (IS_PLAYER(x, y))
5953 waiting_for_player = TRUE;
5956 if (newax == ax && neway == ay) /* amoeba cannot grow */
5958 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5960 Feld[ax][ay] = EL_AMOEBA_DEAD;
5961 DrawLevelField(ax, ay);
5962 AmoebaCnt[AmoebaNr[ax][ay]]--;
5964 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5966 if (element == EL_AMOEBA_FULL)
5967 AmoebeUmwandeln(ax, ay);
5968 else if (element == EL_BD_AMOEBA)
5969 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5974 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5976 /* amoeba gets larger by growing in some direction */
5978 int new_group_nr = AmoebaNr[ax][ay];
5981 if (new_group_nr == 0)
5983 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5984 printf("AmoebeAbleger(): This should never happen!\n");
5989 AmoebaNr[newax][neway] = new_group_nr;
5990 AmoebaCnt[new_group_nr]++;
5991 AmoebaCnt2[new_group_nr]++;
5993 /* if amoeba touches other amoeba(s) after growing, unify them */
5994 AmoebenVereinigen(newax, neway);
5996 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
5998 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6004 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6005 (neway == lev_fieldy - 1 && newax != ax))
6007 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6008 Store[newax][neway] = element;
6010 else if (neway == ay)
6012 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6014 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6018 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6019 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6020 Store[ax][ay] = EL_AMOEBA_DROP;
6021 ContinueMoving(ax, ay);
6025 DrawLevelField(newax, neway);
6028 void Life(int ax, int ay)
6031 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6033 int element = Feld[ax][ay];
6034 int graphic = el2img(element);
6035 boolean changed = FALSE;
6037 if (IS_ANIMATED(graphic))
6038 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6043 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6044 MovDelay[ax][ay] = life_time;
6046 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6049 if (MovDelay[ax][ay])
6053 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6055 int xx = ax+x1, yy = ay+y1;
6058 if (!IN_LEV_FIELD(xx, yy))
6061 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6063 int x = xx+x2, y = yy+y2;
6065 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6068 if (((Feld[x][y] == element ||
6069 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6071 (IS_FREE(x, y) && Stop[x][y]))
6075 if (xx == ax && yy == ay) /* field in the middle */
6077 if (nachbarn < life[0] || nachbarn > life[1])
6079 Feld[xx][yy] = EL_EMPTY;
6081 DrawLevelField(xx, yy);
6082 Stop[xx][yy] = TRUE;
6086 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6087 { /* free border field */
6088 if (nachbarn >= life[2] && nachbarn <= life[3])
6090 Feld[xx][yy] = element;
6091 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6093 DrawLevelField(xx, yy);
6094 Stop[xx][yy] = TRUE;
6101 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6102 SND_GAME_OF_LIFE_GROWING);
6105 static void InitRobotWheel(int x, int y)
6107 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6110 static void RunRobotWheel(int x, int y)
6112 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6115 static void StopRobotWheel(int x, int y)
6117 if (ZX == x && ZY == y)
6121 static void InitTimegateWheel(int x, int y)
6123 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6126 static void RunTimegateWheel(int x, int y)
6128 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6131 void CheckExit(int x, int y)
6133 if (local_player->gems_still_needed > 0 ||
6134 local_player->sokobanfields_still_needed > 0 ||
6135 local_player->lights_still_needed > 0)
6137 int element = Feld[x][y];
6138 int graphic = el2img(element);
6140 if (IS_ANIMATED(graphic))
6141 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6146 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6149 Feld[x][y] = EL_EXIT_OPENING;
6151 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6154 void CheckExitSP(int x, int y)
6156 if (local_player->gems_still_needed > 0)
6158 int element = Feld[x][y];
6159 int graphic = el2img(element);
6161 if (IS_ANIMATED(graphic))
6162 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6167 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6170 Feld[x][y] = EL_SP_EXIT_OPENING;
6172 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6175 static void CloseAllOpenTimegates()
6179 for (y = 0; y < lev_fieldy; y++)
6181 for (x = 0; x < lev_fieldx; x++)
6183 int element = Feld[x][y];
6185 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6187 Feld[x][y] = EL_TIMEGATE_CLOSING;
6189 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6195 void EdelsteinFunkeln(int x, int y)
6197 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6200 if (Feld[x][y] == EL_BD_DIAMOND)
6203 if (MovDelay[x][y] == 0) /* next animation frame */
6204 MovDelay[x][y] = 11 * !SimpleRND(500);
6206 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6210 if (setup.direct_draw && MovDelay[x][y])
6211 SetDrawtoField(DRAW_BUFFERED);
6213 DrawLevelElementAnimation(x, y, Feld[x][y]);
6215 if (MovDelay[x][y] != 0)
6217 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6218 10 - MovDelay[x][y]);
6220 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6222 if (setup.direct_draw)
6226 dest_x = FX + SCREENX(x) * TILEX;
6227 dest_y = FY + SCREENY(y) * TILEY;
6229 BlitBitmap(drawto_field, window,
6230 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6231 SetDrawtoField(DRAW_DIRECT);
6237 void MauerWaechst(int x, int y)
6241 if (!MovDelay[x][y]) /* next animation frame */
6242 MovDelay[x][y] = 3 * delay;
6244 if (MovDelay[x][y]) /* wait some time before next frame */
6248 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6250 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6251 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6253 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6256 if (!MovDelay[x][y])
6258 if (MovDir[x][y] == MV_LEFT)
6260 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6261 DrawLevelField(x - 1, y);
6263 else if (MovDir[x][y] == MV_RIGHT)
6265 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6266 DrawLevelField(x + 1, y);
6268 else if (MovDir[x][y] == MV_UP)
6270 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6271 DrawLevelField(x, y - 1);
6275 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6276 DrawLevelField(x, y + 1);
6279 Feld[x][y] = Store[x][y];
6281 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6282 DrawLevelField(x, y);
6287 void MauerAbleger(int ax, int ay)
6289 int element = Feld[ax][ay];
6290 int graphic = el2img(element);
6291 boolean oben_frei = FALSE, unten_frei = FALSE;
6292 boolean links_frei = FALSE, rechts_frei = FALSE;
6293 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6294 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6295 boolean new_wall = FALSE;
6297 if (IS_ANIMATED(graphic))
6298 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6300 if (!MovDelay[ax][ay]) /* start building new wall */
6301 MovDelay[ax][ay] = 6;
6303 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6306 if (MovDelay[ax][ay])
6310 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6312 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6314 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6316 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6319 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6320 element == EL_EXPANDABLE_WALL_ANY)
6324 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6325 Store[ax][ay-1] = element;
6326 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6327 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6328 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6329 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6334 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6335 Store[ax][ay+1] = element;
6336 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6337 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6338 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6339 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6344 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6345 element == EL_EXPANDABLE_WALL_ANY ||
6346 element == EL_EXPANDABLE_WALL)
6350 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6351 Store[ax-1][ay] = element;
6352 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6353 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6354 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6355 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6361 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6362 Store[ax+1][ay] = element;
6363 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6364 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6365 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6366 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6371 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6372 DrawLevelField(ax, ay);
6374 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6376 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6377 unten_massiv = TRUE;
6378 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6379 links_massiv = TRUE;
6380 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6381 rechts_massiv = TRUE;
6383 if (((oben_massiv && unten_massiv) ||
6384 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6385 element == EL_EXPANDABLE_WALL) &&
6386 ((links_massiv && rechts_massiv) ||
6387 element == EL_EXPANDABLE_WALL_VERTICAL))
6388 Feld[ax][ay] = EL_WALL;
6391 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6394 void CheckForDragon(int x, int y)
6397 boolean dragon_found = FALSE;
6398 static int xy[4][2] =
6406 for (i = 0; i < NUM_DIRECTIONS; i++)
6408 for (j = 0; j < 4; j++)
6410 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6412 if (IN_LEV_FIELD(xx, yy) &&
6413 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6415 if (Feld[xx][yy] == EL_DRAGON)
6416 dragon_found = TRUE;
6425 for (i = 0; i < NUM_DIRECTIONS; i++)
6427 for (j = 0; j < 3; j++)
6429 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6431 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6433 Feld[xx][yy] = EL_EMPTY;
6434 DrawLevelField(xx, yy);
6443 static void InitBuggyBase(int x, int y)
6445 int element = Feld[x][y];
6446 int activating_delay = FRAMES_PER_SECOND / 4;
6449 (element == EL_SP_BUGGY_BASE ?
6450 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6451 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6453 element == EL_SP_BUGGY_BASE_ACTIVE ?
6454 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6457 static void WarnBuggyBase(int x, int y)
6460 static int xy[4][2] =
6468 for (i = 0; i < NUM_DIRECTIONS; i++)
6470 int xx = x + xy[i][0], yy = y + xy[i][1];
6472 if (IS_PLAYER(xx, yy))
6474 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6481 static void InitTrap(int x, int y)
6483 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6486 static void ActivateTrap(int x, int y)
6488 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6491 static void ChangeActiveTrap(int x, int y)
6493 int graphic = IMG_TRAP_ACTIVE;
6495 /* if new animation frame was drawn, correct crumbled sand border */
6496 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6497 DrawLevelFieldCrumbledSand(x, y);
6500 static int getSpecialActionElement(int element, int number, int base_element)
6502 return (element != EL_EMPTY ? element :
6503 number != -1 ? base_element + number - 1 :
6507 static int getModifiedActionNumber(int value_old, int operator, int operand,
6508 int value_min, int value_max)
6510 int value_new = (operator == CA_MODE_SET ? operand :
6511 operator == CA_MODE_ADD ? value_old + operand :
6512 operator == CA_MODE_SUBTRACT ? value_old - operand :
6513 operator == CA_MODE_MULTIPLY ? value_old * operand :
6514 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6515 operator == CA_MODE_MODULO ? value_old % MAX(1, operand) :
6518 return (value_new < value_min ? value_min :
6519 value_new > value_max ? value_max :
6523 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6525 struct ElementInfo *ei = &element_info[element];
6526 struct ElementChangeInfo *change = &ei->change_page[page];
6527 int action_type = change->action_type;
6528 int action_mode = change->action_mode;
6529 int action_arg = change->action_arg;
6532 if (!change->has_action)
6535 /* ---------- determine action paramater values ---------- */
6537 int action_arg_element =
6538 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6539 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6540 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6543 int action_arg_number_min =
6544 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6547 int action_arg_number_max =
6548 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6549 action_type == CA_SET_GEMS ? 999 :
6550 action_type == CA_SET_TIME ? 9999 :
6551 action_type == CA_SET_SCORE ? 99999 :
6552 action_type == CA_SET_CE_SCORE ? 9999 :
6553 action_type == CA_SET_CE_COUNT ? 9999 :
6556 int action_arg_number_reset =
6557 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6558 action_type == CA_SET_GEMS ? level.gems_needed :
6559 action_type == CA_SET_TIME ? level.time :
6560 action_type == CA_SET_SCORE ? 0 :
6561 action_type == CA_SET_CE_SCORE ? 0 :
6562 action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
6565 int action_arg_number_normal =
6566 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
6567 action_arg_number_reset);
6569 int action_arg_number =
6570 (action_arg <= CA_ARG_MAX ? action_arg :
6571 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6572 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6573 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6574 action_arg == CA_ARG_NUMBER_NORMAL ? action_arg_number_normal :
6575 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6576 #if USE_NEW_COLLECT_COUNT
6577 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6579 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
6581 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6584 int action_arg_number_old =
6585 (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
6586 action_type == CA_SET_TIME ? TimeLeft :
6587 action_type == CA_SET_SCORE ? local_player->score :
6588 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6589 action_type == CA_SET_CE_COUNT ? Count[x][y] :
6592 int action_arg_number_new =
6593 getModifiedActionNumber(action_arg_number_old,
6594 action_mode, action_arg_number,
6595 action_arg_number_min, action_arg_number_max);
6597 /* (for explicit player choice, set invalid value to "no player") */
6598 int action_arg_player_bits =
6599 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
6600 action_arg >= CA_ARG_PLAYER_1 &&
6601 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6602 action_arg >= CA_ARG_1 &&
6603 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
6604 action_arg_element >= EL_PLAYER_1 &&
6605 action_arg_element <= EL_PLAYER_4 ?
