1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
30 /* EXPERIMENTAL STUFF */
31 #define USE_NEW_STUFF TRUE * 1
33 #define USE_NEW_MOVE_STYLE TRUE * USE_NEW_STUFF * 1
34 #define USE_NEW_MOVE_DELAY TRUE * USE_NEW_STUFF * 1
35 #define USE_NEW_PUSH_DELAY TRUE * USE_NEW_STUFF * 1
36 #define USE_NEW_BLOCK_STYLE TRUE * USE_NEW_STUFF * 1 * 1
37 #define USE_NEW_SP_SLIPPERY TRUE * USE_NEW_STUFF * 1
38 #define USE_NEW_RANDOMIZE TRUE * USE_NEW_STUFF * 1
40 #define USE_PUSH_BUGFIX TRUE * 1
47 /* for MovePlayer() */
48 #define MF_NO_ACTION 0
52 /* for ScrollPlayer() */
54 #define SCROLL_GO_ON 1
57 #define EX_PHASE_START 0
58 #define EX_TYPE_NONE 0
59 #define EX_TYPE_NORMAL (1 << 0)
60 #define EX_TYPE_CENTER (1 << 1)
61 #define EX_TYPE_BORDER (1 << 2)
62 #define EX_TYPE_CROSS (1 << 3)
63 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
65 /* special positions in the game control window (relative to control window) */
68 #define XX_EMERALDS 29
69 #define YY_EMERALDS 54
70 #define XX_DYNAMITE 29
71 #define YY_DYNAMITE 89
80 /* special positions in the game control window (relative to main window) */
81 #define DX_LEVEL (DX + XX_LEVEL)
82 #define DY_LEVEL (DY + YY_LEVEL)
83 #define DX_EMERALDS (DX + XX_EMERALDS)
84 #define DY_EMERALDS (DY + YY_EMERALDS)
85 #define DX_DYNAMITE (DX + XX_DYNAMITE)
86 #define DY_DYNAMITE (DY + YY_DYNAMITE)
87 #define DX_KEYS (DX + XX_KEYS)
88 #define DY_KEYS (DY + YY_KEYS)
89 #define DX_SCORE (DX + XX_SCORE)
90 #define DY_SCORE (DY + YY_SCORE)
91 #define DX_TIME1 (DX + XX_TIME1)
92 #define DX_TIME2 (DX + XX_TIME2)
93 #define DY_TIME (DY + YY_TIME)
95 /* values for initial player move delay (initial delay counter value) */
96 #define INITIAL_MOVE_DELAY_OFF -1
97 #define INITIAL_MOVE_DELAY_ON 0
99 /* values for player movement speed (which is in fact a delay value) */
100 #define MOVE_DELAY_NORMAL_SPEED 8
101 #define MOVE_DELAY_HIGH_SPEED 4
103 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
104 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
105 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
106 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
108 /* values for other actions */
109 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
111 #define GET_DX_FROM_DIR(d) ((d) == MV_LEFT ? -1 : (d) == MV_RIGHT ? 1 : 0)
112 #define GET_DY_FROM_DIR(d) ((d) == MV_UP ? -1 : (d) == MV_DOWN ? 1 : 0)
114 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
116 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
117 RND(element_info[e].push_delay_random))
118 #define GET_NEW_DROP_DELAY(e) ( (element_info[e].drop_delay_fixed) + \
119 RND(element_info[e].drop_delay_random))
120 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
121 RND(element_info[e].move_delay_random))
122 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
123 (element_info[e].move_delay_random))
125 #define GET_TARGET_ELEMENT(e, ch) \
126 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
127 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
129 #define GET_VALID_PLAYER_ELEMENT(e) \
130 ((e) >= EL_PLAYER_1 && (e) <= EL_PLAYER_4 ? (e) : EL_PLAYER_1)
132 #define CAN_GROW_INTO(e) \
133 ((e) == EL_SAND || (IS_DIGGABLE(e) && level.grow_into_diggable))
135 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
136 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
139 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
140 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 (CAN_MOVE_INTO_ACID(e) && \
142 Feld[x][y] == EL_ACID) || \
145 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
146 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
147 (CAN_MOVE_INTO_ACID(e) && \
148 Feld[x][y] == EL_ACID) || \
151 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
152 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
154 (CAN_MOVE_INTO_ACID(e) && \
155 Feld[x][y] == EL_ACID) || \
156 (DONT_COLLIDE_WITH(e) && \
158 !PLAYER_ENEMY_PROTECTED(x, y))))
161 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
162 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
164 (DONT_COLLIDE_WITH(e) && \
166 !PLAYER_ENEMY_PROTECTED(x, y))))
169 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
173 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
174 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
176 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
177 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
181 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
184 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
189 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
190 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
192 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
193 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
195 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
196 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
198 #define PIG_CAN_ENTER_FIELD(e, x, y) \
199 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
201 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
202 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
203 IS_FOOD_PENGUIN(Feld[x][y])))
204 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
205 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
207 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
208 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
210 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
211 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
215 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
216 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
217 (CAN_MOVE_INTO_ACID(e) && \
218 Feld[x][y] == EL_ACID) || \
219 Feld[x][y] == EL_DIAMOND))
221 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
222 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
223 (CAN_MOVE_INTO_ACID(e) && \
224 Feld[x][y] == EL_ACID) || \
225 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
227 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
228 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
229 (CAN_MOVE_INTO_ACID(e) && \
230 Feld[x][y] == EL_ACID) || \
231 IS_AMOEBOID(Feld[x][y])))
233 #define PIG_CAN_ENTER_FIELD(e, x, y) \
234 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
235 (CAN_MOVE_INTO_ACID(e) && \
236 Feld[x][y] == EL_ACID) || \
237 IS_FOOD_PIG(Feld[x][y])))
239 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
240 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
241 (CAN_MOVE_INTO_ACID(e) && \
242 Feld[x][y] == EL_ACID) || \
243 IS_FOOD_PENGUIN(Feld[x][y]) || \
244 Feld[x][y] == EL_EXIT_OPEN))
246 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
247 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
248 (CAN_MOVE_INTO_ACID(e) && \
249 Feld[x][y] == EL_ACID)))
251 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
252 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
253 (CAN_MOVE_INTO_ACID(e) && \
254 Feld[x][y] == EL_ACID) || \
257 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
258 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
259 (CAN_MOVE_INTO_ACID(e) && \
260 Feld[x][y] == EL_ACID)))
264 #define GROUP_NR(e) ((e) - EL_GROUP_START)
265 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
266 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
267 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
269 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
270 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
273 #define CE_ENTER_FIELD_COND(e, x, y) \
274 (!IS_PLAYER(x, y) && \
275 (Feld[x][y] == EL_ACID || \
276 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
278 #define CE_ENTER_FIELD_COND(e, x, y) \
279 (!IS_PLAYER(x, y) && \
280 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
283 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
284 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
286 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
287 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
289 #define ACCESS_FROM(e, d) (element_info[e].access_direction &(d))
290 #define IS_WALKABLE_FROM(e, d) (IS_WALKABLE(e) && ACCESS_FROM(e, d))
291 #define IS_PASSABLE_FROM(e, d) (IS_PASSABLE(e) && ACCESS_FROM(e, d))
292 #define IS_ACCESSIBLE_FROM(e, d) (IS_ACCESSIBLE(e) && ACCESS_FROM(e, d))
294 /* game button identifiers */
295 #define GAME_CTRL_ID_STOP 0
296 #define GAME_CTRL_ID_PAUSE 1
297 #define GAME_CTRL_ID_PLAY 2
298 #define SOUND_CTRL_ID_MUSIC 3
299 #define SOUND_CTRL_ID_LOOPS 4
300 #define SOUND_CTRL_ID_SIMPLE 5
302 #define NUM_GAME_BUTTONS 6
305 /* forward declaration for internal use */
307 static void AdvanceFrameAndPlayerCounters(int);
309 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
310 static boolean MovePlayer(struct PlayerInfo *, int, int);
311 static void ScrollPlayer(struct PlayerInfo *, int);
312 static void ScrollScreen(struct PlayerInfo *, int);
314 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
316 static void InitBeltMovement(void);
317 static void CloseAllOpenTimegates(void);
318 static void CheckGravityMovement(struct PlayerInfo *);
319 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
320 static void KillHeroUnlessEnemyProtected(int, int);
321 static void KillHeroUnlessExplosionProtected(int, int);
323 static void TestIfPlayerTouchesCustomElement(int, int);
324 static void TestIfElementTouchesCustomElement(int, int);
325 static void TestIfElementHitsCustomElement(int, int, int);
327 static void TestIfElementSmashesCustomElement(int, int, int);
330 static void ChangeElement(int, int, int);
332 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
333 #define CheckTriggeredElementChange(x, y, e, ev) \
334 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
336 #define CheckTriggeredElementChangeByPlayer(x, y, e, ev, p, s) \
337 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
338 #define CheckTriggeredElementChangeBySide(x, y, e, ev, s) \
339 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
340 #define CheckTriggeredElementChangeByPage(x, y, e, ev, p) \
341 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
344 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
345 #define CheckElementChange(x, y, e, te, ev) \
346 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
347 #define CheckElementChangeByPlayer(x, y, e, ev, p, s) \
348 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
349 #define CheckElementChangeBySide(x, y, e, te, ev, s) \
350 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
351 #define CheckElementChangeByPage(x, y, e, te, ev, p) \
352 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
354 static void PlayLevelSound(int, int, int);
355 static void PlayLevelSoundNearest(int, int, int);
356 static void PlayLevelSoundAction(int, int, int);
357 static void PlayLevelSoundElementAction(int, int, int, int);
358 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
359 static void PlayLevelSoundActionIfLoop(int, int, int);
360 static void StopLevelSoundActionIfLoop(int, int, int);
361 static void PlayLevelMusic();
363 static void MapGameButtons();
364 static void HandleGameButtons(struct GadgetInfo *);
366 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
369 /* ------------------------------------------------------------------------- */
370 /* definition of elements that automatically change to other elements after */
371 /* a specified time, eventually calling a function when changing */
372 /* ------------------------------------------------------------------------- */
374 /* forward declaration for changer functions */
375 static void InitBuggyBase(int x, int y);
376 static void WarnBuggyBase(int x, int y);
378 static void InitTrap(int x, int y);
379 static void ActivateTrap(int x, int y);
380 static void ChangeActiveTrap(int x, int y);
382 static void InitRobotWheel(int x, int y);
383 static void RunRobotWheel(int x, int y);
384 static void StopRobotWheel(int x, int y);
386 static void InitTimegateWheel(int x, int y);
387 static void RunTimegateWheel(int x, int y);
389 struct ChangingElementInfo
394 void (*pre_change_function)(int x, int y);
395 void (*change_function)(int x, int y);
396 void (*post_change_function)(int x, int y);
399 static struct ChangingElementInfo change_delay_list[] =
450 EL_SWITCHGATE_OPENING,
458 EL_SWITCHGATE_CLOSING,
459 EL_SWITCHGATE_CLOSED,
491 EL_ACID_SPLASH_RIGHT,
500 EL_SP_BUGGY_BASE_ACTIVATING,
507 EL_SP_BUGGY_BASE_ACTIVATING,
508 EL_SP_BUGGY_BASE_ACTIVE,
515 EL_SP_BUGGY_BASE_ACTIVE,
539 EL_ROBOT_WHEEL_ACTIVE,
547 EL_TIMEGATE_SWITCH_ACTIVE,
568 int push_delay_fixed, push_delay_random;
573 { EL_BALLOON, 0, 0 },
575 { EL_SOKOBAN_OBJECT, 2, 0 },
576 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
577 { EL_SATELLITE, 2, 0 },
578 { EL_SP_DISK_YELLOW, 2, 0 },
580 { EL_UNDEFINED, 0, 0 },
588 move_stepsize_list[] =
590 { EL_AMOEBA_DROP, 2 },
591 { EL_AMOEBA_DROPPING, 2 },
592 { EL_QUICKSAND_FILLING, 1 },
593 { EL_QUICKSAND_EMPTYING, 1 },
594 { EL_MAGIC_WALL_FILLING, 2 },
595 { EL_BD_MAGIC_WALL_FILLING, 2 },
596 { EL_MAGIC_WALL_EMPTYING, 2 },
597 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
607 collect_count_list[] =
610 { EL_BD_DIAMOND, 1 },
611 { EL_EMERALD_YELLOW, 1 },
612 { EL_EMERALD_RED, 1 },
613 { EL_EMERALD_PURPLE, 1 },
615 { EL_SP_INFOTRON, 1 },
627 access_direction_list[] =
629 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
630 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
631 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
632 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
633 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
634 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
635 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
636 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
637 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
638 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
639 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
641 { EL_SP_PORT_LEFT, MV_RIGHT },
642 { EL_SP_PORT_RIGHT, MV_LEFT },
643 { EL_SP_PORT_UP, MV_DOWN },
644 { EL_SP_PORT_DOWN, MV_UP },
645 { EL_SP_PORT_HORIZONTAL, MV_LEFT | MV_RIGHT },
646 { EL_SP_PORT_VERTICAL, MV_UP | MV_DOWN },
647 { EL_SP_PORT_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
648 { EL_SP_GRAVITY_PORT_LEFT, MV_RIGHT },
649 { EL_SP_GRAVITY_PORT_RIGHT, MV_LEFT },
650 { EL_SP_GRAVITY_PORT_UP, MV_DOWN },
651 { EL_SP_GRAVITY_PORT_DOWN, MV_UP },
652 { EL_SP_GRAVITY_ON_PORT_LEFT, MV_RIGHT },
653 { EL_SP_GRAVITY_ON_PORT_RIGHT, MV_LEFT },
654 { EL_SP_GRAVITY_ON_PORT_UP, MV_DOWN },
655 { EL_SP_GRAVITY_ON_PORT_DOWN, MV_UP },
656 { EL_SP_GRAVITY_OFF_PORT_LEFT, MV_RIGHT },
657 { EL_SP_GRAVITY_OFF_PORT_RIGHT, MV_LEFT },
658 { EL_SP_GRAVITY_OFF_PORT_UP, MV_DOWN },
659 { EL_SP_GRAVITY_OFF_PORT_DOWN, MV_UP },
661 { EL_UNDEFINED, MV_NO_MOVING }
664 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
666 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
667 CH_EVENT_BIT(CE_DELAY))
668 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
669 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
670 IS_JUST_CHANGING(x, y))
672 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
675 void GetPlayerConfig()
677 if (!audio.sound_available)
678 setup.sound_simple = FALSE;
680 if (!audio.loops_available)
681 setup.sound_loops = FALSE;
683 if (!audio.music_available)
684 setup.sound_music = FALSE;
686 if (!video.fullscreen_available)
687 setup.fullscreen = FALSE;
689 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
691 SetAudioMode(setup.sound);
695 static int getBeltNrFromBeltElement(int element)
697 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
698 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
699 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
702 static int getBeltNrFromBeltActiveElement(int element)
704 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
705 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
706 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
709 static int getBeltNrFromBeltSwitchElement(int element)
711 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
712 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
713 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
716 static int getBeltDirNrFromBeltSwitchElement(int element)
718 static int belt_base_element[4] =
720 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
721 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
722 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
723 EL_CONVEYOR_BELT_4_SWITCH_LEFT
726 int belt_nr = getBeltNrFromBeltSwitchElement(element);
727 int belt_dir_nr = element - belt_base_element[belt_nr];
729 return (belt_dir_nr % 3);
732 static int getBeltDirFromBeltSwitchElement(int element)
734 static int belt_move_dir[3] =
741 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
743 return belt_move_dir[belt_dir_nr];
746 static void InitPlayerField(int x, int y, int element, boolean init_game)
748 if (element == EL_SP_MURPHY)
752 if (stored_player[0].present)
754 Feld[x][y] = EL_SP_MURPHY_CLONE;
760 stored_player[0].use_murphy_graphic = TRUE;
763 Feld[x][y] = EL_PLAYER_1;
769 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
770 int jx = player->jx, jy = player->jy;
772 player->present = TRUE;
774 player->block_last_field = (element == EL_SP_MURPHY ?
