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)
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 KillHeroUnlessEnemyProtected(int, int);
249 static void KillHeroUnlessExplosionProtected(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->has_change_event[CE_DELAY] = TRUE;
1268 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1269 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE_OR_HAS_ACTION, TRUE);
1272 /* ---------- initialize internal run-time variables ------------- */
1274 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1276 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1278 for (j = 0; j < ei->num_change_pages; j++)
1280 ei->change_page[j].can_change_or_has_action =
1281 (ei->change_page[j].can_change |
1282 ei->change_page[j].has_action);
1286 /* add change events from custom element configuration */
1287 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1289 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1291 for (j = 0; j < ei->num_change_pages; j++)
1293 if (!ei->change_page[j].can_change_or_has_action)
1296 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1298 /* only add event page for the first page found with this event */
1299 if (ei->change_page[j].has_event[k] && !(ei->has_change_event[k]))
1301 ei->has_change_event[k] = TRUE;
1303 ei->event_page_nr[k] = j;
1304 ei->event_page[k] = &ei->change_page[j];
1310 /* ---------- initialize run-time trigger player and element ------------- */
1312 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1314 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1316 for (j = 0; j < ei->num_change_pages; j++)
1318 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1319 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1323 /* ---------- initialize trigger events ---------------------------------- */
1325 /* initialize trigger events information */
1326 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1327 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1328 trigger_events[i][j] = FALSE;
1330 /* add trigger events from element change event properties */
1331 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1333 struct ElementInfo *ei = &element_info[i];
1335 for (j = 0; j < ei->num_change_pages; j++)
1337 if (!ei->change_page[j].can_change_or_has_action)
1340 if (ei->change_page[j].has_event[CE_BY_OTHER_ACTION])
1342 int trigger_element = ei->change_page[j].trigger_element;
1344 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1346 if (ei->change_page[j].has_event[k])
1348 if (IS_GROUP_ELEMENT(trigger_element))
1350 struct ElementGroupInfo *group =
1351 element_info[trigger_element].group;
1353 for (l = 0; l < group->num_elements_resolved; l++)
1354 trigger_events[group->element_resolved[l]][k] = TRUE;
1357 trigger_events[trigger_element][k] = TRUE;
1364 /* ---------- initialize push delay -------------------------------------- */
1366 /* initialize push delay values to default */
1367 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1369 if (!IS_CUSTOM_ELEMENT(i))
1371 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1372 element_info[i].push_delay_random = game.default_push_delay_random;
1376 /* set push delay value for certain elements from pre-defined list */
1377 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1379 int e = push_delay_list[i].element;
1381 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1382 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1385 /* set push delay value for Supaplex elements for newer engine versions */
1386 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1388 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1390 if (IS_SP_ELEMENT(i))
1392 /* set SP push delay to just enough to push under a falling zonk */
1393 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1395 element_info[i].push_delay_fixed = delay;
1396 element_info[i].push_delay_random = 0;
1401 /* ---------- initialize move stepsize ----------------------------------- */
1403 /* initialize move stepsize values to default */
1404 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1405 if (!IS_CUSTOM_ELEMENT(i))
1406 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1408 /* set move stepsize value for certain elements from pre-defined list */
1409 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1411 int e = move_stepsize_list[i].element;
1413 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1416 /* ---------- initialize collect score ----------------------------------- */
1418 /* initialize collect score values for custom elements from initial value */
1419 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1420 if (IS_CUSTOM_ELEMENT(i))
1421 element_info[i].collect_score = element_info[i].collect_score_initial;
1423 /* ---------- initialize collect count ----------------------------------- */
1425 /* initialize collect count values for non-custom elements */
1426 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1427 if (!IS_CUSTOM_ELEMENT(i))
1428 element_info[i].collect_count_initial = 0;
1430 /* add collect count values for all elements from pre-defined list */
1431 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1432 element_info[collect_count_list[i].element].collect_count_initial =
1433 collect_count_list[i].count;
1435 /* ---------- initialize access direction -------------------------------- */
1437 /* initialize access direction values to default (access from every side) */
1438 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1439 if (!IS_CUSTOM_ELEMENT(i))
1440 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1442 /* set access direction value for certain elements from pre-defined list */
1443 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1444 element_info[access_direction_list[i].element].access_direction =
1445 access_direction_list[i].direction;
1450 =============================================================================
1452 -----------------------------------------------------------------------------
1453 initialize and start new game
1454 =============================================================================
1459 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1460 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1461 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1466 /* don't play tapes over network */
1467 network_playing = (options.network && !tape.playing);
1469 for (i = 0; i < MAX_PLAYERS; i++)
1471 struct PlayerInfo *player = &stored_player[i];
1473 player->index_nr = i;
1474 player->index_bit = (1 << i);
1475 player->element_nr = EL_PLAYER_1 + i;
1477 player->present = FALSE;
1478 player->active = FALSE;
1481 player->effective_action = 0;
1482 player->programmed_action = 0;
1485 player->gems_still_needed = level.gems_needed;
1486 player->sokobanfields_still_needed = 0;
1487 player->lights_still_needed = 0;
1488 player->friends_still_needed = 0;
1490 for (j = 0; j < MAX_NUM_KEYS; j++)
1491 player->key[j] = FALSE;
1493 player->dynabomb_count = 0;
1494 player->dynabomb_size = 1;
1495 player->dynabombs_left = 0;
1496 player->dynabomb_xl = FALSE;
1498 player->MovDir = MV_NO_MOVING;
1501 player->GfxDir = MV_NO_MOVING;
1502 player->GfxAction = ACTION_DEFAULT;
1504 player->StepFrame = 0;
1506 player->use_murphy_graphic = FALSE;
1508 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1509 player->block_delay_adjustment = 0; /* initialized in InitPlayerField() */
1511 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1513 player->actual_frame_counter = 0;
1515 player->step_counter = 0;
1517 player->last_move_dir = MV_NO_MOVING;
1519 player->is_waiting = FALSE;
1520 player->is_moving = FALSE;
1521 player->is_auto_moving = FALSE;
1522 player->is_digging = FALSE;
1523 player->is_snapping = FALSE;
1524 player->is_collecting = FALSE;
1525 player->is_pushing = FALSE;
1526 player->is_switching = FALSE;
1527 player->is_dropping = FALSE;
1529 player->is_bored = FALSE;
1530 player->is_sleeping = FALSE;
1532 player->frame_counter_bored = -1;
1533 player->frame_counter_sleeping = -1;
1535 player->anim_delay_counter = 0;
1536 player->post_delay_counter = 0;
1538 player->action_waiting = ACTION_DEFAULT;
1539 player->last_action_waiting = ACTION_DEFAULT;
1540 player->special_action_bored = ACTION_DEFAULT;
1541 player->special_action_sleeping = ACTION_DEFAULT;
1543 player->num_special_action_bored = 0;
1544 player->num_special_action_sleeping = 0;
1546 /* determine number of special actions for bored and sleeping animation */
1547 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1549 boolean found = FALSE;
1551 for (k = 0; k < NUM_DIRECTIONS; k++)
1552 if (el_act_dir2img(player->element_nr, j, k) !=
1553 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1557 player->num_special_action_bored++;
1561 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1563 boolean found = FALSE;
1565 for (k = 0; k < NUM_DIRECTIONS; k++)
1566 if (el_act_dir2img(player->element_nr, j, k) !=
1567 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1571 player->num_special_action_sleeping++;
1576 player->switch_x = -1;
1577 player->switch_y = -1;
1579 player->drop_x = -1;
1580 player->drop_y = -1;
1582 player->show_envelope = 0;
1584 player->move_delay = game.initial_move_delay;
1585 player->move_delay_value = game.initial_move_delay_value;
1587 player->move_delay_reset_counter = 0;
1589 player->push_delay = -1; /* initialized when pushing starts */
1590 player->push_delay_value = game.initial_push_delay_value;
1592 player->drop_delay = 0;
1594 player->last_jx = player->last_jy = 0;
1595 player->jx = player->jy = 0;
1597 player->shield_normal_time_left = 0;
1598 player->shield_deadly_time_left = 0;
1600 player->inventory_infinite_element = EL_UNDEFINED;
1601 player->inventory_size = 0;
1603 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1604 SnapField(player, 0, 0);
1606 player->LevelSolved = FALSE;
1607 player->GameOver = FALSE;
1610 network_player_action_received = FALSE;
1612 #if defined(NETWORK_AVALIABLE)
1613 /* initial null action */
1614 if (network_playing)
1615 SendToServer_MovePlayer(MV_NO_MOVING);
1624 TimeLeft = level.time;
1627 ScreenMovDir = MV_NO_MOVING;
1631 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1633 AllPlayersGone = FALSE;
1635 game.yamyam_content_nr = 0;
1636 game.magic_wall_active = FALSE;
1637 game.magic_wall_time_left = 0;
1638 game.light_time_left = 0;
1639 game.timegate_time_left = 0;
1640 game.switchgate_pos = 0;
1641 game.balloon_dir = MV_NO_MOVING;
1642 game.gravity = level.initial_gravity;
1643 game.explosions_delayed = TRUE;
1645 game.envelope_active = FALSE;
1647 for (i = 0; i < NUM_BELTS; i++)
1649 game.belt_dir[i] = MV_NO_MOVING;
1650 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1653 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1654 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1656 for (x = 0; x < lev_fieldx; x++)
1658 for (y = 0; y < lev_fieldy; y++)
1660 Feld[x][y] = level.field[x][y];
1661 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1662 ChangeDelay[x][y] = 0;
1663 ChangePage[x][y] = -1;
1664 #if USE_NEW_COLLECT_COUNT
1665 Count[x][y] = 0; /* initialized in InitField() */
1667 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1669 WasJustMoving[x][y] = 0;
1670 WasJustFalling[x][y] = 0;
1671 CheckCollision[x][y] = 0;
1673 Pushed[x][y] = FALSE;
1675 Changed[x][y] = FALSE;
1676 ChangeEvent[x][y] = -1;
1678 ExplodePhase[x][y] = 0;
1679 ExplodeDelay[x][y] = 0;
1680 ExplodeField[x][y] = EX_TYPE_NONE;
1682 RunnerVisit[x][y] = 0;
1683 PlayerVisit[x][y] = 0;
1686 GfxRandom[x][y] = INIT_GFX_RANDOM();
1687 GfxElement[x][y] = EL_UNDEFINED;
1688 GfxAction[x][y] = ACTION_DEFAULT;
1689 GfxDir[x][y] = MV_NO_MOVING;
1693 for (y = 0; y < lev_fieldy; y++)
1695 for (x = 0; x < lev_fieldx; x++)
1697 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1699 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1701 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1704 InitField(x, y, TRUE);
1710 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1711 emulate_sb ? EMU_SOKOBAN :
1712 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1714 #if USE_NEW_ALL_SLIPPERY
1715 /* initialize type of slippery elements */
1716 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1718 if (!IS_CUSTOM_ELEMENT(i))
1720 /* default: elements slip down either to the left or right randomly */
1721 element_info[i].slippery_type = SLIPPERY_ANY_RANDOM;
1723 /* SP style elements prefer to slip down on the left side */
1724 if (game.engine_version >= VERSION_IDENT(3,1,1,0) && IS_SP_ELEMENT(i))
1725 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1727 /* BD style elements prefer to slip down on the left side */
1728 if (game.emulation == EMU_BOULDERDASH)
1729 element_info[i].slippery_type = SLIPPERY_ANY_LEFT_RIGHT;
1734 /* initialize explosion and ignition delay */
1735 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1737 if (!IS_CUSTOM_ELEMENT(i))
1740 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1741 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1742 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1743 int last_phase = (num_phase + 1) * delay;
1744 int half_phase = (num_phase / 2) * delay;
1746 element_info[i].explosion_delay = last_phase - 1;
1747 element_info[i].ignition_delay = half_phase;
1749 if (i == EL_BLACK_ORB)
1750 element_info[i].ignition_delay = 1;
1754 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1755 element_info[i].explosion_delay = 1;
1757 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1758 element_info[i].ignition_delay = 1;
1762 /* correct non-moving belts to start moving left */
1763 for (i = 0; i < NUM_BELTS; i++)
1764 if (game.belt_dir[i] == MV_NO_MOVING)
1765 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1767 /* check if any connected player was not found in playfield */
1768 for (i = 0; i < MAX_PLAYERS; i++)
1770 struct PlayerInfo *player = &stored_player[i];
1772 if (player->connected && !player->present)
1774 for (j = 0; j < MAX_PLAYERS; j++)
1776 struct PlayerInfo *some_player = &stored_player[j];
1777 int jx = some_player->jx, jy = some_player->jy;
1779 /* assign first free player found that is present in the playfield */
1780 if (some_player->present && !some_player->connected)
1782 player->present = TRUE;
1783 player->active = TRUE;
1785 some_player->present = FALSE;
1786 some_player->active = FALSE;
1789 player->element_nr = some_player->element_nr;
1792 player->block_last_field = some_player->block_last_field;
1793 player->block_delay_adjustment = some_player->block_delay_adjustment;
1795 StorePlayer[jx][jy] = player->element_nr;
1796 player->jx = player->last_jx = jx;
1797 player->jy = player->last_jy = jy;
1807 /* when playing a tape, eliminate all players which do not participate */
1809 for (i = 0; i < MAX_PLAYERS; i++)
1811 if (stored_player[i].active && !tape.player_participates[i])
1813 struct PlayerInfo *player = &stored_player[i];
1814 int jx = player->jx, jy = player->jy;
1816 player->active = FALSE;
1817 StorePlayer[jx][jy] = 0;
1818 Feld[jx][jy] = EL_EMPTY;
1822 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1824 /* when in single player mode, eliminate all but the first active player */
1826 for (i = 0; i < MAX_PLAYERS; i++)
1828 if (stored_player[i].active)
1830 for (j = i + 1; j < MAX_PLAYERS; j++)
1832 if (stored_player[j].active)
1834 struct PlayerInfo *player = &stored_player[j];
1835 int jx = player->jx, jy = player->jy;
1837 player->active = FALSE;
1838 player->present = FALSE;
1840 StorePlayer[jx][jy] = 0;
1841 Feld[jx][jy] = EL_EMPTY;
1848 /* when recording the game, store which players take part in the game */
1851 for (i = 0; i < MAX_PLAYERS; i++)
1852 if (stored_player[i].active)
1853 tape.player_participates[i] = TRUE;
1858 for (i = 0; i < MAX_PLAYERS; i++)
1860 struct PlayerInfo *player = &stored_player[i];
1862 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1867 if (local_player == player)
1868 printf("Player %d is local player.\n", i+1);
1872 if (BorderElement == EL_EMPTY)
1875 SBX_Right = lev_fieldx - SCR_FIELDX;
1877 SBY_Lower = lev_fieldy - SCR_FIELDY;
1882 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1884 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1887 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1888 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1890 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1891 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1893 /* if local player not found, look for custom element that might create
1894 the player (make some assumptions about the right custom element) */
1895 if (!local_player->present)
1897 int start_x = 0, start_y = 0;
1898 int found_rating = 0;
1899 int found_element = EL_UNDEFINED;
1901 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1903 int element = Feld[x][y];
1908 if (!IS_CUSTOM_ELEMENT(element))
1911 if (CAN_CHANGE(element))
1913 for (i = 0; i < element_info[element].num_change_pages; i++)
1915 content = element_info[element].change_page[i].target_element;
1916 is_player = ELEM_IS_PLAYER(content);
1918 if (is_player && (found_rating < 3 || element < found_element))
1924 found_element = element;
1929 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1931 content = element_info[element].content[xx][yy];
1932 is_player = ELEM_IS_PLAYER(content);
1934 if (is_player && (found_rating < 2 || element < found_element))
1936 start_x = x + xx - 1;
1937 start_y = y + yy - 1;
1940 found_element = element;
1943 if (!CAN_CHANGE(element))
1946 for (i = 0; i < element_info[element].num_change_pages; i++)
1948 content= element_info[element].change_page[i].target_content[xx][yy];
1949 is_player = ELEM_IS_PLAYER(content);
1951 if (is_player && (found_rating < 1 || element < found_element))
1953 start_x = x + xx - 1;
1954 start_y = y + yy - 1;
1957 found_element = element;
1963 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1964 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1967 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1968 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1973 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1974 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1975 local_player->jx - MIDPOSX);
1977 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1978 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1979 local_player->jy - MIDPOSY);
1982 if (!game.restart_level)
1983 CloseDoor(DOOR_CLOSE_1);
1985 /* !!! FIX THIS (START) !!! */
1986 if (level.game_engine_type == GAME_ENGINE_TYPE_EM)
1988 InitGameEngine_EM();
1995 /* after drawing the level, correct some elements */
1996 if (game.timegate_time_left == 0)
1997 CloseAllOpenTimegates();
1999 if (setup.soft_scrolling)
2000 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2002 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2005 /* !!! FIX THIS (END) !!! */
2007 if (!game.restart_level)
2009 /* copy default game door content to main double buffer */
2010 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2011 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2014 DrawGameDoorValues();
2016 if (!game.restart_level)
2020 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2021 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2022 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2026 /* copy actual game door content to door double buffer for OpenDoor() */
2027 BlitBitmap(drawto, bitmap_db_door,
2028 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2030 OpenDoor(DOOR_OPEN_ALL);
2032 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2034 if (setup.sound_music)
2037 KeyboardAutoRepeatOffUnlessAutoplay();
2041 for (i = 0; i < MAX_PLAYERS; i++)
2042 printf("Player %d %sactive.\n",
2043 i + 1, (stored_player[i].active ? "" : "not "));
2047 game.restart_level = FALSE;
2050 void UpdateEngineValues(int actual_scroll_x, int actual_scroll_y)
2052 /* this is used for non-R'n'D game engines to update certain engine values */
2054 /* needed to determine if sounds are played within the visible screen area */
2055 scroll_x = actual_scroll_x;
2056 scroll_y = actual_scroll_y;
2059 void InitMovDir(int x, int y)
2061 int i, element = Feld[x][y];
2062 static int xy[4][2] =
2069 static int direction[3][4] =
2071 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2072 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2073 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2082 Feld[x][y] = EL_BUG;
2083 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2086 case EL_SPACESHIP_RIGHT:
2087 case EL_SPACESHIP_UP:
2088 case EL_SPACESHIP_LEFT:
2089 case EL_SPACESHIP_DOWN:
2090 Feld[x][y] = EL_SPACESHIP;
2091 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2094 case EL_BD_BUTTERFLY_RIGHT:
2095 case EL_BD_BUTTERFLY_UP:
2096 case EL_BD_BUTTERFLY_LEFT:
2097 case EL_BD_BUTTERFLY_DOWN:
2098 Feld[x][y] = EL_BD_BUTTERFLY;
2099 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2102 case EL_BD_FIREFLY_RIGHT:
2103 case EL_BD_FIREFLY_UP:
2104 case EL_BD_FIREFLY_LEFT:
2105 case EL_BD_FIREFLY_DOWN:
2106 Feld[x][y] = EL_BD_FIREFLY;
2107 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2110 case EL_PACMAN_RIGHT:
2112 case EL_PACMAN_LEFT:
2113 case EL_PACMAN_DOWN:
2114 Feld[x][y] = EL_PACMAN;
2115 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2118 case EL_SP_SNIKSNAK:
2119 MovDir[x][y] = MV_UP;
2122 case EL_SP_ELECTRON:
2123 MovDir[x][y] = MV_LEFT;
2130 Feld[x][y] = EL_MOLE;
2131 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2135 if (IS_CUSTOM_ELEMENT(element))
2137 struct ElementInfo *ei = &element_info[element];
2138 int move_direction_initial = ei->move_direction_initial;
2139 int move_pattern = ei->move_pattern;
2141 if (move_direction_initial == MV_START_PREVIOUS)
2143 if (MovDir[x][y] != MV_NO_MOVING)
2146 move_direction_initial = MV_START_AUTOMATIC;
2149 if (move_direction_initial == MV_START_RANDOM)
2150 MovDir[x][y] = 1 << RND(4);
2151 else if (move_direction_initial & MV_ANY_DIRECTION)
2152 MovDir[x][y] = move_direction_initial;
2153 else if (move_pattern == MV_ALL_DIRECTIONS ||
2154 move_pattern == MV_TURNING_LEFT ||
2155 move_pattern == MV_TURNING_RIGHT ||
2156 move_pattern == MV_TURNING_LEFT_RIGHT ||
2157 move_pattern == MV_TURNING_RIGHT_LEFT ||
2158 move_pattern == MV_TURNING_RANDOM)
2159 MovDir[x][y] = 1 << RND(4);
2160 else if (move_pattern == MV_HORIZONTAL)
2161 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2162 else if (move_pattern == MV_VERTICAL)
2163 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2164 else if (move_pattern & MV_ANY_DIRECTION)
2165 MovDir[x][y] = element_info[element].move_pattern;
2166 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2167 move_pattern == MV_ALONG_RIGHT_SIDE)
2169 /* use random direction as default start direction */
2170 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2171 MovDir[x][y] = 1 << RND(4);
2173 for (i = 0; i < NUM_DIRECTIONS; i++)
2175 int x1 = x + xy[i][0];
2176 int y1 = y + xy[i][1];
2178 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2180 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2181 MovDir[x][y] = direction[0][i];
2183 MovDir[x][y] = direction[1][i];
2192 MovDir[x][y] = 1 << RND(4);
2194 if (element != EL_BUG &&
2195 element != EL_SPACESHIP &&
2196 element != EL_BD_BUTTERFLY &&
2197 element != EL_BD_FIREFLY)
2200 for (i = 0; i < NUM_DIRECTIONS; i++)
2202 int x1 = x + xy[i][0];
2203 int y1 = y + xy[i][1];
2205 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2207 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2209 MovDir[x][y] = direction[0][i];
2212 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2213 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2215 MovDir[x][y] = direction[1][i];
2224 GfxDir[x][y] = MovDir[x][y];
2227 void InitAmoebaNr(int x, int y)
2230 int group_nr = AmoebeNachbarNr(x, y);
2234 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2236 if (AmoebaCnt[i] == 0)
2244 AmoebaNr[x][y] = group_nr;
2245 AmoebaCnt[group_nr]++;
2246 AmoebaCnt2[group_nr]++;
2252 boolean raise_level = FALSE;
2254 if (local_player->MovPos)
2257 if (tape.auto_play) /* tape might already be stopped here */
2258 tape.auto_play_level_solved = TRUE;
2260 local_player->LevelSolved = FALSE;
2262 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2266 if (!tape.playing && setup.sound_loops)
2267 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2268 SND_CTRL_PLAY_LOOP);
2270 while (TimeLeft > 0)
2272 if (!tape.playing && !setup.sound_loops)
2273 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2274 if (TimeLeft > 0 && !(TimeLeft % 10))
2275 RaiseScore(level.score[SC_TIME_BONUS]);
2276 if (TimeLeft > 100 && !(TimeLeft % 10))
2281 DrawGameValue_Time(TimeLeft);
2289 if (!tape.playing && setup.sound_loops)
2290 StopSound(SND_GAME_LEVELTIME_BONUS);
2292 else if (level.time == 0) /* level without time limit */
2294 if (!tape.playing && setup.sound_loops)
2295 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2296 SND_CTRL_PLAY_LOOP);
2298 while (TimePlayed < 999)
2300 if (!tape.playing && !setup.sound_loops)
2301 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2302 if (TimePlayed < 999 && !(TimePlayed % 10))
2303 RaiseScore(level.score[SC_TIME_BONUS]);
2304 if (TimePlayed < 900 && !(TimePlayed % 10))
2309 DrawGameValue_Time(TimePlayed);
2317 if (!tape.playing && setup.sound_loops)
2318 StopSound(SND_GAME_LEVELTIME_BONUS);
2321 /* close exit door after last player */
2322 if (AllPlayersGone && ExitX >= 0 && ExitY >= 0 &&
2323 (Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2324 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN))
2326 int element = Feld[ExitX][ExitY];
2328 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2329 EL_SP_EXIT_CLOSING);
2331 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2334 /* Hero disappears */
2335 if (ExitX >= 0 && ExitY >= 0)
2336 DrawLevelField(ExitX, ExitY);
2343 CloseDoor(DOOR_CLOSE_1);
2348 SaveTape(tape.level_nr); /* Ask to save tape */
2351 if (level_nr == leveldir_current->handicap_level)
2353 leveldir_current->handicap_level++;
2354 SaveLevelSetup_SeriesInfo();
2357 if (level_editor_test_game)
2358 local_player->score = -1; /* no highscore when playing from editor */
2359 else if (level_nr < leveldir_current->last_level)
2360 raise_level = TRUE; /* advance to next level */
2362 if ((hi_pos = NewHiScore()) >= 0)
2364 game_status = GAME_MODE_SCORES;
2365 DrawHallOfFame(hi_pos);
2374 game_status = GAME_MODE_MAIN;
2391 LoadScore(level_nr);
2393 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2394 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2397 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2399 if (local_player->score > highscore[k].Score)
2401 /* player has made it to the hall of fame */
2403 if (k < MAX_SCORE_ENTRIES - 1)
2405 int m = MAX_SCORE_ENTRIES - 1;
2408 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2409 if (!strcmp(setup.player_name, highscore[l].Name))
2411 if (m == k) /* player's new highscore overwrites his old one */
2415 for (l = m; l > k; l--)
2417 strcpy(highscore[l].Name, highscore[l - 1].Name);
2418 highscore[l].Score = highscore[l - 1].Score;
2425 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2426 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2427 highscore[k].Score = local_player->score;
2433 else if (!strncmp(setup.player_name, highscore[k].Name,
2434 MAX_PLAYER_NAME_LEN))
2435 break; /* player already there with a higher score */
2441 SaveScore(level_nr);
2446 inline static int getElementMoveStepsize(int x, int y)
2448 int element = Feld[x][y];
2449 int direction = MovDir[x][y];
2450 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2451 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2452 int horiz_move = (dx != 0);
2453 int sign = (horiz_move ? dx : dy);
2454 int step = sign * element_info[element].move_stepsize;
2456 /* special values for move stepsize for spring and things on conveyor belt */
2460 if (element == EL_SPRING)
2461 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2462 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
2463 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2464 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2466 if (CAN_FALL(element) &&
2467 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
2468 step = sign * MOVE_STEPSIZE_NORMAL / 2;
2469 else if (element == EL_SPRING)
2470 step = sign * MOVE_STEPSIZE_NORMAL * 2;
2477 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2479 if (player->GfxAction != action || player->GfxDir != dir)
2482 printf("Player frame reset! (%d => %d, %d => %d)\n",
2483 player->GfxAction, action, player->GfxDir, dir);
2486 player->GfxAction = action;
2487 player->GfxDir = dir;
2489 player->StepFrame = 0;
2493 static void ResetRandomAnimationValue(int x, int y)
2495 GfxRandom[x][y] = INIT_GFX_RANDOM();
2498 static void ResetGfxAnimation(int x, int y)
2501 GfxAction[x][y] = ACTION_DEFAULT;
2502 GfxDir[x][y] = MovDir[x][y];
2505 void InitMovingField(int x, int y, int direction)
2507 int element = Feld[x][y];
2508 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2509 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2513 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2514 ResetGfxAnimation(x, y);