6606 (1 << (action_arg_element - EL_PLAYER_1)) :
6609 /* (for implicit player choice, set invalid value to "all players") */
6610 int trigger_player_bits =
6611 (change->actual_trigger_player >= EL_PLAYER_1 &&
6612 change->actual_trigger_player <= EL_PLAYER_4 ?
6613 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6616 /* ---------- execute action ---------- */
6625 case CA_EXIT_PLAYER:
6627 for (i = 0; i < MAX_PLAYERS; i++)
6628 if (action_arg_player_bits & (1 << i))
6629 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6634 case CA_KILL_PLAYER:
6636 for (i = 0; i < MAX_PLAYERS; i++)
6637 if (action_arg_player_bits & (1 << i))
6638 KillPlayer(&stored_player[i]);
6643 case CA_RESTART_LEVEL:
6645 game.restart_level = TRUE;
6650 case CA_SHOW_ENVELOPE:
6652 int element = getSpecialActionElement(action_arg_element,
6653 action_arg_number, EL_ENVELOPE_1);
6655 if (IS_ENVELOPE(element))
6656 local_player->show_envelope = element;
6663 int element = getSpecialActionElement(action_arg_element,
6664 action_arg_number, EL_KEY_1);
6666 if (IS_KEY(element))
6668 for (i = 0; i < MAX_PLAYERS; i++)
6670 if (trigger_player_bits & (1 << i))
6672 stored_player[i].key[KEY_NR(element)] = TRUE;
6674 DrawGameValue_Keys(stored_player[i].key);
6676 redraw_mask |= REDRAW_DOOR_1;
6686 int element = getSpecialActionElement(action_arg_element,
6687 action_arg_number, EL_KEY_1);
6689 if (IS_KEY(element))
6691 for (i = 0; i < MAX_PLAYERS; i++)
6693 if (trigger_player_bits & (1 << i))
6695 stored_player[i].key[KEY_NR(element)] = FALSE;
6697 DrawGameValue_Keys(stored_player[i].key);
6699 redraw_mask |= REDRAW_DOOR_1;
6707 case CA_SET_PLAYER_SPEED:
6709 for (i = 0; i < MAX_PLAYERS; i++)
6711 if (trigger_player_bits & (1 << i))
6713 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6715 if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
6717 /* translate "+" and "-" to "*" and "/" with powers of two */
6718 action_arg_number = 1 << action_arg_number;
6719 action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
6724 getModifiedActionNumber(move_stepsize,
6727 action_arg_number_min,
6728 action_arg_number_max);
6730 /* make sure that value is power of 2 */
6731 move_stepsize = (1 << log_2(move_stepsize));
6733 /* do no immediately change -- the player might just be moving */
6734 stored_player[i].move_delay_value_next = TILEX / move_stepsize;
6737 printf("::: move_delay_value == %d [%d]\n",
6738 stored_player[i].move_delay_value_next, action_arg_number);
6748 local_player->gems_still_needed = action_arg_number_new;
6750 DrawGameValue_Emeralds(local_player->gems_still_needed);
6757 if (level.time > 0) /* only modify limited time value */
6759 TimeLeft = action_arg_number_new;
6761 DrawGameValue_Time(TimeLeft);
6763 if (!TimeLeft && setup.time_limit)
6764 for (i = 0; i < MAX_PLAYERS; i++)
6765 KillPlayer(&stored_player[i]);
6773 local_player->score = action_arg_number_new;
6775 DrawGameValue_Score(local_player->score);
6780 case CA_SET_CE_SCORE:
6782 ei->collect_score = action_arg_number_new;
6787 case CA_SET_CE_COUNT:
6789 #if USE_NEW_COLLECT_COUNT
6790 int count_last = Count[x][y];
6792 Count[x][y] = action_arg_number_new;
6795 printf("::: Count == %d\n", Count[x][y]);
6798 if (Count[x][y] == 0 && count_last > 0)
6801 printf("::: CE_COUNT_AT_ZERO\n");
6804 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6805 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6812 case CA_SET_DYNABOMB_NUMBER:
6814 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6819 case CA_SET_DYNABOMB_SIZE:
6821 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6826 case CA_SET_DYNABOMB_POWER:
6828 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6833 case CA_TOGGLE_PLAYER_GRAVITY:
6835 game.gravity = !game.gravity;
6840 case CA_ENABLE_PLAYER_GRAVITY:
6842 game.gravity = TRUE;
6847 case CA_DISABLE_PLAYER_GRAVITY:
6849 game.gravity = FALSE;
6859 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6860 int x, int y, int target_element)
6862 int previous_move_direction = MovDir[x][y];
6863 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6864 IS_WALKABLE(Feld[x][y]));
6866 /* check if element under player changes from accessible to unaccessible
6867 (needed for special case of dropping element which then changes) */
6868 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6869 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6877 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6878 RemoveMovingField(x, y);
6882 Feld[x][y] = target_element;
6884 ResetGfxAnimation(x, y);
6885 ResetRandomAnimationValue(x, y);
6887 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6888 MovDir[x][y] = previous_move_direction;
6890 InitField_WithBug1(x, y, FALSE);
6892 DrawLevelField(x, y);
6894 if (GFX_CRUMBLED(Feld[x][y]))
6895 DrawLevelFieldCrumbledSandNeighbours(x, y);
6898 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6899 if (ELEM_IS_PLAYER(target_element))
6900 RelocatePlayer(x, y, target_element);
6903 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6905 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6908 TestIfBadThingTouchesPlayer(x, y);
6909 TestIfPlayerTouchesCustomElement(x, y);
6910 TestIfElementTouchesCustomElement(x, y);
6913 static boolean ChangeElementNow(int x, int y, int element, int page)
6915 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6917 int old_element = Feld[x][y];
6919 /* always use default change event to prevent running into a loop */
6920 if (ChangeEvent[x][y] == -1)
6921 ChangeEvent[x][y] = CE_DELAY;
6923 if (ChangeEvent[x][y] == CE_DELAY)
6925 /* reset actual trigger element, trigger player and action element */
6926 change->actual_trigger_element = EL_EMPTY;
6927 change->actual_trigger_player = EL_PLAYER_1;
6931 /* do not change any elements that have already changed in this frame */
6935 /* do not change already changed elements with same change event */
6936 if (Changed[x][y] & ChangeEvent[x][y])
6941 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6943 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6946 if (change->explode)
6953 if (change->use_target_content)
6955 boolean complete_replace = TRUE;
6956 boolean can_replace[3][3];
6959 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6962 boolean is_walkable;
6963 boolean is_diggable;
6964 boolean is_collectible;
6965 boolean is_removable;
6966 boolean is_destructible;
6967 int ex = x + xx - 1;
6968 int ey = y + yy - 1;
6969 int content_element = change->target_content[xx][yy];
6972 can_replace[xx][yy] = TRUE;
6974 if (ex == x && ey == y) /* do not check changing element itself */
6977 if (content_element == EL_EMPTY_SPACE)
6979 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6984 if (!IN_LEV_FIELD(ex, ey))
6986 can_replace[xx][yy] = FALSE;
6987 complete_replace = FALSE;
6994 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6995 e = MovingOrBlocked2Element(ex, ey);
6997 is_empty = (IS_FREE(ex, ey) ||
6998 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7000 is_walkable = (is_empty || IS_WALKABLE(e));
7001 is_diggable = (is_empty || IS_DIGGABLE(e));
7002 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7003 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7004 is_removable = (is_diggable || is_collectible);
7006 can_replace[xx][yy] =
7007 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7008 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7009 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7010 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7011 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7012 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7013 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7015 if (!can_replace[xx][yy])
7016 complete_replace = FALSE;
7019 if (!change->only_if_complete || complete_replace)
7021 boolean something_has_changed = FALSE;
7023 if (change->only_if_complete && change->use_random_replace &&
7024 RND(100) < change->random_percentage)
7027 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7029 int ex = x + xx - 1;
7030 int ey = y + yy - 1;
7031 int content_element;
7033 if (can_replace[xx][yy] && (!change->use_random_replace ||
7034 RND(100) < change->random_percentage))
7036 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7037 RemoveMovingField(ex, ey);
7039 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7041 content_element = change->target_content[xx][yy];
7042 target_element = GET_TARGET_ELEMENT(content_element, change);
7044 ChangeElementNowExt(change, ex, ey, target_element);
7046 something_has_changed = TRUE;
7048 /* for symmetry reasons, freeze newly created border elements */
7049 if (ex != x || ey != y)
7050 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7054 if (something_has_changed)
7055 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7060 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7062 ChangeElementNowExt(change, x, y, target_element);
7064 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7067 /* this uses direct change before indirect change */
7068 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
7073 #if USE_NEW_DELAYED_ACTION
7075 static void ChangeElement(int x, int y, int page)
7077 int element = MovingOrBlocked2Element(x, y);
7078 struct ElementInfo *ei = &element_info[element];
7079 struct ElementChangeInfo *change = &ei->change_page[page];
7082 if (!CAN_CHANGE_OR_HAS_ACTION(element) &&
7083 !CAN_CHANGE_OR_HAS_ACTION(Back[x][y]))
7086 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7087 x, y, element, element_info[element].token_name);
7088 printf("ChangeElement(): This should never happen!\n");
7093 /* this can happen with classic bombs on walkable, changing elements */
7094 if (!CAN_CHANGE_OR_HAS_ACTION(element))
7097 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7098 ChangeDelay[x][y] = 0;
7104 if (ChangeDelay[x][y] == 0) /* initialize element change */
7106 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7108 if (change->can_change)
7110 ResetGfxAnimation(x, y);
7111 ResetRandomAnimationValue(x, y);
7113 if (change->pre_change_function)
7114 change->pre_change_function(x, y);
7118 ChangeDelay[x][y]--;
7120 if (ChangeDelay[x][y] != 0) /* continue element change */
7122 if (change->can_change)
7124 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7126 if (IS_ANIMATED(graphic))
7127 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7129 if (change->change_function)
7130 change->change_function(x, y);
7133 else /* finish element change */
7135 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7137 page = ChangePage[x][y];
7138 ChangePage[x][y] = -1;
7140 change = &ei->change_page[page];
7143 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7145 ChangeDelay[x][y] = 1; /* try change after next move step */
7146 ChangePage[x][y] = page; /* remember page to use for change */
7151 if (change->can_change)
7153 if (ChangeElementNow(x, y, element, page))
7155 if (change->post_change_function)
7156 change->post_change_function(x, y);
7160 if (change->has_action)
7161 ExecuteCustomElementAction(x, y, element, page);
7167 static void ChangeElement(int x, int y, int page)