775 level.sp_block_last_field :
776 level.block_last_field);
778 #if USE_NEW_BLOCK_STYLE
780 player->block_delay = (player->block_last_field ?
781 (element == EL_SP_MURPHY ?
782 level.sp_block_delay :
783 level.block_delay) : 0);
785 player->block_delay = (element == EL_SP_MURPHY ?
786 (player->block_last_field ? 7 : 1) :
787 (player->block_last_field ? 7 : 1));
791 printf("::: block_last_field == %d, block_delay = %d\n",
792 player->block_last_field, player->block_delay);
796 if (!options.network || player->connected)
798 player->active = TRUE;
800 /* remove potentially duplicate players */
801 if (StorePlayer[jx][jy] == Feld[x][y])
802 StorePlayer[jx][jy] = 0;
804 StorePlayer[x][y] = Feld[x][y];
808 printf("Player %d activated.\n", player->element_nr);
809 printf("[Local player is %d and currently %s.]\n",
810 local_player->element_nr,
811 local_player->active ? "active" : "not active");
815 Feld[x][y] = EL_EMPTY;
817 player->jx = player->last_jx = x;
818 player->jy = player->last_jy = y;
822 static void InitField(int x, int y, boolean init_game)
824 int element = Feld[x][y];
833 InitPlayerField(x, y, element, init_game);
836 case EL_SOKOBAN_FIELD_PLAYER:
837 element = Feld[x][y] = EL_PLAYER_1;
838 InitField(x, y, init_game);
840 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
841 InitField(x, y, init_game);
844 case EL_SOKOBAN_FIELD_EMPTY:
845 local_player->sokobanfields_still_needed++;
849 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
850 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
851 else if (x > 0 && Feld[x-1][y] == EL_ACID)
852 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
853 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
854 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
855 else if (y > 0 && Feld[x][y-1] == EL_ACID)
856 Feld[x][y] = EL_ACID_POOL_BOTTOM;
857 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
858 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
866 case EL_SPACESHIP_RIGHT:
867 case EL_SPACESHIP_UP:
868 case EL_SPACESHIP_LEFT:
869 case EL_SPACESHIP_DOWN:
871 case EL_BD_BUTTERFLY_RIGHT:
872 case EL_BD_BUTTERFLY_UP:
873 case EL_BD_BUTTERFLY_LEFT:
874 case EL_BD_BUTTERFLY_DOWN:
875 case EL_BD_BUTTERFLY:
876 case EL_BD_FIREFLY_RIGHT:
877 case EL_BD_FIREFLY_UP:
878 case EL_BD_FIREFLY_LEFT:
879 case EL_BD_FIREFLY_DOWN:
881 case EL_PACMAN_RIGHT:
905 if (y == lev_fieldy - 1)
907 Feld[x][y] = EL_AMOEBA_GROWING;
908 Store[x][y] = EL_AMOEBA_WET;
912 case EL_DYNAMITE_ACTIVE:
913 case EL_SP_DISK_RED_ACTIVE:
914 case EL_DYNABOMB_PLAYER_1_ACTIVE:
915 case EL_DYNABOMB_PLAYER_2_ACTIVE:
916 case EL_DYNABOMB_PLAYER_3_ACTIVE:
917 case EL_DYNABOMB_PLAYER_4_ACTIVE:
922 local_player->lights_still_needed++;
926 local_player->friends_still_needed++;
931 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
936 Feld[x][y] = EL_EMPTY;
941 case EL_EM_KEY_1_FILE:
942 Feld[x][y] = EL_EM_KEY_1;
944 case EL_EM_KEY_2_FILE:
945 Feld[x][y] = EL_EM_KEY_2;
947 case EL_EM_KEY_3_FILE:
948 Feld[x][y] = EL_EM_KEY_3;
950 case EL_EM_KEY_4_FILE:
951 Feld[x][y] = EL_EM_KEY_4;
955 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
956 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
957 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
958 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
959 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
960 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
961 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
962 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
963 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
964 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
965 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
966 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
969 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
970 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
971 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
973 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
975 game.belt_dir[belt_nr] = belt_dir;
976 game.belt_dir_nr[belt_nr] = belt_dir_nr;
978 else /* more than one switch -- set it like the first switch */
980 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
985 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
987 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
990 case EL_LIGHT_SWITCH_ACTIVE:
992 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
996 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
998 else if (IS_GROUP_ELEMENT(element))
1000 struct ElementGroupInfo *group = element_info[element].group;
1001 int last_anim_random_frame = gfx.anim_random_frame;
1004 if (group->choice_mode == ANIM_RANDOM)
1005 gfx.anim_random_frame = RND(group->num_elements_resolved);
1007 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
1008 group->choice_mode, 0,
1011 if (group->choice_mode == ANIM_RANDOM)
1012 gfx.anim_random_frame = last_anim_random_frame;
1014 group->choice_pos++;
1016 Feld[x][y] = group->element_resolved[element_pos];
1018 InitField(x, y, init_game);
1024 static inline void InitField_WithBug1(int x, int y, boolean init_game)
1026 InitField(x, y, init_game);
1028 /* not needed to call InitMovDir() -- already done by InitField()! */
1029 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1030 CAN_MOVE(Feld[x][y]))
1034 static inline void InitField_WithBug2(int x, int y, boolean init_game)
1036 int old_element = Feld[x][y];
1038 InitField(x, y, init_game);
1040 /* not needed to call InitMovDir() -- already done by InitField()! */
1041 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1042 CAN_MOVE(old_element) &&
1043 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
1046 /* this case is in fact a combination of not less than three bugs:
1047 first, it calls InitMovDir() for elements that can move, although this is
1048 already done by InitField(); then, it checks the element that was at this
1049 field _before_ the call to InitField() (which can change it); lastly, it
1050 was not called for "mole with direction" elements, which were treated as
1051 "cannot move" due to (fixed) wrong element initialization in "src/init.c"
1055 inline void DrawGameValue_Emeralds(int value)
1057 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
1060 inline void DrawGameValue_Dynamite(int value)
1062 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
1065 inline void DrawGameValue_Keys(struct PlayerInfo *player)
1069 for (i = 0; i < MAX_KEYS; i++)
1071 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1072 el2edimg(EL_KEY_1 + i));
1075 inline void DrawGameValue_Score(int value)
1077 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1080 inline void DrawGameValue_Time(int value)
1083 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1085 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1088 inline void DrawGameValue_Level(int value)
1091 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1094 /* misuse area for displaying emeralds to draw bigger level number */
1095 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1096 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1098 /* now copy it to the area for displaying level number */
1099 BlitBitmap(drawto, drawto,
1100 DX_EMERALDS, DY_EMERALDS + 1,
1101 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1102 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1103 DX_LEVEL - 1, DY_LEVEL + 1);
1105 /* restore the area for displaying emeralds */
1106 DrawGameValue_Emeralds(local_player->gems_still_needed);
1108 /* yes, this is all really ugly :-) */
1112 void DrawGameDoorValues()
1116 DrawGameValue_Level(level_nr);
1118 for (i = 0; i < MAX_PLAYERS; i++)
1119 DrawGameValue_Keys(&stored_player[i]);
1121 DrawGameValue_Emeralds(local_player->gems_still_needed);
1122 DrawGameValue_Dynamite(local_player->inventory_size);
1123 DrawGameValue_Score(local_player->score);
1124 DrawGameValue_Time(TimeLeft);
1127 static void resolve_group_element(int group_element, int recursion_depth)
1129 static int group_nr;
1130 static struct ElementGroupInfo *group;
1131 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1134 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1136 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1137 group_element - EL_GROUP_START + 1);
1139 /* replace element which caused too deep recursion by question mark */
1140 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1145 if (recursion_depth == 0) /* initialization */
1147 group = element_info[group_element].group;
1148 group_nr = group_element - EL_GROUP_START;
1150 group->num_elements_resolved = 0;
1151 group->choice_pos = 0;
1154 for (i = 0; i < actual_group->num_elements; i++)
1156 int element = actual_group->element[i];
1158 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1161 if (IS_GROUP_ELEMENT(element))
1162 resolve_group_element(element, recursion_depth + 1);
1165 group->element_resolved[group->num_elements_resolved++] = element;
1166 element_info[element].in_group[group_nr] = TRUE;
1171 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1173 printf("::: group %d: %d resolved elements\n",
1174 group_element - EL_GROUP_START, group->num_elements_resolved);
1175 for (i = 0; i < group->num_elements_resolved; i++)
1176 printf("::: - %d ['%s']\n", group->element_resolved[i],
1177 element_info[group->element_resolved[i]].token_name);
1184 =============================================================================
1186 -----------------------------------------------------------------------------
1187 initialize game engine due to level / tape version number
1188 =============================================================================
1191 static void InitGameEngine()
1195 /* set game engine from tape file when re-playing, else from level file */
1196 game.engine_version = (tape.playing ? tape.engine_version :
1197 level.game_version);
1199 /* ---------------------------------------------------------------------- */
1200 /* set flags for bugs and changes according to active game engine version */
1201 /* ---------------------------------------------------------------------- */
1205 Before 3.1.0, custom elements that "change when pushing" changed directly
1206 after the player started pushing them (until then handled in "DigField()").
1207 Since 3.1.0, these custom elements are not changed until the "pushing"
1208 move of the element is finished (now handled in "ContinueMoving()").
1210 Affected levels/tapes:
1211 The first condition is generally needed for all levels/tapes before version
1212 3.1.0, which might use the old behaviour before it was changed; known tapes
1213 that are affected are some tapes from the level set "Walpurgis Gardens" by
1215 The second condition is an exception from the above case and is needed for
1216 the special case of tapes recorded with game (not engine!) version 3.1.0 or
1217 above (including some development versions of 3.1.0), but before it was
1218 known that this change would break tapes like the above and was fixed in
1219 3.1.1, so that the changed behaviour was active although the engine version
1220 while recording maybe was before 3.1.0. There is at least one tape that is
1221 affected by this exception, which is the tape for the one-level set "Bug
1222 Machine" by Juergen Bonhagen.
1225 game.use_bug_change_when_pushing =
1226 (game.engine_version < VERSION_IDENT(3,1,0,0) &&
1228 tape.game_version >= VERSION_IDENT(3,1,0,0) &&
1229 tape.game_version < VERSION_IDENT(3,1,1,0)));
1231 /* ---------------------------------------------------------------------- */
1233 /* dynamically adjust element properties according to game engine version */
1234 InitElementPropertiesEngine(game.engine_version);
1237 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1238 printf(" tape version == %06d [%s] [file: %06d]\n",
1239 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1241 printf(" => game.engine_version == %06d\n", game.engine_version);
1244 /* ---------- recursively resolve group elements ------------------------- */
1246 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1247 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1248 element_info[i].in_group[j] = FALSE;
1250 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1251 resolve_group_element(EL_GROUP_START + i, 0);
1253 /* ---------- initialize player's initial move delay --------------------- */
1255 #if USE_NEW_MOVE_DELAY
1256 /* dynamically adjust player properties according to level information */
1257 game.initial_move_delay_value =
1258 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1260 /* dynamically adjust player properties according to game engine version */
1261 game.initial_move_delay = (game.engine_version <= VERSION_IDENT(2,0,1,0) ?