2516 MovDir[x][y] = direction;
2517 GfxDir[x][y] = direction;
2518 GfxAction[x][y] = (direction == MV_DOWN && CAN_FALL(element) ?
2519 ACTION_FALLING : ACTION_MOVING);
2521 /* this is needed for CEs with property "can move" / "not moving" */
2523 if (getElementMoveStepsize(x, y) != 0) /* moving or being moved */
2525 if (Feld[newx][newy] == EL_EMPTY)
2526 Feld[newx][newy] = EL_BLOCKED;
2528 MovDir[newx][newy] = MovDir[x][y];
2530 #if USE_NEW_COLLECT_COUNT
2531 Count[newx][newy] = Count[x][y];
2534 GfxFrame[newx][newy] = GfxFrame[x][y];
2535 GfxRandom[newx][newy] = GfxRandom[x][y];
2536 GfxAction[newx][newy] = GfxAction[x][y];
2537 GfxDir[newx][newy] = GfxDir[x][y];
2541 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2543 int direction = MovDir[x][y];
2544 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2545 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2551 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2553 int oldx = x, oldy = y;
2554 int direction = MovDir[x][y];
2556 if (direction == MV_LEFT)
2558 else if (direction == MV_RIGHT)
2560 else if (direction == MV_UP)
2562 else if (direction == MV_DOWN)
2565 *comes_from_x = oldx;
2566 *comes_from_y = oldy;
2569 int MovingOrBlocked2Element(int x, int y)
2571 int element = Feld[x][y];
2573 if (element == EL_BLOCKED)
2577 Blocked2Moving(x, y, &oldx, &oldy);
2578 return Feld[oldx][oldy];
2584 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2586 /* like MovingOrBlocked2Element(), but if element is moving
2587 and (x,y) is the field the moving element is just leaving,
2588 return EL_BLOCKED instead of the element value */
2589 int element = Feld[x][y];
2591 if (IS_MOVING(x, y))
2593 if (element == EL_BLOCKED)
2597 Blocked2Moving(x, y, &oldx, &oldy);
2598 return Feld[oldx][oldy];
2607 static void RemoveField(int x, int y)
2609 Feld[x][y] = EL_EMPTY;
2615 #if USE_NEW_COLLECT_COUNT
2620 ChangeDelay[x][y] = 0;
2621 ChangePage[x][y] = -1;
2622 Pushed[x][y] = FALSE;
2625 ExplodeField[x][y] = EX_TYPE_NONE;
2628 GfxElement[x][y] = EL_UNDEFINED;
2629 GfxAction[x][y] = ACTION_DEFAULT;
2630 GfxDir[x][y] = MV_NO_MOVING;
2633 void RemoveMovingField(int x, int y)
2635 int oldx = x, oldy = y, newx = x, newy = y;
2636 int element = Feld[x][y];
2637 int next_element = EL_UNDEFINED;
2639 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2642 if (IS_MOVING(x, y))
2644 Moving2Blocked(x, y, &newx, &newy);
2646 if (Feld[newx][newy] != EL_BLOCKED)
2648 /* element is moving, but target field is not free (blocked), but
2649 already occupied by something different (example: acid pool);
2650 in this case, only remove the moving field, but not the target */
2652 RemoveField(oldx, oldy);
2654 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2656 DrawLevelField(oldx, oldy);
2661 else if (element == EL_BLOCKED)
2663 Blocked2Moving(x, y, &oldx, &oldy);
2664 if (!IS_MOVING(oldx, oldy))
2668 if (element == EL_BLOCKED &&
2669 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2670 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2671 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2672 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2673 next_element = get_next_element(Feld[oldx][oldy]);
2675 RemoveField(oldx, oldy);
2676 RemoveField(newx, newy);
2678 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2680 if (next_element != EL_UNDEFINED)
2681 Feld[oldx][oldy] = next_element;
2683 DrawLevelField(oldx, oldy);
2684 DrawLevelField(newx, newy);
2687 void DrawDynamite(int x, int y)
2689 int sx = SCREENX(x), sy = SCREENY(y);
2690 int graphic = el2img(Feld[x][y]);
2693 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2696 if (IS_WALKABLE_INSIDE(Back[x][y]))
2700 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2701 else if (Store[x][y])
2702 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2704 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2706 if (Back[x][y] || Store[x][y])
2707 DrawGraphicThruMask(sx, sy, graphic, frame);
2709 DrawGraphic(sx, sy, graphic, frame);
2712 void CheckDynamite(int x, int y)
2714 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2718 if (MovDelay[x][y] != 0)
2721 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2727 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2732 void DrawRelocatePlayer(struct PlayerInfo *player)
2734 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2735 boolean no_delay = (tape.warp_forward);
2736 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2737 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2738 int jx = player->jx;
2739 int jy = player->jy;
2741 if (level.instant_relocation)
2743 int offset = (setup.scroll_delay ? 3 : 0);
2745 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2747 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2748 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2749 local_player->jx - MIDPOSX);
2751 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2752 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2753 local_player->jy - MIDPOSY);
2757 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2758 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2759 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2761 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2762 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2763 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2765 /* don't scroll over playfield boundaries */
2766 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2767 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2769 /* don't scroll over playfield boundaries */
2770 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2771 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2774 RedrawPlayfield(TRUE, 0,0,0,0);
2778 int scroll_xx = -999, scroll_yy = -999;
2780 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2782 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2785 int fx = FX, fy = FY;
2787 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2788 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2789 local_player->jx - MIDPOSX);
2791 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2792 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2793 local_player->jy - MIDPOSY);
2795 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2796 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2798 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2804 fx += dx * TILEX / 2;
2805 fy += dy * TILEY / 2;
2807 ScrollLevel(dx, dy);
2810 /* scroll in two steps of half tile size to make things smoother */
2811 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2813 Delay(wait_delay_value);
2815 /* scroll second step to align at full tile size */
2817 Delay(wait_delay_value);
2822 Delay(wait_delay_value);
2826 void RelocatePlayer(int jx, int jy, int el_player_raw)
2828 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2829 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2830 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2831 boolean no_delay = (tape.warp_forward);
2832 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2833 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2834 int old_jx = player->jx;
2835 int old_jy = player->jy;
2836 int old_element = Feld[old_jx][old_jy];
2837 int element = Feld[jx][jy];
2838 boolean player_relocated = (old_jx != jx || old_jy != jy);
2840 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2841 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2842 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2843 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2844 int leave_side_horiz = move_dir_horiz;
2845 int leave_side_vert = move_dir_vert;
2846 int enter_side = enter_side_horiz | enter_side_vert;
2847 int leave_side = leave_side_horiz | leave_side_vert;
2849 if (player->GameOver) /* do not reanimate dead player */
2852 if (!player_relocated) /* no need to relocate the player */
2855 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2857 RemoveField(jx, jy); /* temporarily remove newly placed player */
2858 DrawLevelField(jx, jy);
2861 if (player->present)
2863 while (player->MovPos)
2865 ScrollPlayer(player, SCROLL_GO_ON);
2866 ScrollScreen(NULL, SCROLL_GO_ON);
2868 AdvanceFrameAndPlayerCounters(player->index_nr);
2873 Delay(wait_delay_value);
2876 DrawPlayer(player); /* needed here only to cleanup last field */
2877 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2879 player->is_moving = FALSE;
2882 if (IS_CUSTOM_ELEMENT(old_element))
2883 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
2885 player->index_bit, leave_side);
2887 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
2888 player->index_bit, leave_side);
2890 Feld[jx][jy] = el_player;
2891 InitPlayerField(jx, jy, el_player, TRUE);
2893 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
2895 Feld[jx][jy] = element;
2896 InitField(jx, jy, FALSE);
2899 if (player == local_player) /* only visually relocate local player */
2900 DrawRelocatePlayer(player);
2902 TestIfHeroTouchesBadThing(jx, jy);
2903 TestIfPlayerTouchesCustomElement(jx, jy);
2905 if (IS_CUSTOM_ELEMENT(element))
2906 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
2907 player->index_bit, enter_side);
2909 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_ENTERS_X,
2910 player->index_bit, enter_side);
2913 void Explode(int ex, int ey, int phase, int mode)
2919 /* !!! eliminate this variable !!! */
2920 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2922 if (game.explosions_delayed)
2924 ExplodeField[ex][ey] = mode;
2928 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2930 int center_element = Feld[ex][ey];
2933 /* --- This is only really needed (and now handled) in "Impact()". --- */
2934 /* do not explode moving elements that left the explode field in time */
2935 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2936 center_element == EL_EMPTY &&
2937 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2941 if (mode == EX_TYPE_NORMAL ||
2942 mode == EX_TYPE_CENTER ||
2943 mode == EX_TYPE_CROSS)
2944 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2946 /* remove things displayed in background while burning dynamite */
2947 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2950 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2952 /* put moving element to center field (and let it explode there) */
2953 center_element = MovingOrBlocked2Element(ex, ey);
2954 RemoveMovingField(ex, ey);
2955 Feld[ex][ey] = center_element;
2958 last_phase = element_info[center_element].explosion_delay + 1;
2960 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2962 int xx = x - ex + 1;
2963 int yy = y - ey + 1;
2966 if (!IN_LEV_FIELD(x, y) ||
2967 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2968 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2971 element = Feld[x][y];
2973 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2975 element = MovingOrBlocked2Element(x, y);
2977 if (!IS_EXPLOSION_PROOF(element))
2978 RemoveMovingField(x, y);
2981 /* indestructible elements can only explode in center (but not flames) */
2982 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
2983 mode == EX_TYPE_BORDER)) ||
2984 element == EL_FLAMES)
2987 /* no idea why this was changed from 3.0.8 to 3.1.0 -- this causes buggy
2988 behaviour, for example when touching a yamyam that explodes to rocks
2989 with active deadly shield, a rock is created under the player !!! */
2990 /* (case 1 (surely buggy): >= 3.1.0, case 2 (maybe buggy): <= 3.0.8) */
2992 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
2993 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
2994 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
2996 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2999 if (IS_ACTIVE_BOMB(element))
3001 /* re-activate things under the bomb like gate or penguin */
3002 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3009 /* save walkable background elements while explosion on same tile */
3010 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3011 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3012 Back[x][y] = element;
3014 /* ignite explodable elements reached by other explosion */
3015 if (element == EL_EXPLOSION)
3016 element = Store2[x][y];
3018 if (AmoebaNr[x][y] &&
3019 (element == EL_AMOEBA_FULL ||
3020 element == EL_BD_AMOEBA ||
3021 element == EL_AMOEBA_GROWING))
3023 AmoebaCnt[AmoebaNr[x][y]]--;
3024 AmoebaCnt2[AmoebaNr[x][y]]--;
3029 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3031 switch(StorePlayer[ex][ey])
3034 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3037 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3040 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3044 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3048 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3049 Store[x][y] = EL_EMPTY;
3051 else if (center_element == EL_MOLE)
3052 Store[x][y] = EL_EMERALD_RED;
3053 else if (center_element == EL_PENGUIN)
3054 Store[x][y] = EL_EMERALD_PURPLE;
3055 else if (center_element == EL_BUG)
3056 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3057 else if (center_element == EL_BD_BUTTERFLY)
3058 Store[x][y] = EL_BD_DIAMOND;
3059 else if (center_element == EL_SP_ELECTRON)
3060 Store[x][y] = EL_SP_INFOTRON;
3061 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3062 Store[x][y] = level.amoeba_content;
3063 else if (center_element == EL_YAMYAM)
3064 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3065 else if (IS_CUSTOM_ELEMENT(center_element) &&
3066 element_info[center_element].content[xx][yy] != EL_EMPTY)
3067 Store[x][y] = element_info[center_element].content[xx][yy];
3068 else if (element == EL_WALL_EMERALD)
3069 Store[x][y] = EL_EMERALD;
3070 else if (element == EL_WALL_DIAMOND)
3071 Store[x][y] = EL_DIAMOND;
3072 else if (element == EL_WALL_BD_DIAMOND)
3073 Store[x][y] = EL_BD_DIAMOND;
3074 else if (element == EL_WALL_EMERALD_YELLOW)
3075 Store[x][y] = EL_EMERALD_YELLOW;
3076 else if (element == EL_WALL_EMERALD_RED)
3077 Store[x][y] = EL_EMERALD_RED;
3078 else if (element == EL_WALL_EMERALD_PURPLE)
3079 Store[x][y] = EL_EMERALD_PURPLE;
3080 else if (element == EL_WALL_PEARL)
3081 Store[x][y] = EL_PEARL;
3082 else if (element == EL_WALL_CRYSTAL)
3083 Store[x][y] = EL_CRYSTAL;
3084 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3085 Store[x][y] = element_info[element].content[1][1];
3087 Store[x][y] = EL_EMPTY;
3089 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3090 center_element == EL_AMOEBA_TO_DIAMOND)
3091 Store2[x][y] = element;
3093 Feld[x][y] = EL_EXPLOSION;
3094 GfxElement[x][y] = center_element;
3096 ExplodePhase[x][y] = 1;
3097 ExplodeDelay[x][y] = last_phase;
3102 if (center_element == EL_YAMYAM)
3103 game.yamyam_content_nr =
3104 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3116 GfxFrame[x][y] = 0; /* restart explosion animation */
3118 last_phase = ExplodeDelay[x][y];
3120 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3124 /* activate this even in non-DEBUG version until cause for crash in
3125 getGraphicAnimationFrame() (see below) is found and eliminated */
3130 if (GfxElement[x][y] == EL_UNDEFINED)
3133 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3134 printf("Explode(): This should never happen!\n");
3137 GfxElement[x][y] = EL_EMPTY;
3141 border_element = Store2[x][y];
3142 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3143 border_element = StorePlayer[x][y];
3145 if (phase == element_info[border_element].ignition_delay ||
3146 phase == last_phase)
3148 boolean border_explosion = FALSE;
3150 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3151 !PLAYER_EXPLOSION_PROTECTED(x, y))
3153 KillHeroUnlessExplosionProtected(x, y);
3154 border_explosion = TRUE;
3156 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3158 Feld[x][y] = Store2[x][y];
3161 border_explosion = TRUE;
3163 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3165 AmoebeUmwandeln(x, y);
3167 border_explosion = TRUE;
3170 /* if an element just explodes due to another explosion (chain-reaction),
3171 do not immediately end the new explosion when it was the last frame of
3172 the explosion (as it would be done in the following "if"-statement!) */
3173 if (border_explosion && phase == last_phase)
3177 if (phase == last_phase)
3181 element = Feld[x][y] = Store[x][y];
3182 Store[x][y] = Store2[x][y] = 0;
3183 GfxElement[x][y] = EL_UNDEFINED;
3185 /* player can escape from explosions and might therefore be still alive */
3186 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3187 element <= EL_PLAYER_IS_EXPLODING_4)
3188 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3190 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3191 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3192 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3195 /* restore probably existing indestructible background element */
3196 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3197 element = Feld[x][y] = Back[x][y];
3200 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3201 GfxDir[x][y] = MV_NO_MOVING;
3202 ChangeDelay[x][y] = 0;
3203 ChangePage[x][y] = -1;
3205 #if USE_NEW_COLLECT_COUNT
3209 InitField_WithBug2(x, y, FALSE);
3211 DrawLevelField(x, y);
3213 TestIfElementTouchesCustomElement(x, y);
3215 if (GFX_CRUMBLED(element))
3216 DrawLevelFieldCrumbledSandNeighbours(x, y);
3218 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3219 StorePlayer[x][y] = 0;
3221 if (ELEM_IS_PLAYER(element))
3222 RelocatePlayer(x, y, element);
3224 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3226 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3227 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3230 DrawLevelFieldCrumbledSand(x, y);
3232 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3234 DrawLevelElement(x, y, Back[x][y]);
3235 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3237 else if (IS_WALKABLE_UNDER(Back[x][y]))
3239 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3240 DrawLevelElementThruMask(x, y, Back[x][y]);
3242 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3243 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3247 void DynaExplode(int ex, int ey)
3250 int dynabomb_element = Feld[ex][ey];
3251 int dynabomb_size = 1;
3252 boolean dynabomb_xl = FALSE;
3253 struct PlayerInfo *player;
3254 static int xy[4][2] =
3262 if (IS_ACTIVE_BOMB(dynabomb_element))
3264 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3265 dynabomb_size = player->dynabomb_size;
3266 dynabomb_xl = player->dynabomb_xl;
3267 player->dynabombs_left++;
3270 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3272 for (i = 0; i < NUM_DIRECTIONS; i++)
3274 for (j = 1; j <= dynabomb_size; j++)
3276 int x = ex + j * xy[i][0];
3277 int y = ey + j * xy[i][1];
3280 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3283 element = Feld[x][y];
3285 /* do not restart explosions of fields with active bombs */
3286 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3289 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3291 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3292 !IS_DIGGABLE(element) && !dynabomb_xl)
3298 void Bang(int x, int y)
3300 int element = MovingOrBlocked2Element(x, y);
3302 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3304 struct PlayerInfo *player = PLAYERINFO(x, y);
3306 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3307 player->element_nr);
3314 case EL_BD_BUTTERFLY:
3317 case EL_DARK_YAMYAM:
3321 RaiseScoreElement(element);
3322 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3324 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3325 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3326 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3327 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3328 case EL_DYNABOMB_INCREASE_NUMBER:
3329 case EL_DYNABOMB_INCREASE_SIZE:
3330 case EL_DYNABOMB_INCREASE_POWER:
3335 case EL_LAMP_ACTIVE:
3336 case EL_AMOEBA_TO_DIAMOND:
3337 if (IS_PLAYER(x, y))
3338 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3340 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3343 if (element_info[element].explosion_type == EXPLODES_CROSS)
3344 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3345 else if (element_info[element].explosion_type == EXPLODES_1X1)
3346 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3348 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3352 CheckTriggeredElementChange(element, CE_EXPLOSION_OF_X);
3355 void SplashAcid(int x, int y)
3357 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3358 (!IN_LEV_FIELD(x - 1, y - 2) ||
3359 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3360 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
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_RIGHT;
3367 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3370 static void InitBeltMovement()
3372 static int belt_base_element[4] =
3374 EL_CONVEYOR_BELT_1_LEFT,
3375 EL_CONVEYOR_BELT_2_LEFT,
3376 EL_CONVEYOR_BELT_3_LEFT,
3377 EL_CONVEYOR_BELT_4_LEFT
3379 static int belt_base_active_element[4] =
3381 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3382 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3383 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3384 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3389 /* set frame order for belt animation graphic according to belt direction */
3390 for (i = 0; i < NUM_BELTS; i++)
3394 for (j = 0; j < NUM_BELT_PARTS; j++)
3396 int element = belt_base_active_element[belt_nr] + j;
3397 int graphic = el2img(element);
3399 if (game.belt_dir[i] == MV_LEFT)
3400 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3402 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3406 for (y = 0; y < lev_fieldy; y++)
3408 for (x = 0; x < lev_fieldx; x++)
3410 int element = Feld[x][y];
3412 for (i = 0; i < NUM_BELTS; i++)
3414 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3416 int e_belt_nr = getBeltNrFromBeltElement(element);
3419 if (e_belt_nr == belt_nr)
3421 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3423 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3431 static void ToggleBeltSwitch(int x, int y)
3433 static int belt_base_element[4] =
3435 EL_CONVEYOR_BELT_1_LEFT,
3436 EL_CONVEYOR_BELT_2_LEFT,
3437 EL_CONVEYOR_BELT_3_LEFT,
3438 EL_CONVEYOR_BELT_4_LEFT
3440 static int belt_base_active_element[4] =
3442 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3443 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3444 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3445 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3447 static int belt_base_switch_element[4] =
3449 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3450 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3451 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3452 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3454 static int belt_move_dir[4] =
3462 int element = Feld[x][y];
3463 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3464 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3465 int belt_dir = belt_move_dir[belt_dir_nr];
3468 if (!IS_BELT_SWITCH(element))
3471 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3472 game.belt_dir[belt_nr] = belt_dir;
3474 if (belt_dir_nr == 3)
3477 /* set frame order for belt animation graphic according to belt direction */
3478 for (i = 0; i < NUM_BELT_PARTS; i++)
3480 int element = belt_base_active_element[belt_nr] + i;
3481 int graphic = el2img(element);
3483 if (belt_dir == MV_LEFT)
3484 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3486 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3489 for (yy = 0; yy < lev_fieldy; yy++)
3491 for (xx = 0; xx < lev_fieldx; xx++)
3493 int element = Feld[xx][yy];
3495 if (IS_BELT_SWITCH(element))
3497 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3499 if (e_belt_nr == belt_nr)
3501 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3502 DrawLevelField(xx, yy);
3505 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3507 int e_belt_nr = getBeltNrFromBeltElement(element);
3509 if (e_belt_nr == belt_nr)
3511 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3513 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3514 DrawLevelField(xx, yy);
3517 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3519 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3521 if (e_belt_nr == belt_nr)
3523 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3525 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3526 DrawLevelField(xx, yy);
3533 static void ToggleSwitchgateSwitch(int x, int y)
3537 game.switchgate_pos = !game.switchgate_pos;
3539 for (yy = 0; yy < lev_fieldy; yy++)
3541 for (xx = 0; xx < lev_fieldx; xx++)
3543 int element = Feld[xx][yy];
3545 if (element == EL_SWITCHGATE_SWITCH_UP ||
3546 element == EL_SWITCHGATE_SWITCH_DOWN)
3548 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3549 DrawLevelField(xx, yy);
3551 else if (element == EL_SWITCHGATE_OPEN ||
3552 element == EL_SWITCHGATE_OPENING)
3554 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3556 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3558 else if (element == EL_SWITCHGATE_CLOSED ||
3559 element == EL_SWITCHGATE_CLOSING)
3561 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3563 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3569 static int getInvisibleActiveFromInvisibleElement(int element)
3571 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3572 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3573 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3577 static int getInvisibleFromInvisibleActiveElement(int element)
3579 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3580 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3581 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3585 static void RedrawAllLightSwitchesAndInvisibleElements()
3589 for (y = 0; y < lev_fieldy; y++)
3591 for (x = 0; x < lev_fieldx; x++)
3593 int element = Feld[x][y];
3595 if (element == EL_LIGHT_SWITCH &&
3596 game.light_time_left > 0)
3598 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3599 DrawLevelField(x, y);
3601 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3602 game.light_time_left == 0)
3604 Feld[x][y] = EL_LIGHT_SWITCH;
3605 DrawLevelField(x, y);
3607 else if (element == EL_INVISIBLE_STEELWALL ||
3608 element == EL_INVISIBLE_WALL ||
3609 element == EL_INVISIBLE_SAND)
3611 if (game.light_time_left > 0)
3612 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3614 DrawLevelField(x, y);
3616 /* uncrumble neighbour fields, if needed */
3617 if (element == EL_INVISIBLE_SAND)
3618 DrawLevelFieldCrumbledSandNeighbours(x, y);
3620 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3621 element == EL_INVISIBLE_WALL_ACTIVE ||
3622 element == EL_INVISIBLE_SAND_ACTIVE)
3624 if (game.light_time_left == 0)
3625 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3627 DrawLevelField(x, y);
3629 /* re-crumble neighbour fields, if needed */
3630 if (element == EL_INVISIBLE_SAND)
3631 DrawLevelFieldCrumbledSandNeighbours(x, y);
3637 static void ToggleLightSwitch(int x, int y)
3639 int element = Feld[x][y];
3641 game.light_time_left =
3642 (element == EL_LIGHT_SWITCH ?