7169 int element = MovingOrBlocked2Element(x, y);
7170 struct ElementInfo *ei = &element_info[element];
7171 struct ElementChangeInfo *change = &ei->change_page[page];
7174 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7177 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7178 x, y, element, element_info[element].token_name);
7179 printf("ChangeElement(): This should never happen!\n");
7184 /* this can happen with classic bombs on walkable, changing elements */
7185 if (!CAN_CHANGE(element))
7188 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7189 ChangeDelay[x][y] = 0;
7195 if (ChangeDelay[x][y] == 0) /* initialize element change */
7197 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7199 ResetGfxAnimation(x, y);
7200 ResetRandomAnimationValue(x, y);
7202 if (change->pre_change_function)
7203 change->pre_change_function(x, y);
7206 ChangeDelay[x][y]--;
7208 if (ChangeDelay[x][y] != 0) /* continue element change */
7210 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7212 if (IS_ANIMATED(graphic))
7213 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7215 if (change->change_function)
7216 change->change_function(x, y);
7218 else /* finish element change */
7220 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7222 page = ChangePage[x][y];
7223 ChangePage[x][y] = -1;
7225 change = &ei->change_page[page];
7228 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7230 ChangeDelay[x][y] = 1; /* try change after next move step */
7231 ChangePage[x][y] = page; /* remember page to use for change */
7236 if (ChangeElementNow(x, y, element, page))
7238 if (change->post_change_function)
7239 change->post_change_function(x, y);
7246 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7252 boolean change_done_any = FALSE;
7253 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7256 if (!(trigger_events[trigger_element][trigger_event]))
7259 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7261 int element = EL_CUSTOM_START + i;
7262 boolean change_done = FALSE;
7265 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7266 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7269 for (p = 0; p < element_info[element].num_change_pages; p++)
7271 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7273 if (change->can_change_or_has_action &&
7274 change->has_event[trigger_event] &&
7275 change->trigger_side & trigger_side &&
7276 change->trigger_player & trigger_player &&
7277 change->trigger_page & trigger_page_bits &&
7278 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7280 change->actual_trigger_element = trigger_element;
7281 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7283 if ((change->can_change && !change_done) || change->has_action)
7287 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7289 if (Feld[x][y] == element)
7291 if (change->can_change && !change_done)
7293 ChangeDelay[x][y] = 1;
7294 ChangeEvent[x][y] = trigger_event;
7295 ChangeElement(x, y, p);
7297 #if USE_NEW_DELAYED_ACTION
7298 else if (change->has_action)
7299 ExecuteCustomElementAction(x, y, element, p);
7301 if (change->has_action)
7302 ExecuteCustomElementAction(x, y, element, p);
7307 if (change->can_change)
7310 change_done_any = TRUE;
7317 return change_done_any;
7320 static boolean CheckElementChangeExt(int x, int y,
7322 int trigger_element,
7327 boolean change_done = FALSE;
7330 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7331 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7334 if (Feld[x][y] == EL_BLOCKED)
7336 Blocked2Moving(x, y, &x, &y);
7337 element = Feld[x][y];
7340 if (Feld[x][y] != element) /* check if element has already changed */
7343 for (p = 0; p < element_info[element].num_change_pages; p++)
7345 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7347 boolean check_trigger_element =
7348 (trigger_event == CE_TOUCHING_X ||
7349 trigger_event == CE_HITTING_X ||
7350 trigger_event == CE_HIT_BY_X);
7352 if (change->can_change_or_has_action &&
7353 change->has_event[trigger_event] &&
7354 change->trigger_side & trigger_side &&
7355 change->trigger_player & trigger_player &&
7356 (!check_trigger_element ||
7357 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7359 change->actual_trigger_element = trigger_element;
7360 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7362 if (change->can_change && !change_done)
7364 ChangeDelay[x][y] = 1;
7365 ChangeEvent[x][y] = trigger_event;
7366 ChangeElement(x, y, p);
7370 #if USE_NEW_DELAYED_ACTION
7371 else if (change->has_action)
7372 ExecuteCustomElementAction(x, y, element, p);
7374 if (change->has_action)
7375 ExecuteCustomElementAction(x, y, element, p);
7383 static void PlayPlayerSound(struct PlayerInfo *player)
7385 int jx = player->jx, jy = player->jy;
7386 int element = player->element_nr;
7387 int last_action = player->last_action_waiting;
7388 int action = player->action_waiting;
7390 if (player->is_waiting)
7392 if (action != last_action)
7393 PlayLevelSoundElementAction(jx, jy, element, action);
7395 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7399 if (action != last_action)
7400 StopSound(element_info[element].sound[last_action]);
7402 if (last_action == ACTION_SLEEPING)
7403 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7407 static void PlayAllPlayersSound()
7411 for (i = 0; i < MAX_PLAYERS; i++)
7412 if (stored_player[i].active)
7413 PlayPlayerSound(&stored_player[i]);
7416 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7418 boolean last_waiting = player->is_waiting;
7419 int move_dir = player->MovDir;
7421 player->last_action_waiting = player->action_waiting;
7425 if (!last_waiting) /* not waiting -> waiting */
7427 player->is_waiting = TRUE;
7429 player->frame_counter_bored =
7431 game.player_boring_delay_fixed +
7432 SimpleRND(game.player_boring_delay_random);
7433 player->frame_counter_sleeping =
7435 game.player_sleeping_delay_fixed +
7436 SimpleRND(game.player_sleeping_delay_random);
7438 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7441 if (game.player_sleeping_delay_fixed +
7442 game.player_sleeping_delay_random > 0 &&
7443 player->anim_delay_counter == 0 &&
7444 player->post_delay_counter == 0 &&
7445 FrameCounter >= player->frame_counter_sleeping)
7446 player->is_sleeping = TRUE;
7447 else if (game.player_boring_delay_fixed +
7448 game.player_boring_delay_random > 0 &&
7449 FrameCounter >= player->frame_counter_bored)
7450 player->is_bored = TRUE;
7452 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7453 player->is_bored ? ACTION_BORING :
7456 if (player->is_sleeping)
7458 if (player->num_special_action_sleeping > 0)
7460 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7462 int last_special_action = player->special_action_sleeping;
7463 int num_special_action = player->num_special_action_sleeping;
7464 int special_action =
7465 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7466 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7467 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7468 last_special_action + 1 : ACTION_SLEEPING);
7469 int special_graphic =
7470 el_act_dir2img(player->element_nr, special_action, move_dir);
7472 player->anim_delay_counter =
7473 graphic_info[special_graphic].anim_delay_fixed +
7474 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7475 player->post_delay_counter =
7476 graphic_info[special_graphic].post_delay_fixed +
7477 SimpleRND(graphic_info[special_graphic].post_delay_random);
7479 player->special_action_sleeping = special_action;
7482 if (player->anim_delay_counter > 0)
7484 player->action_waiting = player->special_action_sleeping;
7485 player->anim_delay_counter--;
7487 else if (player->post_delay_counter > 0)
7489 player->post_delay_counter--;
7493 else if (player->is_bored)
7495 if (player->num_special_action_bored > 0)
7497 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7499 int special_action =
7500 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7501 int special_graphic =
7502 el_act_dir2img(player->element_nr, special_action, move_dir);
7504 player->anim_delay_counter =
7505 graphic_info[special_graphic].anim_delay_fixed +
7506 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7507 player->post_delay_counter =
7508 graphic_info[special_graphic].post_delay_fixed +
7509 SimpleRND(graphic_info[special_graphic].post_delay_random);
7511 player->special_action_bored = special_action;
7514 if (player->anim_delay_counter > 0)
7516 player->action_waiting = player->special_action_bored;
7517 player->anim_delay_counter--;
7519 else if (player->post_delay_counter > 0)
7521 player->post_delay_counter--;
7526 else if (last_waiting) /* waiting -> not waiting */
7528 player->is_waiting = FALSE;
7529 player->is_bored = FALSE;
7530 player->is_sleeping = FALSE;
7532 player->frame_counter_bored = -1;
7533 player->frame_counter_sleeping = -1;
7535 player->anim_delay_counter = 0;
7536 player->post_delay_counter = 0;
7538 player->action_waiting = ACTION_DEFAULT;
7540 player->special_action_bored = ACTION_DEFAULT;
7541 player->special_action_sleeping = ACTION_DEFAULT;
7545 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7547 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7548 int left = player_action & JOY_LEFT;
7549 int right = player_action & JOY_RIGHT;
7550 int up = player_action & JOY_UP;
7551 int down = player_action & JOY_DOWN;
7552 int button1 = player_action & JOY_BUTTON_1;
7553 int button2 = player_action & JOY_BUTTON_2;
7554 int dx = (left ? -1 : right ? 1 : 0);
7555 int dy = (up ? -1 : down ? 1 : 0);
7557 if (!player->active || tape.pausing)
7563 snapped = SnapField(player, dx, dy);
7567 dropped = DropElement(player);
7569 moved = MovePlayer(player, dx, dy);
7572 if (tape.single_step && tape.recording && !tape.pausing)
7574 if (button1 || (dropped && !moved))
7576 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7577 SnapField(player, 0, 0); /* stop snapping */
7581 SetPlayerWaiting(player, FALSE);
7583 return player_action;
7587 /* no actions for this player (no input at player's configured device) */
7589 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7590 SnapField(player, 0, 0);
7591 CheckGravityMovementWhenNotMoving(player);
7593 if (player->MovPos == 0)
7594 SetPlayerWaiting(player, TRUE);
7596 if (player->MovPos == 0) /* needed for tape.playing */
7597 player->is_moving = FALSE;
7599 player->is_dropping = FALSE;
7605 void AdvanceFrameAndPlayerCounters(int player_nr)
7609 /* advance frame counters (global frame counter and time frame counter) */
7613 /* advance player counters (counters for move delay, move animation etc.) */
7614 for (i = 0; i < MAX_PLAYERS; i++)
7616 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7617 int move_delay_value = stored_player[i].move_delay_value;
7618 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7620 if (!advance_player_counters) /* not all players may be affected */
7623 #if USE_NEW_PLAYER_ANIM
7624 if (move_frames == 0) /* less than one move per game frame */
7626 int stepsize = TILEX / move_delay_value;
7627 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7628 int count = (stored_player[i].is_moving ?