1262 game.initial_move_delay_value : 0);
1264 /* dynamically adjust player properties according to game engine version */
1265 game.initial_move_delay =
1266 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1267 INITIAL_MOVE_DELAY_OFF);
1269 /* dynamically adjust player properties according to level information */
1270 game.initial_move_delay_value =
1271 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1274 /* ---------- initialize player's initial push delay --------------------- */
1276 /* dynamically adjust player properties according to game engine version */
1277 game.initial_push_delay_value =
1278 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1280 /* ---------- initialize changing elements ------------------------------- */
1282 /* initialize changing elements information */
1283 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1285 struct ElementInfo *ei = &element_info[i];
1287 /* this pointer might have been changed in the level editor */
1288 ei->change = &ei->change_page[0];
1290 if (!IS_CUSTOM_ELEMENT(i))
1292 ei->change->target_element = EL_EMPTY_SPACE;
1293 ei->change->delay_fixed = 0;
1294 ei->change->delay_random = 0;
1295 ei->change->delay_frames = 1;
1298 ei->change_events = CE_BITMASK_DEFAULT;
1299 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1301 ei->event_page_nr[j] = 0;
1302 ei->event_page[j] = &ei->change_page[0];
1306 /* add changing elements from pre-defined list */
1307 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1309 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1310 struct ElementInfo *ei = &element_info[ch_delay->element];
1312 ei->change->target_element = ch_delay->target_element;
1313 ei->change->delay_fixed = ch_delay->change_delay;
1315 ei->change->pre_change_function = ch_delay->pre_change_function;
1316 ei->change->change_function = ch_delay->change_function;
1317 ei->change->post_change_function = ch_delay->post_change_function;
1319 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1322 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1327 /* add change events from custom element configuration */
1328 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1330 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1332 for (j = 0; j < ei->num_change_pages; j++)
1334 if (!ei->change_page[j].can_change)
1337 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1339 /* only add event page for the first page found with this event */
1340 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1341 !(ei->change_events & CH_EVENT_BIT(k)))
1343 ei->change_events |= CH_EVENT_BIT(k);
1344 ei->event_page_nr[k] = j;
1345 ei->event_page[k] = &ei->change_page[j];
1353 /* add change events from custom element configuration */
1354 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1356 int element = EL_CUSTOM_START + i;
1358 /* only add custom elements that change after fixed/random frame delay */
1359 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1360 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1364 /* ---------- initialize run-time trigger player and element ------------- */
1366 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1368 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1370 for (j = 0; j < ei->num_change_pages; j++)
1372 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1373 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1377 /* ---------- initialize trigger events ---------------------------------- */
1379 /* initialize trigger events information */
1380 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1381 trigger_events[i] = EP_BITMASK_DEFAULT;
1384 /* add trigger events from element change event properties */
1385 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1387 struct ElementInfo *ei = &element_info[i];
1389 for (j = 0; j < ei->num_change_pages; j++)
1391 if (!ei->change_page[j].can_change)
1394 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1396 int trigger_element = ei->change_page[j].trigger_element;
1398 if (IS_GROUP_ELEMENT(trigger_element))
1400 struct ElementGroupInfo *group = element_info[trigger_element].group;
1402 for (k = 0; k < group->num_elements_resolved; k++)
1403 trigger_events[group->element_resolved[k]]
1404 |= ei->change_page[j].events;
1407 trigger_events[trigger_element] |= ei->change_page[j].events;
1412 /* add trigger events from element change event properties */
1413 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1414 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1415 trigger_events[element_info[i].change->trigger_element] |=
1416 element_info[i].change->events;
1419 /* ---------- initialize push delay -------------------------------------- */
1421 /* initialize push delay values to default */
1422 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1424 if (!IS_CUSTOM_ELEMENT(i))
1426 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1427 element_info[i].push_delay_random = game.default_push_delay_random;
1431 /* set push delay value for certain elements from pre-defined list */
1432 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1434 int e = push_delay_list[i].element;
1436 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1437 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1440 /* set push delay value for Supaplex elements for newer engine versions */
1441 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1443 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1445 if (IS_SP_ELEMENT(i))
1447 #if USE_NEW_MOVE_STYLE
1448 /* set SP push delay to just enough to push under a falling zonk */
1449 int delay = (game.engine_version >= VERSION_IDENT(3,1,1,0) ? 8 : 6);
1451 element_info[i].push_delay_fixed = delay;
1452 element_info[i].push_delay_random = 0;
1454 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1455 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1461 /* ---------- initialize move stepsize ----------------------------------- */
1463 /* initialize move stepsize values to default */
1464 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1465 if (!IS_CUSTOM_ELEMENT(i))
1466 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1468 /* set move stepsize value for certain elements from pre-defined list */
1469 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1471 int e = move_stepsize_list[i].element;
1473 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1477 /* ---------- initialize move dig/leave ---------------------------------- */
1479 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1481 element_info[i].can_leave_element = FALSE;
1482 element_info[i].can_leave_element_last = FALSE;
1486 /* ---------- initialize gem count --------------------------------------- */
1488 /* initialize gem count values for each element */
1489 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1490 if (!IS_CUSTOM_ELEMENT(i))
1491 element_info[i].collect_count = 0;
1493 /* add gem count values for all elements from pre-defined list */
1494 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1495 element_info[collect_count_list[i].element].collect_count =
1496 collect_count_list[i].count;
1498 /* ---------- initialize access direction -------------------------------- */
1500 /* initialize access direction values to default (access from every side) */
1501 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1502 if (!IS_CUSTOM_ELEMENT(i))
1503 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1505 /* set access direction value for certain elements from pre-defined list */
1506 for (i = 0; access_direction_list[i].element != EL_UNDEFINED; i++)
1507 element_info[access_direction_list[i].element].access_direction =
1508 access_direction_list[i].direction;
1513 =============================================================================
1515 -----------------------------------------------------------------------------
1516 initialize and start new game
1517 =============================================================================
1522 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1523 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1524 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1531 #if USE_NEW_AMOEBA_CODE
1532 printf("Using new amoeba code.\n");
1534 printf("Using old amoeba code.\n");
1539 /* don't play tapes over network */
1540 network_playing = (options.network && !tape.playing);
1542 for (i = 0; i < MAX_PLAYERS; i++)
1544 struct PlayerInfo *player = &stored_player[i];
1546 player->index_nr = i;
1547 player->index_bit = (1 << i);
1548 player->element_nr = EL_PLAYER_1 + i;
1550 player->present = FALSE;
1551 player->active = FALSE;
1554 player->effective_action = 0;
1555 player->programmed_action = 0;
1558 player->gems_still_needed = level.gems_needed;
1559 player->sokobanfields_still_needed = 0;
1560 player->lights_still_needed = 0;
1561 player->friends_still_needed = 0;
1563 for (j = 0; j < MAX_KEYS; j++)
1564 player->key[j] = FALSE;
1566 player->dynabomb_count = 0;
1567 player->dynabomb_size = 1;
1568 player->dynabombs_left = 0;
1569 player->dynabomb_xl = FALSE;
1571 player->MovDir = MV_NO_MOVING;
1574 player->GfxDir = MV_NO_MOVING;
1575 player->GfxAction = ACTION_DEFAULT;
1577 player->StepFrame = 0;
1579 player->use_murphy_graphic = FALSE;
1581 player->block_last_field = FALSE; /* initialized in InitPlayerField() */
1582 player->block_delay = -1; /* initialized in InitPlayerField() */
1584 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1586 player->actual_frame_counter = 0;
1588 player->step_counter = 0;
1590 player->last_move_dir = MV_NO_MOVING;
1592 player->is_waiting = FALSE;
1593 player->is_moving = FALSE;
1594 player->is_auto_moving = FALSE;
1595 player->is_digging = FALSE;
1596 player->is_snapping = FALSE;
1597 player->is_collecting = FALSE;
1598 player->is_pushing = FALSE;
1599 player->is_switching = FALSE;
1600 player->is_dropping = FALSE;
1602 player->is_bored = FALSE;
1603 player->is_sleeping = FALSE;
1605 player->frame_counter_bored = -1;
1606 player->frame_counter_sleeping = -1;
1608 player->anim_delay_counter = 0;
1609 player->post_delay_counter = 0;
1611 player->action_waiting = ACTION_DEFAULT;
1612 player->last_action_waiting = ACTION_DEFAULT;
1613 player->special_action_bored = ACTION_DEFAULT;
1614 player->special_action_sleeping = ACTION_DEFAULT;
1616 player->num_special_action_bored = 0;
1617 player->num_special_action_sleeping = 0;
1619 /* determine number of special actions for bored and sleeping animation */
1620 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1622 boolean found = FALSE;
1624 for (k = 0; k < NUM_DIRECTIONS; k++)
1625 if (el_act_dir2img(player->element_nr, j, k) !=
1626 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1630 player->num_special_action_bored++;
1634 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1636 boolean found = FALSE;
1638 for (k = 0; k < NUM_DIRECTIONS; k++)
1639 if (el_act_dir2img(player->element_nr, j, k) !=
1640 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1644 player->num_special_action_sleeping++;
1649 player->switch_x = -1;
1650 player->switch_y = -1;
1652 player->show_envelope = 0;
1654 player->move_delay = game.initial_move_delay;
1655 player->move_delay_value = game.initial_move_delay_value;
1657 player->move_delay_reset_counter = 0;
1659 #if USE_NEW_PUSH_DELAY
1660 player->push_delay = -1; /* initialized when pushing starts */
1661 player->push_delay_value = game.initial_push_delay_value;
1663 player->push_delay = 0;
1664 player->push_delay_value = game.initial_push_delay_value;
1667 player->drop_delay = 0;
1669 player->last_jx = player->last_jy = 0;
1670 player->jx = player->jy = 0;
1672 player->shield_normal_time_left = 0;
1673 player->shield_deadly_time_left = 0;
1675 player->inventory_infinite_element = EL_UNDEFINED;
1676 player->inventory_size = 0;
1678 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1679 SnapField(player, 0, 0);
1681 player->LevelSolved = FALSE;
1682 player->GameOver = FALSE;
1685 network_player_action_received = FALSE;
1687 #if defined(NETWORK_AVALIABLE)
1688 /* initial null action */
1689 if (network_playing)
1690 SendToServer_MovePlayer(MV_NO_MOVING);
1698 TimeLeft = level.time;
1701 ScreenMovDir = MV_NO_MOVING;
1705 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1707 AllPlayersGone = FALSE;
1709 game.yamyam_content_nr = 0;
1710 game.magic_wall_active = FALSE;
1711 game.magic_wall_time_left = 0;
1712 game.light_time_left = 0;
1713 game.timegate_time_left = 0;
1714 game.switchgate_pos = 0;
1715 game.balloon_dir = MV_NO_MOVING;
1716 game.gravity = level.initial_gravity;
1717 game.explosions_delayed = TRUE;
1719 game.envelope_active = FALSE;
1721 for (i = 0; i < NUM_BELTS; i++)
1723 game.belt_dir[i] = MV_NO_MOVING;
1724 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1727 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1728 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1730 for (x = 0; x < lev_fieldx; x++)
1732 for (y = 0; y < lev_fieldy; y++)
1734 Feld[x][y] = level.field[x][y];
1735 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1736 ChangeDelay[x][y] = 0;
1737 ChangePage[x][y] = -1;
1738 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1740 WasJustMoving[x][y] = 0;
1741 WasJustFalling[x][y] = 0;
1742 CheckCollision[x][y] = 0;
1744 Pushed[x][y] = FALSE;
1746 Changed[x][y] = CE_BITMASK_DEFAULT;
1747 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1749 ExplodePhase[x][y] = 0;
1750 ExplodeDelay[x][y] = 0;
1751 ExplodeField[x][y] = EX_TYPE_NONE;
1753 RunnerVisit[x][y] = 0;
1754 PlayerVisit[x][y] = 0;
1757 GfxRandom[x][y] = INIT_GFX_RANDOM();
1758 GfxElement[x][y] = EL_UNDEFINED;
1759 GfxAction[x][y] = ACTION_DEFAULT;
1760 GfxDir[x][y] = MV_NO_MOVING;
1764 for (y = 0; y < lev_fieldy; y++)
1766 for (x = 0; x < lev_fieldx; x++)
1768 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1770 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1772 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1775 InitField(x, y, TRUE);
1781 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1782 emulate_sb ? EMU_SOKOBAN :
1783 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1785 /* initialize explosion and ignition delay */
1786 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1788 if (!IS_CUSTOM_ELEMENT(i))
1791 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1792 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1793 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1794 int last_phase = (num_phase + 1) * delay;
1795 int half_phase = (num_phase / 2) * delay;
1797 element_info[i].explosion_delay = last_phase - 1;
1798 element_info[i].ignition_delay = half_phase;
1801 if (i == EL_BLACK_ORB)
1802 element_info[i].ignition_delay = 0;
1804 if (i == EL_BLACK_ORB)
1805 element_info[i].ignition_delay = 1;
1810 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1811 element_info[i].explosion_delay = 1;
1813 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1814 element_info[i].ignition_delay = 1;
1818 /* correct non-moving belts to start moving left */