3643 level.time_light * FRAMES_PER_SECOND : 0);
3645 RedrawAllLightSwitchesAndInvisibleElements();
3648 static void ActivateTimegateSwitch(int x, int y)
3652 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3654 for (yy = 0; yy < lev_fieldy; yy++)
3656 for (xx = 0; xx < lev_fieldx; xx++)
3658 int element = Feld[xx][yy];
3660 if (element == EL_TIMEGATE_CLOSED ||
3661 element == EL_TIMEGATE_CLOSING)
3663 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3664 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3668 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3670 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3671 DrawLevelField(xx, yy);
3678 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3681 void Impact(int x, int y)
3683 boolean last_line = (y == lev_fieldy - 1);
3684 boolean object_hit = FALSE;
3685 boolean impact = (last_line || object_hit);
3686 int element = Feld[x][y];
3687 int smashed = EL_STEELWALL;
3689 if (!last_line) /* check if element below was hit */
3691 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3694 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3695 MovDir[x][y + 1] != MV_DOWN ||
3696 MovPos[x][y + 1] <= TILEY / 2));
3698 /* do not smash moving elements that left the smashed field in time */
3699 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3700 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3704 smashed = MovingOrBlocked2Element(x, y + 1);
3706 impact = (last_line || object_hit);
3709 if (!last_line && smashed == EL_ACID) /* element falls into acid */
3711 SplashAcid(x, y + 1);
3715 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
3716 /* only reset graphic animation if graphic really changes after impact */
3718 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3720 ResetGfxAnimation(x, y);
3721 DrawLevelField(x, y);
3724 if (impact && CAN_EXPLODE_IMPACT(element))
3729 else if (impact && element == EL_PEARL)
3731 ResetGfxAnimation(x, y);
3733 Feld[x][y] = EL_PEARL_BREAKING;
3734 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3737 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3739 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3744 if (impact && element == EL_AMOEBA_DROP)
3746 if (object_hit && IS_PLAYER(x, y + 1))
3747 KillHeroUnlessEnemyProtected(x, y + 1);
3748 else if (object_hit && smashed == EL_PENGUIN)
3752 Feld[x][y] = EL_AMOEBA_GROWING;
3753 Store[x][y] = EL_AMOEBA_WET;
3755 ResetRandomAnimationValue(x, y);
3760 if (object_hit) /* check which object was hit */
3762 if (CAN_PASS_MAGIC_WALL(element) &&
3763 (smashed == EL_MAGIC_WALL ||
3764 smashed == EL_BD_MAGIC_WALL))
3767 int activated_magic_wall =
3768 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3769 EL_BD_MAGIC_WALL_ACTIVE);
3771 /* activate magic wall / mill */
3772 for (yy = 0; yy < lev_fieldy; yy++)
3773 for (xx = 0; xx < lev_fieldx; xx++)
3774 if (Feld[xx][yy] == smashed)
3775 Feld[xx][yy] = activated_magic_wall;
3777 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3778 game.magic_wall_active = TRUE;
3780 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3781 SND_MAGIC_WALL_ACTIVATING :
3782 SND_BD_MAGIC_WALL_ACTIVATING));
3785 if (IS_PLAYER(x, y + 1))
3787 if (CAN_SMASH_PLAYER(element))
3789 KillHeroUnlessEnemyProtected(x, y + 1);
3793 else if (smashed == EL_PENGUIN)
3795 if (CAN_SMASH_PLAYER(element))
3801 else if (element == EL_BD_DIAMOND)
3803 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3809 else if (((element == EL_SP_INFOTRON ||
3810 element == EL_SP_ZONK) &&
3811 (smashed == EL_SP_SNIKSNAK ||
3812 smashed == EL_SP_ELECTRON ||
3813 smashed == EL_SP_DISK_ORANGE)) ||
3814 (element == EL_SP_INFOTRON &&
3815 smashed == EL_SP_DISK_YELLOW))
3820 else if (CAN_SMASH_EVERYTHING(element))
3822 if (IS_CLASSIC_ENEMY(smashed) ||
3823 CAN_EXPLODE_SMASHED(smashed))
3828 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
3830 if (smashed == EL_LAMP ||
3831 smashed == EL_LAMP_ACTIVE)
3836 else if (smashed == EL_NUT)
3838 Feld[x][y + 1] = EL_NUT_BREAKING;
3839 PlayLevelSound(x, y, SND_NUT_BREAKING);
3840 RaiseScoreElement(EL_NUT);
3843 else if (smashed == EL_PEARL)
3845 ResetGfxAnimation(x, y);
3847 Feld[x][y + 1] = EL_PEARL_BREAKING;
3848 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3851 else if (smashed == EL_DIAMOND)
3853 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
3854 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
3857 else if (IS_BELT_SWITCH(smashed))
3859 ToggleBeltSwitch(x, y + 1);
3861 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
3862 smashed == EL_SWITCHGATE_SWITCH_DOWN)
3864 ToggleSwitchgateSwitch(x, y + 1);
3866 else if (smashed == EL_LIGHT_SWITCH ||
3867 smashed == EL_LIGHT_SWITCH_ACTIVE)
3869 ToggleLightSwitch(x, y + 1);
3874 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
3877 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3879 CheckElementChangeBySide(x, y + 1, smashed, element,
3880 CE_SWITCHED, CH_SIDE_TOP);
3881 CheckTriggeredElementChangeBySide(smashed, CE_SWITCH_OF_X,
3887 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
3892 /* play sound of magic wall / mill */
3894 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
3895 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
3897 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
3898 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
3899 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
3900 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
3905 /* play sound of object that hits the ground */
3906 if (last_line || object_hit)
3907 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3910 inline static void TurnRoundExt(int x, int y)
3922 { 0, 0 }, { 0, 0 }, { 0, 0 },
3927 int left, right, back;
3931 { MV_DOWN, MV_UP, MV_RIGHT },
3932 { MV_UP, MV_DOWN, MV_LEFT },
3934 { MV_LEFT, MV_RIGHT, MV_DOWN },
3938 { MV_RIGHT, MV_LEFT, MV_UP }
3941 int element = Feld[x][y];
3942 int move_pattern = element_info[element].move_pattern;
3944 int old_move_dir = MovDir[x][y];
3945 int left_dir = turn[old_move_dir].left;
3946 int right_dir = turn[old_move_dir].right;
3947 int back_dir = turn[old_move_dir].back;
3949 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
3950 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
3951 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
3952 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
3954 int left_x = x + left_dx, left_y = y + left_dy;
3955 int right_x = x + right_dx, right_y = y + right_dy;
3956 int move_x = x + move_dx, move_y = y + move_dy;
3960 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
3962 TestIfBadThingTouchesOtherBadThing(x, y);
3964 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
3965 MovDir[x][y] = right_dir;
3966 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3967 MovDir[x][y] = left_dir;
3969 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
3971 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
3974 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
3976 TestIfBadThingTouchesOtherBadThing(x, y);
3978 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
3979 MovDir[x][y] = left_dir;
3980 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
3981 MovDir[x][y] = right_dir;
3983 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
3985 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
3988 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
3990 TestIfBadThingTouchesOtherBadThing(x, y);
3992 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
3993 MovDir[x][y] = left_dir;
3994 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
3995 MovDir[x][y] = right_dir;
3997 if (MovDir[x][y] != old_move_dir)
4000 else if (element == EL_YAMYAM)
4002 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4003 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4005 if (can_turn_left && can_turn_right)
4006 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4007 else if (can_turn_left)
4008 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4009 else if (can_turn_right)
4010 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4012 MovDir[x][y] = back_dir;
4014 MovDelay[x][y] = 16 + 16 * RND(3);
4016 else if (element == EL_DARK_YAMYAM)
4018 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4020 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4023 if (can_turn_left && can_turn_right)
4024 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4025 else if (can_turn_left)
4026 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4027 else if (can_turn_right)
4028 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4030 MovDir[x][y] = back_dir;
4032 MovDelay[x][y] = 16 + 16 * RND(3);
4034 else if (element == EL_PACMAN)
4036 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4037 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4039 if (can_turn_left && can_turn_right)
4040 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4041 else if (can_turn_left)
4042 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4043 else if (can_turn_right)
4044 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4046 MovDir[x][y] = back_dir;
4048 MovDelay[x][y] = 6 + RND(40);
4050 else if (element == EL_PIG)
4052 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4053 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4054 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4055 boolean should_turn_left, should_turn_right, should_move_on;
4057 int rnd = RND(rnd_value);
4059 should_turn_left = (can_turn_left &&
4061 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4062 y + back_dy + left_dy)));
4063 should_turn_right = (can_turn_right &&
4065 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4066 y + back_dy + right_dy)));
4067 should_move_on = (can_move_on &&
4070 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4071 y + move_dy + left_dy) ||
4072 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4073 y + move_dy + right_dy)));
4075 if (should_turn_left || should_turn_right || should_move_on)
4077 if (should_turn_left && should_turn_right && should_move_on)
4078 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4079 rnd < 2 * rnd_value / 3 ? right_dir :
4081 else if (should_turn_left && should_turn_right)
4082 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4083 else if (should_turn_left && should_move_on)
4084 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4085 else if (should_turn_right && should_move_on)
4086 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4087 else if (should_turn_left)
4088 MovDir[x][y] = left_dir;
4089 else if (should_turn_right)
4090 MovDir[x][y] = right_dir;
4091 else if (should_move_on)
4092 MovDir[x][y] = old_move_dir;
4094 else if (can_move_on && rnd > rnd_value / 8)
4095 MovDir[x][y] = old_move_dir;
4096 else if (can_turn_left && can_turn_right)
4097 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4098 else if (can_turn_left && rnd > rnd_value / 8)
4099 MovDir[x][y] = left_dir;
4100 else if (can_turn_right && rnd > rnd_value/8)
4101 MovDir[x][y] = right_dir;
4103 MovDir[x][y] = back_dir;
4105 xx = x + move_xy[MovDir[x][y]].x;
4106 yy = y + move_xy[MovDir[x][y]].y;
4108 if (!IN_LEV_FIELD(xx, yy) ||
4109 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4110 MovDir[x][y] = old_move_dir;
4114 else if (element == EL_DRAGON)
4116 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4117 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4118 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4120 int rnd = RND(rnd_value);
4122 if (can_move_on && rnd > rnd_value / 8)
4123 MovDir[x][y] = old_move_dir;
4124 else if (can_turn_left && can_turn_right)
4125 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4126 else if (can_turn_left && rnd > rnd_value / 8)
4127 MovDir[x][y] = left_dir;
4128 else if (can_turn_right && rnd > rnd_value / 8)
4129 MovDir[x][y] = right_dir;
4131 MovDir[x][y] = back_dir;
4133 xx = x + move_xy[MovDir[x][y]].x;
4134 yy = y + move_xy[MovDir[x][y]].y;
4136 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4137 MovDir[x][y] = old_move_dir;
4141 else if (element == EL_MOLE)
4143 boolean can_move_on =
4144 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4145 IS_AMOEBOID(Feld[move_x][move_y]) ||
4146 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4149 boolean can_turn_left =
4150 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4151 IS_AMOEBOID(Feld[left_x][left_y])));
4153 boolean can_turn_right =
4154 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4155 IS_AMOEBOID(Feld[right_x][right_y])));
4157 if (can_turn_left && can_turn_right)
4158 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4159 else if (can_turn_left)
4160 MovDir[x][y] = left_dir;
4162 MovDir[x][y] = right_dir;
4165 if (MovDir[x][y] != old_move_dir)
4168 else if (element == EL_BALLOON)
4170 MovDir[x][y] = game.balloon_dir;
4173 else if (element == EL_SPRING)
4175 if (MovDir[x][y] & MV_HORIZONTAL &&
4176 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4177 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4178 MovDir[x][y] = MV_NO_MOVING;
4182 else if (element == EL_ROBOT ||
4183 element == EL_SATELLITE ||
4184 element == EL_PENGUIN)
4186 int attr_x = -1, attr_y = -1;
4197 for (i = 0; i < MAX_PLAYERS; i++)
4199 struct PlayerInfo *player = &stored_player[i];
4200 int jx = player->jx, jy = player->jy;
4202 if (!player->active)
4206 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4214 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4215 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4216 game.engine_version < VERSION_IDENT(3,1,0,0)))
4222 if (element == EL_PENGUIN)
4225 static int xy[4][2] =
4233 for (i = 0; i < NUM_DIRECTIONS; i++)
4235 int ex = x + xy[i][0];
4236 int ey = y + xy[i][1];
4238 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4247 MovDir[x][y] = MV_NO_MOVING;
4249 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4250 else if (attr_x > x)
4251 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4253 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4254 else if (attr_y > y)
4255 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4257 if (element == EL_ROBOT)
4261 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4262 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4263 Moving2Blocked(x, y, &newx, &newy);
4265 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4266 MovDelay[x][y] = 8 + 8 * !RND(3);
4268 MovDelay[x][y] = 16;
4270 else if (element == EL_PENGUIN)
4276 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4278 boolean first_horiz = RND(2);
4279 int new_move_dir = MovDir[x][y];
4282 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4283 Moving2Blocked(x, y, &newx, &newy);
4285 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4289 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4290 Moving2Blocked(x, y, &newx, &newy);
4292 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4295 MovDir[x][y] = old_move_dir;
4299 else /* (element == EL_SATELLITE) */
4305 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4307 boolean first_horiz = RND(2);
4308 int new_move_dir = MovDir[x][y];
4311 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4312 Moving2Blocked(x, y, &newx, &newy);
4314 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4318 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4319 Moving2Blocked(x, y, &newx, &newy);
4321 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4324 MovDir[x][y] = old_move_dir;
4329 else if (move_pattern == MV_TURNING_LEFT ||
4330 move_pattern == MV_TURNING_RIGHT ||
4331 move_pattern == MV_TURNING_LEFT_RIGHT ||
4332 move_pattern == MV_TURNING_RIGHT_LEFT ||
4333 move_pattern == MV_TURNING_RANDOM ||
4334 move_pattern == MV_ALL_DIRECTIONS)
4336 boolean can_turn_left =
4337 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4338 boolean can_turn_right =
4339 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4341 if (element_info[element].move_stepsize == 0) /* "not moving" */
4344 if (move_pattern == MV_TURNING_LEFT)
4345 MovDir[x][y] = left_dir;
4346 else if (move_pattern == MV_TURNING_RIGHT)
4347 MovDir[x][y] = right_dir;
4348 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4349 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4350 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4351 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4352 else if (move_pattern == MV_TURNING_RANDOM)
4353 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4354 can_turn_right && !can_turn_left ? right_dir :
4355 RND(2) ? left_dir : right_dir);
4356 else if (can_turn_left && can_turn_right)
4357 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4358 else if (can_turn_left)
4359 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4360 else if (can_turn_right)
4361 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4363 MovDir[x][y] = back_dir;
4365 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4367 else if (move_pattern == MV_HORIZONTAL ||
4368 move_pattern == MV_VERTICAL)
4370 if (move_pattern & old_move_dir)
4371 MovDir[x][y] = back_dir;
4372 else if (move_pattern == MV_HORIZONTAL)
4373 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4374 else if (move_pattern == MV_VERTICAL)
4375 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4377 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4379 else if (move_pattern & MV_ANY_DIRECTION)
4381 MovDir[x][y] = move_pattern;
4382 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4384 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4386 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4387 MovDir[x][y] = left_dir;
4388 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4389 MovDir[x][y] = right_dir;
4391 if (MovDir[x][y] != old_move_dir)
4392 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4394 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4396 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4397 MovDir[x][y] = right_dir;
4398 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4399 MovDir[x][y] = left_dir;
4401 if (MovDir[x][y] != old_move_dir)
4402 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4404 else if (move_pattern == MV_TOWARDS_PLAYER ||
4405 move_pattern == MV_AWAY_FROM_PLAYER)
4407 int attr_x = -1, attr_y = -1;
4409 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4420 for (i = 0; i < MAX_PLAYERS; i++)
4422 struct PlayerInfo *player = &stored_player[i];
4423 int jx = player->jx, jy = player->jy;
4425 if (!player->active)
4429 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4437 MovDir[x][y] = MV_NO_MOVING;
4439 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4440 else if (attr_x > x)
4441 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4443 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4444 else if (attr_y > y)
4445 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4447 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4449 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4451 boolean first_horiz = RND(2);
4452 int new_move_dir = MovDir[x][y];
4454 if (element_info[element].move_stepsize == 0) /* "not moving" */
4456 first_horiz = (ABS(attr_x - x) >= ABS(attr_y - y));
4457 MovDir[x][y] &= (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4463 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4464 Moving2Blocked(x, y, &newx, &newy);
4466 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4470 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4471 Moving2Blocked(x, y, &newx, &newy);
4473 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4476 MovDir[x][y] = old_move_dir;
4479 else if (move_pattern == MV_WHEN_PUSHED ||
4480 move_pattern == MV_WHEN_DROPPED)
4482 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4483 MovDir[x][y] = MV_NO_MOVING;
4487 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4489 static int test_xy[7][2] =
4499 static int test_dir[7] =
4509 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4510 int move_preference = -1000000; /* start with very low preference */
4511 int new_move_dir = MV_NO_MOVING;
4512 int start_test = RND(4);
4515 for (i = 0; i < NUM_DIRECTIONS; i++)
4517 int move_dir = test_dir[start_test + i];
4518 int move_dir_preference;
4520 xx = x + test_xy[start_test + i][0];
4521 yy = y + test_xy[start_test + i][1];
4523 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4524 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4526 new_move_dir = move_dir;
4531 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4534 move_dir_preference = -1 * RunnerVisit[xx][yy];
4535 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4536 move_dir_preference = PlayerVisit[xx][yy];
4538 if (move_dir_preference > move_preference)
4540 /* prefer field that has not been visited for the longest time */
4541 move_preference = move_dir_preference;
4542 new_move_dir = move_dir;
4544 else if (move_dir_preference == move_preference &&
4545 move_dir == old_move_dir)
4547 /* prefer last direction when all directions are preferred equally */
4548 move_preference = move_dir_preference;
4549 new_move_dir = move_dir;
4553 MovDir[x][y] = new_move_dir;
4554 if (old_move_dir != new_move_dir)
4555 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4559 static void TurnRound(int x, int y)
4561 int direction = MovDir[x][y];
4565 GfxDir[x][y] = MovDir[x][y];
4567 if (direction != MovDir[x][y])
4571 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4574 static boolean JustBeingPushed(int x, int y)
4578 for (i = 0; i < MAX_PLAYERS; i++)
4580 struct PlayerInfo *player = &stored_player[i];
4582 if (player->active && player->is_pushing && player->MovPos)
4584 int next_jx = player->jx + (player->jx - player->last_jx);
4585 int next_jy = player->jy + (player->jy - player->last_jy);
4587 if (x == next_jx && y == next_jy)
4595 void StartMoving(int x, int y)
4597 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4598 int element = Feld[x][y];
4603 if (MovDelay[x][y] == 0)
4604 GfxAction[x][y] = ACTION_DEFAULT;
4606 if (CAN_FALL(element) && y < lev_fieldy - 1)
4608 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4609 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4610 if (JustBeingPushed(x, y))
4613 if (element == EL_QUICKSAND_FULL)
4615 if (IS_FREE(x, y + 1))
4617 InitMovingField(x, y, MV_DOWN);
4618 started_moving = TRUE;
4620 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4621 Store[x][y] = EL_ROCK;
4623 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4625 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4627 if (!MovDelay[x][y])
4628 MovDelay[x][y] = TILEY + 1;
4637 Feld[x][y] = EL_QUICKSAND_EMPTY;
4638 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4639 Store[x][y + 1] = Store[x][y];
4642 PlayLevelSoundAction(x, y, ACTION_FILLING);
4645 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4646 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4648 InitMovingField(x, y, MV_DOWN);
4649 started_moving = TRUE;
4651 Feld[x][y] = EL_QUICKSAND_FILLING;
4652 Store[x][y] = element;
4654 PlayLevelSoundAction(x, y, ACTION_FILLING);
4656 else if (element == EL_MAGIC_WALL_FULL)
4658 if (IS_FREE(x, y + 1))
4660 InitMovingField(x, y, MV_DOWN);
4661 started_moving = TRUE;
4663 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4664 Store[x][y] = EL_CHANGED(Store[x][y]);
4666 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4668 if (!MovDelay[x][y])
4669 MovDelay[x][y] = TILEY/4 + 1;
4678 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4679 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4680 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4684 else if (element == EL_BD_MAGIC_WALL_FULL)
4686 if (IS_FREE(x, y + 1))
4688 InitMovingField(x, y, MV_DOWN);
4689 started_moving = TRUE;
4691 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4692 Store[x][y] = EL_CHANGED2(Store[x][y]);
4694 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4696 if (!MovDelay[x][y])
4697 MovDelay[x][y] = TILEY/4 + 1;
4706 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4707 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4708 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4712 else if (CAN_PASS_MAGIC_WALL(element) &&
4713 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4714 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4716 InitMovingField(x, y, MV_DOWN);
4717 started_moving = TRUE;
4720 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4721 EL_BD_MAGIC_WALL_FILLING);
4722 Store[x][y] = element;
4724 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4726 SplashAcid(x, y + 1);
4728 InitMovingField(x, y, MV_DOWN);
4729 started_moving = TRUE;
4731 Store[x][y] = EL_ACID;
4733 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4734 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
4736 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
4737 CAN_FALL(element) && WasJustFalling[x][y] &&
4738 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
4740 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
4741 CAN_FALL(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
4742 (Feld[x][y + 1] == EL_BLOCKED)))
4744 /* this is needed for a special case not covered by calling "Impact()"
4745 from "ContinueMoving()": if an element moves to a tile directly below
4746 another element which was just falling on that tile (which was empty
4747 in the previous frame), the falling element above would just stop
4748 instead of smashing the element below (in previous version, the above
4749 element was just checked for "moving" instead of "falling", resulting
4750 in incorrect smashes caused by horizontal movement of the above
4751 element; also, the case of the player being the element to smash was
4752 simply not covered here... :-/ ) */
4754 CheckCollision[x][y] = 0;
4758 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
4760 if (MovDir[x][y] == MV_NO_MOVING)
4762 InitMovingField(x, y, MV_DOWN);
4763 started_moving = TRUE;
4766 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
4768 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
4769 MovDir[x][y] = MV_DOWN;
4771 InitMovingField(x, y, MV_DOWN);
4772 started_moving = TRUE;
4774 else if (element == EL_AMOEBA_DROP)
4776 Feld[x][y] = EL_AMOEBA_GROWING;
4777 Store[x][y] = EL_AMOEBA_WET;
4779 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
4780 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
4781 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
4782 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
4784 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
4785 (IS_FREE(x - 1, y + 1) ||
4786 Feld[x - 1][y + 1] == EL_ACID));
4787 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
4788 (IS_FREE(x + 1, y + 1) ||
4789 Feld[x + 1][y + 1] == EL_ACID));
4790 boolean can_fall_any = (can_fall_left || can_fall_right);
4791 boolean can_fall_both = (can_fall_left && can_fall_right);
4792 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
4794 #if USE_NEW_ALL_SLIPPERY
4795 if (can_fall_any && slippery_type != SLIPPERY_ANY_RANDOM)
4797 if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4798 can_fall_right = FALSE;
4799 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4800 can_fall_left = FALSE;
4801 else if (slippery_type == SLIPPERY_ONLY_LEFT)
4802 can_fall_right = FALSE;
4803 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4804 can_fall_left = FALSE;
4806 can_fall_any = (can_fall_left || can_fall_right);
4807 can_fall_both = FALSE;
4810 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
4812 if (slippery_type == SLIPPERY_ONLY_LEFT)
4813 can_fall_right = FALSE;
4814 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
4815 can_fall_left = FALSE;
4816 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
4817 can_fall_right = FALSE;
4818 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
4819 can_fall_left = FALSE;
4821 can_fall_any = (can_fall_left || can_fall_right);
4822 can_fall_both = (can_fall_left && can_fall_right);
4826 #if USE_NEW_ALL_SLIPPERY
4828 #if USE_NEW_SP_SLIPPERY
4829 /* !!! better use the same properties as for custom elements here !!! */
4830 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
4831 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
4833 can_fall_right = FALSE; /* slip down on left side */
4834 can_fall_both = FALSE;
4839 #if USE_NEW_ALL_SLIPPERY
4842 if (element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4843 can_fall_right = FALSE; /* slip down on left side */
4845 can_fall_left = !(can_fall_right = RND(2));
4847 can_fall_both = FALSE;
4852 if (game.emulation == EMU_BOULDERDASH ||
4853 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
4854 can_fall_right = FALSE; /* slip down on left side */
4856 can_fall_left = !(can_fall_right = RND(2));
4858 can_fall_both = FALSE;
4864 /* if not determined otherwise, prefer left side for slipping down */
4865 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
4866 started_moving = TRUE;
4870 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
4872 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
4875 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
4876 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
4877 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
4878 int belt_dir = game.belt_dir[belt_nr];
4880 if ((belt_dir == MV_LEFT && left_is_free) ||
4881 (belt_dir == MV_RIGHT && right_is_free))
4883 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
4885 InitMovingField(x, y, belt_dir);
4886 started_moving = TRUE;
4888 Pushed[x][y] = TRUE;
4889 Pushed[nextx][y] = TRUE;
4891 GfxAction[x][y] = ACTION_DEFAULT;
4895 MovDir[x][y] = 0; /* if element was moving, stop it */
4900 /* not "else if" because of elements that can fall and move (EL_SPRING) */
4902 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
4904 if (CAN_MOVE(element) && !started_moving)
4907 int move_pattern = element_info[element].move_pattern;
4912 if (MovDir[x][y] == MV_NO_MOVING)
4914 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
4915 x, y, element, element_info[element].token_name);
4916 printf("StartMoving(): This should never happen!\n");
4921 Moving2Blocked(x, y, &newx, &newy);
4923 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
4926 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
4927 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
4929 WasJustMoving[x][y] = 0;
4930 CheckCollision[x][y] = 0;
4932 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
4934 if (Feld[x][y] != element) /* element has changed */
4938 if (!MovDelay[x][y]) /* start new movement phase */
4940 /* all objects that can change their move direction after each step
4941 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
4943 if (element != EL_YAMYAM &&
4944 element != EL_DARK_YAMYAM &&
4945 element != EL_PACMAN &&
4946 !(move_pattern & MV_ANY_DIRECTION) &&
4947 move_pattern != MV_TURNING_LEFT &&
4948 move_pattern != MV_TURNING_RIGHT &&
4949 move_pattern != MV_TURNING_LEFT_RIGHT &&
4950 move_pattern != MV_TURNING_RIGHT_LEFT &&
4951 move_pattern != MV_TURNING_RANDOM)
4955 if (MovDelay[x][y] && (element == EL_BUG ||
4956 element == EL_SPACESHIP ||
4957 element == EL_SP_SNIKSNAK ||
4958 element == EL_SP_ELECTRON ||
4959 element == EL_MOLE))
4960 DrawLevelField(x, y);
4964 if (MovDelay[x][y]) /* wait some time before next movement */
4968 if (element == EL_ROBOT ||
4969 element == EL_YAMYAM ||
4970 element == EL_DARK_YAMYAM)
4972 DrawLevelElementAnimationIfNeeded(x, y, element);
4973 PlayLevelSoundAction(x, y, ACTION_WAITING);
4975 else if (element == EL_SP_ELECTRON)
4976 DrawLevelElementAnimationIfNeeded(x, y, element);
4977 else if (element == EL_DRAGON)
4980 int dir = MovDir[x][y];
4981 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
4982 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
4983 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
4984 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
4985 dir == MV_UP ? IMG_FLAMES_1_UP :
4986 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
4987 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
4989 GfxAction[x][y] = ACTION_ATTACKING;
4991 if (IS_PLAYER(x, y))
4992 DrawPlayerField(x, y);
4994 DrawLevelField(x, y);
4996 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
4998 for (i = 1; i <= 3; i++)
5000 int xx = x + i * dx;
5001 int yy = y + i * dy;
5002 int sx = SCREENX(xx);
5003 int sy = SCREENY(yy);
5004 int flame_graphic = graphic + (i - 1);
5006 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5011 int flamed = MovingOrBlocked2Element(xx, yy);
5015 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5017 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5018 RemoveMovingField(xx, yy);
5020 RemoveField(xx, yy);
5022 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5025 RemoveMovingField(xx, yy);
5028 ChangeDelay[xx][yy] = 0;
5030 Feld[xx][yy] = EL_FLAMES;
5032 if (IN_SCR_FIELD(sx, sy))
5034 DrawLevelFieldCrumbledSand(xx, yy);
5035 DrawGraphic(sx, sy, flame_graphic, frame);
5040 if (Feld[xx][yy] == EL_FLAMES)
5041 Feld[xx][yy] = EL_EMPTY;
5042 DrawLevelField(xx, yy);
5047 if (MovDelay[x][y]) /* element still has to wait some time */
5049 PlayLevelSoundAction(x, y, ACTION_WAITING);
5055 /* now make next step */
5057 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5059 if (DONT_COLLIDE_WITH(element) &&
5060 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5061 !PLAYER_ENEMY_PROTECTED(newx, newy))
5063 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5068 else if (CAN_MOVE_INTO_ACID(element) &&
5069 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5070 (MovDir[x][y] == MV_DOWN ||
5071 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5073 SplashAcid(newx, newy);
5074 Store[x][y] = EL_ACID;
5076 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5078 if (Feld[newx][newy] == EL_EXIT_OPEN)
5081 DrawLevelField(x, y);
5083 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5084 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5085 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5087 local_player->friends_still_needed--;
5088 if (!local_player->friends_still_needed &&
5089 !local_player->GameOver && AllPlayersGone)
5090 local_player->LevelSolved = local_player->GameOver = TRUE;
5094 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5096 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5097 DrawLevelField(newx, newy);
5099 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5101 else if (!IS_FREE(newx, newy))
5103 GfxAction[x][y] = ACTION_WAITING;
5105 if (IS_PLAYER(x, y))
5106 DrawPlayerField(x, y);
5108 DrawLevelField(x, y);
5113 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5115 if (IS_FOOD_PIG(Feld[newx][newy]))
5117 if (IS_MOVING(newx, newy))
5118 RemoveMovingField(newx, newy);
5121 Feld[newx][newy] = EL_EMPTY;
5122 DrawLevelField(newx, newy);
5125 PlayLevelSound(x, y, SND_PIG_DIGGING);
5127 else if (!IS_FREE(newx, newy))
5129 if (IS_PLAYER(x, y))
5130 DrawPlayerField(x, y);
5132 DrawLevelField(x, y);
5137 else if (IS_CUSTOM_ELEMENT(element) &&
5138 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5140 int new_element = Feld[newx][newy];
5142 if (!IS_FREE(newx, newy))
5144 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5145 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5148 /* no element can dig solid indestructible elements */
5149 if (IS_INDESTRUCTIBLE(new_element) &&
5150 !IS_DIGGABLE(new_element) &&
5151 !IS_COLLECTIBLE(new_element))
5154 if (AmoebaNr[newx][newy] &&
5155 (new_element == EL_AMOEBA_FULL ||
5156 new_element == EL_BD_AMOEBA ||
5157 new_element == EL_AMOEBA_GROWING))
5159 AmoebaCnt[AmoebaNr[newx][newy]]--;
5160 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5163 if (IS_MOVING(newx, newy))
5164 RemoveMovingField(newx, newy);
5167 RemoveField(newx, newy);
5168 DrawLevelField(newx, newy);
5171 /* if digged element was about to explode, prevent the explosion */
5172 ExplodeField[newx][newy] = EX_TYPE_NONE;
5174 PlayLevelSoundAction(x, y, action);
5177 Store[newx][newy] = EL_EMPTY;
5178 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5180 int move_leave_element = element_info[element].move_leave_element;