7629 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7631 if (count % delay == 0)
7636 stored_player[i].Frame += move_frames;
7638 if (stored_player[i].MovPos != 0)
7639 stored_player[i].StepFrame += move_frames;
7641 if (stored_player[i].move_delay > 0)
7642 stored_player[i].move_delay--;
7644 /* due to bugs in previous versions, counter must count up, not down */
7645 if (stored_player[i].push_delay != -1)
7646 stored_player[i].push_delay++;
7648 if (stored_player[i].drop_delay > 0)
7649 stored_player[i].drop_delay--;
7655 static unsigned long game_frame_delay = 0;
7656 unsigned long game_frame_delay_value;
7657 int magic_wall_x = 0, magic_wall_y = 0;
7658 int i, x, y, element, graphic;
7659 byte *recorded_player_action;
7660 byte summarized_player_action = 0;
7661 byte tape_action[MAX_PLAYERS];
7663 if (game_status != GAME_MODE_PLAYING)
7666 game_frame_delay_value =
7667 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7669 if (tape.playing && tape.warp_forward && !tape.pausing)
7670 game_frame_delay_value = 0;
7672 /* ---------- main game synchronization point ---------- */
7674 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7676 if (network_playing && !network_player_action_received)
7678 /* try to get network player actions in time */
7680 #if defined(NETWORK_AVALIABLE)
7681 /* last chance to get network player actions without main loop delay */
7685 /* game was quit by network peer */
7686 if (game_status != GAME_MODE_PLAYING)
7689 if (!network_player_action_received)
7690 return; /* failed to get network player actions in time */
7696 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7699 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7700 if (recorded_player_action == NULL && tape.pausing)
7704 for (i = 0; i < MAX_PLAYERS; i++)
7706 summarized_player_action |= stored_player[i].action;
7708 if (!network_playing)
7709 stored_player[i].effective_action = stored_player[i].action;
7712 #if defined(NETWORK_AVALIABLE)
7713 if (network_playing)
7714 SendToServer_MovePlayer(summarized_player_action);
7717 if (!options.network && !setup.team_mode)
7718 local_player->effective_action = summarized_player_action;
7720 if (recorded_player_action != NULL)
7721 for (i = 0; i < MAX_PLAYERS; i++)
7722 stored_player[i].effective_action = recorded_player_action[i];
7724 for (i = 0; i < MAX_PLAYERS; i++)
7726 tape_action[i] = stored_player[i].effective_action;
7728 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7729 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7732 /* only save actions from input devices, but not programmed actions */
7734 TapeRecordAction(tape_action);
7736 for (i = 0; i < MAX_PLAYERS; i++)
7738 int actual_player_action = stored_player[i].effective_action;
7741 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7742 - rnd_equinox_tetrachloride 048
7743 - rnd_equinox_tetrachloride_ii 096
7744 - rnd_emanuel_schmieg 002
7745 - doctor_sloan_ww 001, 020
7747 if (stored_player[i].MovPos == 0)
7748 CheckGravityMovement(&stored_player[i]);
7751 /* overwrite programmed action with tape action */
7752 if (stored_player[i].programmed_action)
7753 actual_player_action = stored_player[i].programmed_action;
7756 PlayerActions(&stored_player[i], actual_player_action);
7758 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7760 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7761 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7764 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7767 network_player_action_received = FALSE;
7769 ScrollScreen(NULL, SCROLL_GO_ON);
7771 /* for backwards compatibility, the following code emulates a fixed bug that
7772 occured when pushing elements (causing elements that just made their last
7773 pushing step to already (if possible) make their first falling step in the
7774 same game frame, which is bad); this code is also needed to use the famous
7775 "spring push bug" which is used in older levels and might be wanted to be
7776 used also in newer levels, but in this case the buggy pushing code is only
7777 affecting the "spring" element and no other elements */
7779 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7781 for (i = 0; i < MAX_PLAYERS; i++)
7783 struct PlayerInfo *player = &stored_player[i];
7787 if (player->active && player->is_pushing && player->is_moving &&
7789 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7790 Feld[x][y] == EL_SPRING))
7792 ContinueMoving(x, y);
7794 /* continue moving after pushing (this is actually a bug) */
7795 if (!IS_MOVING(x, y))
7803 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7805 Changed[x][y] = FALSE;
7806 ChangeEvent[x][y] = -1;
7808 /* this must be handled before main playfield loop */
7809 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7812 if (MovDelay[x][y] <= 0)
7817 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7819 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7820 printf("GameActions(): This should never happen!\n");
7822 ChangePage[x][y] = -1;
7827 if (WasJustMoving[x][y] > 0)
7828 WasJustMoving[x][y]--;
7829 if (WasJustFalling[x][y] > 0)
7830 WasJustFalling[x][y]--;
7831 if (CheckCollision[x][y] > 0)
7832 CheckCollision[x][y]--;
7836 /* reset finished pushing action (not done in ContinueMoving() to allow
7837 continous pushing animation for elements with zero push delay) */
7838 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7840 ResetGfxAnimation(x, y);
7841 DrawLevelField(x, y);
7845 if (IS_BLOCKED(x, y))
7849 Blocked2Moving(x, y, &oldx, &oldy);
7850 if (!IS_MOVING(oldx, oldy))
7852 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7853 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7854 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7855 printf("GameActions(): This should never happen!\n");
7861 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7863 element = Feld[x][y];
7864 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7866 if (graphic_info[graphic].anim_global_sync)
7867 GfxFrame[x][y] = FrameCounter;
7869 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7870 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7871 ResetRandomAnimationValue(x, y);
7873 SetRandomAnimationValue(x, y);
7875 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7877 if (IS_INACTIVE(element))
7879 if (IS_ANIMATED(graphic))
7880 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7885 /* this may take place after moving, so 'element' may have changed */
7886 if (IS_CHANGING(x, y) &&
7887 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7889 int page = element_info[element].event_page_nr[CE_DELAY];
7891 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
7895 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
7899 ChangeElement(x, y, page);
7901 if (CAN_CHANGE(element))
7902 ChangeElement(x, y, page);
7904 if (HAS_ACTION(element))
7905 ExecuteCustomElementAction(x, y, element, page);
7910 element = Feld[x][y];
7911 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7914 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7918 element = Feld[x][y];
7919 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7921 if (IS_ANIMATED(graphic) &&
7924 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7926 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7927 EdelsteinFunkeln(x, y);
7929 else if ((element == EL_ACID ||
7930 element == EL_EXIT_OPEN ||
7931 element == EL_SP_EXIT_OPEN ||
7932 element == EL_SP_TERMINAL ||
7933 element == EL_SP_TERMINAL_ACTIVE ||
7934 element == EL_EXTRA_TIME ||
7935 element == EL_SHIELD_NORMAL ||
7936 element == EL_SHIELD_DEADLY) &&
7937 IS_ANIMATED(graphic))
7938 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7939 else if (IS_MOVING(x, y))
7940 ContinueMoving(x, y);
7941 else if (IS_ACTIVE_BOMB(element))
7942 CheckDynamite(x, y);
7943 else if (element == EL_AMOEBA_GROWING)
7944 AmoebeWaechst(x, y);
7945 else if (element == EL_AMOEBA_SHRINKING)
7946 AmoebaDisappearing(x, y);
7948 #if !USE_NEW_AMOEBA_CODE
7949 else if (IS_AMOEBALIVE(element))
7950 AmoebeAbleger(x, y);
7953 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7955 else if (element == EL_EXIT_CLOSED)
7957 else if (element == EL_SP_EXIT_CLOSED)
7959 else if (element == EL_EXPANDABLE_WALL_GROWING)
7961 else if (element == EL_EXPANDABLE_WALL ||
7962 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7963 element == EL_EXPANDABLE_WALL_VERTICAL ||
7964 element == EL_EXPANDABLE_WALL_ANY)
7966 else if (element == EL_FLAMES)
7967 CheckForDragon(x, y);
7968 else if (element == EL_EXPLOSION)
7969 ; /* drawing of correct explosion animation is handled separately */
7970 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7971 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7973 if (IS_BELT_ACTIVE(element))
7974 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7976 if (game.magic_wall_active)
7978 int jx = local_player->jx, jy = local_player->jy;
7980 /* play the element sound at the position nearest to the player */
7981 if ((element == EL_MAGIC_WALL_FULL ||
7982 element == EL_MAGIC_WALL_ACTIVE ||
7983 element == EL_MAGIC_WALL_EMPTYING ||
7984 element == EL_BD_MAGIC_WALL_FULL ||
7985 element == EL_BD_MAGIC_WALL_ACTIVE ||
7986 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7987 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7995 #if USE_NEW_AMOEBA_CODE
7996 /* new experimental amoeba growth stuff */
7997 if (!(FrameCounter % 8))
7999 static unsigned long random = 1684108901;
8001 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8003 x = RND(lev_fieldx);
8004 y = RND(lev_fieldy);
8005 element = Feld[x][y];
8007 if (!IS_PLAYER(x,y) &&
8008 (element == EL_EMPTY ||
8009 CAN_GROW_INTO(element) ||
8010 element == EL_QUICKSAND_EMPTY ||
8011 element == EL_ACID_SPLASH_LEFT ||
8012 element == EL_ACID_SPLASH_RIGHT))
8014 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8015 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8016 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8017 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8018 Feld[x][y] = EL_AMOEBA_DROP;
8021 random = random * 129 + 1;
8027 if (game.explosions_delayed)
8030 game.explosions_delayed = FALSE;
8032 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8034 element = Feld[x][y];
8036 if (ExplodeField[x][y])
8037 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8038 else if (element == EL_EXPLOSION)
8039 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8041 ExplodeField[x][y] = EX_TYPE_NONE;
8044 game.explosions_delayed = TRUE;
8047 if (game.magic_wall_active)
8049 if (!(game.magic_wall_time_left % 4))
8051 int element = Feld[magic_wall_x][magic_wall_y];
8053 if (element == EL_BD_MAGIC_WALL_FULL ||
8054 element == EL_BD_MAGIC_WALL_ACTIVE ||
8055 element == EL_BD_MAGIC_WALL_EMPTYING)
8056 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8058 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8061 if (game.magic_wall_time_left > 0)
8063 game.magic_wall_time_left--;
8064 if (!game.magic_wall_time_left)
8066 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8068 element = Feld[x][y];
8070 if (element == EL_MAGIC_WALL_ACTIVE ||
8071 element == EL_MAGIC_WALL_FULL)
8073 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8074 DrawLevelField(x, y);
8076 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8077 element == EL_BD_MAGIC_WALL_FULL)
8079 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8080 DrawLevelField(x, y);
8084 game.magic_wall_active = FALSE;
8089 if (game.light_time_left > 0)
8091 game.light_time_left--;
8093 if (game.light_time_left == 0)
8094 RedrawAllLightSwitchesAndInvisibleElements();
8097 if (game.timegate_time_left > 0)
8099 game.timegate_time_left--;
8101 if (game.timegate_time_left == 0)
8102 CloseAllOpenTimegates();
8105 for (i = 0; i < MAX_PLAYERS; i++)
8107 struct PlayerInfo *player = &stored_player[i];
8109 if (SHIELD_ON(player))
8111 if (player->shield_deadly_time_left)
8112 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8113 else if (player->shield_normal_time_left)
8114 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8118 if (TimeFrames >= FRAMES_PER_SECOND)
8123 for (i = 0; i < MAX_PLAYERS; i++)
8125 struct PlayerInfo *player = &stored_player[i];
8127 if (SHIELD_ON(player))
8129 player->shield_normal_time_left--;
8131 if (player->shield_deadly_time_left > 0)
8132 player->shield_deadly_time_left--;
8136 if (!level.use_step_counter)
8144 if (TimeLeft <= 10 && setup.time_limit)
8145 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8147 DrawGameValue_Time(TimeLeft);
8149 if (!TimeLeft && setup.time_limit)
8150 for (i = 0; i < MAX_PLAYERS; i++)
8151 KillPlayer(&stored_player[i]);
8153 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8154 DrawGameValue_Time(TimePlayed);
8157 if (tape.recording || tape.playing)
8158 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8162 PlayAllPlayersSound();
8164 if (options.debug) /* calculate frames per second */
8166 static unsigned long fps_counter = 0;
8167 static int fps_frames = 0;
8168 unsigned long fps_delay_ms = Counter() - fps_counter;
8172 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8174 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8177 fps_counter = Counter();
8180 redraw_mask |= REDRAW_FPS;
8183 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8185 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8187 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8189 local_player->show_envelope = 0;
8192 /* use random number generator in every frame to make it less predictable */
8193 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8197 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8199 int min_x = x, min_y = y, max_x = x, max_y = y;
8202 for (i = 0; i < MAX_PLAYERS; i++)
8204 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8206 if (!stored_player[i].active || &stored_player[i] == player)
8209 min_x = MIN(min_x, jx);
8210 min_y = MIN(min_y, jy);
8211 max_x = MAX(max_x, jx);
8212 max_y = MAX(max_y, jy);
8215 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8218 static boolean AllPlayersInVisibleScreen()
8222 for (i = 0; i < MAX_PLAYERS; i++)
8224 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8226 if (!stored_player[i].active)
8229 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8236 void ScrollLevel(int dx, int dy)
8238 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8241 BlitBitmap(drawto_field, drawto_field,
8242 FX + TILEX * (dx == -1) - softscroll_offset,
8243 FY + TILEY * (dy == -1) - softscroll_offset,
8244 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8245 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8246 FX + TILEX * (dx == 1) - softscroll_offset,