1819 for (i = 0; i < NUM_BELTS; i++)
1820 if (game.belt_dir[i] == MV_NO_MOVING)
1821 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1823 /* check if any connected player was not found in playfield */
1824 for (i = 0; i < MAX_PLAYERS; i++)
1826 struct PlayerInfo *player = &stored_player[i];
1828 if (player->connected && !player->present)
1830 for (j = 0; j < MAX_PLAYERS; j++)
1832 struct PlayerInfo *some_player = &stored_player[j];
1833 int jx = some_player->jx, jy = some_player->jy;
1835 /* assign first free player found that is present in the playfield */
1836 if (some_player->present && !some_player->connected)
1838 player->present = TRUE;
1839 player->active = TRUE;
1841 some_player->present = FALSE;
1842 some_player->active = FALSE;
1845 player->element_nr = some_player->element_nr;
1848 #if USE_NEW_BLOCK_STYLE
1849 player->block_last_field = some_player->block_last_field;
1850 player->block_delay = some_player->block_delay;
1853 StorePlayer[jx][jy] = player->element_nr;
1854 player->jx = player->last_jx = jx;
1855 player->jy = player->last_jy = jy;
1865 /* when playing a tape, eliminate all players which do not participate */
1867 for (i = 0; i < MAX_PLAYERS; i++)
1869 if (stored_player[i].active && !tape.player_participates[i])
1871 struct PlayerInfo *player = &stored_player[i];
1872 int jx = player->jx, jy = player->jy;
1874 player->active = FALSE;
1875 StorePlayer[jx][jy] = 0;
1876 Feld[jx][jy] = EL_EMPTY;
1880 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1882 /* when in single player mode, eliminate all but the first active player */
1884 for (i = 0; i < MAX_PLAYERS; i++)
1886 if (stored_player[i].active)
1888 for (j = i + 1; j < MAX_PLAYERS; j++)
1890 if (stored_player[j].active)
1892 struct PlayerInfo *player = &stored_player[j];
1893 int jx = player->jx, jy = player->jy;
1895 player->active = FALSE;
1896 player->present = FALSE;
1898 StorePlayer[jx][jy] = 0;
1899 Feld[jx][jy] = EL_EMPTY;
1906 /* when recording the game, store which players take part in the game */
1909 for (i = 0; i < MAX_PLAYERS; i++)
1910 if (stored_player[i].active)
1911 tape.player_participates[i] = TRUE;
1916 for (i = 0; i < MAX_PLAYERS; i++)
1918 struct PlayerInfo *player = &stored_player[i];
1920 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1925 if (local_player == player)
1926 printf("Player %d is local player.\n", i+1);
1930 if (BorderElement == EL_EMPTY)
1933 SBX_Right = lev_fieldx - SCR_FIELDX;
1935 SBY_Lower = lev_fieldy - SCR_FIELDY;
1940 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1942 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1945 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1946 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1948 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1949 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1951 /* if local player not found, look for custom element that might create
1952 the player (make some assumptions about the right custom element) */
1953 if (!local_player->present)
1955 int start_x = 0, start_y = 0;
1956 int found_rating = 0;
1957 int found_element = EL_UNDEFINED;
1959 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1961 int element = Feld[x][y];
1966 if (!IS_CUSTOM_ELEMENT(element))
1969 if (CAN_CHANGE(element))
1971 for (i = 0; i < element_info[element].num_change_pages; i++)
1973 content = element_info[element].change_page[i].target_element;
1974 is_player = ELEM_IS_PLAYER(content);
1976 if (is_player && (found_rating < 3 || element < found_element))
1982 found_element = element;
1987 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1989 content = element_info[element].content[xx][yy];
1990 is_player = ELEM_IS_PLAYER(content);
1992 if (is_player && (found_rating < 2 || element < found_element))
1994 start_x = x + xx - 1;
1995 start_y = y + yy - 1;
1998 found_element = element;
2001 if (!CAN_CHANGE(element))
2004 for (i = 0; i < element_info[element].num_change_pages; i++)
2006 content= element_info[element].change_page[i].target_content[xx][yy];
2007 is_player = ELEM_IS_PLAYER(content);
2009 if (is_player && (found_rating < 1 || element < found_element))
2011 start_x = x + xx - 1;
2012 start_y = y + yy - 1;
2015 found_element = element;
2021 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
2022 start_x > SBX_Right + MIDPOSX ? SBX_Right :
2025 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
2026 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
2032 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2033 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2034 local_player->jx - MIDPOSX);
2036 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2037 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2038 local_player->jy - MIDPOSY);
2040 scroll_x = SBX_Left;
2041 scroll_y = SBY_Upper;
2042 if (local_player->jx >= SBX_Left + MIDPOSX)
2043 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
2044 local_player->jx - MIDPOSX :
2046 if (local_player->jy >= SBY_Upper + MIDPOSY)
2047 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
2048 local_player->jy - MIDPOSY :
2053 CloseDoor(DOOR_CLOSE_1);
2058 /* after drawing the level, correct some elements */
2059 if (game.timegate_time_left == 0)
2060 CloseAllOpenTimegates();
2062 if (setup.soft_scrolling)
2063 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
2065 redraw_mask |= REDRAW_FROM_BACKBUFFER;
2068 /* copy default game door content to main double buffer */
2069 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
2070 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
2072 DrawGameDoorValues();
2076 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
2077 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
2078 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
2082 /* copy actual game door content to door double buffer for OpenDoor() */
2083 BlitBitmap(drawto, bitmap_db_door,
2084 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
2086 OpenDoor(DOOR_OPEN_ALL);
2088 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
2090 if (setup.sound_music)
2093 KeyboardAutoRepeatOffUnlessAutoplay();
2097 for (i = 0; i < MAX_PLAYERS; i++)
2098 printf("Player %d %sactive.\n",
2099 i + 1, (stored_player[i].active ? "" : "not "));
2103 printf("::: starting game [%d]\n", FrameCounter);
2107 void InitMovDir(int x, int y)
2109 int i, element = Feld[x][y];
2110 static int xy[4][2] =
2117 static int direction[3][4] =
2119 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
2120 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
2121 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
2130 Feld[x][y] = EL_BUG;
2131 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
2134 case EL_SPACESHIP_RIGHT:
2135 case EL_SPACESHIP_UP:
2136 case EL_SPACESHIP_LEFT:
2137 case EL_SPACESHIP_DOWN:
2138 Feld[x][y] = EL_SPACESHIP;
2139 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2142 case EL_BD_BUTTERFLY_RIGHT:
2143 case EL_BD_BUTTERFLY_UP:
2144 case EL_BD_BUTTERFLY_LEFT:
2145 case EL_BD_BUTTERFLY_DOWN:
2146 Feld[x][y] = EL_BD_BUTTERFLY;
2147 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2150 case EL_BD_FIREFLY_RIGHT:
2151 case EL_BD_FIREFLY_UP:
2152 case EL_BD_FIREFLY_LEFT:
2153 case EL_BD_FIREFLY_DOWN:
2154 Feld[x][y] = EL_BD_FIREFLY;
2155 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2158 case EL_PACMAN_RIGHT:
2160 case EL_PACMAN_LEFT:
2161 case EL_PACMAN_DOWN:
2162 Feld[x][y] = EL_PACMAN;
2163 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2166 case EL_SP_SNIKSNAK:
2167 MovDir[x][y] = MV_UP;
2170 case EL_SP_ELECTRON:
2171 MovDir[x][y] = MV_LEFT;
2178 Feld[x][y] = EL_MOLE;
2179 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2183 if (IS_CUSTOM_ELEMENT(element))
2185 struct ElementInfo *ei = &element_info[element];
2186 int move_direction_initial = ei->move_direction_initial;
2187 int move_pattern = ei->move_pattern;
2189 if (move_direction_initial == MV_START_PREVIOUS)
2191 if (MovDir[x][y] != MV_NO_MOVING)
2194 move_direction_initial = MV_START_AUTOMATIC;
2197 if (move_direction_initial == MV_START_RANDOM)
2198 MovDir[x][y] = 1 << RND(4);
2199 else if (move_direction_initial & MV_ANY_DIRECTION)
2200 MovDir[x][y] = move_direction_initial;
2201 else if (move_pattern == MV_ALL_DIRECTIONS ||
2202 move_pattern == MV_TURNING_LEFT ||
2203 move_pattern == MV_TURNING_RIGHT ||
2204 move_pattern == MV_TURNING_LEFT_RIGHT ||
2205 move_pattern == MV_TURNING_RIGHT_LEFT ||
2206 move_pattern == MV_TURNING_RANDOM)
2207 MovDir[x][y] = 1 << RND(4);
2208 else if (move_pattern == MV_HORIZONTAL)
2209 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2210 else if (move_pattern == MV_VERTICAL)
2211 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2212 else if (move_pattern & MV_ANY_DIRECTION)
2213 MovDir[x][y] = element_info[element].move_pattern;
2214 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2215 move_pattern == MV_ALONG_RIGHT_SIDE)
2218 /* use random direction as default start direction */
2219 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
2220 MovDir[x][y] = 1 << RND(4);
2223 for (i = 0; i < NUM_DIRECTIONS; i++)
2225 int x1 = x + xy[i][0];
2226 int y1 = y + xy[i][1];
2228 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2230 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2231 MovDir[x][y] = direction[0][i];
2233 MovDir[x][y] = direction[1][i];
2242 MovDir[x][y] = 1 << RND(4);
2244 if (element != EL_BUG &&
2245 element != EL_SPACESHIP &&
2246 element != EL_BD_BUTTERFLY &&
2247 element != EL_BD_FIREFLY)
2250 for (i = 0; i < NUM_DIRECTIONS; i++)
2252 int x1 = x + xy[i][0];
2253 int y1 = y + xy[i][1];
2255 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2257 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2259 MovDir[x][y] = direction[0][i];
2262 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2263 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2265 MovDir[x][y] = direction[1][i];
2274 GfxDir[x][y] = MovDir[x][y];
2277 void InitAmoebaNr(int x, int y)
2280 int group_nr = AmoebeNachbarNr(x, y);
2284 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2286 if (AmoebaCnt[i] == 0)
2294 AmoebaNr[x][y] = group_nr;
2295 AmoebaCnt[group_nr]++;
2296 AmoebaCnt2[group_nr]++;
2302 boolean raise_level = FALSE;
2304 if (local_player->MovPos)
2308 if (tape.auto_play) /* tape might already be stopped here */
2309 tape.auto_play_level_solved = TRUE;
2311 if (tape.playing && tape.auto_play)
2312 tape.auto_play_level_solved = TRUE;
2315 local_player->LevelSolved = FALSE;
2317 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2321 if (!tape.playing && setup.sound_loops)
2322 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2323 SND_CTRL_PLAY_LOOP);
2325 while (TimeLeft > 0)
2327 if (!tape.playing && !setup.sound_loops)
2328 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2329 if (TimeLeft > 0 && !(TimeLeft % 10))
2330 RaiseScore(level.score[SC_TIME_BONUS]);
2331 if (TimeLeft > 100 && !(TimeLeft % 10))
2336 DrawGameValue_Time(TimeLeft);
2344 if (!tape.playing && setup.sound_loops)
2345 StopSound(SND_GAME_LEVELTIME_BONUS);
2347 else if (level.time == 0) /* level without time limit */
2349 if (!tape.playing && setup.sound_loops)
2350 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2351 SND_CTRL_PLAY_LOOP);
2353 while (TimePlayed < 999)
2355 if (!tape.playing && !setup.sound_loops)
2356 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2357 if (TimePlayed < 999 && !(TimePlayed % 10))
2358 RaiseScore(level.score[SC_TIME_BONUS]);
2359 if (TimePlayed < 900 && !(TimePlayed % 10))
2364 DrawGameValue_Time(TimePlayed);
2372 if (!tape.playing && setup.sound_loops)
2373 StopSound(SND_GAME_LEVELTIME_BONUS);
2376 /* close exit door after last player */
2377 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2378 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2380 int element = Feld[ExitX][ExitY];
2382 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2383 EL_SP_EXIT_CLOSING);
2385 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2388 /* Hero disappears */
2389 DrawLevelField(ExitX, ExitY);
2395 CloseDoor(DOOR_CLOSE_1);
2400 SaveTape(tape.level_nr); /* Ask to save tape */
2403 if (level_nr == leveldir_current->handicap_level)
2405 leveldir_current->handicap_level++;
2406 SaveLevelSetup_SeriesInfo();
2409 if (level_editor_test_game)
2410 local_player->score = -1; /* no highscore when playing from editor */
2411 else if (level_nr < leveldir_current->last_level)
2412 raise_level = TRUE; /* advance to next level */
2414 if ((hi_pos = NewHiScore()) >= 0)
2416 game_status = GAME_MODE_SCORES;
2417 DrawHallOfFame(hi_pos);
2426 game_status = GAME_MODE_MAIN;
2443 LoadScore(level_nr);
2445 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2446 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2449 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2451 if (local_player->score > highscore[k].Score)
2453 /* player has made it to the hall of fame */
2455 if (k < MAX_SCORE_ENTRIES - 1)
2457 int m = MAX_SCORE_ENTRIES - 1;
2460 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2461 if (!strcmp(setup.player_name, highscore[l].Name))
2463 if (m == k) /* player's new highscore overwrites his old one */
2467 for (l = m; l > k; l--)
2469 strcpy(highscore[l].Name, highscore[l - 1].Name);
2470 highscore[l].Score = highscore[l - 1].Score;
2477 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2478 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2479 highscore[k].Score = local_player->score;
2485 else if (!strncmp(setup.player_name, highscore[k].Name,
2486 MAX_PLAYER_NAME_LEN))
2487 break; /* player already there with a higher score */
2493 SaveScore(level_nr);
2498 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2500 if (player->GfxAction != action || player->GfxDir != dir)
2503 printf("Player frame reset! (%d => %d, %d => %d)\n",
2504 player->GfxAction, action, player->GfxDir, dir);
2507 player->GfxAction = action;
2508 player->GfxDir = dir;
2510 player->StepFrame = 0;
2514 static void ResetRandomAnimationValue(int x, int y)
2516 GfxRandom[x][y] = INIT_GFX_RANDOM();
2519 static void ResetGfxAnimation(int x, int y)
2522 GfxAction[x][y] = ACTION_DEFAULT;
2523 GfxDir[x][y] = MovDir[x][y];
2526 void InitMovingField(int x, int y, int direction)
2528 int element = Feld[x][y];
2529 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2530 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2534 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2535 ResetGfxAnimation(x, y);
2537 MovDir[newx][newy] = MovDir[x][y] = direction;
2538 GfxDir[x][y] = direction;
2540 if (Feld[newx][newy] == EL_EMPTY)
2541 Feld[newx][newy] = EL_BLOCKED;
2543 if (direction == MV_DOWN && CAN_FALL(element))
2544 GfxAction[x][y] = ACTION_FALLING;
2546 GfxAction[x][y] = ACTION_MOVING;
2548 GfxFrame[newx][newy] = GfxFrame[x][y];
2549 GfxRandom[newx][newy] = GfxRandom[x][y];
2550 GfxAction[newx][newy] = GfxAction[x][y];
2551 GfxDir[newx][newy] = GfxDir[x][y];
2554 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2556 int direction = MovDir[x][y];