5182 /* this makes it possible to leave the removed element again */
5183 Store[newx][newy] = (move_leave_element == EL_TRIGGER_ELEMENT ?
5184 new_element : move_leave_element);
5187 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5189 RunnerVisit[x][y] = FrameCounter;
5190 PlayerVisit[x][y] /= 8; /* expire player visit path */
5193 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5195 if (!IS_FREE(newx, newy))
5197 if (IS_PLAYER(x, y))
5198 DrawPlayerField(x, y);
5200 DrawLevelField(x, y);
5206 boolean wanna_flame = !RND(10);
5207 int dx = newx - x, dy = newy - y;
5208 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5209 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5210 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5211 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5212 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5213 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5216 IS_CLASSIC_ENEMY(element1) ||
5217 IS_CLASSIC_ENEMY(element2)) &&
5218 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5219 element1 != EL_FLAMES && element2 != EL_FLAMES)
5221 ResetGfxAnimation(x, y);
5222 GfxAction[x][y] = ACTION_ATTACKING;
5224 if (IS_PLAYER(x, y))
5225 DrawPlayerField(x, y);
5227 DrawLevelField(x, y);
5229 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5231 MovDelay[x][y] = 50;
5235 RemoveField(newx, newy);
5237 Feld[newx][newy] = EL_FLAMES;
5238 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5241 RemoveField(newx1, newy1);
5243 Feld[newx1][newy1] = EL_FLAMES;
5245 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5248 RemoveField(newx2, newy2);
5250 Feld[newx2][newy2] = EL_FLAMES;
5257 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5258 Feld[newx][newy] == EL_DIAMOND)
5260 if (IS_MOVING(newx, newy))
5261 RemoveMovingField(newx, newy);
5264 Feld[newx][newy] = EL_EMPTY;
5265 DrawLevelField(newx, newy);
5268 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5270 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5271 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5273 if (AmoebaNr[newx][newy])
5275 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5276 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5277 Feld[newx][newy] == EL_BD_AMOEBA)
5278 AmoebaCnt[AmoebaNr[newx][newy]]--;
5283 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5285 RemoveMovingField(newx, newy);
5288 if (IS_MOVING(newx, newy))
5290 RemoveMovingField(newx, newy);
5295 Feld[newx][newy] = EL_EMPTY;
5296 DrawLevelField(newx, newy);
5299 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5301 else if ((element == EL_PACMAN || element == EL_MOLE)
5302 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5304 if (AmoebaNr[newx][newy])
5306 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5307 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5308 Feld[newx][newy] == EL_BD_AMOEBA)
5309 AmoebaCnt[AmoebaNr[newx][newy]]--;
5312 if (element == EL_MOLE)
5314 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5315 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5317 ResetGfxAnimation(x, y);
5318 GfxAction[x][y] = ACTION_DIGGING;
5319 DrawLevelField(x, y);
5321 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5323 return; /* wait for shrinking amoeba */
5325 else /* element == EL_PACMAN */
5327 Feld[newx][newy] = EL_EMPTY;
5328 DrawLevelField(newx, newy);
5329 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5332 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5333 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5334 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5336 /* wait for shrinking amoeba to completely disappear */
5339 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5341 /* object was running against a wall */
5346 /* !!! NEW "CE_BLOCKED" STUFF !!! -- DOES NOT WORK YET... !!! */
5347 if (move_pattern & MV_ANY_DIRECTION &&
5348 move_pattern == MovDir[x][y])
5350 int blocking_element =
5351 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
5353 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
5356 element = Feld[x][y]; /* element might have changed */
5360 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5361 DrawLevelElementAnimation(x, y, element);
5363 if (DONT_TOUCH(element))
5364 TestIfBadThingTouchesHero(x, y);
5369 InitMovingField(x, y, MovDir[x][y]);
5371 PlayLevelSoundAction(x, y, ACTION_MOVING);
5375 ContinueMoving(x, y);
5378 void ContinueMoving(int x, int y)
5380 int element = Feld[x][y];
5381 int stored = Store[x][y];
5382 struct ElementInfo *ei = &element_info[element];
5383 int direction = MovDir[x][y];
5384 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5385 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5386 int newx = x + dx, newy = y + dy;
5387 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5388 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5389 boolean last_line = (newy == lev_fieldy - 1);
5391 MovPos[x][y] += getElementMoveStepsize(x, y);
5393 if (pushed_by_player) /* special case: moving object pushed by player */
5394 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5396 if (ABS(MovPos[x][y]) < TILEX)
5398 DrawLevelField(x, y);
5400 return; /* element is still moving */
5403 /* element reached destination field */
5405 Feld[x][y] = EL_EMPTY;
5406 Feld[newx][newy] = element;
5407 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5409 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
5411 element = Feld[newx][newy] = EL_ACID;
5413 else if (element == EL_MOLE)
5415 Feld[x][y] = EL_SAND;
5417 DrawLevelFieldCrumbledSandNeighbours(x, y);
5419 else if (element == EL_QUICKSAND_FILLING)
5421 element = Feld[newx][newy] = get_next_element(element);
5422 Store[newx][newy] = Store[x][y];
5424 else if (element == EL_QUICKSAND_EMPTYING)
5426 Feld[x][y] = get_next_element(element);
5427 element = Feld[newx][newy] = Store[x][y];
5429 else if (element == EL_MAGIC_WALL_FILLING)
5431 element = Feld[newx][newy] = get_next_element(element);
5432 if (!game.magic_wall_active)
5433 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5434 Store[newx][newy] = Store[x][y];
5436 else if (element == EL_MAGIC_WALL_EMPTYING)
5438 Feld[x][y] = get_next_element(element);
5439 if (!game.magic_wall_active)
5440 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5441 element = Feld[newx][newy] = Store[x][y];
5443 #if USE_NEW_COLLECT_COUNT
5444 InitField(newx, newy, FALSE);
5447 else if (element == EL_BD_MAGIC_WALL_FILLING)
5449 element = Feld[newx][newy] = get_next_element(element);
5450 if (!game.magic_wall_active)
5451 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5452 Store[newx][newy] = Store[x][y];
5454 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5456 Feld[x][y] = get_next_element(element);
5457 if (!game.magic_wall_active)
5458 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5459 element = Feld[newx][newy] = Store[x][y];
5461 #if USE_NEW_COLLECT_COUNT
5462 InitField(newx, newy, FALSE);
5465 else if (element == EL_AMOEBA_DROPPING)
5467 Feld[x][y] = get_next_element(element);
5468 element = Feld[newx][newy] = Store[x][y];
5470 else if (element == EL_SOKOBAN_OBJECT)
5473 Feld[x][y] = Back[x][y];
5475 if (Back[newx][newy])
5476 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5478 Back[x][y] = Back[newx][newy] = 0;
5481 Store[x][y] = EL_EMPTY;
5486 MovDelay[newx][newy] = 0;
5488 if (CAN_CHANGE(element))
5490 /* copy element change control values to new field */
5491 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5492 ChangePage[newx][newy] = ChangePage[x][y];
5493 Changed[newx][newy] = Changed[x][y];
5494 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5496 #if USE_NEW_COLLECT_COUNT
5497 Count[newx][newy] = Count[x][y];
5501 ChangeDelay[x][y] = 0;
5502 ChangePage[x][y] = -1;
5503 Changed[x][y] = FALSE;
5504 ChangeEvent[x][y] = -1;
5506 #if USE_NEW_COLLECT_COUNT
5510 /* copy animation control values to new field */
5511 GfxFrame[newx][newy] = GfxFrame[x][y];
5512 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5513 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5514 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5516 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5518 /* some elements can leave other elements behind after moving */
5519 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
5520 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
5521 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
5523 int move_leave_element = ei->move_leave_element;
5525 /* this makes it possible to leave the removed element again */
5526 if (ei->move_leave_type == LEAVE_TYPE_LIMITED &&
5527 ei->move_leave_element == EL_TRIGGER_ELEMENT)
5528 move_leave_element = stored;
5530 Feld[x][y] = move_leave_element;
5532 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
5533 MovDir[x][y] = direction;
5535 InitField(x, y, FALSE);
5537 if (GFX_CRUMBLED(Feld[x][y]))
5538 DrawLevelFieldCrumbledSandNeighbours(x, y);
5540 if (ELEM_IS_PLAYER(move_leave_element))
5541 RelocatePlayer(x, y, move_leave_element);
5544 /* do this after checking for left-behind element */
5545 ResetGfxAnimation(x, y); /* reset animation values for old field */
5547 if (!CAN_MOVE(element) ||
5548 (CAN_FALL(element) && direction == MV_DOWN &&
5549 (element == EL_SPRING ||
5550 element_info[element].move_pattern == MV_WHEN_PUSHED ||
5551 element_info[element].move_pattern == MV_WHEN_DROPPED)))
5552 GfxDir[x][y] = MovDir[newx][newy] = 0;
5554 DrawLevelField(x, y);
5555 DrawLevelField(newx, newy);
5557 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5559 /* prevent pushed element from moving on in pushed direction */
5560 if (pushed_by_player && CAN_MOVE(element) &&
5561 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5562 !(element_info[element].move_pattern & direction))
5563 TurnRound(newx, newy);
5565 /* prevent elements on conveyor belt from moving on in last direction */
5566 if (pushed_by_conveyor && CAN_FALL(element) &&
5567 direction & MV_HORIZONTAL)
5568 MovDir[newx][newy] = 0;
5570 if (!pushed_by_player)
5572 int nextx = newx + dx, nexty = newy + dy;
5573 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
5575 WasJustMoving[newx][newy] = 3;
5577 if (CAN_FALL(element) && direction == MV_DOWN)
5578 WasJustFalling[newx][newy] = 3;
5580 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
5581 CheckCollision[newx][newy] = 2;
5584 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5586 TestIfBadThingTouchesHero(newx, newy);
5587 TestIfBadThingTouchesFriend(newx, newy);
5589 if (!IS_CUSTOM_ELEMENT(element))
5590 TestIfBadThingTouchesOtherBadThing(newx, newy);
5592 else if (element == EL_PENGUIN)
5593 TestIfFriendTouchesBadThing(newx, newy);
5595 /* give the player one last chance (one more frame) to move away */
5596 if (CAN_FALL(element) && direction == MV_DOWN &&
5597 (last_line || (!IS_FREE(x, newy + 1) &&
5598 (!IS_PLAYER(x, newy + 1) ||
5599 game.engine_version < VERSION_IDENT(3,1,1,0)))))
5602 if (pushed_by_player && !game.use_change_when_pushing_bug)
5604 int dig_side = MV_DIR_OPPOSITE(direction);
5605 struct PlayerInfo *player = PLAYERINFO(x, y);
5607 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
5608 player->index_bit, dig_side);
5609 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
5610 player->index_bit, dig_side);
5613 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5615 TestIfElementHitsCustomElement(newx, newy, direction);
5616 TestIfPlayerTouchesCustomElement(newx, newy);
5617 TestIfElementTouchesCustomElement(newx, newy);
5620 int AmoebeNachbarNr(int ax, int ay)
5623 int element = Feld[ax][ay];
5625 static int xy[4][2] =
5633 for (i = 0; i < NUM_DIRECTIONS; i++)
5635 int x = ax + xy[i][0];
5636 int y = ay + xy[i][1];
5638 if (!IN_LEV_FIELD(x, y))
5641 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
5642 group_nr = AmoebaNr[x][y];
5648 void AmoebenVereinigen(int ax, int ay)
5650 int i, x, y, xx, yy;
5651 int new_group_nr = AmoebaNr[ax][ay];
5652 static int xy[4][2] =
5660 if (new_group_nr == 0)
5663 for (i = 0; i < NUM_DIRECTIONS; i++)
5668 if (!IN_LEV_FIELD(x, y))
5671 if ((Feld[x][y] == EL_AMOEBA_FULL ||
5672 Feld[x][y] == EL_BD_AMOEBA ||
5673 Feld[x][y] == EL_AMOEBA_DEAD) &&
5674 AmoebaNr[x][y] != new_group_nr)
5676 int old_group_nr = AmoebaNr[x][y];
5678 if (old_group_nr == 0)
5681 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
5682 AmoebaCnt[old_group_nr] = 0;
5683 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
5684 AmoebaCnt2[old_group_nr] = 0;
5686 for (yy = 0; yy < lev_fieldy; yy++)
5688 for (xx = 0; xx < lev_fieldx; xx++)
5690 if (AmoebaNr[xx][yy] == old_group_nr)
5691 AmoebaNr[xx][yy] = new_group_nr;
5698 void AmoebeUmwandeln(int ax, int ay)
5702 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
5704 int group_nr = AmoebaNr[ax][ay];
5709 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
5710 printf("AmoebeUmwandeln(): This should never happen!\n");
5715 for (y = 0; y < lev_fieldy; y++)
5717 for (x = 0; x < lev_fieldx; x++)
5719 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
5722 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
5726 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
5727 SND_AMOEBA_TURNING_TO_GEM :
5728 SND_AMOEBA_TURNING_TO_ROCK));
5733 static int xy[4][2] =
5741 for (i = 0; i < NUM_DIRECTIONS; i++)
5746 if (!IN_LEV_FIELD(x, y))
5749 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
5751 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
5752 SND_AMOEBA_TURNING_TO_GEM :
5753 SND_AMOEBA_TURNING_TO_ROCK));
5760 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
5763 int group_nr = AmoebaNr[ax][ay];
5764 boolean done = FALSE;
5769 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
5770 printf("AmoebeUmwandelnBD(): This should never happen!\n");
5775 for (y = 0; y < lev_fieldy; y++)
5777 for (x = 0; x < lev_fieldx; x++)
5779 if (AmoebaNr[x][y] == group_nr &&
5780 (Feld[x][y] == EL_AMOEBA_DEAD ||
5781 Feld[x][y] == EL_BD_AMOEBA ||
5782 Feld[x][y] == EL_AMOEBA_GROWING))
5785 Feld[x][y] = new_element;
5786 InitField(x, y, FALSE);
5787 DrawLevelField(x, y);
5794 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
5795 SND_BD_AMOEBA_TURNING_TO_ROCK :
5796 SND_BD_AMOEBA_TURNING_TO_GEM));
5799 void AmoebeWaechst(int x, int y)
5801 static unsigned long sound_delay = 0;
5802 static unsigned long sound_delay_value = 0;
5804 if (!MovDelay[x][y]) /* start new growing cycle */
5808 if (DelayReached(&sound_delay, sound_delay_value))
5810 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
5811 sound_delay_value = 30;
5815 if (MovDelay[x][y]) /* wait some time before growing bigger */
5818 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5820 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
5821 6 - MovDelay[x][y]);
5823 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
5826 if (!MovDelay[x][y])
5828 Feld[x][y] = Store[x][y];
5830 DrawLevelField(x, y);
5835 void AmoebaDisappearing(int x, int y)
5837 static unsigned long sound_delay = 0;
5838 static unsigned long sound_delay_value = 0;
5840 if (!MovDelay[x][y]) /* start new shrinking cycle */
5844 if (DelayReached(&sound_delay, sound_delay_value))
5845 sound_delay_value = 30;
5848 if (MovDelay[x][y]) /* wait some time before shrinking */
5851 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
5853 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
5854 6 - MovDelay[x][y]);
5856 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
5859 if (!MovDelay[x][y])
5861 Feld[x][y] = EL_EMPTY;
5862 DrawLevelField(x, y);
5864 /* don't let mole enter this field in this cycle;
5865 (give priority to objects falling to this field from above) */
5871 void AmoebeAbleger(int ax, int ay)
5874 int element = Feld[ax][ay];
5875 int graphic = el2img(element);
5876 int newax = ax, neway = ay;
5877 static int xy[4][2] =
5885 if (!level.amoeba_speed)
5887 Feld[ax][ay] = EL_AMOEBA_DEAD;
5888 DrawLevelField(ax, ay);
5892 if (IS_ANIMATED(graphic))
5893 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
5895 if (!MovDelay[ax][ay]) /* start making new amoeba field */
5896 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
5898 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
5901 if (MovDelay[ax][ay])
5905 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
5908 int x = ax + xy[start][0];
5909 int y = ay + xy[start][1];
5911 if (!IN_LEV_FIELD(x, y))
5914 if (IS_FREE(x, y) ||
5915 CAN_GROW_INTO(Feld[x][y]) ||
5916 Feld[x][y] == EL_QUICKSAND_EMPTY)
5922 if (newax == ax && neway == ay)
5925 else /* normal or "filled" (BD style) amoeba */
5928 boolean waiting_for_player = FALSE;
5930 for (i = 0; i < NUM_DIRECTIONS; i++)
5932 int j = (start + i) % 4;
5933 int x = ax + xy[j][0];
5934 int y = ay + xy[j][1];
5936 if (!IN_LEV_FIELD(x, y))
5939 if (IS_FREE(x, y) ||
5940 CAN_GROW_INTO(Feld[x][y]) ||
5941 Feld[x][y] == EL_QUICKSAND_EMPTY)
5947 else if (IS_PLAYER(x, y))
5948 waiting_for_player = TRUE;
5951 if (newax == ax && neway == ay) /* amoeba cannot grow */
5953 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
5955 Feld[ax][ay] = EL_AMOEBA_DEAD;
5956 DrawLevelField(ax, ay);
5957 AmoebaCnt[AmoebaNr[ax][ay]]--;
5959 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
5961 if (element == EL_AMOEBA_FULL)
5962 AmoebeUmwandeln(ax, ay);
5963 else if (element == EL_BD_AMOEBA)
5964 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
5969 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
5971 /* amoeba gets larger by growing in some direction */
5973 int new_group_nr = AmoebaNr[ax][ay];
5976 if (new_group_nr == 0)
5978 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
5979 printf("AmoebeAbleger(): This should never happen!\n");
5984 AmoebaNr[newax][neway] = new_group_nr;
5985 AmoebaCnt[new_group_nr]++;
5986 AmoebaCnt2[new_group_nr]++;
5988 /* if amoeba touches other amoeba(s) after growing, unify them */
5989 AmoebenVereinigen(newax, neway);
5991 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
5993 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
5999 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6000 (neway == lev_fieldy - 1 && newax != ax))
6002 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6003 Store[newax][neway] = element;
6005 else if (neway == ay)
6007 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6009 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6013 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6014 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6015 Store[ax][ay] = EL_AMOEBA_DROP;
6016 ContinueMoving(ax, ay);
6020 DrawLevelField(newax, neway);
6023 void Life(int ax, int ay)
6026 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6028 int element = Feld[ax][ay];
6029 int graphic = el2img(element);
6030 boolean changed = FALSE;
6032 if (IS_ANIMATED(graphic))
6033 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6038 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6039 MovDelay[ax][ay] = life_time;
6041 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6044 if (MovDelay[ax][ay])
6048 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6050 int xx = ax+x1, yy = ay+y1;
6053 if (!IN_LEV_FIELD(xx, yy))
6056 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6058 int x = xx+x2, y = yy+y2;
6060 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6063 if (((Feld[x][y] == element ||
6064 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6066 (IS_FREE(x, y) && Stop[x][y]))
6070 if (xx == ax && yy == ay) /* field in the middle */
6072 if (nachbarn < life[0] || nachbarn > life[1])
6074 Feld[xx][yy] = EL_EMPTY;
6076 DrawLevelField(xx, yy);
6077 Stop[xx][yy] = TRUE;
6081 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
6082 { /* free border field */
6083 if (nachbarn >= life[2] && nachbarn <= life[3])
6085 Feld[xx][yy] = element;
6086 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6088 DrawLevelField(xx, yy);
6089 Stop[xx][yy] = TRUE;
6096 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6097 SND_GAME_OF_LIFE_GROWING);
6100 static void InitRobotWheel(int x, int y)
6102 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6105 static void RunRobotWheel(int x, int y)
6107 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6110 static void StopRobotWheel(int x, int y)
6112 if (ZX == x && ZY == y)
6116 static void InitTimegateWheel(int x, int y)
6118 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
6121 static void RunTimegateWheel(int x, int y)
6123 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6126 void CheckExit(int x, int y)
6128 if (local_player->gems_still_needed > 0 ||
6129 local_player->sokobanfields_still_needed > 0 ||
6130 local_player->lights_still_needed > 0)
6132 int element = Feld[x][y];
6133 int graphic = el2img(element);
6135 if (IS_ANIMATED(graphic))
6136 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6141 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6144 Feld[x][y] = EL_EXIT_OPENING;
6146 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6149 void CheckExitSP(int x, int y)
6151 if (local_player->gems_still_needed > 0)
6153 int element = Feld[x][y];
6154 int graphic = el2img(element);
6156 if (IS_ANIMATED(graphic))
6157 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6162 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6165 Feld[x][y] = EL_SP_EXIT_OPENING;
6167 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6170 static void CloseAllOpenTimegates()
6174 for (y = 0; y < lev_fieldy; y++)
6176 for (x = 0; x < lev_fieldx; x++)
6178 int element = Feld[x][y];
6180 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6182 Feld[x][y] = EL_TIMEGATE_CLOSING;
6184 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6190 void EdelsteinFunkeln(int x, int y)
6192 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6195 if (Feld[x][y] == EL_BD_DIAMOND)
6198 if (MovDelay[x][y] == 0) /* next animation frame */
6199 MovDelay[x][y] = 11 * !SimpleRND(500);
6201 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6205 if (setup.direct_draw && MovDelay[x][y])
6206 SetDrawtoField(DRAW_BUFFERED);
6208 DrawLevelElementAnimation(x, y, Feld[x][y]);
6210 if (MovDelay[x][y] != 0)
6212 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6213 10 - MovDelay[x][y]);
6215 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6217 if (setup.direct_draw)
6221 dest_x = FX + SCREENX(x) * TILEX;
6222 dest_y = FY + SCREENY(y) * TILEY;
6224 BlitBitmap(drawto_field, window,
6225 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6226 SetDrawtoField(DRAW_DIRECT);
6232 void MauerWaechst(int x, int y)
6236 if (!MovDelay[x][y]) /* next animation frame */
6237 MovDelay[x][y] = 3 * delay;
6239 if (MovDelay[x][y]) /* wait some time before next frame */
6243 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6245 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6246 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6248 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6251 if (!MovDelay[x][y])
6253 if (MovDir[x][y] == MV_LEFT)
6255 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6256 DrawLevelField(x - 1, y);
6258 else if (MovDir[x][y] == MV_RIGHT)
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_UP)
6265 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6266 DrawLevelField(x, y - 1);
6270 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6271 DrawLevelField(x, y + 1);
6274 Feld[x][y] = Store[x][y];
6276 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6277 DrawLevelField(x, y);
6282 void MauerAbleger(int ax, int ay)
6284 int element = Feld[ax][ay];
6285 int graphic = el2img(element);
6286 boolean oben_frei = FALSE, unten_frei = FALSE;
6287 boolean links_frei = FALSE, rechts_frei = FALSE;
6288 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6289 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6290 boolean new_wall = FALSE;
6292 if (IS_ANIMATED(graphic))
6293 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6295 if (!MovDelay[ax][ay]) /* start building new wall */
6296 MovDelay[ax][ay] = 6;
6298 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6301 if (MovDelay[ax][ay])
6305 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6307 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6309 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6311 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6314 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6315 element == EL_EXPANDABLE_WALL_ANY)
6319 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6320 Store[ax][ay-1] = element;
6321 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6322 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6323 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6324 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6329 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6330 Store[ax][ay+1] = element;
6331 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6332 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6333 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6334 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6339 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6340 element == EL_EXPANDABLE_WALL_ANY ||
6341 element == EL_EXPANDABLE_WALL)
6345 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6346 Store[ax-1][ay] = element;
6347 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6348 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6349 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6350 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6356 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6357 Store[ax+1][ay] = element;
6358 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6359 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6360 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6361 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6366 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6367 DrawLevelField(ax, ay);
6369 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6371 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6372 unten_massiv = TRUE;
6373 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6374 links_massiv = TRUE;
6375 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6376 rechts_massiv = TRUE;
6378 if (((oben_massiv && unten_massiv) ||
6379 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6380 element == EL_EXPANDABLE_WALL) &&
6381 ((links_massiv && rechts_massiv) ||
6382 element == EL_EXPANDABLE_WALL_VERTICAL))
6383 Feld[ax][ay] = EL_WALL;
6386 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6389 void CheckForDragon(int x, int y)
6392 boolean dragon_found = FALSE;
6393 static int xy[4][2] =
6401 for (i = 0; i < NUM_DIRECTIONS; i++)
6403 for (j = 0; j < 4; j++)
6405 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6407 if (IN_LEV_FIELD(xx, yy) &&
6408 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6410 if (Feld[xx][yy] == EL_DRAGON)
6411 dragon_found = TRUE;
6420 for (i = 0; i < NUM_DIRECTIONS; i++)
6422 for (j = 0; j < 3; j++)
6424 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6426 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6428 Feld[xx][yy] = EL_EMPTY;
6429 DrawLevelField(xx, yy);
6438 static void InitBuggyBase(int x, int y)
6440 int element = Feld[x][y];
6441 int activating_delay = FRAMES_PER_SECOND / 4;
6444 (element == EL_SP_BUGGY_BASE ?