8247 FY + TILEY * (dy == 1) - softscroll_offset);
8251 x = (dx == 1 ? BX1 : BX2);
8252 for (y = BY1; y <= BY2; y++)
8253 DrawScreenField(x, y);
8258 y = (dy == 1 ? BY1 : BY2);
8259 for (x = BX1; x <= BX2; x++)
8260 DrawScreenField(x, y);
8263 redraw_mask |= REDRAW_FIELD;
8266 static boolean canFallDown(struct PlayerInfo *player)
8268 int jx = player->jx, jy = player->jy;
8270 return (IN_LEV_FIELD(jx, jy + 1) &&
8271 (IS_FREE(jx, jy + 1) ||
8272 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8273 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8274 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8277 static boolean canPassField(int x, int y, int move_dir)
8279 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8280 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8281 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8284 int element = Feld[x][y];
8286 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8287 !CAN_MOVE(element) &&
8288 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8289 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8290 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8293 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8295 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8296 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8297 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8301 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8302 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8303 (IS_DIGGABLE(Feld[newx][newy]) ||
8304 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8305 canPassField(newx, newy, move_dir)));
8308 static void CheckGravityMovement(struct PlayerInfo *player)
8310 if (game.gravity && !player->programmed_action)
8312 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8313 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8314 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8315 int jx = player->jx, jy = player->jy;
8316 boolean player_is_moving_to_valid_field =
8317 (!player_is_snapping &&
8318 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8319 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8320 boolean player_can_fall_down = canFallDown(player);
8322 if (player_can_fall_down &&
8323 !player_is_moving_to_valid_field)
8324 player->programmed_action = MV_DOWN;
8328 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8330 return CheckGravityMovement(player);
8332 if (game.gravity && !player->programmed_action)
8334 int jx = player->jx, jy = player->jy;
8335 boolean field_under_player_is_free =
8336 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8337 boolean player_is_standing_on_valid_field =
8338 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8339 (IS_WALKABLE(Feld[jx][jy]) &&
8340 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8342 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8343 player->programmed_action = MV_DOWN;
8349 -----------------------------------------------------------------------------
8350 dx, dy: direction (non-diagonal) to try to move the player to
8351 real_dx, real_dy: direction as read from input device (can be diagonal)
8354 boolean MovePlayerOneStep(struct PlayerInfo *player,
8355 int dx, int dy, int real_dx, int real_dy)
8357 int jx = player->jx, jy = player->jy;
8358 int new_jx = jx + dx, new_jy = jy + dy;
8362 if (!player->active || (!dx && !dy))
8363 return MF_NO_ACTION;
8365 player->MovDir = (dx < 0 ? MV_LEFT :
8368 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8370 if (!IN_LEV_FIELD(new_jx, new_jy))
8371 return MF_NO_ACTION;
8373 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8374 return MF_NO_ACTION;
8376 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8378 if (DONT_RUN_INTO(element))
8380 if (element == EL_ACID && dx == 0 && dy == 1)
8382 SplashAcid(new_jx, new_jy);
8383 Feld[jx][jy] = EL_PLAYER_1;
8384 InitMovingField(jx, jy, MV_DOWN);
8385 Store[jx][jy] = EL_ACID;
8386 ContinueMoving(jx, jy);
8390 TestIfPlayerRunsIntoBadThing(jx, jy, player->MovDir);
8395 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8396 if (can_move != MF_MOVING)
8399 /* check if DigField() has caused relocation of the player */
8400 if (player->jx != jx || player->jy != jy)
8401 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8403 StorePlayer[jx][jy] = 0;
8404 player->last_jx = jx;
8405 player->last_jy = jy;
8406 player->jx = new_jx;
8407 player->jy = new_jy;
8408 StorePlayer[new_jx][new_jy] = player->element_nr;
8410 if (player->move_delay_value_next != -1)
8412 player->move_delay_value = player->move_delay_value_next;
8413 player->move_delay_value_next = -1;
8417 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8419 player->step_counter++;
8421 PlayerVisit[jx][jy] = FrameCounter;
8423 ScrollPlayer(player, SCROLL_INIT);
8428 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8430 int jx = player->jx, jy = player->jy;
8431 int old_jx = jx, old_jy = jy;
8432 int moved = MF_NO_ACTION;
8434 if (!player->active)
8439 if (player->MovPos == 0)
8441 player->is_moving = FALSE;
8442 player->is_digging = FALSE;
8443 player->is_collecting = FALSE;
8444 player->is_snapping = FALSE;
8445 player->is_pushing = FALSE;
8451 if (player->move_delay > 0)
8454 player->move_delay = -1; /* set to "uninitialized" value */
8456 /* store if player is automatically moved to next field */
8457 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8459 /* remove the last programmed player action */
8460 player->programmed_action = 0;
8464 /* should only happen if pre-1.2 tape recordings are played */
8465 /* this is only for backward compatibility */
8467 int original_move_delay_value = player->move_delay_value;
8470 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8474 /* scroll remaining steps with finest movement resolution */
8475 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8477 while (player->MovPos)
8479 ScrollPlayer(player, SCROLL_GO_ON);
8480 ScrollScreen(NULL, SCROLL_GO_ON);
8482 AdvanceFrameAndPlayerCounters(player->index_nr);
8488 player->move_delay_value = original_move_delay_value;
8491 if (player->last_move_dir & MV_HORIZONTAL)
8493 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8494 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8498 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8499 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8505 if (moved & MF_MOVING && !ScreenMovPos &&
8506 (player == local_player || !options.network))
8508 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8509 int offset = (setup.scroll_delay ? 3 : 0);
8511 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8513 /* actual player has left the screen -- scroll in that direction */
8514 if (jx != old_jx) /* player has moved horizontally */
8515 scroll_x += (jx - old_jx);
8516 else /* player has moved vertically */
8517 scroll_y += (jy - old_jy);
8521 if (jx != old_jx) /* player has moved horizontally */
8523 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8524 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8525 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8527 /* don't scroll over playfield boundaries */
8528 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8529 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8531 /* don't scroll more than one field at a time */
8532 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8534 /* don't scroll against the player's moving direction */
8535 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8536 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8537 scroll_x = old_scroll_x;
8539 else /* player has moved vertically */
8541 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8542 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8543 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8545 /* don't scroll over playfield boundaries */
8546 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8547 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8549 /* don't scroll more than one field at a time */
8550 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8552 /* don't scroll against the player's moving direction */
8553 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8554 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8555 scroll_y = old_scroll_y;
8559 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8561 if (!options.network && !AllPlayersInVisibleScreen())
8563 scroll_x = old_scroll_x;
8564 scroll_y = old_scroll_y;
8568 ScrollScreen(player, SCROLL_INIT);
8569 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8574 player->StepFrame = 0;
8576 if (moved & MF_MOVING)
8578 if (old_jx != jx && old_jy == jy)
8579 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8580 else if (old_jx == jx && old_jy != jy)
8581 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8583 DrawLevelField(jx, jy); /* for "crumbled sand" */
8585 player->last_move_dir = player->MovDir;
8586 player->is_moving = TRUE;
8587 player->is_snapping = FALSE;
8588 player->is_switching = FALSE;
8589 player->is_dropping = FALSE;
8593 CheckGravityMovementWhenNotMoving(player);
8595 player->is_moving = FALSE;
8597 /* at this point, the player is allowed to move, but cannot move right now
8598 (e.g. because of something blocking the way) -- ensure that the player
8599 is also allowed to move in the next frame (in old versions before 3.1.1,
8600 the player was forced to wait again for eight frames before next try) */
8602 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8603 player->move_delay = 0; /* allow direct movement in the next frame */
8606 if (player->move_delay == -1) /* not yet initialized by DigField() */
8607 player->move_delay = player->move_delay_value;
8609 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8611 TestIfPlayerTouchesBadThing(jx, jy);
8612 TestIfPlayerTouchesCustomElement(jx, jy);
8615 if (!player->active)
8616 RemovePlayer(player);
8621 void ScrollPlayer(struct PlayerInfo *player, int mode)
8623 int jx = player->jx, jy = player->jy;
8624 int last_jx = player->last_jx, last_jy = player->last_jy;
8625 int move_stepsize = TILEX / player->move_delay_value;
8627 #if USE_NEW_PLAYER_SPEED
8628 if (!player->active)
8631 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
8634 if (!player->active || player->MovPos == 0)
8638 if (mode == SCROLL_INIT)
8640 player->actual_frame_counter = FrameCounter;
8641 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8643 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8644 Feld[last_jx][last_jy] == EL_EMPTY)
8646 int last_field_block_delay = 0; /* start with no blocking at all */
8647 int block_delay_adjustment = player->block_delay_adjustment;
8649 /* if player blocks last field, add delay for exactly one move */
8650 if (player->block_last_field)
8652 last_field_block_delay += player->move_delay_value;
8654 /* when blocking enabled, prevent moving up despite gravity */
8655 if (game.gravity && player->MovDir == MV_UP)
8656 block_delay_adjustment = -1;
8659 /* add block delay adjustment (also possible when not blocking) */
8660 last_field_block_delay += block_delay_adjustment;
8662 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8663 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8666 #if USE_NEW_PLAYER_SPEED
8667 if (player->MovPos != 0) /* player has not yet reached destination */
8673 else if (!FrameReached(&player->actual_frame_counter, 1))
8677 printf("::: player->MovPos: %d -> %d\n",
8679 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
8682 #if USE_NEW_PLAYER_SPEED
8683 if (player->MovPos != 0)
8685 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8686 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8688 /* before DrawPlayer() to draw correct player graphic for this case */
8689 if (player->MovPos == 0)
8690 CheckGravityMovement(player);
8693 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8694 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8696 /* before DrawPlayer() to draw correct player graphic for this case */
8697 if (player->MovPos == 0)
8698 CheckGravityMovement(player);
8701 if (player->MovPos == 0) /* player reached destination field */
8704 printf("::: player reached destination field\n");
8707 if (player->move_delay_reset_counter > 0)
8709 player->move_delay_reset_counter--;
8711 if (player->move_delay_reset_counter == 0)
8713 /* continue with normal speed after quickly moving through gate */
8714 HALVE_PLAYER_SPEED(player);
8716 /* be able to make the next move without delay */
8717 player->move_delay = 0;
8721 player->last_jx = jx;
8722 player->last_jy = jy;
8724 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8725 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8726 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8728 DrawPlayer(player); /* needed here only to cleanup last field */
8729 RemovePlayer(player);
8731 if (local_player->friends_still_needed == 0 ||
8732 IS_SP_ELEMENT(Feld[jx][jy]))
8733 player->LevelSolved = player->GameOver = TRUE;
8736 /* this breaks one level: "machine", level 000 */
8738 int move_direction = player->MovDir;
8739 int enter_side = MV_DIR_OPPOSITE(move_direction);
8740 int leave_side = move_direction;
8741 int old_jx = last_jx;
8742 int old_jy = last_jy;
8743 int old_element = Feld[old_jx][old_jy];
8744 int new_element = Feld[jx][jy];
8746 if (IS_CUSTOM_ELEMENT(old_element))
8747 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8749 player->index_bit, leave_side);
8751 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8752 player->index_bit, leave_side);
8754 if (IS_CUSTOM_ELEMENT(new_element))
8755 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8756 player->index_bit, enter_side);
8758 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8759 player->index_bit, enter_side);
8762 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8764 TestIfPlayerTouchesBadThing(jx, jy);
8765 TestIfPlayerTouchesCustomElement(jx, jy);
8767 /* needed because pushed element has not yet reached its destination,
8768 so it would trigger a change event at its previous field location */
8769 if (!player->is_pushing)
8770 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8772 if (!player->active)
8773 RemovePlayer(player);
8776 if (level.use_step_counter)
8786 if (TimeLeft <= 10 && setup.time_limit)
8787 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8789 DrawGameValue_Time(TimeLeft);
8791 if (!TimeLeft && setup.time_limit)
8792 for (i = 0; i < MAX_PLAYERS; i++)
8793 KillPlayer(&stored_player[i]);
8795 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8796 DrawGameValue_Time(TimePlayed);
8799 if (tape.single_step && tape.recording && !tape.pausing &&
8800 !player->programmed_action)