2557 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2558 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2564 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2566 int oldx = x, oldy = y;
2567 int direction = MovDir[x][y];
2569 if (direction == MV_LEFT)
2571 else if (direction == MV_RIGHT)
2573 else if (direction == MV_UP)
2575 else if (direction == MV_DOWN)
2578 *comes_from_x = oldx;
2579 *comes_from_y = oldy;
2582 int MovingOrBlocked2Element(int x, int y)
2584 int element = Feld[x][y];
2586 if (element == EL_BLOCKED)
2590 Blocked2Moving(x, y, &oldx, &oldy);
2591 return Feld[oldx][oldy];
2597 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2599 /* like MovingOrBlocked2Element(), but if element is moving
2600 and (x,y) is the field the moving element is just leaving,
2601 return EL_BLOCKED instead of the element value */
2602 int element = Feld[x][y];
2604 if (IS_MOVING(x, y))
2606 if (element == EL_BLOCKED)
2610 Blocked2Moving(x, y, &oldx, &oldy);
2611 return Feld[oldx][oldy];
2620 static void RemoveField(int x, int y)
2622 Feld[x][y] = EL_EMPTY;
2629 ChangeDelay[x][y] = 0;
2630 ChangePage[x][y] = -1;
2631 Pushed[x][y] = FALSE;
2634 ExplodeField[x][y] = EX_TYPE_NONE;
2637 GfxElement[x][y] = EL_UNDEFINED;
2638 GfxAction[x][y] = ACTION_DEFAULT;
2639 GfxDir[x][y] = MV_NO_MOVING;
2642 void RemoveMovingField(int x, int y)
2644 int oldx = x, oldy = y, newx = x, newy = y;
2645 int element = Feld[x][y];
2646 int next_element = EL_UNDEFINED;
2648 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2651 if (IS_MOVING(x, y))
2653 Moving2Blocked(x, y, &newx, &newy);
2655 if (Feld[newx][newy] != EL_BLOCKED)
2658 if (Feld[newx][newy] != EL_BLOCKED)
2660 /* element is moving, but target field is not free (blocked), but
2661 already occupied by something different (example: acid pool);
2662 in this case, only remove the moving field, but not the target */
2664 RemoveField(oldx, oldy);
2666 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2668 DrawLevelField(oldx, oldy);
2674 else if (element == EL_BLOCKED)
2676 Blocked2Moving(x, y, &oldx, &oldy);
2677 if (!IS_MOVING(oldx, oldy))
2681 if (element == EL_BLOCKED &&
2682 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2683 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2684 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2685 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2686 next_element = get_next_element(Feld[oldx][oldy]);
2688 RemoveField(oldx, oldy);
2689 RemoveField(newx, newy);
2691 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2693 if (next_element != EL_UNDEFINED)
2694 Feld[oldx][oldy] = next_element;
2696 DrawLevelField(oldx, oldy);
2697 DrawLevelField(newx, newy);
2700 void DrawDynamite(int x, int y)
2702 int sx = SCREENX(x), sy = SCREENY(y);
2703 int graphic = el2img(Feld[x][y]);
2706 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2709 if (IS_WALKABLE_INSIDE(Back[x][y]))
2713 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2714 else if (Store[x][y])
2715 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2717 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2720 if (Back[x][y] || Store[x][y])
2721 DrawGraphicThruMask(sx, sy, graphic, frame);
2723 DrawGraphic(sx, sy, graphic, frame);
2725 if (game.emulation == EMU_SUPAPLEX)
2726 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2727 else if (Store[x][y])
2728 DrawGraphicThruMask(sx, sy, graphic, frame);
2730 DrawGraphic(sx, sy, graphic, frame);
2734 void CheckDynamite(int x, int y)
2736 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2740 if (MovDelay[x][y] != 0)
2743 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2750 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2752 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2753 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2754 StopSound(SND_DYNAMITE_ACTIVE);
2756 StopSound(SND_DYNABOMB_ACTIVE);
2762 void DrawRelocatePlayer(struct PlayerInfo *player)
2764 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2765 boolean no_delay = (tape.warp_forward);
2766 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2767 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2768 int jx = player->jx;
2769 int jy = player->jy;
2771 if (level.instant_relocation)
2774 int offset = (setup.scroll_delay ? 3 : 0);
2776 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2778 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2779 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2780 local_player->jx - MIDPOSX);
2782 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2783 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2784 local_player->jy - MIDPOSY);
2788 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2789 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2790 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2792 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2793 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2794 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2796 /* don't scroll over playfield boundaries */
2797 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2798 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2800 /* don't scroll over playfield boundaries */
2801 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2802 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2805 scroll_x += (local_player->jx - old_jx);
2806 scroll_y += (local_player->jy - old_jy);
2808 /* don't scroll over playfield boundaries */
2809 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2810 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2812 /* don't scroll over playfield boundaries */
2813 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2814 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2817 RedrawPlayfield(TRUE, 0,0,0,0);
2823 int offset = (setup.scroll_delay ? 3 : 0);
2825 int scroll_xx = -999, scroll_yy = -999;
2827 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2829 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2832 int fx = FX, fy = FY;
2834 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2835 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2836 local_player->jx - MIDPOSX);
2838 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2839 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2840 local_player->jy - MIDPOSY);
2842 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2843 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2846 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2849 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2856 fx += dx * TILEX / 2;
2857 fy += dy * TILEY / 2;
2859 ScrollLevel(dx, dy);
2862 /* scroll in two steps of half tile size to make things smoother */
2863 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2865 Delay(wait_delay_value);
2867 /* scroll second step to align at full tile size */
2869 Delay(wait_delay_value);
2872 int scroll_xx = -999, scroll_yy = -999;
2874 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2876 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2879 int fx = FX, fy = FY;
2881 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2882 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2883 local_player->jx - MIDPOSX);
2885 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2886 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2887 local_player->jy - MIDPOSY);
2889 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2890 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2893 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2896 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2903 fx += dx * TILEX / 2;
2904 fy += dy * TILEY / 2;
2906 ScrollLevel(dx, dy);
2909 /* scroll in two steps of half tile size to make things smoother */
2910 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2912 Delay(wait_delay_value);
2914 /* scroll second step to align at full tile size */
2916 Delay(wait_delay_value);
2922 Delay(wait_delay_value);
2926 void RelocatePlayer(int jx, int jy, int el_player_raw)
2929 int el_player = GET_VALID_PLAYER_ELEMENT(el_player_raw);
2931 int el_player = (el_player_raw == EL_SP_MURPHY ? EL_PLAYER_1 :el_player_raw);
2933 struct PlayerInfo *player = &stored_player[el_player - EL_PLAYER_1];
2934 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2935 boolean no_delay = (tape.warp_forward);
2936 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2937 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2938 int old_jx = player->jx;
2939 int old_jy = player->jy;
2940 int old_element = Feld[old_jx][old_jy];
2941 int element = Feld[jx][jy];
2942 boolean player_relocated = (old_jx != jx || old_jy != jy);
2944 int move_dir_horiz = (jx < old_jx ? MV_LEFT : jx > old_jx ? MV_RIGHT : 0);
2945 int move_dir_vert = (jy < old_jy ? MV_UP : jy > old_jy ? MV_DOWN : 0);
2947 int enter_side_horiz = MV_DIR_OPPOSITE(move_dir_horiz);
2948 int enter_side_vert = MV_DIR_OPPOSITE(move_dir_vert);
2949 int leave_side_horiz = move_dir_horiz;
2950 int leave_side_vert = move_dir_vert;
2952 static int trigger_sides[4][2] =
2954 /* enter side leave side */
2955 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
2956 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
2957 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
2958 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
2960 int enter_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][0];
2961 int enter_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][0];
2962 int leave_side_horiz = trigger_sides[MV_DIR_BIT(move_dir_horiz)][1];
2963 int leave_side_vert = trigger_sides[MV_DIR_BIT(move_dir_vert)][1];
2965 int enter_side = enter_side_horiz | enter_side_vert;
2966 int leave_side = leave_side_horiz | leave_side_vert;
2968 if (player->GameOver) /* do not reanimate dead player */
2971 if (!player_relocated) /* no need to relocate the player */
2974 if (IS_PLAYER(jx, jy)) /* player already placed at new position */
2976 RemoveField(jx, jy); /* temporarily remove newly placed player */
2977 DrawLevelField(jx, jy);
2980 if (player->present)
2982 while (player->MovPos)
2984 ScrollPlayer(player, SCROLL_GO_ON);
2985 ScrollScreen(NULL, SCROLL_GO_ON);
2987 #if USE_NEW_MOVE_DELAY
2988 AdvanceFrameAndPlayerCounters(player->index_nr);
2996 Delay(wait_delay_value);
2999 DrawPlayer(player); /* needed here only to cleanup last field */
3000 DrawLevelField(player->jx, player->jy); /* remove player graphic */
3002 player->is_moving = FALSE;
3006 if (IS_CUSTOM_ELEMENT(old_element))
3007 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
3009 player->index_bit, leave_side);
3011 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
3013 player->index_bit, leave_side);
3016 Feld[jx][jy] = el_player;
3017 InitPlayerField(jx, jy, el_player, TRUE);
3019 if (!ELEM_IS_PLAYER(element)) /* player may be set on walkable element */
3021 Feld[jx][jy] = element;
3022 InitField(jx, jy, FALSE);
3026 if (player == local_player) /* only visually relocate local player */
3027 DrawRelocatePlayer(player);
3031 TestIfHeroTouchesBadThing(jx, jy);
3032 TestIfPlayerTouchesCustomElement(jx, jy);
3036 printf("::: %d,%d: %d\n", jx, jy-1, Changed[jx][jy-1]);
3041 /* needed to allow change of walkable custom element by entering player */
3042 if (!(Changed[jx][jy] & CH_EVENT_BIT(CE_ENTERED_BY_PLAYER)))
3043 Changed[jx][jy] = 0; /* allow another change (but prevent loop) */
3045 /* needed to allow change of walkable custom element by entering player */
3046 Changed[jx][jy] = 0; /* allow another change */
3051 printf("::: player entering %d, %d from %s ...\n", jx, jy,
3052 enter_side == MV_LEFT ? "left" :
3053 enter_side == MV_RIGHT ? "right" :
3054 enter_side == MV_UP ? "top" :
3055 enter_side == MV_DOWN ? "bottom" : "oops! no idea!");
3059 if (IS_CUSTOM_ELEMENT(element))
3060 CheckElementChangeByPlayer(jx, jy, element, CE_ENTERED_BY_PLAYER,
3061 player->index_bit, enter_side);
3063 CheckTriggeredElementChangeByPlayer(jx, jy, element,
3064 CE_OTHER_GETS_ENTERED,
3065 player->index_bit, enter_side);
3069 void Explode(int ex, int ey, int phase, int mode)
3076 /* !!! eliminate this variable !!! */
3077 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
3082 int last_phase = num_phase * delay;
3083 int half_phase = (num_phase / 2) * delay;
3084 int first_phase_after_start = EX_PHASE_START + 1;
3088 if (game.explosions_delayed)
3090 ExplodeField[ex][ey] = mode;
3094 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
3096 int center_element = Feld[ex][ey];
3099 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
3103 /* --- This is only really needed (and now handled) in "Impact()". --- */
3104 /* do not explode moving elements that left the explode field in time */
3105 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
3106 center_element == EL_EMPTY &&
3107 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
3111 if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
3112 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
3114 /* remove things displayed in background while burning dynamite */
3115 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
3118 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
3120 /* put moving element to center field (and let it explode there) */
3121 center_element = MovingOrBlocked2Element(ex, ey);
3122 RemoveMovingField(ex, ey);
3123 Feld[ex][ey] = center_element;
3129 last_phase = element_info[center_element].explosion_delay + 1;
3131 last_phase = element_info[center_element].explosion_delay;
3135 printf("::: %d -> %d\n", center_element, last_phase);
3139 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
3141 int xx = x - ex + 1;
3142 int yy = y - ey + 1;
3147 if (!IN_LEV_FIELD(x, y) ||
3148 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
3149 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
3152 if (!IN_LEV_FIELD(x, y) ||
3153 (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
3157 if (!IN_LEV_FIELD(x, y) ||
3158 ((mode != EX_TYPE_NORMAL ||
3159 center_element == EL_AMOEBA_TO_DIAMOND) &&
3160 (x != ex || y != ey)))
3164 element = Feld[x][y];
3166 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
3168 element = MovingOrBlocked2Element(x, y);
3170 if (!IS_EXPLOSION_PROOF(element))
3171 RemoveMovingField(x, y);
3177 if (IS_EXPLOSION_PROOF(element))
3180 /* indestructible elements can only explode in center (but not flames) */
3182 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey ||
3183 mode == EX_TYPE_BORDER)) ||
3184 element == EL_FLAMES)
3187 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
3188 element == EL_FLAMES)
3194 if ((IS_INDESTRUCTIBLE(element) &&
3195 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
3196 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
3197 element == EL_FLAMES)
3202 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)) &&
3203 (game.engine_version < VERSION_IDENT(3,1,0,0) ||
3204 (x == ex && y == ey && mode != EX_TYPE_BORDER)))
3206 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