6445 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6446 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6448 element == EL_SP_BUGGY_BASE_ACTIVE ?
6449 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6452 static void WarnBuggyBase(int x, int y)
6455 static int xy[4][2] =
6463 for (i = 0; i < NUM_DIRECTIONS; i++)
6465 int xx = x + xy[i][0], yy = y + xy[i][1];
6467 if (IS_PLAYER(xx, yy))
6469 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6476 static void InitTrap(int x, int y)
6478 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6481 static void ActivateTrap(int x, int y)
6483 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6486 static void ChangeActiveTrap(int x, int y)
6488 int graphic = IMG_TRAP_ACTIVE;
6490 /* if new animation frame was drawn, correct crumbled sand border */
6491 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6492 DrawLevelFieldCrumbledSand(x, y);
6495 static int getSpecialActionElement(int element, int number, int base_element)
6497 return (element != EL_EMPTY ? element :
6498 number != -1 ? base_element + number - 1 :
6502 static int getModifiedActionNumber(int value_old, int operator, int operand,
6503 int value_min, int value_max)
6505 int value_new = (operator == CA_MODE_ADD ? value_old + operand :
6506 operator == CA_MODE_SUBTRACT ? value_old - operand :
6507 operator == CA_MODE_MULTIPLY ? value_old * operand :
6508 operator == CA_MODE_DIVIDE ? value_old / MAX(1, operand) :
6509 operator == CA_MODE_SET ? operand :
6512 return (value_new < value_min ? value_min :
6513 value_new > value_max ? value_max :
6517 static void ExecuteCustomElementAction(int x, int y, int element, int page)
6519 struct ElementInfo *ei = &element_info[element];
6520 struct ElementChangeInfo *change = &ei->change_page[page];
6521 int action_type = change->action_type;
6522 int action_mode = change->action_mode;
6523 int action_arg = change->action_arg;
6526 if (!change->has_action)
6529 /* ---------- determine action paramater values ---------- */
6531 int action_arg_element =
6532 (action_arg == CA_ARG_PLAYER_TRIGGER ? change->actual_trigger_player :
6533 action_arg == CA_ARG_ELEMENT_TRIGGER ? change->actual_trigger_element :
6534 action_arg == CA_ARG_ELEMENT_TARGET ? change->target_element :
6537 int action_arg_number_min =
6538 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MIN :
6541 int action_arg_number_max =
6542 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_MAX :
6543 action_type == CA_SET_GEMS ? 999 :
6544 action_type == CA_SET_TIME ? 9999 :
6545 action_type == CA_SET_SCORE ? 99999 :
6546 action_type == CA_SET_CE_SCORE ? 9999 :
6547 action_type == CA_SET_CE_COUNT ? 9999 :
6550 int action_arg_number_reset =
6551 (action_type == CA_SET_PLAYER_SPEED ? TILEX/game.initial_move_delay_value :
6552 action_type == CA_SET_GEMS ? level.gems_needed :
6553 action_type == CA_SET_TIME ? level.time :
6554 action_type == CA_SET_SCORE ? 0 :
6555 action_type == CA_SET_CE_SCORE ? 0 :
6556 action_type == CA_SET_CE_COUNT ? ei->collect_count_initial :
6559 int action_arg_number_normal =
6560 (action_type == CA_SET_PLAYER_SPEED ? MOVE_STEPSIZE_NORMAL :
6561 action_arg_number_reset);
6563 int action_arg_number =
6564 (action_arg <= CA_ARG_MAX ? action_arg :
6565 action_arg == CA_ARG_NUMBER_MIN ? action_arg_number_min :
6566 action_arg == CA_ARG_NUMBER_MAX ? action_arg_number_max :
6567 action_arg == CA_ARG_NUMBER_RESET ? action_arg_number_reset :
6568 action_arg == CA_ARG_NUMBER_NORMAL ? action_arg_number_normal :
6569 action_arg == CA_ARG_NUMBER_CE_SCORE ? ei->collect_score :
6570 #if USE_NEW_COLLECT_COUNT
6571 action_arg == CA_ARG_NUMBER_CE_COUNT ? Count[x][y] :
6573 action_arg == CA_ARG_NUMBER_CE_COUNT ? ei->collect_count_initial :
6575 action_arg == CA_ARG_NUMBER_CE_DELAY ? GET_CHANGE_DELAY(change) :
6578 int action_arg_number_old =
6579 (action_type == CA_SET_GEMS ? local_player->gems_still_needed :
6580 action_type == CA_SET_TIME ? TimeLeft :
6581 action_type == CA_SET_SCORE ? local_player->score :
6582 action_type == CA_SET_CE_SCORE ? ei->collect_score :
6583 action_type == CA_SET_CE_COUNT ? Count[x][y] :
6586 int action_arg_number_new =
6587 getModifiedActionNumber(action_arg_number_old,
6588 action_mode, action_arg_number,
6589 action_arg_number_min, action_arg_number_max);
6591 /* (for explicit player choice, set invalid value to "no player") */
6592 int action_arg_player_bits =
6593 (action_arg == CA_ARG_PLAYER_ANY ? action_arg - CA_ARG_PLAYER :
6594 action_arg >= CA_ARG_PLAYER_1 &&
6595 action_arg <= CA_ARG_PLAYER_4 ? action_arg - CA_ARG_PLAYER :
6596 action_arg >= CA_ARG_1 &&
6597 action_arg <= CA_ARG_PLAYER_4 ? (1 << (action_arg - 1)) :
6598 action_arg_element >= EL_PLAYER_1 &&
6599 action_arg_element <= EL_PLAYER_4 ?
6600 (1 << (action_arg_element - EL_PLAYER_1)) :
6603 /* (for implicit player choice, set invalid value to "all players") */
6604 int trigger_player_bits =
6605 (change->actual_trigger_player >= EL_PLAYER_1 &&
6606 change->actual_trigger_player <= EL_PLAYER_4 ?
6607 (1 << (change->actual_trigger_player - EL_PLAYER_1)) :
6610 /* ---------- execute action ---------- */
6619 case CA_EXIT_PLAYER:
6621 for (i = 0; i < MAX_PLAYERS; i++)
6622 if (action_arg_player_bits & (1 << i))
6623 stored_player[i].LevelSolved = stored_player[i].GameOver = TRUE;
6628 case CA_KILL_PLAYER:
6630 for (i = 0; i < MAX_PLAYERS; i++)
6631 if (action_arg_player_bits & (1 << i))
6632 KillHero(&stored_player[i]);
6637 case CA_RESTART_LEVEL:
6639 game.restart_level = TRUE;
6644 case CA_SHOW_ENVELOPE:
6646 int element = getSpecialActionElement(action_arg_element,
6647 action_arg_number, EL_ENVELOPE_1);
6649 if (IS_ENVELOPE(element))
6650 local_player->show_envelope = element;
6657 int element = getSpecialActionElement(action_arg_element,
6658 action_arg_number, EL_KEY_1);
6660 if (IS_KEY(element))
6662 for (i = 0; i < MAX_PLAYERS; i++)
6664 if (trigger_player_bits & (1 << i))
6666 stored_player[i].key[KEY_NR(element)] = TRUE;
6668 DrawGameValue_Keys(stored_player[i].key);
6670 redraw_mask |= REDRAW_DOOR_1;
6680 int element = getSpecialActionElement(action_arg_element,
6681 action_arg_number, EL_KEY_1);
6683 if (IS_KEY(element))
6685 for (i = 0; i < MAX_PLAYERS; i++)
6687 if (trigger_player_bits & (1 << i))
6689 stored_player[i].key[KEY_NR(element)] = FALSE;
6691 DrawGameValue_Keys(stored_player[i].key);
6693 redraw_mask |= REDRAW_DOOR_1;
6701 case CA_SET_PLAYER_SPEED:
6703 for (i = 0; i < MAX_PLAYERS; i++)
6705 if (trigger_player_bits & (1 << i))
6707 int move_stepsize = TILEX / stored_player[i].move_delay_value;
6709 if (action_mode == CA_MODE_ADD || action_mode == CA_MODE_SUBTRACT)
6711 /* translate "+" and "-" to "*" and "/" with powers of two */
6712 action_arg_number = 1 << action_arg_number;
6713 action_mode = (action_mode == CA_MODE_ADD ? CA_MODE_MULTIPLY :
6718 getModifiedActionNumber(move_stepsize,
6721 action_arg_number_min,
6722 action_arg_number_max);
6724 /* make sure that value is power of 2 */
6725 move_stepsize = (1 << log_2(move_stepsize));
6727 stored_player[i].move_delay_value = TILEX / move_stepsize;
6730 printf("::: move_delay_value == %d [%d]\n",
6731 stored_player[i].move_delay_value, action_arg_number);
6741 local_player->gems_still_needed = action_arg_number_new;
6743 DrawGameValue_Emeralds(local_player->gems_still_needed);
6750 if (level.time > 0) /* only modify limited time value */
6752 TimeLeft = action_arg_number_new;
6754 DrawGameValue_Time(TimeLeft);
6756 if (!TimeLeft && setup.time_limit)
6757 for (i = 0; i < MAX_PLAYERS; i++)
6758 KillHero(&stored_player[i]);
6766 local_player->score = action_arg_number_new;
6768 DrawGameValue_Score(local_player->score);
6773 case CA_SET_CE_SCORE:
6775 ei->collect_score = action_arg_number_new;
6780 case CA_SET_CE_COUNT:
6782 #if USE_NEW_COLLECT_COUNT
6783 int count_last = Count[x][y];
6785 Count[x][y] = action_arg_number_new;
6788 printf("::: Count == %d\n", Count[x][y]);
6791 if (Count[x][y] == 0 && count_last > 0)
6794 printf("::: CE_COUNT_AT_ZERO\n");
6797 CheckElementChange(x, y, element, EL_UNDEFINED, CE_COUNT_AT_ZERO);
6798 CheckTriggeredElementChange(element, CE_COUNT_AT_ZERO_OF_X);
6805 case CA_SET_DYNABOMB_NUMBER:
6807 printf("::: CA_SET_DYNABOMB_NUMBER -- not yet implemented\n");
6812 case CA_SET_DYNABOMB_SIZE:
6814 printf("::: CA_SET_DYNABOMB_SIZE -- not yet implemented\n");
6819 case CA_SET_DYNABOMB_POWER:
6821 printf("::: CA_SET_DYNABOMB_POWER -- not yet implemented\n");
6826 case CA_TOGGLE_PLAYER_GRAVITY:
6828 game.gravity = !game.gravity;
6833 case CA_ENABLE_PLAYER_GRAVITY:
6835 game.gravity = TRUE;
6840 case CA_DISABLE_PLAYER_GRAVITY:
6842 game.gravity = FALSE;
6852 static void ChangeElementNowExt(struct ElementChangeInfo *change,
6853 int x, int y, int target_element)
6855 int previous_move_direction = MovDir[x][y];
6856 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
6857 IS_WALKABLE(Feld[x][y]));
6859 /* check if element under player changes from accessible to unaccessible
6860 (needed for special case of dropping element which then changes) */
6861 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6862 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6870 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
6871 RemoveMovingField(x, y);
6875 Feld[x][y] = target_element;
6877 ResetGfxAnimation(x, y);
6878 ResetRandomAnimationValue(x, y);
6880 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6881 MovDir[x][y] = previous_move_direction;
6883 InitField_WithBug1(x, y, FALSE);
6885 DrawLevelField(x, y);
6887 if (GFX_CRUMBLED(Feld[x][y]))
6888 DrawLevelFieldCrumbledSandNeighbours(x, y);
6891 /* "Changed[][]" not set yet to allow "entered by player" change one time */
6892 if (ELEM_IS_PLAYER(target_element))
6893 RelocatePlayer(x, y, target_element);
6896 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6898 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6901 TestIfBadThingTouchesHero(x, y);
6902 TestIfPlayerTouchesCustomElement(x, y);
6903 TestIfElementTouchesCustomElement(x, y);
6906 static boolean ChangeElementNow(int x, int y, int element, int page)
6908 struct ElementChangeInfo *change = &element_info[element].change_page[page];
6910 int old_element = Feld[x][y];
6912 /* always use default change event to prevent running into a loop */
6913 if (ChangeEvent[x][y] == -1)
6914 ChangeEvent[x][y] = CE_DELAY;
6916 if (ChangeEvent[x][y] == CE_DELAY)
6918 /* reset actual trigger element, trigger player and action element */
6919 change->actual_trigger_element = EL_EMPTY;
6920 change->actual_trigger_player = EL_PLAYER_1;
6924 /* do not change any elements that have already changed in this frame */
6928 /* do not change already changed elements with same change event */
6929 if (Changed[x][y] & ChangeEvent[x][y])
6934 Changed[x][y] = TRUE; /* ignore all further changes in this frame */
6936 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6939 if (change->explode)
6946 if (change->use_target_content)
6948 boolean complete_replace = TRUE;
6949 boolean can_replace[3][3];
6952 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
6955 boolean is_walkable;
6956 boolean is_diggable;
6957 boolean is_collectible;
6958 boolean is_removable;
6959 boolean is_destructible;
6960 int ex = x + xx - 1;
6961 int ey = y + yy - 1;
6962 int content_element = change->target_content[xx][yy];
6965 can_replace[xx][yy] = TRUE;
6967 if (ex == x && ey == y) /* do not check changing element itself */
6970 if (content_element == EL_EMPTY_SPACE)
6972 can_replace[xx][yy] = FALSE; /* do not replace border with space */
6977 if (!IN_LEV_FIELD(ex, ey))
6979 can_replace[xx][yy] = FALSE;
6980 complete_replace = FALSE;
6987 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
6988 e = MovingOrBlocked2Element(ex, ey);
6990 is_empty = (IS_FREE(ex, ey) ||
6991 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
6993 is_walkable = (is_empty || IS_WALKABLE(e));
6994 is_diggable = (is_empty || IS_DIGGABLE(e));
6995 is_collectible = (is_empty || IS_COLLECTIBLE(e));
6996 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
6997 is_removable = (is_diggable || is_collectible);
6999 can_replace[xx][yy] =
7000 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7001 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7002 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7003 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7004 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7005 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7006 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7008 if (!can_replace[xx][yy])
7009 complete_replace = FALSE;
7012 if (!change->only_if_complete || complete_replace)
7014 boolean something_has_changed = FALSE;
7016 if (change->only_if_complete && change->use_random_replace &&
7017 RND(100) < change->random_percentage)
7020 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7022 int ex = x + xx - 1;
7023 int ey = y + yy - 1;
7024 int content_element;
7026 if (can_replace[xx][yy] && (!change->use_random_replace ||
7027 RND(100) < change->random_percentage))
7029 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7030 RemoveMovingField(ex, ey);
7032 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7034 content_element = change->target_content[xx][yy];
7035 target_element = GET_TARGET_ELEMENT(content_element, change);
7037 ChangeElementNowExt(change, ex, ey, target_element);
7039 something_has_changed = TRUE;
7041 /* for symmetry reasons, freeze newly created border elements */
7042 if (ex != x || ey != y)
7043 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7047 if (something_has_changed)
7048 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7053 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7055 ChangeElementNowExt(change, x, y, target_element);
7057 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7060 /* this uses direct change before indirect change */
7061 CheckTriggeredElementChangeByPage(old_element, CE_CHANGE_OF_X, page);
7066 static void ChangeElement(int x, int y, int page)
7068 int element = MovingOrBlocked2Element(x, y);
7069 struct ElementInfo *ei = &element_info[element];
7070 struct ElementChangeInfo *change = &ei->change_page[page];
7073 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7076 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7077 x, y, element, element_info[element].token_name);
7078 printf("ChangeElement(): This should never happen!\n");
7083 /* this can happen with classic bombs on walkable, changing elements */
7084 if (!CAN_CHANGE(element))
7087 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7088 ChangeDelay[x][y] = 0;
7094 if (ChangeDelay[x][y] == 0) /* initialize element change */
7096 ChangeDelay[x][y] = GET_CHANGE_DELAY(change) + 1;
7098 ResetGfxAnimation(x, y);
7099 ResetRandomAnimationValue(x, y);
7101 if (change->pre_change_function)
7102 change->pre_change_function(x, y);
7105 ChangeDelay[x][y]--;
7107 if (ChangeDelay[x][y] != 0) /* continue element change */
7109 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7111 if (IS_ANIMATED(graphic))
7112 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7114 if (change->change_function)
7115 change->change_function(x, y);
7117 else /* finish element change */
7119 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7121 page = ChangePage[x][y];
7122 ChangePage[x][y] = -1;
7124 change = &ei->change_page[page];
7127 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7129 ChangeDelay[x][y] = 1; /* try change after next move step */
7130 ChangePage[x][y] = page; /* remember page to use for change */
7135 if (ChangeElementNow(x, y, element, page))
7137 if (change->post_change_function)
7138 change->post_change_function(x, y);
7143 static boolean CheckTriggeredElementChangeExt(int trigger_element,
7149 boolean change_done_any = FALSE;
7150 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7153 if (!(trigger_events[trigger_element][trigger_event]))
7156 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7158 int element = EL_CUSTOM_START + i;
7159 boolean change_done = FALSE;
7162 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7163 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7166 for (p = 0; p < element_info[element].num_change_pages; p++)
7168 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7170 if (change->can_change_or_has_action &&
7171 change->has_event[trigger_event] &&
7172 change->trigger_side & trigger_side &&
7173 change->trigger_player & trigger_player &&
7174 change->trigger_page & trigger_page_bits &&
7175 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7177 change->actual_trigger_element = trigger_element;
7178 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7180 if ((change->can_change && !change_done) || change->has_action)
7184 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7186 if (Feld[x][y] == element)
7188 if (change->can_change && !change_done)
7190 ChangeDelay[x][y] = 1;
7191 ChangeEvent[x][y] = trigger_event;
7192 ChangeElement(x, y, p);
7195 if (change->has_action)
7196 ExecuteCustomElementAction(x, y, element, p);
7200 if (change->can_change)
7203 change_done_any = TRUE;
7210 return change_done_any;
7213 static boolean CheckElementChangeExt(int x, int y,
7215 int trigger_element,
7220 boolean change_done = FALSE;
7223 if (!CAN_CHANGE_OR_HAS_ACTION(element) ||
7224 !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7227 if (Feld[x][y] == EL_BLOCKED)
7229 Blocked2Moving(x, y, &x, &y);
7230 element = Feld[x][y];
7233 if (Feld[x][y] != element) /* check if element has already changed */
7236 for (p = 0; p < element_info[element].num_change_pages; p++)
7238 struct ElementChangeInfo *change = &element_info[element].change_page[p];
7240 boolean check_trigger_element =
7241 (trigger_event == CE_TOUCHING_X ||
7242 trigger_event == CE_HITTING_X ||
7243 trigger_event == CE_HIT_BY_X);
7245 if (change->can_change_or_has_action &&
7246 change->has_event[trigger_event] &&
7247 change->trigger_side & trigger_side &&
7248 change->trigger_player & trigger_player &&
7249 (!check_trigger_element ||
7250 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element)))
7252 change->actual_trigger_element = trigger_element;
7253 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7255 if (change->can_change && !change_done)
7257 ChangeDelay[x][y] = 1;
7258 ChangeEvent[x][y] = trigger_event;
7259 ChangeElement(x, y, p);
7264 if (change->has_action)
7265 ExecuteCustomElementAction(x, y, element, p);
7272 static void PlayPlayerSound(struct PlayerInfo *player)
7274 int jx = player->jx, jy = player->jy;
7275 int element = player->element_nr;
7276 int last_action = player->last_action_waiting;
7277 int action = player->action_waiting;
7279 if (player->is_waiting)
7281 if (action != last_action)
7282 PlayLevelSoundElementAction(jx, jy, element, action);
7284 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7288 if (action != last_action)
7289 StopSound(element_info[element].sound[last_action]);
7291 if (last_action == ACTION_SLEEPING)
7292 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7296 static void PlayAllPlayersSound()
7300 for (i = 0; i < MAX_PLAYERS; i++)
7301 if (stored_player[i].active)
7302 PlayPlayerSound(&stored_player[i]);
7305 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7307 boolean last_waiting = player->is_waiting;
7308 int move_dir = player->MovDir;
7310 player->last_action_waiting = player->action_waiting;
7314 if (!last_waiting) /* not waiting -> waiting */
7316 player->is_waiting = TRUE;
7318 player->frame_counter_bored =
7320 game.player_boring_delay_fixed +
7321 SimpleRND(game.player_boring_delay_random);
7322 player->frame_counter_sleeping =
7324 game.player_sleeping_delay_fixed +
7325 SimpleRND(game.player_sleeping_delay_random);
7327 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7330 if (game.player_sleeping_delay_fixed +
7331 game.player_sleeping_delay_random > 0 &&
7332 player->anim_delay_counter == 0 &&
7333 player->post_delay_counter == 0 &&
7334 FrameCounter >= player->frame_counter_sleeping)
7335 player->is_sleeping = TRUE;
7336 else if (game.player_boring_delay_fixed +
7337 game.player_boring_delay_random > 0 &&
7338 FrameCounter >= player->frame_counter_bored)
7339 player->is_bored = TRUE;
7341 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7342 player->is_bored ? ACTION_BORING :
7345 if (player->is_sleeping)
7347 if (player->num_special_action_sleeping > 0)
7349 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7351 int last_special_action = player->special_action_sleeping;
7352 int num_special_action = player->num_special_action_sleeping;
7353 int special_action =
7354 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7355 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7356 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7357 last_special_action + 1 : ACTION_SLEEPING);
7358 int special_graphic =
7359 el_act_dir2img(player->element_nr, special_action, move_dir);
7361 player->anim_delay_counter =
7362 graphic_info[special_graphic].anim_delay_fixed +
7363 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7364 player->post_delay_counter =
7365 graphic_info[special_graphic].post_delay_fixed +
7366 SimpleRND(graphic_info[special_graphic].post_delay_random);
7368 player->special_action_sleeping = special_action;
7371 if (player->anim_delay_counter > 0)
7373 player->action_waiting = player->special_action_sleeping;
7374 player->anim_delay_counter--;
7376 else if (player->post_delay_counter > 0)
7378 player->post_delay_counter--;
7382 else if (player->is_bored)
7384 if (player->num_special_action_bored > 0)
7386 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7388 int special_action =
7389 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7390 int special_graphic =
7391 el_act_dir2img(player->element_nr, special_action, move_dir);
7393 player->anim_delay_counter =
7394 graphic_info[special_graphic].anim_delay_fixed +
7395 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7396 player->post_delay_counter =
7397 graphic_info[special_graphic].post_delay_fixed +
7398 SimpleRND(graphic_info[special_graphic].post_delay_random);
7400 player->special_action_bored = special_action;
7403 if (player->anim_delay_counter > 0)
7405 player->action_waiting = player->special_action_bored;
7406 player->anim_delay_counter--;
7408 else if (player->post_delay_counter > 0)
7410 player->post_delay_counter--;
7415 else if (last_waiting) /* waiting -> not waiting */
7417 player->is_waiting = FALSE;
7418 player->is_bored = FALSE;
7419 player->is_sleeping = FALSE;
7421 player->frame_counter_bored = -1;
7422 player->frame_counter_sleeping = -1;
7424 player->anim_delay_counter = 0;
7425 player->post_delay_counter = 0;
7427 player->action_waiting = ACTION_DEFAULT;
7429 player->special_action_bored = ACTION_DEFAULT;
7430 player->special_action_sleeping = ACTION_DEFAULT;
7434 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7436 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7437 int left = player_action & JOY_LEFT;
7438 int right = player_action & JOY_RIGHT;
7439 int up = player_action & JOY_UP;
7440 int down = player_action & JOY_DOWN;
7441 int button1 = player_action & JOY_BUTTON_1;
7442 int button2 = player_action & JOY_BUTTON_2;
7443 int dx = (left ? -1 : right ? 1 : 0);
7444 int dy = (up ? -1 : down ? 1 : 0);
7446 if (!player->active || tape.pausing)
7452 snapped = SnapField(player, dx, dy);
7456 dropped = DropElement(player);
7458 moved = MovePlayer(player, dx, dy);
7461 if (tape.single_step && tape.recording && !tape.pausing)
7463 if (button1 || (dropped && !moved))
7465 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7466 SnapField(player, 0, 0); /* stop snapping */
7470 SetPlayerWaiting(player, FALSE);
7472 return player_action;
7476 /* no actions for this player (no input at player's configured device) */
7478 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7479 SnapField(player, 0, 0);
7480 CheckGravityMovementWhenNotMoving(player);
7482 if (player->MovPos == 0)
7483 SetPlayerWaiting(player, TRUE);
7485 if (player->MovPos == 0) /* needed for tape.playing */
7486 player->is_moving = FALSE;
7488 player->is_dropping = FALSE;
7494 void AdvanceFrameAndPlayerCounters(int player_nr)
7498 /* advance frame counters (global frame counter and time frame counter) */
7502 /* advance player counters (counters for move delay, move animation etc.) */
7503 for (i = 0; i < MAX_PLAYERS; i++)
7505 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
7506 int move_delay_value = stored_player[i].move_delay_value;
7507 int move_frames = MOVE_DELAY_NORMAL_SPEED / move_delay_value;
7509 if (!advance_player_counters) /* not all players may be affected */
7512 #if USE_NEW_PLAYER_ANIM
7513 if (move_frames == 0) /* less than one move per game frame */
7515 int stepsize = TILEX / move_delay_value;
7516 int delay = move_delay_value / MOVE_DELAY_NORMAL_SPEED;
7517 int count = (stored_player[i].is_moving ?