8801 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8805 void ScrollScreen(struct PlayerInfo *player, int mode)
8807 static unsigned long screen_frame_counter = 0;
8809 if (mode == SCROLL_INIT)
8811 /* set scrolling step size according to actual player's moving speed */
8812 ScrollStepSize = TILEX / player->move_delay_value;
8814 screen_frame_counter = FrameCounter;
8815 ScreenMovDir = player->MovDir;
8816 ScreenMovPos = player->MovPos;
8817 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8820 else if (!FrameReached(&screen_frame_counter, 1))
8825 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8826 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8827 redraw_mask |= REDRAW_FIELD;
8830 ScreenMovDir = MV_NO_MOVING;
8833 void TestIfPlayerTouchesCustomElement(int x, int y)
8835 static int xy[4][2] =
8842 static int trigger_sides[4][2] =
8844 /* center side border side */
8845 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8846 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8847 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8848 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8850 static int touch_dir[4] =
8857 int center_element = Feld[x][y]; /* should always be non-moving! */
8860 for (i = 0; i < NUM_DIRECTIONS; i++)
8862 int xx = x + xy[i][0];
8863 int yy = y + xy[i][1];
8864 int center_side = trigger_sides[i][0];
8865 int border_side = trigger_sides[i][1];
8868 if (!IN_LEV_FIELD(xx, yy))
8871 if (IS_PLAYER(x, y))
8873 struct PlayerInfo *player = PLAYERINFO(x, y);
8875 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8876 border_element = Feld[xx][yy]; /* may be moving! */
8877 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8878 border_element = Feld[xx][yy];
8879 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8880 border_element = MovingOrBlocked2Element(xx, yy);
8882 continue; /* center and border element do not touch */
8884 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8885 player->index_bit, border_side);
8886 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8887 player->index_bit, border_side);
8889 else if (IS_PLAYER(xx, yy))
8891 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8893 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8895 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8896 continue; /* center and border element do not touch */
8899 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8900 player->index_bit, center_side);
8901 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8902 player->index_bit, center_side);
8908 void TestIfElementTouchesCustomElement(int x, int y)
8910 static int xy[4][2] =
8917 static int trigger_sides[4][2] =
8919 /* center side border side */
8920 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8921 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8922 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8923 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8925 static int touch_dir[4] =
8932 boolean change_center_element = FALSE;
8933 int center_element = Feld[x][y]; /* should always be non-moving! */
8936 for (i = 0; i < NUM_DIRECTIONS; i++)
8938 int xx = x + xy[i][0];
8939 int yy = y + xy[i][1];
8940 int center_side = trigger_sides[i][0];
8941 int border_side = trigger_sides[i][1];
8944 if (!IN_LEV_FIELD(xx, yy))
8947 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8948 border_element = Feld[xx][yy]; /* may be moving! */
8949 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8950 border_element = Feld[xx][yy];
8951 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8952 border_element = MovingOrBlocked2Element(xx, yy);
8954 continue; /* center and border element do not touch */
8956 /* check for change of center element (but change it only once) */
8957 if (!change_center_element)
8958 change_center_element =
8959 CheckElementChangeBySide(x, y, center_element, border_element,
8960 CE_TOUCHING_X, border_side);
8962 /* check for change of border element */
8963 CheckElementChangeBySide(xx, yy, border_element, center_element,
8964 CE_TOUCHING_X, center_side);
8968 void TestIfElementHitsCustomElement(int x, int y, int direction)
8970 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8971 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8972 int hitx = x + dx, hity = y + dy;
8973 int hitting_element = Feld[x][y];
8974 int touched_element;
8976 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8979 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8980 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8982 if (IN_LEV_FIELD(hitx, hity))
8984 int opposite_direction = MV_DIR_OPPOSITE(direction);
8985 int hitting_side = direction;
8986 int touched_side = opposite_direction;
8987 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8988 MovDir[hitx][hity] != direction ||
8989 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8995 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8996 CE_HITTING_X, touched_side);
8998 CheckElementChangeBySide(hitx, hity, touched_element,
8999 hitting_element, CE_HIT_BY_X, hitting_side);
9001 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9002 CE_HIT_BY_SOMETHING, opposite_direction);
9006 /* "hitting something" is also true when hitting the playfield border */
9007 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9008 CE_HITTING_SOMETHING, direction);
9012 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9014 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9015 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9016 int hitx = x + dx, hity = y + dy;
9017 int hitting_element = Feld[x][y];
9018 int touched_element;
9020 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9021 !IS_FREE(hitx, hity) &&
9022 (!IS_MOVING(hitx, hity) ||
9023 MovDir[hitx][hity] != direction ||
9024 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9027 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9031 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9035 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9036 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9038 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9039 EP_CAN_SMASH_EVERYTHING, direction);
9041 if (IN_LEV_FIELD(hitx, hity))
9043 int opposite_direction = MV_DIR_OPPOSITE(direction);
9044 int hitting_side = direction;
9045 int touched_side = opposite_direction;
9047 int touched_element = MovingOrBlocked2Element(hitx, hity);
9050 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9051 MovDir[hitx][hity] != direction ||
9052 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9061 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9062 CE_SMASHED_BY_SOMETHING, opposite_direction);
9064 CheckElementChangeBySide(x, y, hitting_element, touched_element,
9065 CE_OTHER_IS_SMASHING, touched_side);
9067 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
9068 CE_OTHER_GETS_SMASHED, hitting_side);
9074 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9076 int i, kill_x = -1, kill_y = -1;
9077 int bad_element = -1;
9078 static int test_xy[4][2] =
9085 static int test_dir[4] =
9093 for (i = 0; i < NUM_DIRECTIONS; i++)
9095 int test_x, test_y, test_move_dir, test_element;
9097 test_x = good_x + test_xy[i][0];
9098 test_y = good_y + test_xy[i][1];
9100 if (!IN_LEV_FIELD(test_x, test_y))
9104 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9106 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9108 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9109 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9111 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9112 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9116 bad_element = test_element;
9122 if (kill_x != -1 || kill_y != -1)
9124 if (IS_PLAYER(good_x, good_y))
9126 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9128 if (player->shield_deadly_time_left > 0 &&
9129 !IS_INDESTRUCTIBLE(bad_element))
9130 Bang(kill_x, kill_y);
9131 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9135 Bang(good_x, good_y);
9139 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9141 int i, kill_x = -1, kill_y = -1;
9142 int bad_element = Feld[bad_x][bad_y];
9143 static int test_xy[4][2] =
9150 static int touch_dir[4] =
9157 static int test_dir[4] =
9165 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9168 for (i = 0; i < NUM_DIRECTIONS; i++)
9170 int test_x, test_y, test_move_dir, test_element;
9172 test_x = bad_x + test_xy[i][0];
9173 test_y = bad_y + test_xy[i][1];
9174 if (!IN_LEV_FIELD(test_x, test_y))
9178 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9180 test_element = Feld[test_x][test_y];
9182 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9183 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9185 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9186 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9188 /* good thing is player or penguin that does not move away */
9189 if (IS_PLAYER(test_x, test_y))
9191 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9193 if (bad_element == EL_ROBOT && player->is_moving)
9194 continue; /* robot does not kill player if he is moving */
9196 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9198 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9199 continue; /* center and border element do not touch */
9206 else if (test_element == EL_PENGUIN)
9215 if (kill_x != -1 || kill_y != -1)
9217 if (IS_PLAYER(kill_x, kill_y))
9219 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9221 if (player->shield_deadly_time_left > 0 &&
9222 !IS_INDESTRUCTIBLE(bad_element))
9224 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9228 Bang(kill_x, kill_y);
9232 void TestIfPlayerTouchesBadThing(int x, int y)
9234 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9237 void TestIfPlayerRunsIntoBadThing(int x, int y, int move_dir)
9239 TestIfGoodThingHitsBadThing(x, y, move_dir);
9242 void TestIfBadThingTouchesPlayer(int x, int y)
9244 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9247 void TestIfBadThingRunsIntoPlayer(int x, int y, int move_dir)
9249 TestIfBadThingHitsGoodThing(x, y, move_dir);
9252 void TestIfFriendTouchesBadThing(int x, int y)
9254 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9257 void TestIfBadThingTouchesFriend(int x, int y)
9259 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9262 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9264 int i, kill_x = bad_x, kill_y = bad_y;
9265 static int xy[4][2] =
9273 for (i = 0; i < NUM_DIRECTIONS; i++)
9277 x = bad_x + xy[i][0];
9278 y = bad_y + xy[i][1];
9279 if (!IN_LEV_FIELD(x, y))
9282 element = Feld[x][y];
9283 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9284 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9292 if (kill_x != bad_x || kill_y != bad_y)
9296 void KillPlayer(struct PlayerInfo *player)
9298 int jx = player->jx, jy = player->jy;
9300 if (!player->active)
9303 /* remove accessible field at the player's position */
9304 Feld[jx][jy] = EL_EMPTY;
9306 /* deactivate shield (else Bang()/Explode() would not work right) */
9307 player->shield_normal_time_left = 0;
9308 player->shield_deadly_time_left = 0;
9314 static void KillPlayerUnlessEnemyProtected(int x, int y)
9316 if (!PLAYER_ENEMY_PROTECTED(x, y))
9317 KillPlayer(PLAYERINFO(x, y));
9320 static void KillPlayerUnlessExplosionProtected(int x, int y)
9322 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9323 KillPlayer(PLAYERINFO(x, y));
9326 void BuryPlayer(struct PlayerInfo *player)
9328 int jx = player->jx, jy = player->jy;
9330 if (!player->active)
9333 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9334 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9336 player->GameOver = TRUE;
9337 RemovePlayer(player);
9340 void RemovePlayer(struct PlayerInfo *player)
9342 int jx = player->jx, jy = player->jy;
9343 int i, found = FALSE;
9345 player->present = FALSE;
9346 player->active = FALSE;
9348 if (!ExplodeField[jx][jy])
9349 StorePlayer[jx][jy] = 0;
9351 if (player->is_moving)
9352 DrawLevelField(player->last_jx, player->last_jy);
9354 for (i = 0; i < MAX_PLAYERS; i++)
9355 if (stored_player[i].active)
9359 AllPlayersGone = TRUE;
9366 =============================================================================
9367 checkDiagonalPushing()
9368 -----------------------------------------------------------------------------
9369 check if diagonal input device direction results in pushing of object
9370 (by checking if the alternative direction is walkable, diggable, ...)
9371 =============================================================================
9374 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9375 int x, int y, int real_dx, int real_dy)
9377 int jx, jy, dx, dy, xx, yy;
9379 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9382 /* diagonal direction: check alternative direction */
9387 xx = jx + (dx == 0 ? real_dx : 0);
9388 yy = jy + (dy == 0 ? real_dy : 0);
9390 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9394 =============================================================================
9396 -----------------------------------------------------------------------------
9397 x, y: field next to player (non-diagonal) to try to dig to
9398 real_dx, real_dy: direction as read from input device (can be diagonal)
9399 =============================================================================
9402 int DigField(struct PlayerInfo *player,
9403 int oldx, int oldy, int x, int y,
9404 int real_dx, int real_dy, int mode)
9406 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9407 boolean player_was_pushing = player->is_pushing;
9408 int jx = oldx, jy = oldy;
9409 int dx = x - jx, dy = y - jy;
9410 int nextx = x + dx, nexty = y + dy;
9411 int move_direction = (dx == -1 ? MV_LEFT :
9412 dx == +1 ? MV_RIGHT :
9414 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9415 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9416 int dig_side = MV_DIR_OPPOSITE(move_direction);
9417 int old_element = Feld[jx][jy];
9421 if (is_player) /* function can also be called by EL_PENGUIN */
9423 if (player->MovPos == 0)
9425 player->is_digging = FALSE;
9426 player->is_collecting = FALSE;
9429 if (player->MovPos == 0) /* last pushing move finished */
9430 player->is_pushing = FALSE;
9432 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9434 player->is_switching = FALSE;
9435 player->push_delay = -1;
9437 return MF_NO_ACTION;
9441 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9442 return MF_NO_ACTION;
9444 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9445 old_element = Back[jx][jy];
9447 /* in case of element dropped at player position, check background */
9448 else if (Back[jx][jy] != EL_EMPTY &&