3209 if (IS_ACTIVE_BOMB(element))
3211 /* re-activate things under the bomb like gate or penguin */
3213 Feld[x][y] = (Back[x][y] ? Back[x][y] : EL_EMPTY);
3216 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
3221 printf("::: %d,%d: %d %s [%d, %d]\n", x, y, Feld[x][y],
3222 element_info[Feld[x][y]].token_name,
3223 Store[x][y], Store2[x][y]);
3230 /* save walkable background elements while explosion on same tile */
3232 if (IS_INDESTRUCTIBLE(element))
3233 Back[x][y] = element;
3237 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3238 (x != ex || y != ey || mode == EX_TYPE_BORDER))
3239 Back[x][y] = element;
3241 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element) &&
3242 (x != ex || y != ey))
3243 Back[x][y] = element;
3246 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
3247 Back[x][y] = element;
3251 /* ignite explodable elements reached by other explosion */
3252 if (element == EL_EXPLOSION)
3253 element = Store2[x][y];
3256 if (AmoebaNr[x][y] &&
3257 (element == EL_AMOEBA_FULL ||
3258 element == EL_BD_AMOEBA ||
3259 element == EL_AMOEBA_GROWING))
3261 AmoebaCnt[AmoebaNr[x][y]]--;
3262 AmoebaCnt2[AmoebaNr[x][y]]--;
3268 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
3270 switch(StorePlayer[ex][ey])
3273 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
3276 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
3279 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
3283 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
3288 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
3289 Store[x][y] = EL_EMPTY;
3291 if (game.emulation == EMU_SUPAPLEX)
3292 Store[x][y] = EL_EMPTY;
3295 else if (center_element == EL_MOLE)
3296 Store[x][y] = EL_EMERALD_RED;
3297 else if (center_element == EL_PENGUIN)
3298 Store[x][y] = EL_EMERALD_PURPLE;
3299 else if (center_element == EL_BUG)
3300 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3301 else if (center_element == EL_BD_BUTTERFLY)
3302 Store[x][y] = EL_BD_DIAMOND;
3303 else if (center_element == EL_SP_ELECTRON)
3304 Store[x][y] = EL_SP_INFOTRON;
3305 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3306 Store[x][y] = level.amoeba_content;
3307 else if (center_element == EL_YAMYAM)
3308 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3309 else if (IS_CUSTOM_ELEMENT(center_element) &&
3310 element_info[center_element].content[xx][yy] != EL_EMPTY)
3311 Store[x][y] = element_info[center_element].content[xx][yy];
3312 else if (element == EL_WALL_EMERALD)
3313 Store[x][y] = EL_EMERALD;
3314 else if (element == EL_WALL_DIAMOND)
3315 Store[x][y] = EL_DIAMOND;
3316 else if (element == EL_WALL_BD_DIAMOND)
3317 Store[x][y] = EL_BD_DIAMOND;
3318 else if (element == EL_WALL_EMERALD_YELLOW)
3319 Store[x][y] = EL_EMERALD_YELLOW;
3320 else if (element == EL_WALL_EMERALD_RED)
3321 Store[x][y] = EL_EMERALD_RED;
3322 else if (element == EL_WALL_EMERALD_PURPLE)
3323 Store[x][y] = EL_EMERALD_PURPLE;
3324 else if (element == EL_WALL_PEARL)
3325 Store[x][y] = EL_PEARL;
3326 else if (element == EL_WALL_CRYSTAL)
3327 Store[x][y] = EL_CRYSTAL;
3328 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3329 Store[x][y] = element_info[element].content[1][1];
3331 Store[x][y] = EL_EMPTY;
3333 if (x != ex || y != ey || mode == EX_TYPE_BORDER ||
3334 center_element == EL_AMOEBA_TO_DIAMOND)
3335 Store2[x][y] = element;
3338 printf("::: %d,%d: %d %s\n", x, y, Store2[x][y],
3339 element_info[Store2[x][y]].token_name);
3343 if (AmoebaNr[x][y] &&
3344 (element == EL_AMOEBA_FULL ||
3345 element == EL_BD_AMOEBA ||
3346 element == EL_AMOEBA_GROWING))
3348 AmoebaCnt[AmoebaNr[x][y]]--;
3349 AmoebaCnt2[AmoebaNr[x][y]]--;
3355 MovDir[x][y] = MovPos[x][y] = 0;
3356 GfxDir[x][y] = MovDir[x][y];
3361 Feld[x][y] = EL_EXPLOSION;
3363 GfxElement[x][y] = center_element;
3365 GfxElement[x][y] = EL_UNDEFINED;
3368 ExplodePhase[x][y] = 1;
3370 ExplodeDelay[x][y] = last_phase;
3375 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3377 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3384 if (center_element == EL_YAMYAM)
3385 game.yamyam_content_nr =
3386 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3389 printf("::: %d,%d: %d %s [%d]\n", ex + 1, ey, Feld[ex + 1][ey],
3390 element_info[Feld[ex + 1][ey]].token_name, Store2[ex + 1][ey]);
3404 GfxFrame[x][y] = 0; /* restart explosion animation */
3408 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3412 last_phase = ExplodeDelay[x][y];
3415 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3419 /* activate this even in non-DEBUG version until cause for crash in
3420 getGraphicAnimationFrame() (see below) is found and eliminated */
3424 if (GfxElement[x][y] == EL_UNDEFINED)
3427 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3428 printf("Explode(): This should never happen!\n");
3431 GfxElement[x][y] = EL_EMPTY;
3437 border_element = Store2[x][y];
3439 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3440 border_element = StorePlayer[x][y];
3442 if (IS_PLAYER(x, y))
3443 border_element = StorePlayer[x][y];
3447 printf("::: %d,%d: %d %s [%d]\n", x, y, border_element,
3448 element_info[border_element].token_name, Store2[x][y]);
3452 printf("::: phase == %d\n", phase);
3455 if (phase == element_info[border_element].ignition_delay ||
3456 phase == last_phase)
3458 boolean border_explosion = FALSE;
3462 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present &&
3463 !PLAYER_EXPLOSION_PROTECTED(x, y))
3465 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3468 if (IS_PLAYER(x, y))
3471 KillHeroUnlessExplosionProtected(x, y);
3472 border_explosion = TRUE;
3475 if (phase == last_phase)
3476 printf("::: IS_PLAYER\n");
3479 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3482 printf("::: %d,%d: %d %s\n", x, y, border_element,
3483 element_info[border_element].token_name);
3486 Feld[x][y] = Store2[x][y];
3489 border_explosion = TRUE;
3492 if (phase == last_phase)
3493 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3496 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3498 AmoebeUmwandeln(x, y);
3500 border_explosion = TRUE;
3503 if (phase == last_phase)
3504 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3505 element_info[border_element].explosion_delay,
3506 element_info[border_element].ignition_delay,
3512 /* if an element just explodes due to another explosion (chain-reaction),
3513 do not immediately end the new explosion when it was the last frame of
3514 the explosion (as it would be done in the following "if"-statement!) */
3515 if (border_explosion && phase == last_phase)
3522 if (phase == first_phase_after_start)
3524 int element = Store2[x][y];
3526 if (element == EL_BLACK_ORB)
3528 Feld[x][y] = Store2[x][y];
3533 else if (phase == half_phase)
3535 int element = Store2[x][y];
3537 if (IS_PLAYER(x, y))
3538 KillHeroUnlessExplosionProtected(x, y);
3539 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3541 Feld[x][y] = Store2[x][y];
3545 else if (element == EL_AMOEBA_TO_DIAMOND)
3546 AmoebeUmwandeln(x, y);
3550 if (phase == last_phase)
3555 printf("::: done: phase == %d\n", phase);
3559 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3562 element = Feld[x][y] = Store[x][y];
3563 Store[x][y] = Store2[x][y] = 0;
3564 GfxElement[x][y] = EL_UNDEFINED;
3566 /* player can escape from explosions and might therefore be still alive */
3567 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3568 element <= EL_PLAYER_IS_EXPLODING_4)
3569 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3571 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3572 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3573 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3576 /* restore probably existing indestructible background element */
3577 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3578 element = Feld[x][y] = Back[x][y];
3581 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3582 GfxDir[x][y] = MV_NO_MOVING;
3583 ChangeDelay[x][y] = 0;
3584 ChangePage[x][y] = -1;
3587 InitField_WithBug2(x, y, FALSE);
3589 InitField(x, y, FALSE);
3591 /* !!! not needed !!! */
3593 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3594 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3597 if (CAN_MOVE(element))
3602 DrawLevelField(x, y);
3604 TestIfElementTouchesCustomElement(x, y);
3606 if (GFX_CRUMBLED(element))
3607 DrawLevelFieldCrumbledSandNeighbours(x, y);
3609 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3610 StorePlayer[x][y] = 0;
3612 if (ELEM_IS_PLAYER(element))
3613 RelocatePlayer(x, y, element);
3616 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3618 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3622 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3624 int stored = Store[x][y];
3625 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3626 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3630 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3632 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3636 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3640 printf("::: %d / %d [%d - %d]\n",
3641 GfxFrame[x][y], phase - delay, phase, delay);
3645 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3646 element_info[GfxElement[x][y]].token_name,
3651 DrawLevelFieldCrumbledSand(x, y);
3653 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3655 DrawLevelElement(x, y, Back[x][y]);
3656 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3658 else if (IS_WALKABLE_UNDER(Back[x][y]))
3660 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3661 DrawLevelElementThruMask(x, y, Back[x][y]);
3663 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3664 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3668 void DynaExplode(int ex, int ey)
3671 int dynabomb_element = Feld[ex][ey];
3672 int dynabomb_size = 1;
3673 boolean dynabomb_xl = FALSE;
3674 struct PlayerInfo *player;
3675 static int xy[4][2] =
3683 if (IS_ACTIVE_BOMB(dynabomb_element))
3685 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3686 dynabomb_size = player->dynabomb_size;
3687 dynabomb_xl = player->dynabomb_xl;
3688 player->dynabombs_left++;
3691 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3693 for (i = 0; i < NUM_DIRECTIONS; i++)
3695 for (j = 1; j <= dynabomb_size; j++)
3697 int x = ex + j * xy[i][0];
3698 int y = ey + j * xy[i][1];
3701 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3704 element = Feld[x][y];
3706 /* do not restart explosions of fields with active bombs */
3707 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3710 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3714 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3715 !IS_DIGGABLE(element) && !dynabomb_xl)
3718 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3719 !CAN_GROW_INTO(element) && !dynabomb_xl)
3723 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3724 if (element != EL_EMPTY && element != EL_EXPLOSION &&
3725 element != EL_SAND && !dynabomb_xl)
3732 void Bang(int x, int y)
3735 int element = MovingOrBlocked2Element(x, y);
3737 int element = Feld[x][y];
3741 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3743 if (IS_PLAYER(x, y))
3746 struct PlayerInfo *player = PLAYERINFO(x, y);
3748 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3749 player->element_nr);
3754 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3756 if (game.emulation == EMU_SUPAPLEX)
3757 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3759 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3764 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3772 case EL_BD_BUTTERFLY:
3775 case EL_DARK_YAMYAM:
3779 RaiseScoreElement(element);
3780 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3782 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3783 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3784 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3785 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3786 case EL_DYNABOMB_INCREASE_NUMBER:
3787 case EL_DYNABOMB_INCREASE_SIZE:
3788 case EL_DYNABOMB_INCREASE_POWER:
3793 case EL_LAMP_ACTIVE:
3795 case EL_AMOEBA_TO_DIAMOND:
3797 if (IS_PLAYER(x, y))
3798 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3800 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3804 if (element_info[element].explosion_type == EXPLODES_CROSS)
3806 if (CAN_EXPLODE_CROSS(element))
3809 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3814 else if (element_info[element].explosion_type == EXPLODES_1X1)
3816 else if (CAN_EXPLODE_1X1(element))
3818 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3820 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3824 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3827 void SplashAcid(int x, int y)
3830 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3831 (!IN_LEV_FIELD(x - 1, y - 2) ||
3832 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3833 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3835 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3836 (!IN_LEV_FIELD(x + 1, y - 2) ||
3837 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3838 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3840 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3842 /* input: position of element entering acid (obsolete) */
3844 int element = Feld[x][y];
3846 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3849 if (element != EL_ACID_SPLASH_LEFT &&
3850 element != EL_ACID_SPLASH_RIGHT)
3852 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3854 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3855 (!IN_LEV_FIELD(x - 1, y - 1) ||
3856 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3857 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3859 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3860 (!IN_LEV_FIELD(x + 1, y - 1) ||
3861 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3862 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3867 static void InitBeltMovement()
3869 static int belt_base_element[4] =
3871 EL_CONVEYOR_BELT_1_LEFT,
3872 EL_CONVEYOR_BELT_2_LEFT,
3873 EL_CONVEYOR_BELT_3_LEFT,
3874 EL_CONVEYOR_BELT_4_LEFT
3876 static int belt_base_active_element[4] =
3878 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3879 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3880 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3881 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3886 /* set frame order for belt animation graphic according to belt direction */
3887 for (i = 0; i < NUM_BELTS; i++)
3891 for (j = 0; j < NUM_BELT_PARTS; j++)
3893 int element = belt_base_active_element[belt_nr] + j;
3894 int graphic = el2img(element);
3896 if (game.belt_dir[i] == MV_LEFT)
3897 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3899 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3903 for (y = 0; y < lev_fieldy; y++)
3905 for (x = 0; x < lev_fieldx; x++)
3907 int element = Feld[x][y];
3909 for (i = 0; i < NUM_BELTS; i++)
3911 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3913 int e_belt_nr = getBeltNrFromBeltElement(element);