7518 ABS(stored_player[i].MovPos) / stepsize : FrameCounter);
7520 if (count % delay == 0)
7525 stored_player[i].Frame += move_frames;
7527 if (stored_player[i].MovPos != 0)
7528 stored_player[i].StepFrame += move_frames;
7530 if (stored_player[i].move_delay > 0)
7531 stored_player[i].move_delay--;
7533 /* due to bugs in previous versions, counter must count up, not down */
7534 if (stored_player[i].push_delay != -1)
7535 stored_player[i].push_delay++;
7537 if (stored_player[i].drop_delay > 0)
7538 stored_player[i].drop_delay--;
7544 static unsigned long game_frame_delay = 0;
7545 unsigned long game_frame_delay_value;
7546 int magic_wall_x = 0, magic_wall_y = 0;
7547 int i, x, y, element, graphic;
7548 byte *recorded_player_action;
7549 byte summarized_player_action = 0;
7550 byte tape_action[MAX_PLAYERS];
7552 if (game_status != GAME_MODE_PLAYING)
7555 game_frame_delay_value =
7556 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7558 if (tape.playing && tape.warp_forward && !tape.pausing)
7559 game_frame_delay_value = 0;
7561 /* ---------- main game synchronization point ---------- */
7563 WaitUntilDelayReached(&game_frame_delay, game_frame_delay_value);
7565 if (network_playing && !network_player_action_received)
7567 /* try to get network player actions in time */
7569 #if defined(NETWORK_AVALIABLE)
7570 /* last chance to get network player actions without main loop delay */
7574 /* game was quit by network peer */
7575 if (game_status != GAME_MODE_PLAYING)
7578 if (!network_player_action_received)
7579 return; /* failed to get network player actions in time */
7585 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7588 /* !!! CHECK THIS (tape.pausing is always FALSE here!) !!! */
7589 if (recorded_player_action == NULL && tape.pausing)
7593 for (i = 0; i < MAX_PLAYERS; i++)
7595 summarized_player_action |= stored_player[i].action;
7597 if (!network_playing)
7598 stored_player[i].effective_action = stored_player[i].action;
7601 #if defined(NETWORK_AVALIABLE)
7602 if (network_playing)
7603 SendToServer_MovePlayer(summarized_player_action);
7606 if (!options.network && !setup.team_mode)
7607 local_player->effective_action = summarized_player_action;
7609 if (recorded_player_action != NULL)
7610 for (i = 0; i < MAX_PLAYERS; i++)
7611 stored_player[i].effective_action = recorded_player_action[i];
7613 for (i = 0; i < MAX_PLAYERS; i++)
7615 tape_action[i] = stored_player[i].effective_action;
7617 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7618 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7621 /* only save actions from input devices, but not programmed actions */
7623 TapeRecordAction(tape_action);
7625 for (i = 0; i < MAX_PLAYERS; i++)
7627 int actual_player_action = stored_player[i].effective_action;
7630 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7631 - rnd_equinox_tetrachloride 048
7632 - rnd_equinox_tetrachloride_ii 096
7633 - rnd_emanuel_schmieg 002
7634 - doctor_sloan_ww 001, 020
7636 if (stored_player[i].MovPos == 0)
7637 CheckGravityMovement(&stored_player[i]);
7640 /* overwrite programmed action with tape action */
7641 if (stored_player[i].programmed_action)
7642 actual_player_action = stored_player[i].programmed_action;
7645 PlayerActions(&stored_player[i], actual_player_action);
7647 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7649 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7650 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7653 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7656 network_player_action_received = FALSE;
7658 ScrollScreen(NULL, SCROLL_GO_ON);
7660 /* for backwards compatibility, the following code emulates a fixed bug that
7661 occured when pushing elements (causing elements that just made their last
7662 pushing step to already (if possible) make their first falling step in the
7663 same game frame, which is bad); this code is also needed to use the famous
7664 "spring push bug" which is used in older levels and might be wanted to be
7665 used also in newer levels, but in this case the buggy pushing code is only
7666 affecting the "spring" element and no other elements */
7668 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7670 for (i = 0; i < MAX_PLAYERS; i++)
7672 struct PlayerInfo *player = &stored_player[i];
7676 if (player->active && player->is_pushing && player->is_moving &&
7678 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7679 Feld[x][y] == EL_SPRING))
7681 ContinueMoving(x, y);
7683 /* continue moving after pushing (this is actually a bug) */
7684 if (!IS_MOVING(x, y))
7692 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7694 Changed[x][y] = FALSE;
7695 ChangeEvent[x][y] = -1;
7697 /* this must be handled before main playfield loop */
7698 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
7701 if (MovDelay[x][y] <= 0)
7706 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7708 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7709 printf("GameActions(): This should never happen!\n");
7711 ChangePage[x][y] = -1;
7716 if (WasJustMoving[x][y] > 0)
7717 WasJustMoving[x][y]--;
7718 if (WasJustFalling[x][y] > 0)
7719 WasJustFalling[x][y]--;
7720 if (CheckCollision[x][y] > 0)
7721 CheckCollision[x][y]--;
7725 /* reset finished pushing action (not done in ContinueMoving() to allow
7726 continous pushing animation for elements with zero push delay) */
7727 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
7729 ResetGfxAnimation(x, y);
7730 DrawLevelField(x, y);
7734 if (IS_BLOCKED(x, y))
7738 Blocked2Moving(x, y, &oldx, &oldy);
7739 if (!IS_MOVING(oldx, oldy))
7741 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
7742 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
7743 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
7744 printf("GameActions(): This should never happen!\n");
7750 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7752 element = Feld[x][y];
7753 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7755 if (graphic_info[graphic].anim_global_sync)
7756 GfxFrame[x][y] = FrameCounter;
7758 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
7759 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
7760 ResetRandomAnimationValue(x, y);
7762 SetRandomAnimationValue(x, y);
7764 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
7766 if (IS_INACTIVE(element))
7768 if (IS_ANIMATED(graphic))
7769 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7774 /* this may take place after moving, so 'element' may have changed */
7775 if (IS_CHANGING(x, y) &&
7776 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
7778 int page = element_info[element].event_page_nr[CE_DELAY];
7780 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] : page);
7784 printf("::: ChangeDelay == %d\n", ChangeDelay[x][y]);
7787 if (CAN_CHANGE(element))
7788 ChangeElement(x, y, page);
7790 if (HAS_ACTION(element) && ChangeDelay[x][y] == 0)
7791 ExecuteCustomElementAction(x, y, element, page);
7794 element = Feld[x][y];
7795 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7798 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
7802 element = Feld[x][y];
7803 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7805 if (IS_ANIMATED(graphic) &&
7808 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7810 if (IS_GEM(element) || element == EL_SP_INFOTRON)
7811 EdelsteinFunkeln(x, y);
7813 else if ((element == EL_ACID ||
7814 element == EL_EXIT_OPEN ||
7815 element == EL_SP_EXIT_OPEN ||
7816 element == EL_SP_TERMINAL ||
7817 element == EL_SP_TERMINAL_ACTIVE ||
7818 element == EL_EXTRA_TIME ||
7819 element == EL_SHIELD_NORMAL ||
7820 element == EL_SHIELD_DEADLY) &&
7821 IS_ANIMATED(graphic))
7822 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7823 else if (IS_MOVING(x, y))
7824 ContinueMoving(x, y);
7825 else if (IS_ACTIVE_BOMB(element))
7826 CheckDynamite(x, y);
7827 else if (element == EL_AMOEBA_GROWING)
7828 AmoebeWaechst(x, y);
7829 else if (element == EL_AMOEBA_SHRINKING)
7830 AmoebaDisappearing(x, y);
7832 #if !USE_NEW_AMOEBA_CODE
7833 else if (IS_AMOEBALIVE(element))
7834 AmoebeAbleger(x, y);
7837 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
7839 else if (element == EL_EXIT_CLOSED)
7841 else if (element == EL_SP_EXIT_CLOSED)
7843 else if (element == EL_EXPANDABLE_WALL_GROWING)
7845 else if (element == EL_EXPANDABLE_WALL ||
7846 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7847 element == EL_EXPANDABLE_WALL_VERTICAL ||
7848 element == EL_EXPANDABLE_WALL_ANY)
7850 else if (element == EL_FLAMES)
7851 CheckForDragon(x, y);
7852 else if (element == EL_EXPLOSION)
7853 ; /* drawing of correct explosion animation is handled separately */
7854 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
7855 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7857 if (IS_BELT_ACTIVE(element))
7858 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
7860 if (game.magic_wall_active)
7862 int jx = local_player->jx, jy = local_player->jy;
7864 /* play the element sound at the position nearest to the player */
7865 if ((element == EL_MAGIC_WALL_FULL ||
7866 element == EL_MAGIC_WALL_ACTIVE ||
7867 element == EL_MAGIC_WALL_EMPTYING ||
7868 element == EL_BD_MAGIC_WALL_FULL ||
7869 element == EL_BD_MAGIC_WALL_ACTIVE ||
7870 element == EL_BD_MAGIC_WALL_EMPTYING) &&
7871 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
7879 #if USE_NEW_AMOEBA_CODE
7880 /* new experimental amoeba growth stuff */
7881 if (!(FrameCounter % 8))
7883 static unsigned long random = 1684108901;
7885 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
7887 x = RND(lev_fieldx);
7888 y = RND(lev_fieldy);
7889 element = Feld[x][y];
7891 if (!IS_PLAYER(x,y) &&
7892 (element == EL_EMPTY ||
7893 CAN_GROW_INTO(element) ||
7894 element == EL_QUICKSAND_EMPTY ||
7895 element == EL_ACID_SPLASH_LEFT ||
7896 element == EL_ACID_SPLASH_RIGHT))
7898 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
7899 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
7900 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
7901 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
7902 Feld[x][y] = EL_AMOEBA_DROP;
7905 random = random * 129 + 1;
7911 if (game.explosions_delayed)
7914 game.explosions_delayed = FALSE;
7916 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7918 element = Feld[x][y];
7920 if (ExplodeField[x][y])
7921 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
7922 else if (element == EL_EXPLOSION)
7923 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
7925 ExplodeField[x][y] = EX_TYPE_NONE;
7928 game.explosions_delayed = TRUE;
7931 if (game.magic_wall_active)
7933 if (!(game.magic_wall_time_left % 4))
7935 int element = Feld[magic_wall_x][magic_wall_y];
7937 if (element == EL_BD_MAGIC_WALL_FULL ||
7938 element == EL_BD_MAGIC_WALL_ACTIVE ||
7939 element == EL_BD_MAGIC_WALL_EMPTYING)
7940 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
7942 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
7945 if (game.magic_wall_time_left > 0)
7947 game.magic_wall_time_left--;
7948 if (!game.magic_wall_time_left)
7950 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7952 element = Feld[x][y];
7954 if (element == EL_MAGIC_WALL_ACTIVE ||
7955 element == EL_MAGIC_WALL_FULL)
7957 Feld[x][y] = EL_MAGIC_WALL_DEAD;
7958 DrawLevelField(x, y);
7960 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
7961 element == EL_BD_MAGIC_WALL_FULL)
7963 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
7964 DrawLevelField(x, y);
7968 game.magic_wall_active = FALSE;
7973 if (game.light_time_left > 0)
7975 game.light_time_left--;
7977 if (game.light_time_left == 0)
7978 RedrawAllLightSwitchesAndInvisibleElements();
7981 if (game.timegate_time_left > 0)
7983 game.timegate_time_left--;
7985 if (game.timegate_time_left == 0)
7986 CloseAllOpenTimegates();
7989 for (i = 0; i < MAX_PLAYERS; i++)
7991 struct PlayerInfo *player = &stored_player[i];
7993 if (SHIELD_ON(player))
7995 if (player->shield_deadly_time_left)
7996 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
7997 else if (player->shield_normal_time_left)
7998 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8002 if (TimeFrames >= FRAMES_PER_SECOND)
8007 for (i = 0; i < MAX_PLAYERS; i++)
8009 struct PlayerInfo *player = &stored_player[i];
8011 if (SHIELD_ON(player))
8013 player->shield_normal_time_left--;
8015 if (player->shield_deadly_time_left > 0)
8016 player->shield_deadly_time_left--;
8020 if (!level.use_step_counter)
8028 if (TimeLeft <= 10 && setup.time_limit)
8029 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8031 DrawGameValue_Time(TimeLeft);
8033 if (!TimeLeft && setup.time_limit)
8034 for (i = 0; i < MAX_PLAYERS; i++)
8035 KillHero(&stored_player[i]);
8037 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8038 DrawGameValue_Time(TimePlayed);
8041 if (tape.recording || tape.playing)
8042 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8046 PlayAllPlayersSound();
8048 if (options.debug) /* calculate frames per second */
8050 static unsigned long fps_counter = 0;
8051 static int fps_frames = 0;
8052 unsigned long fps_delay_ms = Counter() - fps_counter;
8056 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8058 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8061 fps_counter = Counter();
8064 redraw_mask |= REDRAW_FPS;
8067 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
8069 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8071 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8073 local_player->show_envelope = 0;
8076 /* use random number generator in every frame to make it less predictable */
8077 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8081 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8083 int min_x = x, min_y = y, max_x = x, max_y = y;
8086 for (i = 0; i < MAX_PLAYERS; i++)
8088 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8090 if (!stored_player[i].active || &stored_player[i] == player)
8093 min_x = MIN(min_x, jx);
8094 min_y = MIN(min_y, jy);
8095 max_x = MAX(max_x, jx);
8096 max_y = MAX(max_y, jy);
8099 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8102 static boolean AllPlayersInVisibleScreen()
8106 for (i = 0; i < MAX_PLAYERS; i++)
8108 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8110 if (!stored_player[i].active)
8113 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8120 void ScrollLevel(int dx, int dy)
8122 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8125 BlitBitmap(drawto_field, drawto_field,
8126 FX + TILEX * (dx == -1) - softscroll_offset,
8127 FY + TILEY * (dy == -1) - softscroll_offset,
8128 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8129 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8130 FX + TILEX * (dx == 1) - softscroll_offset,
8131 FY + TILEY * (dy == 1) - softscroll_offset);
8135 x = (dx == 1 ? BX1 : BX2);
8136 for (y = BY1; y <= BY2; y++)
8137 DrawScreenField(x, y);
8142 y = (dy == 1 ? BY1 : BY2);
8143 for (x = BX1; x <= BX2; x++)
8144 DrawScreenField(x, y);
8147 redraw_mask |= REDRAW_FIELD;
8150 static boolean canFallDown(struct PlayerInfo *player)
8152 int jx = player->jx, jy = player->jy;
8154 return (IN_LEV_FIELD(jx, jy + 1) &&
8155 (IS_FREE(jx, jy + 1) ||
8156 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
8157 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
8158 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
8161 static boolean canPassField(int x, int y, int move_dir)
8163 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8164 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8165 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8168 int element = Feld[x][y];
8170 return (IS_PASSABLE_FROM(element, opposite_dir) &&
8171 !CAN_MOVE(element) &&
8172 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
8173 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
8174 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
8177 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
8179 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
8180 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8181 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8185 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
8186 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
8187 (IS_DIGGABLE(Feld[newx][newy]) ||
8188 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
8189 canPassField(newx, newy, move_dir)));
8192 static void CheckGravityMovement(struct PlayerInfo *player)
8194 if (game.gravity && !player->programmed_action)
8196 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8197 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8198 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8199 int jx = player->jx, jy = player->jy;
8200 boolean player_is_moving_to_valid_field =
8201 (!player_is_snapping &&
8202 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
8203 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
8204 boolean player_can_fall_down = canFallDown(player);
8206 if (player_can_fall_down &&
8207 !player_is_moving_to_valid_field)
8208 player->programmed_action = MV_DOWN;
8212 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8214 return CheckGravityMovement(player);
8216 if (game.gravity && !player->programmed_action)
8218 int jx = player->jx, jy = player->jy;
8219 boolean field_under_player_is_free =
8220 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8221 boolean player_is_standing_on_valid_field =
8222 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8223 (IS_WALKABLE(Feld[jx][jy]) &&
8224 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8226 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8227 player->programmed_action = MV_DOWN;
8233 -----------------------------------------------------------------------------
8234 dx, dy: direction (non-diagonal) to try to move the player to
8235 real_dx, real_dy: direction as read from input device (can be diagonal)
8238 boolean MovePlayerOneStep(struct PlayerInfo *player,
8239 int dx, int dy, int real_dx, int real_dy)
8241 int jx = player->jx, jy = player->jy;
8242 int new_jx = jx + dx, new_jy = jy + dy;
8246 if (!player->active || (!dx && !dy))
8247 return MF_NO_ACTION;
8249 player->MovDir = (dx < 0 ? MV_LEFT :
8252 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8254 if (!IN_LEV_FIELD(new_jx, new_jy))
8255 return MF_NO_ACTION;
8257 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8258 return MF_NO_ACTION;
8260 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8262 if (DONT_RUN_INTO(element))
8264 if (element == EL_ACID && dx == 0 && dy == 1)
8266 SplashAcid(new_jx, new_jy);
8267 Feld[jx][jy] = EL_PLAYER_1;
8268 InitMovingField(jx, jy, MV_DOWN);
8269 Store[jx][jy] = EL_ACID;
8270 ContinueMoving(jx, jy);
8274 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8279 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8280 if (can_move != MF_MOVING)
8283 /* check if DigField() has caused relocation of the player */
8284 if (player->jx != jx || player->jy != jy)
8285 return MF_NO_ACTION; /* <-- !!! CHECK THIS [-> MF_ACTION ?] !!! */
8287 StorePlayer[jx][jy] = 0;
8288 player->last_jx = jx;
8289 player->last_jy = jy;
8290 player->jx = new_jx;
8291 player->jy = new_jy;
8292 StorePlayer[new_jx][new_jy] = player->element_nr;
8295 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8297 player->step_counter++;
8299 PlayerVisit[jx][jy] = FrameCounter;
8301 ScrollPlayer(player, SCROLL_INIT);
8306 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8308 int jx = player->jx, jy = player->jy;
8309 int old_jx = jx, old_jy = jy;
8310 int moved = MF_NO_ACTION;
8312 if (!player->active)
8317 if (player->MovPos == 0)
8319 player->is_moving = FALSE;
8320 player->is_digging = FALSE;
8321 player->is_collecting = FALSE;
8322 player->is_snapping = FALSE;
8323 player->is_pushing = FALSE;
8329 if (player->move_delay > 0)
8332 player->move_delay = -1; /* set to "uninitialized" value */
8334 /* store if player is automatically moved to next field */
8335 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
8337 /* remove the last programmed player action */
8338 player->programmed_action = 0;
8342 /* should only happen if pre-1.2 tape recordings are played */
8343 /* this is only for backward compatibility */
8345 int original_move_delay_value = player->move_delay_value;
8348 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8352 /* scroll remaining steps with finest movement resolution */
8353 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8355 while (player->MovPos)
8357 ScrollPlayer(player, SCROLL_GO_ON);
8358 ScrollScreen(NULL, SCROLL_GO_ON);
8360 AdvanceFrameAndPlayerCounters(player->index_nr);
8366 player->move_delay_value = original_move_delay_value;
8369 if (player->last_move_dir & MV_HORIZONTAL)