9449 game.engine_version >= VERSION_IDENT(2,2,0,0))
9450 old_element = Back[jx][jy];
9452 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9453 return MF_NO_ACTION; /* field has no opening in this direction */
9455 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9456 return MF_NO_ACTION; /* field has no opening in this direction */
9458 element = Feld[x][y];
9459 #if USE_NEW_COLLECT_COUNT
9460 collect_count = Count[x][y];
9462 collect_count = element_info[element].collect_count_initial;
9466 if (element != EL_BLOCKED &&
9467 Count[x][y] != element_info[element].collect_count_initial)
9468 printf("::: %d: %d != %d\n",
9471 element_info[element].collect_count_initial);
9474 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9475 return MF_NO_ACTION;
9477 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9478 game.engine_version >= VERSION_IDENT(2,2,0,0))
9479 return MF_NO_ACTION;
9481 if (game.gravity && is_player && !player->is_auto_moving &&
9482 canFallDown(player) && move_direction != MV_DOWN &&
9483 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9484 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9486 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9488 int sound_element = SND_ELEMENT(element);
9489 int sound_action = ACTION_WALKING;
9491 if (IS_RND_GATE(element))
9493 if (!player->key[RND_GATE_NR(element)])
9494 return MF_NO_ACTION;
9496 else if (IS_RND_GATE_GRAY(element))
9498 if (!player->key[RND_GATE_GRAY_NR(element)])
9499 return MF_NO_ACTION;
9501 else if (element == EL_EXIT_OPEN ||
9502 element == EL_SP_EXIT_OPEN ||
9503 element == EL_SP_EXIT_OPENING)
9505 sound_action = ACTION_PASSING; /* player is passing exit */
9507 else if (element == EL_EMPTY)
9509 sound_action = ACTION_MOVING; /* nothing to walk on */
9512 /* play sound from background or player, whatever is available */
9513 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9514 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9516 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9518 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9520 if (!ACCESS_FROM(element, opposite_direction))
9521 return MF_NO_ACTION; /* field not accessible from this direction */
9523 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9524 return MF_NO_ACTION;
9526 if (IS_EM_GATE(element))
9528 if (!player->key[EM_GATE_NR(element)])
9529 return MF_NO_ACTION;
9531 else if (IS_EM_GATE_GRAY(element))
9533 if (!player->key[EM_GATE_GRAY_NR(element)])
9534 return MF_NO_ACTION;
9536 else if (IS_SP_PORT(element))
9538 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9539 element == EL_SP_GRAVITY_PORT_RIGHT ||
9540 element == EL_SP_GRAVITY_PORT_UP ||
9541 element == EL_SP_GRAVITY_PORT_DOWN)
9542 game.gravity = !game.gravity;
9543 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9544 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9545 element == EL_SP_GRAVITY_ON_PORT_UP ||
9546 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9547 game.gravity = TRUE;
9548 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9549 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9550 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9551 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9552 game.gravity = FALSE;
9555 /* automatically move to the next field with double speed */
9556 player->programmed_action = move_direction;
9558 if (player->move_delay_reset_counter == 0)
9560 player->move_delay_reset_counter = 2; /* two double speed steps */
9562 DOUBLE_PLAYER_SPEED(player);
9565 PlayLevelSoundAction(x, y, ACTION_PASSING);
9567 else if (IS_DIGGABLE(element))
9571 if (mode != DF_SNAP)
9573 GfxElement[x][y] = GFX_ELEMENT(element);
9574 player->is_digging = TRUE;
9577 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9579 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9580 player->index_bit, dig_side);
9582 if (mode == DF_SNAP)
9583 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9585 else if (IS_COLLECTIBLE(element))
9589 if (is_player && mode != DF_SNAP)
9591 GfxElement[x][y] = element;
9592 player->is_collecting = TRUE;
9595 if (element == EL_SPEED_PILL)
9597 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9599 else if (element == EL_EXTRA_TIME && level.time > 0)
9602 DrawGameValue_Time(TimeLeft);
9604 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9606 player->shield_normal_time_left += 10;
9607 if (element == EL_SHIELD_DEADLY)
9608 player->shield_deadly_time_left += 10;
9610 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9612 if (player->inventory_size < MAX_INVENTORY_SIZE)
9613 player->inventory_element[player->inventory_size++] = element;
9615 DrawGameValue_Dynamite(local_player->inventory_size);
9617 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9619 player->dynabomb_count++;
9620 player->dynabombs_left++;
9622 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9624 player->dynabomb_size++;
9626 else if (element == EL_DYNABOMB_INCREASE_POWER)
9628 player->dynabomb_xl = TRUE;
9630 else if (IS_KEY(element))
9632 player->key[KEY_NR(element)] = TRUE;
9634 DrawGameValue_Keys(player->key);
9636 redraw_mask |= REDRAW_DOOR_1;
9638 else if (IS_ENVELOPE(element))
9640 player->show_envelope = element;
9642 else if (IS_DROPPABLE(element) ||
9643 IS_THROWABLE(element)) /* can be collected and dropped */
9647 if (collect_count == 0)
9648 player->inventory_infinite_element = element;
9650 for (i = 0; i < collect_count; i++)
9651 if (player->inventory_size < MAX_INVENTORY_SIZE)
9652 player->inventory_element[player->inventory_size++] = element;
9654 DrawGameValue_Dynamite(local_player->inventory_size);
9656 else if (collect_count > 0)
9658 local_player->gems_still_needed -= collect_count;
9659 if (local_player->gems_still_needed < 0)
9660 local_player->gems_still_needed = 0;
9662 DrawGameValue_Emeralds(local_player->gems_still_needed);
9665 RaiseScoreElement(element);
9666 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9669 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9670 player->index_bit, dig_side);
9672 if (mode == DF_SNAP)
9673 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9675 else if (IS_PUSHABLE(element))
9677 if (mode == DF_SNAP && element != EL_BD_ROCK)
9678 return MF_NO_ACTION;
9680 if (CAN_FALL(element) && dy)
9681 return MF_NO_ACTION;
9683 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9684 !(element == EL_SPRING && level.use_spring_bug))
9685 return MF_NO_ACTION;
9687 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9688 ((move_direction & MV_VERTICAL &&
9689 ((element_info[element].move_pattern & MV_LEFT &&
9690 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9691 (element_info[element].move_pattern & MV_RIGHT &&
9692 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9693 (move_direction & MV_HORIZONTAL &&
9694 ((element_info[element].move_pattern & MV_UP &&
9695 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9696 (element_info[element].move_pattern & MV_DOWN &&
9697 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9698 return MF_NO_ACTION;
9700 /* do not push elements already moving away faster than player */
9701 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9702 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9703 return MF_NO_ACTION;
9705 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9707 if (player->push_delay_value == -1 || !player_was_pushing)
9708 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9710 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9712 if (player->push_delay_value == -1)
9713 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9715 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9717 if (!player->is_pushing)
9718 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9721 player->is_pushing = TRUE;
9723 if (!(IN_LEV_FIELD(nextx, nexty) &&
9724 (IS_FREE(nextx, nexty) ||
9725 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9726 IS_SB_ELEMENT(element)))))
9727 return MF_NO_ACTION;
9729 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9730 return MF_NO_ACTION;
9732 if (player->push_delay == -1) /* new pushing; restart delay */
9733 player->push_delay = 0;
9735 if (player->push_delay < player->push_delay_value &&
9736 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9737 element != EL_SPRING && element != EL_BALLOON)
9739 /* make sure that there is no move delay before next try to push */
9740 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9741 player->move_delay = 0;
9743 return MF_NO_ACTION;
9746 if (IS_SB_ELEMENT(element))
9748 if (element == EL_SOKOBAN_FIELD_FULL)
9750 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9751 local_player->sokobanfields_still_needed++;
9754 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9756 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9757 local_player->sokobanfields_still_needed--;
9760 Feld[x][y] = EL_SOKOBAN_OBJECT;
9762 if (Back[x][y] == Back[nextx][nexty])
9763 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9764 else if (Back[x][y] != 0)
9765 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9768 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9771 if (local_player->sokobanfields_still_needed == 0 &&
9772 game.emulation == EMU_SOKOBAN)
9774 player->LevelSolved = player->GameOver = TRUE;
9775 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9779 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9781 InitMovingField(x, y, move_direction);
9782 GfxAction[x][y] = ACTION_PUSHING;
9784 if (mode == DF_SNAP)
9785 ContinueMoving(x, y);
9787 MovPos[x][y] = (dx != 0 ? dx : dy);
9789 Pushed[x][y] = TRUE;
9790 Pushed[nextx][nexty] = TRUE;
9792 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9793 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9795 player->push_delay_value = -1; /* get new value later */
9797 /* check for element change _after_ element has been pushed */
9798 if (game.use_change_when_pushing_bug)
9800 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9801 player->index_bit, dig_side);
9802 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9803 player->index_bit, dig_side);
9806 else if (IS_SWITCHABLE(element))
9808 if (PLAYER_SWITCHING(player, x, y))
9810 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9811 player->index_bit, dig_side);
9816 player->is_switching = TRUE;
9817 player->switch_x = x;
9818 player->switch_y = y;
9820 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9822 if (element == EL_ROBOT_WHEEL)
9824 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9828 DrawLevelField(x, y);
9830 else if (element == EL_SP_TERMINAL)
9834 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9836 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9838 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9839 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9842 else if (IS_BELT_SWITCH(element))
9844 ToggleBeltSwitch(x, y);
9846 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9847 element == EL_SWITCHGATE_SWITCH_DOWN)
9849 ToggleSwitchgateSwitch(x, y);
9851 else if (element == EL_LIGHT_SWITCH ||
9852 element == EL_LIGHT_SWITCH_ACTIVE)
9854 ToggleLightSwitch(x, y);
9856 else if (element == EL_TIMEGATE_SWITCH)
9858 ActivateTimegateSwitch(x, y);
9860 else if (element == EL_BALLOON_SWITCH_LEFT ||
9861 element == EL_BALLOON_SWITCH_RIGHT ||
9862 element == EL_BALLOON_SWITCH_UP ||
9863 element == EL_BALLOON_SWITCH_DOWN ||
9864 element == EL_BALLOON_SWITCH_ANY)
9866 if (element == EL_BALLOON_SWITCH_ANY)
9867 game.balloon_dir = move_direction;
9869 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9870 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9871 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9872 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9875 else if (element == EL_LAMP)
9877 Feld[x][y] = EL_LAMP_ACTIVE;
9878 local_player->lights_still_needed--;
9880 ResetGfxAnimation(x, y);
9881 DrawLevelField(x, y);
9883 else if (element == EL_TIME_ORB_FULL)
9885 Feld[x][y] = EL_TIME_ORB_EMPTY;
9887 DrawGameValue_Time(TimeLeft);
9889 ResetGfxAnimation(x, y);
9890 DrawLevelField(x, y);
9893 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9894 player->index_bit, dig_side);
9896 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9897 player->index_bit, dig_side);
9903 if (!PLAYER_SWITCHING(player, x, y))
9905 player->is_switching = TRUE;
9906 player->switch_x = x;
9907 player->switch_y = y;
9909 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9910 player->index_bit, dig_side);
9911 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9912 player->index_bit, dig_side);
9915 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9916 player->index_bit, dig_side);
9917 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9918 player->index_bit, dig_side);
9920 return MF_NO_ACTION;
9923 player->push_delay = -1;
9925 if (is_player) /* function can also be called by EL_PENGUIN */
9927 if (Feld[x][y] != element) /* really digged/collected something */
9928 player->is_collecting = !player->is_digging;
9934 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9936 int jx = player->jx, jy = player->jy;
9937 int x = jx + dx, y = jy + dy;
9938 int snap_direction = (dx == -1 ? MV_LEFT :
9939 dx == +1 ? MV_RIGHT :
9941 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9943 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9946 if (!player->active || !IN_LEV_FIELD(x, y))
9954 if (player->MovPos == 0)
9955 player->is_pushing = FALSE;
9957 player->is_snapping = FALSE;
9959 if (player->MovPos == 0)
9961 player->is_moving = FALSE;
9962 player->is_digging = FALSE;
9963 player->is_collecting = FALSE;
9969 if (player->is_snapping)
9972 player->MovDir = snap_direction;
9974 if (player->MovPos == 0)
9976 player->is_moving = FALSE;
9977 player->is_digging = FALSE;
9978 player->is_collecting = FALSE;
9981 player->is_dropping = FALSE;
9983 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9986 player->is_snapping = TRUE;
9988 if (player->MovPos == 0)
9990 player->is_moving = FALSE;
9991 player->is_digging = FALSE;
9992 player->is_collecting = FALSE;
9995 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
9996 DrawLevelField(player->last_jx, player->last_jy);
9998 DrawLevelField(x, y);
10003 boolean DropElement(struct PlayerInfo *player)
10005 int old_element, new_element;
10006 int dropx = player->jx, dropy = player->jy;
10007 int drop_direction = player->MovDir;
10008 int drop_side = drop_direction;
10009 int drop_element = (player->inventory_size > 0 ?
10010 player->inventory_element[player->inventory_size - 1] :
10011 player->inventory_infinite_element != EL_UNDEFINED ?
10012 player->inventory_infinite_element :
10013 player->dynabombs_left > 0 ?