3916 if (e_belt_nr == belt_nr)
3918 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3920 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3928 static void ToggleBeltSwitch(int x, int y)
3930 static int belt_base_element[4] =
3932 EL_CONVEYOR_BELT_1_LEFT,
3933 EL_CONVEYOR_BELT_2_LEFT,
3934 EL_CONVEYOR_BELT_3_LEFT,
3935 EL_CONVEYOR_BELT_4_LEFT
3937 static int belt_base_active_element[4] =
3939 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3940 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3941 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3942 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3944 static int belt_base_switch_element[4] =
3946 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3947 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3948 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3949 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3951 static int belt_move_dir[4] =
3959 int element = Feld[x][y];
3960 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3961 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3962 int belt_dir = belt_move_dir[belt_dir_nr];
3965 if (!IS_BELT_SWITCH(element))
3968 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3969 game.belt_dir[belt_nr] = belt_dir;
3971 if (belt_dir_nr == 3)
3974 /* set frame order for belt animation graphic according to belt direction */
3975 for (i = 0; i < NUM_BELT_PARTS; i++)
3977 int element = belt_base_active_element[belt_nr] + i;
3978 int graphic = el2img(element);
3980 if (belt_dir == MV_LEFT)
3981 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3983 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3986 for (yy = 0; yy < lev_fieldy; yy++)
3988 for (xx = 0; xx < lev_fieldx; xx++)
3990 int element = Feld[xx][yy];
3992 if (IS_BELT_SWITCH(element))
3994 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3996 if (e_belt_nr == belt_nr)
3998 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3999 DrawLevelField(xx, yy);
4002 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
4004 int e_belt_nr = getBeltNrFromBeltElement(element);
4006 if (e_belt_nr == belt_nr)
4008 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
4010 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
4011 DrawLevelField(xx, yy);
4014 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
4016 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
4018 if (e_belt_nr == belt_nr)
4020 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
4022 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
4023 DrawLevelField(xx, yy);
4030 static void ToggleSwitchgateSwitch(int x, int y)
4034 game.switchgate_pos = !game.switchgate_pos;
4036 for (yy = 0; yy < lev_fieldy; yy++)
4038 for (xx = 0; xx < lev_fieldx; xx++)
4040 int element = Feld[xx][yy];
4042 if (element == EL_SWITCHGATE_SWITCH_UP ||
4043 element == EL_SWITCHGATE_SWITCH_DOWN)
4045 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
4046 DrawLevelField(xx, yy);
4048 else if (element == EL_SWITCHGATE_OPEN ||
4049 element == EL_SWITCHGATE_OPENING)
4051 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
4053 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
4055 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
4058 else if (element == EL_SWITCHGATE_CLOSED ||
4059 element == EL_SWITCHGATE_CLOSING)
4061 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
4063 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
4065 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
4072 static int getInvisibleActiveFromInvisibleElement(int element)
4074 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
4075 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
4076 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
4080 static int getInvisibleFromInvisibleActiveElement(int element)
4082 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
4083 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
4084 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
4088 static void RedrawAllLightSwitchesAndInvisibleElements()
4092 for (y = 0; y < lev_fieldy; y++)
4094 for (x = 0; x < lev_fieldx; x++)
4096 int element = Feld[x][y];
4098 if (element == EL_LIGHT_SWITCH &&
4099 game.light_time_left > 0)
4101 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
4102 DrawLevelField(x, y);
4104 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
4105 game.light_time_left == 0)
4107 Feld[x][y] = EL_LIGHT_SWITCH;
4108 DrawLevelField(x, y);
4110 else if (element == EL_INVISIBLE_STEELWALL ||
4111 element == EL_INVISIBLE_WALL ||
4112 element == EL_INVISIBLE_SAND)
4114 if (game.light_time_left > 0)
4115 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
4117 DrawLevelField(x, y);
4119 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
4120 element == EL_INVISIBLE_WALL_ACTIVE ||
4121 element == EL_INVISIBLE_SAND_ACTIVE)
4123 if (game.light_time_left == 0)
4124 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
4126 DrawLevelField(x, y);
4132 static void ToggleLightSwitch(int x, int y)
4134 int element = Feld[x][y];
4136 game.light_time_left =
4137 (element == EL_LIGHT_SWITCH ?
4138 level.time_light * FRAMES_PER_SECOND : 0);
4140 RedrawAllLightSwitchesAndInvisibleElements();
4143 static void ActivateTimegateSwitch(int x, int y)
4147 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
4149 for (yy = 0; yy < lev_fieldy; yy++)
4151 for (xx = 0; xx < lev_fieldx; xx++)
4153 int element = Feld[xx][yy];
4155 if (element == EL_TIMEGATE_CLOSED ||
4156 element == EL_TIMEGATE_CLOSING)
4158 Feld[xx][yy] = EL_TIMEGATE_OPENING;
4159 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
4163 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
4165 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
4166 DrawLevelField(xx, yy);
4173 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
4176 inline static int getElementMoveStepsize(int x, int y)
4178 int element = Feld[x][y];
4179 int direction = MovDir[x][y];
4180 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
4181 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
4182 int horiz_move = (dx != 0);
4183 int sign = (horiz_move ? dx : dy);
4184 int step = sign * element_info[element].move_stepsize;
4186 /* special values for move stepsize for spring and things on conveyor belt */
4190 if (element == EL_SPRING)
4191 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4192 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
4193 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4194 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4196 if (CAN_FALL(element) &&
4197 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
4198 step = sign * MOVE_STEPSIZE_NORMAL / 2;
4199 else if (element == EL_SPRING)
4200 step = sign * MOVE_STEPSIZE_NORMAL * 2;
4207 void Impact(int x, int y)
4209 boolean lastline = (y == lev_fieldy-1);
4210 boolean object_hit = FALSE;
4211 boolean impact = (lastline || object_hit);
4212 int element = Feld[x][y];
4213 int smashed = EL_STEELWALL;
4215 if (!lastline) /* check if element below was hit */
4217 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
4220 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
4221 MovDir[x][y + 1] != MV_DOWN ||
4222 MovPos[x][y + 1] <= TILEY / 2));
4225 object_hit = !IS_FREE(x, y + 1);
4228 /* do not smash moving elements that left the smashed field in time */
4229 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
4230 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
4234 smashed = MovingOrBlocked2Element(x, y + 1);
4236 impact = (lastline || object_hit);
4239 if (!lastline && smashed == EL_ACID) /* element falls into acid */
4241 SplashAcid(x, y + 1);
4245 /* !!! not sufficient for all cases -- see EL_PEARL below !!! */
4246 /* only reset graphic animation if graphic really changes after impact */
4248 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
4250 ResetGfxAnimation(x, y);
4251 DrawLevelField(x, y);
4254 if (impact && CAN_EXPLODE_IMPACT(element))
4259 else if (impact && element == EL_PEARL)
4261 ResetGfxAnimation(x, y);
4263 Feld[x][y] = EL_PEARL_BREAKING;
4264 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4267 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
4269 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4274 if (impact && element == EL_AMOEBA_DROP)
4276 if (object_hit && IS_PLAYER(x, y + 1))
4277 KillHeroUnlessEnemyProtected(x, y + 1);
4278 else if (object_hit && smashed == EL_PENGUIN)
4282 Feld[x][y] = EL_AMOEBA_GROWING;
4283 Store[x][y] = EL_AMOEBA_WET;
4285 ResetRandomAnimationValue(x, y);
4290 if (object_hit) /* check which object was hit */
4292 if (CAN_PASS_MAGIC_WALL(element) &&
4293 (smashed == EL_MAGIC_WALL ||
4294 smashed == EL_BD_MAGIC_WALL))
4297 int activated_magic_wall =
4298 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
4299 EL_BD_MAGIC_WALL_ACTIVE);
4301 /* activate magic wall / mill */
4302 for (yy = 0; yy < lev_fieldy; yy++)
4303 for (xx = 0; xx < lev_fieldx; xx++)
4304 if (Feld[xx][yy] == smashed)
4305 Feld[xx][yy] = activated_magic_wall;
4307 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
4308 game.magic_wall_active = TRUE;
4310 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
4311 SND_MAGIC_WALL_ACTIVATING :
4312 SND_BD_MAGIC_WALL_ACTIVATING));
4315 if (IS_PLAYER(x, y + 1))
4317 if (CAN_SMASH_PLAYER(element))
4319 KillHeroUnlessEnemyProtected(x, y + 1);
4323 else if (smashed == EL_PENGUIN)
4325 if (CAN_SMASH_PLAYER(element))
4331 else if (element == EL_BD_DIAMOND)
4333 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
4339 else if (((element == EL_SP_INFOTRON ||
4340 element == EL_SP_ZONK) &&
4341 (smashed == EL_SP_SNIKSNAK ||
4342 smashed == EL_SP_ELECTRON ||
4343 smashed == EL_SP_DISK_ORANGE)) ||
4344 (element == EL_SP_INFOTRON &&
4345 smashed == EL_SP_DISK_YELLOW))
4351 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
4357 else if (CAN_SMASH_EVERYTHING(element))
4359 if (IS_CLASSIC_ENEMY(smashed) ||
4360 CAN_EXPLODE_SMASHED(smashed))
4365 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4367 if (smashed == EL_LAMP ||
4368 smashed == EL_LAMP_ACTIVE)
4373 else if (smashed == EL_NUT)
4375 Feld[x][y + 1] = EL_NUT_BREAKING;
4376 PlayLevelSound(x, y, SND_NUT_BREAKING);
4377 RaiseScoreElement(EL_NUT);
4380 else if (smashed == EL_PEARL)
4382 ResetGfxAnimation(x, y);
4384 Feld[x][y + 1] = EL_PEARL_BREAKING;
4385 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4388 else if (smashed == EL_DIAMOND)
4390 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4391 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4394 else if (IS_BELT_SWITCH(smashed))
4396 ToggleBeltSwitch(x, y + 1);
4398 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4399 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4401 ToggleSwitchgateSwitch(x, y + 1);
4403 else if (smashed == EL_LIGHT_SWITCH ||
4404 smashed == EL_LIGHT_SWITCH_ACTIVE)
4406 ToggleLightSwitch(x, y + 1);
4411 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4414 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4417 /* !!! TEST ONLY !!! */
4418 CheckElementChangeBySide(x, y + 1, smashed, element,
4419 CE_SWITCHED, CH_SIDE_TOP);
4420 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4421 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4423 CheckTriggeredElementChangeBySide(x, y + 1, smashed,
4424 CE_OTHER_IS_SWITCHING,CH_SIDE_TOP);
4425 CheckElementChangeBySide(x, y + 1, smashed, element,
4426 CE_SWITCHED, CH_SIDE_TOP);
4432 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4437 /* play sound of magic wall / mill */
4439 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4440 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4442 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4443 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4444 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4445 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4450 /* play sound of object that hits the ground */
4451 if (lastline || object_hit)
4452 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4455 inline static void TurnRoundExt(int x, int y)
4467 { 0, 0 }, { 0, 0 }, { 0, 0 },
4472 int left, right, back;
4476 { MV_DOWN, MV_UP, MV_RIGHT },
4477 { MV_UP, MV_DOWN, MV_LEFT },
4479 { MV_LEFT, MV_RIGHT, MV_DOWN },
4483 { MV_RIGHT, MV_LEFT, MV_UP }
4486 int element = Feld[x][y];
4487 int move_pattern = element_info[element].move_pattern;
4489 int old_move_dir = MovDir[x][y];
4490 int left_dir = turn[old_move_dir].left;
4491 int right_dir = turn[old_move_dir].right;
4492 int back_dir = turn[old_move_dir].back;
4494 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4495 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4496 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4497 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4499 int left_x = x + left_dx, left_y = y + left_dy;
4500 int right_x = x + right_dx, right_y = y + right_dy;
4501 int move_x = x + move_dx, move_y = y + move_dy;
4505 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4507 TestIfBadThingTouchesOtherBadThing(x, y);
4509 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4510 MovDir[x][y] = right_dir;
4511 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4512 MovDir[x][y] = left_dir;
4514 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4516 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4520 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4521 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4523 TestIfBadThingTouchesOtherBadThing(x, y);
4525 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4526 MovDir[x][y] = left_dir;
4527 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4528 MovDir[x][y] = right_dir;
4530 if ((element == EL_SPACESHIP ||
4531 element == EL_SP_SNIKSNAK ||
4532 element == EL_SP_ELECTRON)
4533 && MovDir[x][y] != old_move_dir)
4535 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4539 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4541 TestIfBadThingTouchesOtherBadThing(x, y);
4543 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4544 MovDir[x][y] = left_dir;
4545 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4546 MovDir[x][y] = right_dir;
4548 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4550 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4553 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4555 TestIfBadThingTouchesOtherBadThing(x, y);
4557 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4558 MovDir[x][y] = left_dir;
4559 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4560 MovDir[x][y] = right_dir;
4562 if (MovDir[x][y] != old_move_dir)
4566 else if (element == EL_YAMYAM)
4568 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4569 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4571 if (can_turn_left && can_turn_right)
4572 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4573 else if (can_turn_left)
4574 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4575 else if (can_turn_right)
4576 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4578 MovDir[x][y] = back_dir;