8371 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8372 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8376 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8377 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8383 if (moved & MF_MOVING && !ScreenMovPos &&
8384 (player == local_player || !options.network))
8386 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8387 int offset = (setup.scroll_delay ? 3 : 0);
8389 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8391 /* actual player has left the screen -- scroll in that direction */
8392 if (jx != old_jx) /* player has moved horizontally */
8393 scroll_x += (jx - old_jx);
8394 else /* player has moved vertically */
8395 scroll_y += (jy - old_jy);
8399 if (jx != old_jx) /* player has moved horizontally */
8401 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8402 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8403 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8405 /* don't scroll over playfield boundaries */
8406 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8407 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8409 /* don't scroll more than one field at a time */
8410 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8412 /* don't scroll against the player's moving direction */
8413 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8414 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8415 scroll_x = old_scroll_x;
8417 else /* player has moved vertically */
8419 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8420 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8421 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8423 /* don't scroll over playfield boundaries */
8424 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8425 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8427 /* don't scroll more than one field at a time */
8428 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8430 /* don't scroll against the player's moving direction */
8431 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8432 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8433 scroll_y = old_scroll_y;
8437 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8439 if (!options.network && !AllPlayersInVisibleScreen())
8441 scroll_x = old_scroll_x;
8442 scroll_y = old_scroll_y;
8446 ScrollScreen(player, SCROLL_INIT);
8447 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8452 player->StepFrame = 0;
8454 if (moved & MF_MOVING)
8456 if (old_jx != jx && old_jy == jy)
8457 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8458 else if (old_jx == jx && old_jy != jy)
8459 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8461 DrawLevelField(jx, jy); /* for "crumbled sand" */
8463 player->last_move_dir = player->MovDir;
8464 player->is_moving = TRUE;
8465 player->is_snapping = FALSE;
8466 player->is_switching = FALSE;
8467 player->is_dropping = FALSE;
8471 CheckGravityMovementWhenNotMoving(player);
8473 player->is_moving = FALSE;
8475 /* at this point, the player is allowed to move, but cannot move right now
8476 (e.g. because of something blocking the way) -- ensure that the player
8477 is also allowed to move in the next frame (in old versions before 3.1.1,
8478 the player was forced to wait again for eight frames before next try) */
8480 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
8481 player->move_delay = 0; /* allow direct movement in the next frame */
8484 if (player->move_delay == -1) /* not yet initialized by DigField() */
8485 player->move_delay = player->move_delay_value;
8487 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8489 TestIfHeroTouchesBadThing(jx, jy);
8490 TestIfPlayerTouchesCustomElement(jx, jy);
8493 if (!player->active)
8499 void ScrollPlayer(struct PlayerInfo *player, int mode)
8501 int jx = player->jx, jy = player->jy;
8502 int last_jx = player->last_jx, last_jy = player->last_jy;
8503 int move_stepsize = TILEX / player->move_delay_value;
8505 #if USE_NEW_PLAYER_SPEED
8506 if (!player->active)
8509 if (player->MovPos == 0 && mode == SCROLL_GO_ON) /* player not moving */
8512 if (!player->active || player->MovPos == 0)
8516 if (mode == SCROLL_INIT)
8518 player->actual_frame_counter = FrameCounter;
8519 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8521 if ((player->block_last_field || player->block_delay_adjustment > 0) &&
8522 Feld[last_jx][last_jy] == EL_EMPTY)
8524 int last_field_block_delay = 0; /* start with no blocking at all */
8525 int block_delay_adjustment = player->block_delay_adjustment;
8527 /* if player blocks last field, add delay for exactly one move */
8528 if (player->block_last_field)
8530 last_field_block_delay += player->move_delay_value;
8532 /* when blocking enabled, prevent moving up despite gravity */
8533 if (game.gravity && player->MovDir == MV_UP)
8534 block_delay_adjustment = -1;
8537 /* add block delay adjustment (also possible when not blocking) */
8538 last_field_block_delay += block_delay_adjustment;
8540 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
8541 MovDelay[last_jx][last_jy] = last_field_block_delay + 1;
8544 #if USE_NEW_PLAYER_SPEED
8545 if (player->MovPos != 0) /* player has not yet reached destination */
8551 else if (!FrameReached(&player->actual_frame_counter, 1))
8555 printf("::: player->MovPos: %d -> %d\n",
8557 player->MovPos + (player->MovPos > 0 ? -1 : 1) * move_stepsize);
8560 #if USE_NEW_PLAYER_SPEED
8561 if (player->MovPos != 0)
8563 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8564 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8566 /* before DrawPlayer() to draw correct player graphic for this case */
8567 if (player->MovPos == 0)
8568 CheckGravityMovement(player);
8571 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
8572 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
8574 /* before DrawPlayer() to draw correct player graphic for this case */
8575 if (player->MovPos == 0)
8576 CheckGravityMovement(player);
8579 if (player->MovPos == 0) /* player reached destination field */
8582 printf("::: player reached destination field\n");
8585 if (player->move_delay_reset_counter > 0)
8587 player->move_delay_reset_counter--;
8589 if (player->move_delay_reset_counter == 0)
8591 /* continue with normal speed after quickly moving through gate */
8592 HALVE_PLAYER_SPEED(player);
8594 /* be able to make the next move without delay */
8595 player->move_delay = 0;
8599 player->last_jx = jx;
8600 player->last_jy = jy;
8602 if (Feld[jx][jy] == EL_EXIT_OPEN ||
8603 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
8604 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
8606 DrawPlayer(player); /* needed here only to cleanup last field */
8609 if (local_player->friends_still_needed == 0 ||
8610 IS_SP_ELEMENT(Feld[jx][jy]))
8611 player->LevelSolved = player->GameOver = TRUE;
8614 /* this breaks one level: "machine", level 000 */
8616 int move_direction = player->MovDir;
8617 int enter_side = MV_DIR_OPPOSITE(move_direction);
8618 int leave_side = move_direction;
8619 int old_jx = last_jx;
8620 int old_jy = last_jy;
8621 int old_element = Feld[old_jx][old_jy];
8622 int new_element = Feld[jx][jy];
8624 if (IS_CUSTOM_ELEMENT(old_element))
8625 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
8627 player->index_bit, leave_side);
8629 CheckTriggeredElementChangeByPlayer(old_element, CE_PLAYER_LEAVES_X,
8630 player->index_bit, leave_side);
8632 if (IS_CUSTOM_ELEMENT(new_element))
8633 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
8634 player->index_bit, enter_side);
8636 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_ENTERS_X,
8637 player->index_bit, enter_side);
8640 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8642 TestIfHeroTouchesBadThing(jx, jy);
8643 TestIfPlayerTouchesCustomElement(jx, jy);
8645 /* needed because pushed element has not yet reached its destination,
8646 so it would trigger a change event at its previous field location */
8647 if (!player->is_pushing)
8648 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
8650 if (!player->active)
8654 if (level.use_step_counter)
8664 if (TimeLeft <= 10 && setup.time_limit)
8665 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8667 DrawGameValue_Time(TimeLeft);
8669 if (!TimeLeft && setup.time_limit)
8670 for (i = 0; i < MAX_PLAYERS; i++)
8671 KillHero(&stored_player[i]);
8673 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8674 DrawGameValue_Time(TimePlayed);
8677 if (tape.single_step && tape.recording && !tape.pausing &&
8678 !player->programmed_action)
8679 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8683 void ScrollScreen(struct PlayerInfo *player, int mode)
8685 static unsigned long screen_frame_counter = 0;
8687 if (mode == SCROLL_INIT)
8689 /* set scrolling step size according to actual player's moving speed */
8690 ScrollStepSize = TILEX / player->move_delay_value;
8692 screen_frame_counter = FrameCounter;
8693 ScreenMovDir = player->MovDir;
8694 ScreenMovPos = player->MovPos;
8695 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8698 else if (!FrameReached(&screen_frame_counter, 1))
8703 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
8704 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
8705 redraw_mask |= REDRAW_FIELD;
8708 ScreenMovDir = MV_NO_MOVING;
8711 void TestIfPlayerTouchesCustomElement(int x, int y)
8713 static int xy[4][2] =
8720 static int trigger_sides[4][2] =
8722 /* center side border side */
8723 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8724 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8725 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8726 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8728 static int touch_dir[4] =
8735 int center_element = Feld[x][y]; /* should always be non-moving! */
8738 for (i = 0; i < NUM_DIRECTIONS; i++)
8740 int xx = x + xy[i][0];
8741 int yy = y + xy[i][1];
8742 int center_side = trigger_sides[i][0];
8743 int border_side = trigger_sides[i][1];
8746 if (!IN_LEV_FIELD(xx, yy))
8749 if (IS_PLAYER(x, y))
8751 struct PlayerInfo *player = PLAYERINFO(x, y);
8753 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8754 border_element = Feld[xx][yy]; /* may be moving! */
8755 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8756 border_element = Feld[xx][yy];
8757 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8758 border_element = MovingOrBlocked2Element(xx, yy);
8760 continue; /* center and border element do not touch */
8762 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
8763 player->index_bit, border_side);
8764 CheckTriggeredElementChangeByPlayer(border_element, CE_PLAYER_TOUCHES_X,
8765 player->index_bit, border_side);
8767 else if (IS_PLAYER(xx, yy))
8769 struct PlayerInfo *player = PLAYERINFO(xx, yy);
8771 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
8773 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
8774 continue; /* center and border element do not touch */
8777 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
8778 player->index_bit, center_side);
8779 CheckTriggeredElementChangeByPlayer(center_element, CE_PLAYER_TOUCHES_X,
8780 player->index_bit, center_side);
8786 void TestIfElementTouchesCustomElement(int x, int y)
8788 static int xy[4][2] =
8795 static int trigger_sides[4][2] =
8797 /* center side border side */
8798 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
8799 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
8800 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
8801 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
8803 static int touch_dir[4] =
8810 boolean change_center_element = FALSE;
8811 int center_element = Feld[x][y]; /* should always be non-moving! */
8814 for (i = 0; i < NUM_DIRECTIONS; i++)
8816 int xx = x + xy[i][0];
8817 int yy = y + xy[i][1];
8818 int center_side = trigger_sides[i][0];
8819 int border_side = trigger_sides[i][1];
8822 if (!IN_LEV_FIELD(xx, yy))
8825 if (game.engine_version < VERSION_IDENT(3,0,7,0))
8826 border_element = Feld[xx][yy]; /* may be moving! */
8827 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
8828 border_element = Feld[xx][yy];
8829 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
8830 border_element = MovingOrBlocked2Element(xx, yy);
8832 continue; /* center and border element do not touch */
8834 /* check for change of center element (but change it only once) */
8835 if (!change_center_element)
8836 change_center_element =
8837 CheckElementChangeBySide(x, y, center_element, border_element,
8838 CE_TOUCHING_X, border_side);
8840 /* check for change of border element */
8841 CheckElementChangeBySide(xx, yy, border_element, center_element,
8842 CE_TOUCHING_X, center_side);
8846 void TestIfElementHitsCustomElement(int x, int y, int direction)
8848 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8849 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8850 int hitx = x + dx, hity = y + dy;
8851 int hitting_element = Feld[x][y];
8852 int touched_element;
8854 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8857 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8858 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8860 if (IN_LEV_FIELD(hitx, hity))
8862 int opposite_direction = MV_DIR_OPPOSITE(direction);
8863 int hitting_side = direction;
8864 int touched_side = opposite_direction;
8865 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8866 MovDir[hitx][hity] != direction ||
8867 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8873 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8874 CE_HITTING_X, touched_side);
8876 CheckElementChangeBySide(hitx, hity, touched_element,
8877 hitting_element, CE_HIT_BY_X, hitting_side);
8879 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8880 CE_HIT_BY_SOMETHING, opposite_direction);
8884 /* "hitting something" is also true when hitting the playfield border */
8885 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8886 CE_HITTING_SOMETHING, direction);
8890 void TestIfElementSmashesCustomElement(int x, int y, int direction)
8892 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
8893 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
8894 int hitx = x + dx, hity = y + dy;
8895 int hitting_element = Feld[x][y];
8896 int touched_element;
8898 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
8899 !IS_FREE(hitx, hity) &&
8900 (!IS_MOVING(hitx, hity) ||
8901 MovDir[hitx][hity] != direction ||
8902 ABS(MovPos[hitx][hity]) <= TILEY / 2));
8905 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
8909 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
8913 touched_element = (IN_LEV_FIELD(hitx, hity) ?
8914 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
8916 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8917 EP_CAN_SMASH_EVERYTHING, direction);
8919 if (IN_LEV_FIELD(hitx, hity))
8921 int opposite_direction = MV_DIR_OPPOSITE(direction);
8922 int hitting_side = direction;
8923 int touched_side = opposite_direction;
8925 int touched_element = MovingOrBlocked2Element(hitx, hity);
8928 boolean object_hit = (!IS_MOVING(hitx, hity) ||
8929 MovDir[hitx][hity] != direction ||
8930 ABS(MovPos[hitx][hity]) <= TILEY / 2);
8939 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8940 CE_SMASHED_BY_SOMETHING, opposite_direction);
8942 CheckElementChangeBySide(x, y, hitting_element, touched_element,
8943 CE_OTHER_IS_SMASHING, touched_side);
8945 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
8946 CE_OTHER_GETS_SMASHED, hitting_side);
8952 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
8954 int i, kill_x = -1, kill_y = -1;
8955 int bad_element = -1;
8956 static int test_xy[4][2] =
8963 static int test_dir[4] =
8971 for (i = 0; i < NUM_DIRECTIONS; i++)
8973 int test_x, test_y, test_move_dir, test_element;
8975 test_x = good_x + test_xy[i][0];
8976 test_y = good_y + test_xy[i][1];
8978 if (!IN_LEV_FIELD(test_x, test_y))
8982 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
8984 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
8986 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
8987 2nd case: DONT_TOUCH style bad thing does not move away from good thing
8989 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
8990 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
8994 bad_element = test_element;
9000 if (kill_x != -1 || kill_y != -1)
9002 if (IS_PLAYER(good_x, good_y))
9004 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9006 if (player->shield_deadly_time_left > 0 &&
9007 !IS_INDESTRUCTIBLE(bad_element))
9008 Bang(kill_x, kill_y);
9009 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9013 Bang(good_x, good_y);
9017 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9019 int i, kill_x = -1, kill_y = -1;
9020 int bad_element = Feld[bad_x][bad_y];
9021 static int test_xy[4][2] =
9028 static int touch_dir[4] =
9035 static int test_dir[4] =
9043 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9046 for (i = 0; i < NUM_DIRECTIONS; i++)
9048 int test_x, test_y, test_move_dir, test_element;
9050 test_x = bad_x + test_xy[i][0];
9051 test_y = bad_y + test_xy[i][1];
9052 if (!IN_LEV_FIELD(test_x, test_y))
9056 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9058 test_element = Feld[test_x][test_y];
9060 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9061 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9063 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9064 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9066 /* good thing is player or penguin that does not move away */
9067 if (IS_PLAYER(test_x, test_y))
9069 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9071 if (bad_element == EL_ROBOT && player->is_moving)
9072 continue; /* robot does not kill player if he is moving */
9074 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9076 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9077 continue; /* center and border element do not touch */
9084 else if (test_element == EL_PENGUIN)
9093 if (kill_x != -1 || kill_y != -1)
9095 if (IS_PLAYER(kill_x, kill_y))
9097 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9099 if (player->shield_deadly_time_left > 0 &&
9100 !IS_INDESTRUCTIBLE(bad_element))
9102 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9106 Bang(kill_x, kill_y);
9110 void TestIfHeroTouchesBadThing(int x, int y)
9112 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9115 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9117 TestIfGoodThingHitsBadThing(x, y, move_dir);
9120 void TestIfBadThingTouchesHero(int x, int y)
9122 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9125 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9127 TestIfBadThingHitsGoodThing(x, y, move_dir);
9130 void TestIfFriendTouchesBadThing(int x, int y)
9132 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9135 void TestIfBadThingTouchesFriend(int x, int y)
9137 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9140 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9142 int i, kill_x = bad_x, kill_y = bad_y;
9143 static int xy[4][2] =
9151 for (i = 0; i < NUM_DIRECTIONS; i++)
9155 x = bad_x + xy[i][0];
9156 y = bad_y + xy[i][1];
9157 if (!IN_LEV_FIELD(x, y))
9160 element = Feld[x][y];
9161 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9162 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9170 if (kill_x != bad_x || kill_y != bad_y)
9174 void KillHero(struct PlayerInfo *player)
9176 int jx = player->jx, jy = player->jy;
9178 if (!player->active)
9181 /* remove accessible field at the player's position */
9182 Feld[jx][jy] = EL_EMPTY;
9184 /* deactivate shield (else Bang()/Explode() would not work right) */
9185 player->shield_normal_time_left = 0;
9186 player->shield_deadly_time_left = 0;
9192 static void KillHeroUnlessEnemyProtected(int x, int y)
9194 if (!PLAYER_ENEMY_PROTECTED(x, y))
9195 KillHero(PLAYERINFO(x, y));
9198 static void KillHeroUnlessExplosionProtected(int x, int y)
9200 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9201 KillHero(PLAYERINFO(x, y));
9204 void BuryHero(struct PlayerInfo *player)
9206 int jx = player->jx, jy = player->jy;
9208 if (!player->active)
9211 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9212 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9214 player->GameOver = TRUE;
9218 void RemoveHero(struct PlayerInfo *player)
9220 int jx = player->jx, jy = player->jy;
9221 int i, found = FALSE;
9223 player->present = FALSE;
9224 player->active = FALSE;
9226 if (!ExplodeField[jx][jy])
9227 StorePlayer[jx][jy] = 0;
9229 for (i = 0; i < MAX_PLAYERS; i++)
9230 if (stored_player[i].active)
9234 AllPlayersGone = TRUE;
9241 =============================================================================
9242 checkDiagonalPushing()
9243 -----------------------------------------------------------------------------
9244 check if diagonal input device direction results in pushing of object
9245 (by checking if the alternative direction is walkable, diggable, ...)