10014 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10017 /* do not drop an element on top of another element; when holding drop key
10018 pressed without moving, dropped element must move away before the next
10019 element can be dropped (this is especially important if the next element
10020 is dynamite, which can be placed on background for historical reasons) */
10021 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
10024 if (IS_THROWABLE(drop_element))
10026 dropx += GET_DX_FROM_DIR(drop_direction);
10027 dropy += GET_DY_FROM_DIR(drop_direction);
10029 if (!IN_LEV_FIELD(dropx, dropy))
10033 old_element = Feld[dropx][dropy]; /* old element at dropping position */
10034 new_element = drop_element; /* default: no change when dropping */
10036 /* check if player is active, not moving and ready to drop */
10037 if (!player->active || player->MovPos || player->drop_delay > 0)
10040 /* check if player has anything that can be dropped */
10041 if (new_element == EL_UNDEFINED)
10044 /* check if anything can be dropped at the current position */
10045 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10048 /* collected custom elements can only be dropped on empty fields */
10049 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10052 if (old_element != EL_EMPTY)
10053 Back[dropx][dropy] = old_element; /* store old element on this field */
10055 ResetGfxAnimation(dropx, dropy);
10056 ResetRandomAnimationValue(dropx, dropy);
10058 if (player->inventory_size > 0 ||
10059 player->inventory_infinite_element != EL_UNDEFINED)
10061 if (player->inventory_size > 0)
10063 player->inventory_size--;
10065 DrawGameValue_Dynamite(local_player->inventory_size);
10067 if (new_element == EL_DYNAMITE)
10068 new_element = EL_DYNAMITE_ACTIVE;
10069 else if (new_element == EL_SP_DISK_RED)
10070 new_element = EL_SP_DISK_RED_ACTIVE;
10073 Feld[dropx][dropy] = new_element;
10075 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10076 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10077 el2img(Feld[dropx][dropy]), 0);
10079 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10081 /* needed if previous element just changed to "empty" in the last frame */
10082 Changed[dropx][dropy] = FALSE; /* allow another change */
10084 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
10085 player->index_bit, drop_side);
10086 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
10087 player->index_bit, drop_side);
10089 TestIfElementTouchesCustomElement(dropx, dropy);
10091 else /* player is dropping a dyna bomb */
10093 player->dynabombs_left--;
10095 Feld[dropx][dropy] = new_element;
10097 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
10098 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
10099 el2img(Feld[dropx][dropy]), 0);
10101 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
10104 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
10105 InitField_WithBug1(dropx, dropy, FALSE);
10107 new_element = Feld[dropx][dropy]; /* element might have changed */
10109 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10110 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10112 int move_direction, nextx, nexty;
10114 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10115 MovDir[dropx][dropy] = drop_direction;
10117 move_direction = MovDir[dropx][dropy];
10118 nextx = dropx + GET_DX_FROM_DIR(move_direction);
10119 nexty = dropy + GET_DY_FROM_DIR(move_direction);
10121 Changed[dropx][dropy] = FALSE; /* allow another change */
10122 CheckCollision[dropx][dropy] = 2;
10125 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
10126 player->is_dropping = TRUE;
10128 player->drop_x = dropx;
10129 player->drop_y = dropy;
10134 /* ------------------------------------------------------------------------- */
10135 /* game sound playing functions */
10136 /* ------------------------------------------------------------------------- */
10138 static int *loop_sound_frame = NULL;
10139 static int *loop_sound_volume = NULL;
10141 void InitPlayLevelSound()
10143 int num_sounds = getSoundListSize();
10145 checked_free(loop_sound_frame);
10146 checked_free(loop_sound_volume);
10148 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10149 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10152 static void PlayLevelSound(int x, int y, int nr)
10154 int sx = SCREENX(x), sy = SCREENY(y);
10155 int volume, stereo_position;
10156 int max_distance = 8;
10157 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10159 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10160 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10163 if (!IN_LEV_FIELD(x, y) ||
10164 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10165 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10168 volume = SOUND_MAX_VOLUME;
10170 if (!IN_SCR_FIELD(sx, sy))
10172 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10173 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10175 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10178 stereo_position = (SOUND_MAX_LEFT +
10179 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10180 (SCR_FIELDX + 2 * max_distance));
10182 if (IS_LOOP_SOUND(nr))
10184 /* This assures that quieter loop sounds do not overwrite louder ones,
10185 while restarting sound volume comparison with each new game frame. */
10187 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10190 loop_sound_volume[nr] = volume;
10191 loop_sound_frame[nr] = FrameCounter;
10194 PlaySoundExt(nr, volume, stereo_position, type);
10197 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10199 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10200 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10201 y < LEVELY(BY1) ? LEVELY(BY1) :
10202 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10206 static void PlayLevelSoundAction(int x, int y, int action)
10208 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10211 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10213 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10215 if (sound_effect != SND_UNDEFINED)
10216 PlayLevelSound(x, y, sound_effect);
10219 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10222 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10224 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10225 PlayLevelSound(x, y, sound_effect);
10228 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10230 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10232 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10233 PlayLevelSound(x, y, sound_effect);
10236 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10238 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10240 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10241 StopSound(sound_effect);
10244 static void PlayLevelMusic()
10246 if (levelset.music[level_nr] != MUS_UNDEFINED)
10247 PlayMusic(levelset.music[level_nr]); /* from config file */
10249 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10252 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10254 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10259 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10263 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10267 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10271 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10275 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10279 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10283 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10286 case SAMPLE_android_clone:
10287 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10290 case SAMPLE_android_move:
10291 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10294 case SAMPLE_spring:
10295 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10299 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10303 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10306 case SAMPLE_eater_eat:
10307 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10311 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10314 case SAMPLE_collect:
10315 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10318 case SAMPLE_diamond:
10319 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10322 case SAMPLE_squash:
10323 /* !!! CHECK THIS !!! */
10325 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10327 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10331 case SAMPLE_wonderfall:
10332 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10336 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10340 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10344 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10348 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10352 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10356 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10359 case SAMPLE_wonder:
10360 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10364 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10367 case SAMPLE_exit_open:
10368 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10371 case SAMPLE_exit_leave:
10372 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10375 case SAMPLE_dynamite:
10376 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10380 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10384 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10388 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10392 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10396 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10400 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10404 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10409 void RaiseScore(int value)
10411 local_player->score += value;
10413 DrawGameValue_Score(local_player->score);
10416 void RaiseScoreElement(int element)
10421 case EL_BD_DIAMOND:
10422 case EL_EMERALD_YELLOW:
10423 case EL_EMERALD_RED:
10424 case EL_EMERALD_PURPLE:
10425 case EL_SP_INFOTRON:
10426 RaiseScore(level.score[SC_EMERALD]);
10429 RaiseScore(level.score[SC_DIAMOND]);
10432 RaiseScore(level.score[SC_CRYSTAL]);
10435 RaiseScore(level.score[SC_PEARL]);
10438 case EL_BD_BUTTERFLY:
10439 case EL_SP_ELECTRON:
10440 RaiseScore(level.score[SC_BUG]);
10443 case EL_BD_FIREFLY:
10444 case EL_SP_SNIKSNAK:
10445 RaiseScore(level.score[SC_SPACESHIP]);
10448 case EL_DARK_YAMYAM:
10449 RaiseScore(level.score[SC_YAMYAM]);
10452 RaiseScore(level.score[SC_ROBOT]);
10455 RaiseScore(level.score[SC_PACMAN]);
10458 RaiseScore(level.score[SC_NUT]);
10461 case EL_SP_DISK_RED:
10462 case EL_DYNABOMB_INCREASE_NUMBER:
10463 case EL_DYNABOMB_INCREASE_SIZE:
10464 case EL_DYNABOMB_INCREASE_POWER:
10465 RaiseScore(level.score[SC_DYNAMITE]);
10467 case EL_SHIELD_NORMAL:
10468 case EL_SHIELD_DEADLY:
10469 RaiseScore(level.score[SC_SHIELD]);
10471 case EL_EXTRA_TIME:
10472 RaiseScore(level.score[SC_TIME_BONUS]);
10486 RaiseScore(level.score[SC_KEY]);
10489 RaiseScore(element_info[element].collect_score);
10494 void RequestQuitGame(boolean ask_if_really_quit)
10496 if (AllPlayersGone ||
10497 !ask_if_really_quit ||
10498 level_editor_test_game ||
10499 Request("Do you really want to quit the game ?",
10500 REQ_ASK | REQ_STAY_CLOSED))
10502 #if defined(NETWORK_AVALIABLE)
10503 if (options.network)
10504 SendToServer_StopPlaying();
10508 game_status = GAME_MODE_MAIN;
10514 if (tape.playing && tape.deactivate_display)
10515 TapeDeactivateDisplayOff(TRUE);
10517 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10519 if (tape.playing && tape.deactivate_display)
10520 TapeDeactivateDisplayOn();
10525 /* ---------- new game button stuff ---------------------------------------- */
10527 /* graphic position values for game buttons */
10528 #define GAME_BUTTON_XSIZE 30
10529 #define GAME_BUTTON_YSIZE 30
10530 #define GAME_BUTTON_XPOS 5
10531 #define GAME_BUTTON_YPOS 215
10532 #define SOUND_BUTTON_XPOS 5
10533 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10535 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10536 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10537 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10538 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10539 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10540 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10547 } gamebutton_info[NUM_GAME_BUTTONS] =
10550 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10555 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10556 GAME_CTRL_ID_PAUSE,
10560 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10565 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10566 SOUND_CTRL_ID_MUSIC,
10567 "background music on/off"
10570 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10571 SOUND_CTRL_ID_LOOPS,
10572 "sound loops on/off"
10575 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10576 SOUND_CTRL_ID_SIMPLE,
10577 "normal sounds on/off"
10581 void CreateGameButtons()
10585 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10587 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10588 struct GadgetInfo *gi;
10591 unsigned long event_mask;
10592 int gd_xoffset, gd_yoffset;
10593 int gd_x1, gd_x2, gd_y1, gd_y2;
10596 gd_xoffset = gamebutton_info[i].x;
10597 gd_yoffset = gamebutton_info[i].y;
10598 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10599 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10601 if (id == GAME_CTRL_ID_STOP ||
10602 id == GAME_CTRL_ID_PAUSE ||
10603 id == GAME_CTRL_ID_PLAY)
10605 button_type = GD_TYPE_NORMAL_BUTTON;
10607 event_mask = GD_EVENT_RELEASED;
10608 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10609 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10613 button_type = GD_TYPE_CHECK_BUTTON;
10615 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10616 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10617 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10618 event_mask = GD_EVENT_PRESSED;
10619 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10620 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10623 gi = CreateGadget(GDI_CUSTOM_ID, id,
10624 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10625 GDI_X, DX + gd_xoffset,
10626 GDI_Y, DY + gd_yoffset,
10627 GDI_WIDTH, GAME_BUTTON_XSIZE,
10628 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10629 GDI_TYPE, button_type,
10630 GDI_STATE, GD_BUTTON_UNPRESSED,
10631 GDI_CHECKED, checked,
10632 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10633 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10634 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10635 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10636 GDI_EVENT_MASK, event_mask,
10637 GDI_CALLBACK_ACTION, HandleGameButtons,
10641 Error(ERR_EXIT, "cannot create gadget");
10643 game_gadget[id] = gi;
10647 void FreeGameButtons()
10651 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10652 FreeGadget(game_gadget[i]);
10655 static void MapGameButtons()
10659 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10660 MapGadget(game_gadget[i]);
10663 void UnmapGameButtons()
10667 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10668 UnmapGadget(game_gadget[i]);
10671 static void HandleGameButtons(struct GadgetInfo *gi)
10673 int id = gi->custom_id;
10675 if (game_status != GAME_MODE_PLAYING)
10680 case GAME_CTRL_ID_STOP:
10681 RequestQuitGame(TRUE);
10684 case GAME_CTRL_ID_PAUSE:
10685 if (options.network)
10687 #if defined(NETWORK_AVALIABLE)
10689 SendToServer_ContinuePlaying();
10691 SendToServer_PausePlaying();
10695 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10698 case GAME_CTRL_ID_PLAY:
10701 #if defined(NETWORK_AVALIABLE)
10702 if (options.network)
10703 SendToServer_ContinuePlaying();
10707 tape.pausing = FALSE;
10708 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10713 case SOUND_CTRL_ID_MUSIC:
10714 if (setup.sound_music)
10716 setup.sound_music = FALSE;
10719 else if (audio.music_available)
10721 setup.sound = setup.sound_music = TRUE;
10723 SetAudioMode(setup.sound);
10729 case SOUND_CTRL_ID_LOOPS:
10730 if (setup.sound_loops)
10731 setup.sound_loops = FALSE;
10732 else if (audio.loops_available)
10734 setup.sound = setup.sound_loops = TRUE;
10735 SetAudioMode(setup.sound);
10739 case SOUND_CTRL_ID_SIMPLE:
10740 if (setup.sound_simple)
10741 setup.sound_simple = FALSE;
10742 else if (audio.sound_available)
10744 setup.sound = setup.sound_simple = TRUE;
10745 SetAudioMode(setup.sound);