9246 =============================================================================
9249 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9250 int x, int y, int real_dx, int real_dy)
9252 int jx, jy, dx, dy, xx, yy;
9254 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9257 /* diagonal direction: check alternative direction */
9262 xx = jx + (dx == 0 ? real_dx : 0);
9263 yy = jy + (dy == 0 ? real_dy : 0);
9265 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9269 =============================================================================
9271 -----------------------------------------------------------------------------
9272 x, y: field next to player (non-diagonal) to try to dig to
9273 real_dx, real_dy: direction as read from input device (can be diagonal)
9274 =============================================================================
9277 int DigField(struct PlayerInfo *player,
9278 int oldx, int oldy, int x, int y,
9279 int real_dx, int real_dy, int mode)
9281 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
9282 boolean player_was_pushing = player->is_pushing;
9283 int jx = oldx, jy = oldy;
9284 int dx = x - jx, dy = y - jy;
9285 int nextx = x + dx, nexty = y + dy;
9286 int move_direction = (dx == -1 ? MV_LEFT :
9287 dx == +1 ? MV_RIGHT :
9289 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9290 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9291 int dig_side = MV_DIR_OPPOSITE(move_direction);
9292 int old_element = Feld[jx][jy];
9296 if (is_player) /* function can also be called by EL_PENGUIN */
9298 if (player->MovPos == 0)
9300 player->is_digging = FALSE;
9301 player->is_collecting = FALSE;
9304 if (player->MovPos == 0) /* last pushing move finished */
9305 player->is_pushing = FALSE;
9307 if (mode == DF_NO_PUSH) /* player just stopped pushing */
9309 player->is_switching = FALSE;
9310 player->push_delay = -1;
9312 return MF_NO_ACTION;
9316 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
9317 return MF_NO_ACTION;
9319 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
9320 old_element = Back[jx][jy];
9322 /* in case of element dropped at player position, check background */
9323 else if (Back[jx][jy] != EL_EMPTY &&
9324 game.engine_version >= VERSION_IDENT(2,2,0,0))
9325 old_element = Back[jx][jy];
9327 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
9328 return MF_NO_ACTION; /* field has no opening in this direction */
9330 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
9331 return MF_NO_ACTION; /* field has no opening in this direction */
9333 element = Feld[x][y];
9334 #if USE_NEW_COLLECT_COUNT
9335 collect_count = Count[x][y];
9337 collect_count = element_info[element].collect_count_initial;
9341 if (element != EL_BLOCKED &&
9342 Count[x][y] != element_info[element].collect_count_initial)
9343 printf("::: %d: %d != %d\n",
9346 element_info[element].collect_count_initial);
9349 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
9350 return MF_NO_ACTION;
9352 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
9353 game.engine_version >= VERSION_IDENT(2,2,0,0))
9354 return MF_NO_ACTION;
9356 if (game.gravity && is_player && !player->is_auto_moving &&
9357 canFallDown(player) && move_direction != MV_DOWN &&
9358 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
9359 return MF_NO_ACTION; /* player cannot walk here due to gravity */
9361 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
9363 int sound_element = SND_ELEMENT(element);
9364 int sound_action = ACTION_WALKING;
9366 if (IS_RND_GATE(element))
9368 if (!player->key[RND_GATE_NR(element)])
9369 return MF_NO_ACTION;
9371 else if (IS_RND_GATE_GRAY(element))
9373 if (!player->key[RND_GATE_GRAY_NR(element)])
9374 return MF_NO_ACTION;
9376 else if (element == EL_EXIT_OPEN ||
9377 element == EL_SP_EXIT_OPEN ||
9378 element == EL_SP_EXIT_OPENING)
9380 sound_action = ACTION_PASSING; /* player is passing exit */
9382 else if (element == EL_EMPTY)
9384 sound_action = ACTION_MOVING; /* nothing to walk on */
9387 /* play sound from background or player, whatever is available */
9388 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
9389 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
9391 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
9393 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
9395 if (!ACCESS_FROM(element, opposite_direction))
9396 return MF_NO_ACTION; /* field not accessible from this direction */
9398 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
9399 return MF_NO_ACTION;
9401 if (IS_EM_GATE(element))
9403 if (!player->key[EM_GATE_NR(element)])
9404 return MF_NO_ACTION;
9406 else if (IS_EM_GATE_GRAY(element))
9408 if (!player->key[EM_GATE_GRAY_NR(element)])
9409 return MF_NO_ACTION;
9411 else if (IS_SP_PORT(element))
9413 if (element == EL_SP_GRAVITY_PORT_LEFT ||
9414 element == EL_SP_GRAVITY_PORT_RIGHT ||
9415 element == EL_SP_GRAVITY_PORT_UP ||
9416 element == EL_SP_GRAVITY_PORT_DOWN)
9417 game.gravity = !game.gravity;
9418 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
9419 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
9420 element == EL_SP_GRAVITY_ON_PORT_UP ||
9421 element == EL_SP_GRAVITY_ON_PORT_DOWN)
9422 game.gravity = TRUE;
9423 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
9424 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
9425 element == EL_SP_GRAVITY_OFF_PORT_UP ||
9426 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
9427 game.gravity = FALSE;
9430 /* automatically move to the next field with double speed */
9431 player->programmed_action = move_direction;
9433 if (player->move_delay_reset_counter == 0)
9435 player->move_delay_reset_counter = 2; /* two double speed steps */
9437 DOUBLE_PLAYER_SPEED(player);
9440 PlayLevelSoundAction(x, y, ACTION_PASSING);
9442 else if (IS_DIGGABLE(element))
9446 if (mode != DF_SNAP)
9448 GfxElement[x][y] = GFX_ELEMENT(element);
9449 player->is_digging = TRUE;
9452 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
9454 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_DIGS_X,
9455 player->index_bit, dig_side);
9457 if (mode == DF_SNAP)
9458 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9460 else if (IS_COLLECTIBLE(element))
9464 if (is_player && mode != DF_SNAP)
9466 GfxElement[x][y] = element;
9467 player->is_collecting = TRUE;
9470 if (element == EL_SPEED_PILL)
9472 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
9474 else if (element == EL_EXTRA_TIME && level.time > 0)
9477 DrawGameValue_Time(TimeLeft);
9479 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
9481 player->shield_normal_time_left += 10;
9482 if (element == EL_SHIELD_DEADLY)
9483 player->shield_deadly_time_left += 10;
9485 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
9487 if (player->inventory_size < MAX_INVENTORY_SIZE)
9488 player->inventory_element[player->inventory_size++] = element;
9490 DrawGameValue_Dynamite(local_player->inventory_size);
9492 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
9494 player->dynabomb_count++;
9495 player->dynabombs_left++;
9497 else if (element == EL_DYNABOMB_INCREASE_SIZE)
9499 player->dynabomb_size++;
9501 else if (element == EL_DYNABOMB_INCREASE_POWER)
9503 player->dynabomb_xl = TRUE;
9505 else if (IS_KEY(element))
9507 player->key[KEY_NR(element)] = TRUE;
9509 DrawGameValue_Keys(player->key);
9511 redraw_mask |= REDRAW_DOOR_1;
9513 else if (IS_ENVELOPE(element))
9515 player->show_envelope = element;
9517 else if (IS_DROPPABLE(element) ||
9518 IS_THROWABLE(element)) /* can be collected and dropped */
9522 if (collect_count == 0)
9523 player->inventory_infinite_element = element;
9525 for (i = 0; i < collect_count; i++)
9526 if (player->inventory_size < MAX_INVENTORY_SIZE)
9527 player->inventory_element[player->inventory_size++] = element;
9529 DrawGameValue_Dynamite(local_player->inventory_size);
9531 else if (collect_count > 0)
9533 local_player->gems_still_needed -= collect_count;
9534 if (local_player->gems_still_needed < 0)
9535 local_player->gems_still_needed = 0;
9537 DrawGameValue_Emeralds(local_player->gems_still_needed);
9540 RaiseScoreElement(element);
9541 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
9544 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_COLLECTS_X,
9545 player->index_bit, dig_side);
9547 if (mode == DF_SNAP)
9548 TestIfElementTouchesCustomElement(x, y); /* for empty space */
9550 else if (IS_PUSHABLE(element))
9552 if (mode == DF_SNAP && element != EL_BD_ROCK)
9553 return MF_NO_ACTION;
9555 if (CAN_FALL(element) && dy)
9556 return MF_NO_ACTION;
9558 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
9559 !(element == EL_SPRING && level.use_spring_bug))
9560 return MF_NO_ACTION;
9562 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
9563 ((move_direction & MV_VERTICAL &&
9564 ((element_info[element].move_pattern & MV_LEFT &&
9565 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
9566 (element_info[element].move_pattern & MV_RIGHT &&
9567 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
9568 (move_direction & MV_HORIZONTAL &&
9569 ((element_info[element].move_pattern & MV_UP &&
9570 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
9571 (element_info[element].move_pattern & MV_DOWN &&
9572 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
9573 return MF_NO_ACTION;
9575 /* do not push elements already moving away faster than player */
9576 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
9577 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
9578 return MF_NO_ACTION;
9580 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
9582 if (player->push_delay_value == -1 || !player_was_pushing)
9583 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9585 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9587 if (player->push_delay_value == -1)
9588 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9590 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
9592 if (!player->is_pushing)
9593 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9596 player->is_pushing = TRUE;
9598 if (!(IN_LEV_FIELD(nextx, nexty) &&
9599 (IS_FREE(nextx, nexty) ||
9600 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
9601 IS_SB_ELEMENT(element)))))
9602 return MF_NO_ACTION;
9604 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
9605 return MF_NO_ACTION;
9607 if (player->push_delay == -1) /* new pushing; restart delay */
9608 player->push_delay = 0;
9610 if (player->push_delay < player->push_delay_value &&
9611 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
9612 element != EL_SPRING && element != EL_BALLOON)
9614 /* make sure that there is no move delay before next try to push */
9615 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
9616 player->move_delay = 0;
9618 return MF_NO_ACTION;
9621 if (IS_SB_ELEMENT(element))
9623 if (element == EL_SOKOBAN_FIELD_FULL)
9625 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
9626 local_player->sokobanfields_still_needed++;
9629 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
9631 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
9632 local_player->sokobanfields_still_needed--;
9635 Feld[x][y] = EL_SOKOBAN_OBJECT;
9637 if (Back[x][y] == Back[nextx][nexty])
9638 PlayLevelSoundAction(x, y, ACTION_PUSHING);
9639 else if (Back[x][y] != 0)
9640 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
9643 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
9646 if (local_player->sokobanfields_still_needed == 0 &&
9647 game.emulation == EMU_SOKOBAN)
9649 player->LevelSolved = player->GameOver = TRUE;
9650 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
9654 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
9656 InitMovingField(x, y, move_direction);
9657 GfxAction[x][y] = ACTION_PUSHING;
9659 if (mode == DF_SNAP)
9660 ContinueMoving(x, y);
9662 MovPos[x][y] = (dx != 0 ? dx : dy);
9664 Pushed[x][y] = TRUE;
9665 Pushed[nextx][nexty] = TRUE;
9667 if (game.engine_version < VERSION_IDENT(2,2,0,7))
9668 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
9670 player->push_delay_value = -1; /* get new value later */
9672 /* check for element change _after_ element has been pushed */
9673 if (game.use_change_when_pushing_bug)
9675 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
9676 player->index_bit, dig_side);
9677 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PUSHES_X,
9678 player->index_bit, dig_side);
9681 else if (IS_SWITCHABLE(element))
9683 if (PLAYER_SWITCHING(player, x, y))
9685 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9686 player->index_bit, dig_side);
9691 player->is_switching = TRUE;
9692 player->switch_x = x;
9693 player->switch_y = y;
9695 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
9697 if (element == EL_ROBOT_WHEEL)
9699 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
9703 DrawLevelField(x, y);
9705 else if (element == EL_SP_TERMINAL)
9709 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
9711 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
9713 else if (Feld[xx][yy] == EL_SP_TERMINAL)
9714 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
9717 else if (IS_BELT_SWITCH(element))
9719 ToggleBeltSwitch(x, y);
9721 else if (element == EL_SWITCHGATE_SWITCH_UP ||
9722 element == EL_SWITCHGATE_SWITCH_DOWN)
9724 ToggleSwitchgateSwitch(x, y);
9726 else if (element == EL_LIGHT_SWITCH ||
9727 element == EL_LIGHT_SWITCH_ACTIVE)
9729 ToggleLightSwitch(x, y);
9731 else if (element == EL_TIMEGATE_SWITCH)
9733 ActivateTimegateSwitch(x, y);
9735 else if (element == EL_BALLOON_SWITCH_LEFT ||
9736 element == EL_BALLOON_SWITCH_RIGHT ||
9737 element == EL_BALLOON_SWITCH_UP ||
9738 element == EL_BALLOON_SWITCH_DOWN ||
9739 element == EL_BALLOON_SWITCH_ANY)
9741 if (element == EL_BALLOON_SWITCH_ANY)
9742 game.balloon_dir = move_direction;
9744 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
9745 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
9746 element == EL_BALLOON_SWITCH_UP ? MV_UP :
9747 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
9750 else if (element == EL_LAMP)
9752 Feld[x][y] = EL_LAMP_ACTIVE;
9753 local_player->lights_still_needed--;
9755 ResetGfxAnimation(x, y);
9756 DrawLevelField(x, y);
9758 else if (element == EL_TIME_ORB_FULL)
9760 Feld[x][y] = EL_TIME_ORB_EMPTY;
9762 DrawGameValue_Time(TimeLeft);
9764 ResetGfxAnimation(x, y);
9765 DrawLevelField(x, y);
9768 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9769 player->index_bit, dig_side);
9771 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9772 player->index_bit, dig_side);
9778 if (!PLAYER_SWITCHING(player, x, y))
9780 player->is_switching = TRUE;
9781 player->switch_x = x;
9782 player->switch_y = y;
9784 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
9785 player->index_bit, dig_side);
9786 CheckTriggeredElementChangeByPlayer(element, CE_SWITCH_OF_X,
9787 player->index_bit, dig_side);
9790 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
9791 player->index_bit, dig_side);
9792 CheckTriggeredElementChangeByPlayer(element, CE_PLAYER_PRESSES_X,
9793 player->index_bit, dig_side);
9795 return MF_NO_ACTION;
9798 player->push_delay = -1;
9800 if (is_player) /* function can also be called by EL_PENGUIN */
9802 if (Feld[x][y] != element) /* really digged/collected something */
9803 player->is_collecting = !player->is_digging;
9809 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
9811 int jx = player->jx, jy = player->jy;
9812 int x = jx + dx, y = jy + dy;
9813 int snap_direction = (dx == -1 ? MV_LEFT :
9814 dx == +1 ? MV_RIGHT :
9816 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9818 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
9821 if (!player->active || !IN_LEV_FIELD(x, y))
9829 if (player->MovPos == 0)
9830 player->is_pushing = FALSE;
9832 player->is_snapping = FALSE;
9834 if (player->MovPos == 0)
9836 player->is_moving = FALSE;
9837 player->is_digging = FALSE;
9838 player->is_collecting = FALSE;
9844 if (player->is_snapping)
9847 player->MovDir = snap_direction;
9849 if (player->MovPos == 0)
9851 player->is_moving = FALSE;
9852 player->is_digging = FALSE;
9853 player->is_collecting = FALSE;
9856 player->is_dropping = FALSE;
9858 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
9861 player->is_snapping = TRUE;
9863 if (player->MovPos == 0)
9865 player->is_moving = FALSE;
9866 player->is_digging = FALSE;
9867 player->is_collecting = FALSE;
9870 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
9871 DrawLevelField(player->last_jx, player->last_jy);
9873 DrawLevelField(x, y);
9878 boolean DropElement(struct PlayerInfo *player)
9880 int old_element, new_element;
9881 int dropx = player->jx, dropy = player->jy;
9882 int drop_direction = player->MovDir;
9883 int drop_side = drop_direction;
9884 int drop_element = (player->inventory_size > 0 ?
9885 player->inventory_element[player->inventory_size - 1] :
9886 player->inventory_infinite_element != EL_UNDEFINED ?
9887 player->inventory_infinite_element :
9888 player->dynabombs_left > 0 ?
9889 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
9892 /* do not drop an element on top of another element; when holding drop key
9893 pressed without moving, dropped element must move away before the next
9894 element can be dropped (this is especially important if the next element
9895 is dynamite, which can be placed on background for historical reasons) */
9896 if (PLAYER_DROPPING(player, dropx, dropy) && Feld[dropx][dropy] != EL_EMPTY)
9899 if (IS_THROWABLE(drop_element))
9901 dropx += GET_DX_FROM_DIR(drop_direction);
9902 dropy += GET_DY_FROM_DIR(drop_direction);
9904 if (!IN_LEV_FIELD(dropx, dropy))
9908 old_element = Feld[dropx][dropy]; /* old element at dropping position */
9909 new_element = drop_element; /* default: no change when dropping */
9911 /* check if player is active, not moving and ready to drop */
9912 if (!player->active || player->MovPos || player->drop_delay > 0)
9915 /* check if player has anything that can be dropped */
9916 if (new_element == EL_UNDEFINED)
9919 /* check if anything can be dropped at the current position */
9920 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
9923 /* collected custom elements can only be dropped on empty fields */
9924 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
9927 if (old_element != EL_EMPTY)
9928 Back[dropx][dropy] = old_element; /* store old element on this field */
9930 ResetGfxAnimation(dropx, dropy);
9931 ResetRandomAnimationValue(dropx, dropy);
9933 if (player->inventory_size > 0 ||
9934 player->inventory_infinite_element != EL_UNDEFINED)
9936 if (player->inventory_size > 0)
9938 player->inventory_size--;
9940 DrawGameValue_Dynamite(local_player->inventory_size);
9942 if (new_element == EL_DYNAMITE)
9943 new_element = EL_DYNAMITE_ACTIVE;
9944 else if (new_element == EL_SP_DISK_RED)
9945 new_element = EL_SP_DISK_RED_ACTIVE;
9948 Feld[dropx][dropy] = new_element;
9950 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9951 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9952 el2img(Feld[dropx][dropy]), 0);
9954 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9956 /* needed if previous element just changed to "empty" in the last frame */
9957 Changed[dropx][dropy] = FALSE; /* allow another change */
9959 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
9960 player->index_bit, drop_side);
9961 CheckTriggeredElementChangeByPlayer(new_element, CE_PLAYER_DROPS_X,
9962 player->index_bit, drop_side);
9964 TestIfElementTouchesCustomElement(dropx, dropy);
9966 else /* player is dropping a dyna bomb */
9968 player->dynabombs_left--;
9970 Feld[dropx][dropy] = new_element;
9972 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
9973 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
9974 el2img(Feld[dropx][dropy]), 0);
9976 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
9979 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
9980 InitField_WithBug1(dropx, dropy, FALSE);
9982 new_element = Feld[dropx][dropy]; /* element might have changed */
9984 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
9985 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
9987 int move_direction, nextx, nexty;
9989 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
9990 MovDir[dropx][dropy] = drop_direction;
9992 move_direction = MovDir[dropx][dropy];
9993 nextx = dropx + GET_DX_FROM_DIR(move_direction);
9994 nexty = dropy + GET_DY_FROM_DIR(move_direction);
9996 Changed[dropx][dropy] = FALSE; /* allow another change */
9997 CheckCollision[dropx][dropy] = 2;
10000 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
10001 player->is_dropping = TRUE;
10003 player->drop_x = dropx;
10004 player->drop_y = dropy;
10009 /* ------------------------------------------------------------------------- */
10010 /* game sound playing functions */
10011 /* ------------------------------------------------------------------------- */
10013 static int *loop_sound_frame = NULL;
10014 static int *loop_sound_volume = NULL;
10016 void InitPlayLevelSound()
10018 int num_sounds = getSoundListSize();
10020 checked_free(loop_sound_frame);
10021 checked_free(loop_sound_volume);
10023 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10024 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10027 static void PlayLevelSound(int x, int y, int nr)
10029 int sx = SCREENX(x), sy = SCREENY(y);
10030 int volume, stereo_position;
10031 int max_distance = 8;
10032 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10034 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10035 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10038 if (!IN_LEV_FIELD(x, y) ||
10039 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10040 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10043 volume = SOUND_MAX_VOLUME;
10045 if (!IN_SCR_FIELD(sx, sy))
10047 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10048 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10050 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10053 stereo_position = (SOUND_MAX_LEFT +
10054 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10055 (SCR_FIELDX + 2 * max_distance));
10057 if (IS_LOOP_SOUND(nr))
10059 /* This assures that quieter loop sounds do not overwrite louder ones,
10060 while restarting sound volume comparison with each new game frame. */
10062 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10065 loop_sound_volume[nr] = volume;
10066 loop_sound_frame[nr] = FrameCounter;
10069 PlaySoundExt(nr, volume, stereo_position, type);
10072 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10074 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10075 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10076 y < LEVELY(BY1) ? LEVELY(BY1) :
10077 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10081 static void PlayLevelSoundAction(int x, int y, int action)
10083 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
10086 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
10088 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10090 if (sound_effect != SND_UNDEFINED)
10091 PlayLevelSound(x, y, sound_effect);
10094 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
10097 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
10099 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10100 PlayLevelSound(x, y, sound_effect);
10103 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
10105 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10107 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10108 PlayLevelSound(x, y, sound_effect);
10111 static void StopLevelSoundActionIfLoop(int x, int y, int action)
10113 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
10115 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
10116 StopSound(sound_effect);
10119 static void PlayLevelMusic()
10121 if (levelset.music[level_nr] != MUS_UNDEFINED)
10122 PlayMusic(levelset.music[level_nr]); /* from config file */
10124 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
10127 void PlayLevelSound_EM(int x, int y, int element_em, int sample)
10129 int element = (element_em > -1 ? map_element_EM_to_RND(element_em) : 0);
10134 PlayLevelSoundElementAction(x, y, element, ACTION_WALKING);
10138 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10142 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10146 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10150 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10154 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10158 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10161 case SAMPLE_android_clone:
10162 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10165 case SAMPLE_android_move:
10166 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10169 case SAMPLE_spring:
10170 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10174 PlayLevelSoundElementAction(x, y, element, ACTION_SLURPED_BY_SPRING);
10178 PlayLevelSoundElementAction(x, y, element, ACTION_WAITING);
10181 case SAMPLE_eater_eat:
10182 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10186 PlayLevelSoundElementAction(x, y, element, ACTION_MOVING);
10189 case SAMPLE_collect:
10190 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10193 case SAMPLE_diamond:
10194 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10197 case SAMPLE_squash:
10198 /* !!! CHECK THIS !!! */
10200 PlayLevelSoundElementAction(x, y, element, ACTION_BREAKING);
10202 PlayLevelSoundElementAction(x, y, element, ACTION_SMASHED_BY_ROCK);
10206 case SAMPLE_wonderfall:
10207 PlayLevelSoundElementAction(x, y, element, ACTION_FILLING);
10211 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
10215 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10219 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10223 PlayLevelSoundElementAction(x, y, element, ACTION_SPLASHING);
10227 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10231 PlayLevelSoundElementAction(x, y, element, ACTION_GROWING);
10234 case SAMPLE_wonder:
10235 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10239 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10242 case SAMPLE_exit_open:
10243 PlayLevelSoundElementAction(x, y, element, ACTION_OPENING);
10246 case SAMPLE_exit_leave:
10247 PlayLevelSoundElementAction(x, y, element, ACTION_PASSING);
10250 case SAMPLE_dynamite:
10251 PlayLevelSoundElementAction(x, y, element, ACTION_DROPPING);
10255 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10259 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10263 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVE);
10267 PlayLevelSoundElementAction(x, y, element, ACTION_EXPLODING);
10271 PlayLevelSoundElementAction(x, y, element, ACTION_DYING);
10275 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10279 PlayLevelSoundElementAction(x, y, element, ACTION_DEFAULT);
10284 void RaiseScore(int value)
10286 local_player->score += value;
10288 DrawGameValue_Score(local_player->score);
10291 void RaiseScoreElement(int element)
10296 case EL_BD_DIAMOND:
10297 case EL_EMERALD_YELLOW:
10298 case EL_EMERALD_RED:
10299 case EL_EMERALD_PURPLE:
10300 case EL_SP_INFOTRON:
10301 RaiseScore(level.score[SC_EMERALD]);
10304 RaiseScore(level.score[SC_DIAMOND]);
10307 RaiseScore(level.score[SC_CRYSTAL]);
10310 RaiseScore(level.score[SC_PEARL]);
10313 case EL_BD_BUTTERFLY:
10314 case EL_SP_ELECTRON:
10315 RaiseScore(level.score[SC_BUG]);
10318 case EL_BD_FIREFLY:
10319 case EL_SP_SNIKSNAK:
10320 RaiseScore(level.score[SC_SPACESHIP]);
10323 case EL_DARK_YAMYAM:
10324 RaiseScore(level.score[SC_YAMYAM]);
10327 RaiseScore(level.score[SC_ROBOT]);
10330 RaiseScore(level.score[SC_PACMAN]);
10333 RaiseScore(level.score[SC_NUT]);
10336 case EL_SP_DISK_RED:
10337 case EL_DYNABOMB_INCREASE_NUMBER:
10338 case EL_DYNABOMB_INCREASE_SIZE:
10339 case EL_DYNABOMB_INCREASE_POWER:
10340 RaiseScore(level.score[SC_DYNAMITE]);
10342 case EL_SHIELD_NORMAL:
10343 case EL_SHIELD_DEADLY:
10344 RaiseScore(level.score[SC_SHIELD]);
10346 case EL_EXTRA_TIME:
10347 RaiseScore(level.score[SC_TIME_BONUS]);
10361 RaiseScore(level.score[SC_KEY]);
10364 RaiseScore(element_info[element].collect_score);
10369 void RequestQuitGame(boolean ask_if_really_quit)
10371 if (AllPlayersGone ||
10372 !ask_if_really_quit ||
10373 level_editor_test_game ||
10374 Request("Do you really want to quit the game ?",
10375 REQ_ASK | REQ_STAY_CLOSED))
10377 #if defined(NETWORK_AVALIABLE)
10378 if (options.network)
10379 SendToServer_StopPlaying();
10383 game_status = GAME_MODE_MAIN;
10389 if (tape.playing && tape.deactivate_display)
10390 TapeDeactivateDisplayOff(TRUE);
10392 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
10394 if (tape.playing && tape.deactivate_display)
10395 TapeDeactivateDisplayOn();
10400 /* ---------- new game button stuff ---------------------------------------- */
10402 /* graphic position values for game buttons */
10403 #define GAME_BUTTON_XSIZE 30
10404 #define GAME_BUTTON_YSIZE 30
10405 #define GAME_BUTTON_XPOS 5
10406 #define GAME_BUTTON_YPOS 215
10407 #define SOUND_BUTTON_XPOS 5
10408 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
10410 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10411 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10412 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10413 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
10414 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
10415 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
10422 } gamebutton_info[NUM_GAME_BUTTONS] =
10425 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
10430 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
10431 GAME_CTRL_ID_PAUSE,
10435 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
10440 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
10441 SOUND_CTRL_ID_MUSIC,
10442 "background music on/off"
10445 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
10446 SOUND_CTRL_ID_LOOPS,
10447 "sound loops on/off"
10450 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
10451 SOUND_CTRL_ID_SIMPLE,
10452 "normal sounds on/off"
10456 void CreateGameButtons()
10460 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10462 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
10463 struct GadgetInfo *gi;
10466 unsigned long event_mask;
10467 int gd_xoffset, gd_yoffset;
10468 int gd_x1, gd_x2, gd_y1, gd_y2;
10471 gd_xoffset = gamebutton_info[i].x;
10472 gd_yoffset = gamebutton_info[i].y;
10473 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
10474 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
10476 if (id == GAME_CTRL_ID_STOP ||
10477 id == GAME_CTRL_ID_PAUSE ||
10478 id == GAME_CTRL_ID_PLAY)
10480 button_type = GD_TYPE_NORMAL_BUTTON;
10482 event_mask = GD_EVENT_RELEASED;
10483 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10484 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10488 button_type = GD_TYPE_CHECK_BUTTON;
10490 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
10491 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
10492 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
10493 event_mask = GD_EVENT_PRESSED;
10494 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
10495 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
10498 gi = CreateGadget(GDI_CUSTOM_ID, id,
10499 GDI_INFO_TEXT, gamebutton_info[i].infotext,
10500 GDI_X, DX + gd_xoffset,
10501 GDI_Y, DY + gd_yoffset,
10502 GDI_WIDTH, GAME_BUTTON_XSIZE,
10503 GDI_HEIGHT, GAME_BUTTON_YSIZE,
10504 GDI_TYPE, button_type,
10505 GDI_STATE, GD_BUTTON_UNPRESSED,
10506 GDI_CHECKED, checked,
10507 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
10508 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
10509 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
10510 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
10511 GDI_EVENT_MASK, event_mask,
10512 GDI_CALLBACK_ACTION, HandleGameButtons,
10516 Error(ERR_EXIT, "cannot create gadget");
10518 game_gadget[id] = gi;
10522 void FreeGameButtons()
10526 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10527 FreeGadget(game_gadget[i]);
10530 static void MapGameButtons()
10534 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10535 MapGadget(game_gadget[i]);
10538 void UnmapGameButtons()
10542 for (i = 0; i < NUM_GAME_BUTTONS; i++)
10543 UnmapGadget(game_gadget[i]);
10546 static void HandleGameButtons(struct GadgetInfo *gi)
10548 int id = gi->custom_id;
10550 if (game_status != GAME_MODE_PLAYING)
10555 case GAME_CTRL_ID_STOP:
10556 RequestQuitGame(TRUE);
10559 case GAME_CTRL_ID_PAUSE:
10560 if (options.network)
10562 #if defined(NETWORK_AVALIABLE)
10564 SendToServer_ContinuePlaying();
10566 SendToServer_PausePlaying();
10570 TapeTogglePause(TAPE_TOGGLE_MANUAL);
10573 case GAME_CTRL_ID_PLAY:
10576 #if defined(NETWORK_AVALIABLE)
10577 if (options.network)
10578 SendToServer_ContinuePlaying();
10582 tape.pausing = FALSE;
10583 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
10588 case SOUND_CTRL_ID_MUSIC:
10589 if (setup.sound_music)
10591 setup.sound_music = FALSE;
10594 else if (audio.music_available)
10596 setup.sound = setup.sound_music = TRUE;
10598 SetAudioMode(setup.sound);
10604 case SOUND_CTRL_ID_LOOPS:
10605 if (setup.sound_loops)
10606 setup.sound_loops = FALSE;
10607 else if (audio.loops_available)
10609 setup.sound = setup.sound_loops = TRUE;
10610 SetAudioMode(setup.sound);
10614 case SOUND_CTRL_ID_SIMPLE:
10615 if (setup.sound_simple)
10616 setup.sound_simple = FALSE;
10617 else if (audio.sound_available)
10619 setup.sound = setup.sound_simple = TRUE;
10620 SetAudioMode(setup.sound);