4580 MovDelay[x][y] = 16 + 16 * RND(3);
4582 else if (element == EL_DARK_YAMYAM)
4584 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4586 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4589 if (can_turn_left && can_turn_right)
4590 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4591 else if (can_turn_left)
4592 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4593 else if (can_turn_right)
4594 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4596 MovDir[x][y] = back_dir;
4598 MovDelay[x][y] = 16 + 16 * RND(3);
4600 else if (element == EL_PACMAN)
4602 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4603 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4605 if (can_turn_left && can_turn_right)
4606 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4607 else if (can_turn_left)
4608 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4609 else if (can_turn_right)
4610 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4612 MovDir[x][y] = back_dir;
4614 MovDelay[x][y] = 6 + RND(40);
4616 else if (element == EL_PIG)
4618 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4619 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4620 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4621 boolean should_turn_left, should_turn_right, should_move_on;
4623 int rnd = RND(rnd_value);
4625 should_turn_left = (can_turn_left &&
4627 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4628 y + back_dy + left_dy)));
4629 should_turn_right = (can_turn_right &&
4631 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4632 y + back_dy + right_dy)));
4633 should_move_on = (can_move_on &&
4636 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4637 y + move_dy + left_dy) ||
4638 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4639 y + move_dy + right_dy)));
4641 if (should_turn_left || should_turn_right || should_move_on)
4643 if (should_turn_left && should_turn_right && should_move_on)
4644 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4645 rnd < 2 * rnd_value / 3 ? right_dir :
4647 else if (should_turn_left && should_turn_right)
4648 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4649 else if (should_turn_left && should_move_on)
4650 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4651 else if (should_turn_right && should_move_on)
4652 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4653 else if (should_turn_left)
4654 MovDir[x][y] = left_dir;
4655 else if (should_turn_right)
4656 MovDir[x][y] = right_dir;
4657 else if (should_move_on)
4658 MovDir[x][y] = old_move_dir;
4660 else if (can_move_on && rnd > rnd_value / 8)
4661 MovDir[x][y] = old_move_dir;
4662 else if (can_turn_left && can_turn_right)
4663 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4664 else if (can_turn_left && rnd > rnd_value / 8)
4665 MovDir[x][y] = left_dir;
4666 else if (can_turn_right && rnd > rnd_value/8)
4667 MovDir[x][y] = right_dir;
4669 MovDir[x][y] = back_dir;
4671 xx = x + move_xy[MovDir[x][y]].x;
4672 yy = y + move_xy[MovDir[x][y]].y;
4675 /* !!! this bugfix breaks at least BD2K3, level 010 !!! [re-recorded] */
4676 if (!IN_LEV_FIELD(xx, yy) ||
4677 (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy])))
4678 MovDir[x][y] = old_move_dir;
4680 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4681 MovDir[x][y] = old_move_dir;
4686 else if (element == EL_DRAGON)
4688 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4689 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4690 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4692 int rnd = RND(rnd_value);
4695 if (FrameCounter < 1 && x == 0 && y == 29)
4696 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4699 if (can_move_on && rnd > rnd_value / 8)
4700 MovDir[x][y] = old_move_dir;
4701 else if (can_turn_left && can_turn_right)
4702 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4703 else if (can_turn_left && rnd > rnd_value / 8)
4704 MovDir[x][y] = left_dir;
4705 else if (can_turn_right && rnd > rnd_value / 8)
4706 MovDir[x][y] = right_dir;
4708 MovDir[x][y] = back_dir;
4710 xx = x + move_xy[MovDir[x][y]].x;
4711 yy = y + move_xy[MovDir[x][y]].y;
4714 if (FrameCounter < 1 && x == 0 && y == 29)
4715 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4716 xx, yy, Feld[xx][yy],
4721 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4722 MovDir[x][y] = old_move_dir;
4724 if (!IS_FREE(xx, yy))
4725 MovDir[x][y] = old_move_dir;
4729 if (FrameCounter < 1 && x == 0 && y == 29)
4730 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4735 else if (element == EL_MOLE)
4737 boolean can_move_on =
4738 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4739 IS_AMOEBOID(Feld[move_x][move_y]) ||
4740 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4743 boolean can_turn_left =
4744 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4745 IS_AMOEBOID(Feld[left_x][left_y])));
4747 boolean can_turn_right =
4748 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4749 IS_AMOEBOID(Feld[right_x][right_y])));
4751 if (can_turn_left && can_turn_right)
4752 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4753 else if (can_turn_left)
4754 MovDir[x][y] = left_dir;
4756 MovDir[x][y] = right_dir;
4759 if (MovDir[x][y] != old_move_dir)
4762 else if (element == EL_BALLOON)
4764 MovDir[x][y] = game.balloon_dir;
4767 else if (element == EL_SPRING)
4770 if (MovDir[x][y] & MV_HORIZONTAL &&
4771 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4772 MovDir[x][y] = MV_NO_MOVING;
4774 if (MovDir[x][y] & MV_HORIZONTAL &&
4775 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4776 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4777 MovDir[x][y] = MV_NO_MOVING;
4782 else if (element == EL_ROBOT ||
4783 element == EL_SATELLITE ||
4784 element == EL_PENGUIN)
4786 int attr_x = -1, attr_y = -1;
4797 for (i = 0; i < MAX_PLAYERS; i++)
4799 struct PlayerInfo *player = &stored_player[i];
4800 int jx = player->jx, jy = player->jy;
4802 if (!player->active)
4806 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4815 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0 &&
4816 (Feld[ZX][ZY] == EL_ROBOT_WHEEL_ACTIVE ||
4817 game.engine_version < VERSION_IDENT(3,1,0,0)))
4819 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4826 if (element == EL_PENGUIN)
4829 static int xy[4][2] =
4837 for (i = 0; i < NUM_DIRECTIONS; i++)
4839 int ex = x + xy[i][0];
4840 int ey = y + xy[i][1];
4842 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4851 MovDir[x][y] = MV_NO_MOVING;
4853 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4854 else if (attr_x > x)
4855 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4857 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4858 else if (attr_y > y)
4859 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4861 if (element == EL_ROBOT)
4865 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4866 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4867 Moving2Blocked(x, y, &newx, &newy);
4869 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4870 MovDelay[x][y] = 8 + 8 * !RND(3);
4872 MovDelay[x][y] = 16;
4874 else if (element == EL_PENGUIN)
4880 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4882 boolean first_horiz = RND(2);
4883 int new_move_dir = MovDir[x][y];
4886 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4887 Moving2Blocked(x, y, &newx, &newy);
4889 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4893 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4894 Moving2Blocked(x, y, &newx, &newy);
4896 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4899 MovDir[x][y] = old_move_dir;
4903 else /* (element == EL_SATELLITE) */
4909 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4911 boolean first_horiz = RND(2);
4912 int new_move_dir = MovDir[x][y];
4915 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4916 Moving2Blocked(x, y, &newx, &newy);
4918 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4922 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4923 Moving2Blocked(x, y, &newx, &newy);
4925 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4928 MovDir[x][y] = old_move_dir;
4933 else if (move_pattern == MV_TURNING_LEFT ||
4934 move_pattern == MV_TURNING_RIGHT ||
4935 move_pattern == MV_TURNING_LEFT_RIGHT ||
4936 move_pattern == MV_TURNING_RIGHT_LEFT ||
4937 move_pattern == MV_TURNING_RANDOM ||
4938 move_pattern == MV_ALL_DIRECTIONS)
4940 boolean can_turn_left =
4941 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4942 boolean can_turn_right =
4943 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4945 if (move_pattern == MV_TURNING_LEFT)
4946 MovDir[x][y] = left_dir;
4947 else if (move_pattern == MV_TURNING_RIGHT)
4948 MovDir[x][y] = right_dir;
4949 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4950 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4951 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4952 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4953 else if (move_pattern == MV_TURNING_RANDOM)
4954 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4955 can_turn_right && !can_turn_left ? right_dir :
4956 RND(2) ? left_dir : right_dir);
4957 else if (can_turn_left && can_turn_right)
4958 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4959 else if (can_turn_left)
4960 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4961 else if (can_turn_right)
4962 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4964 MovDir[x][y] = back_dir;
4966 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4968 else if (move_pattern == MV_HORIZONTAL ||
4969 move_pattern == MV_VERTICAL)
4971 if (move_pattern & old_move_dir)
4972 MovDir[x][y] = back_dir;
4973 else if (move_pattern == MV_HORIZONTAL)
4974 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4975 else if (move_pattern == MV_VERTICAL)
4976 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4978 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4980 else if (move_pattern & MV_ANY_DIRECTION)
4982 MovDir[x][y] = move_pattern;
4983 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4985 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4987 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4988 MovDir[x][y] = left_dir;
4989 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4990 MovDir[x][y] = right_dir;
4992 if (MovDir[x][y] != old_move_dir)
4993 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4995 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4997 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4998 MovDir[x][y] = right_dir;
4999 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5000 MovDir[x][y] = left_dir;
5002 if (MovDir[x][y] != old_move_dir)
5003 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5005 else if (move_pattern == MV_TOWARDS_PLAYER ||
5006 move_pattern == MV_AWAY_FROM_PLAYER)
5008 int attr_x = -1, attr_y = -1;
5010 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
5021 for (i = 0; i < MAX_PLAYERS; i++)
5023 struct PlayerInfo *player = &stored_player[i];
5024 int jx = player->jx, jy = player->jy;
5026 if (!player->active)
5030 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
5038 MovDir[x][y] = MV_NO_MOVING;
5040 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
5041 else if (attr_x > x)
5042 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
5044 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
5045 else if (attr_y > y)
5046 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
5048 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
5050 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
5052 boolean first_horiz = RND(2);
5053 int new_move_dir = MovDir[x][y];
5056 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5057 Moving2Blocked(x, y, &newx, &newy);
5059 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5063 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
5064 Moving2Blocked(x, y, &newx, &newy);
5066 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
5069 MovDir[x][y] = old_move_dir;
5072 else if (move_pattern == MV_WHEN_PUSHED ||
5073 move_pattern == MV_WHEN_DROPPED)
5075 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
5076 MovDir[x][y] = MV_NO_MOVING;
5080 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
5082 static int test_xy[7][2] =
5092 static int test_dir[7] =
5102 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
5103 int move_preference = -1000000; /* start with very low preference */
5104 int new_move_dir = MV_NO_MOVING;
5105 int start_test = RND(4);
5108 for (i = 0; i < NUM_DIRECTIONS; i++)
5110 int move_dir = test_dir[start_test + i];
5111 int move_dir_preference;
5113 xx = x + test_xy[start_test + i][0];
5114 yy = y + test_xy[start_test + i][1];
5116 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
5117 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
5119 new_move_dir = move_dir;
5124 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
5127 move_dir_preference = -1 * RunnerVisit[xx][yy];
5128 if (hunter_mode && PlayerVisit[xx][yy] > 0)
5129 move_dir_preference = PlayerVisit[xx][yy];
5131 if (move_dir_preference > move_preference)
5133 /* prefer field that has not been visited for the longest time */
5134 move_preference = move_dir_preference;
5135 new_move_dir = move_dir;
5137 else if (move_dir_preference == move_preference &&
5138 move_dir == old_move_dir)
5140 /* prefer last direction when all directions are preferred equally */
5141 move_preference = move_dir_preference;
5142 new_move_dir = move_dir;
5146 MovDir[x][y] = new_move_dir;
5147 if (old_move_dir != new_move_dir)
5152 static void TurnRound(int x, int y)
5154 int direction = MovDir[x][y];
5157 GfxDir[x][y] = MovDir[x][y];
5163 GfxDir[x][y] = MovDir[x][y];
5166 if (direction != MovDir[x][y])
5171 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
5174 GfxAction[x][y] = ACTION_WAITING;
5178 static boolean JustBeingPushed(int x, int y)
5182 for (i = 0; i < MAX_PLAYERS; i++)
5184 struct PlayerInfo *player = &stored_player[i];
5186 if (player->active && player->is_pushing && player->MovPos)
5188 int next_jx = player->jx + (player->jx - player->last_jx);
5189 int next_jy = player->jy + (player->jy - player->last_jy);
5191 if (x == next_jx && y == next_jy)
5199 void StartMoving(int x, int y)
5202 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
5204 boolean started_moving = FALSE; /* some elements can fall _and_ move */
5205 int element = Feld[x][y];
5211 if (MovDelay[x][y] == 0)
5212 GfxAction[x][y] = ACTION_DEFAULT;
5214 /* !!! this should be handled more generic (not only for mole) !!! */
5215 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
5216 GfxAction[x][y] = ACTION_DEFAULT;
5219 if (CAN_FALL(element) && y < lev_fieldy - 1)
5221 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
5222 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
5223 if (JustBeingPushed(x, y))
5226 if (element == EL_QUICKSAND_FULL)
5228 if (IS_FREE(x, y + 1))
5230 InitMovingField(x, y, MV_DOWN);
5231 started_moving = TRUE;
5233 Feld[x][y] = EL_QUICKSAND_EMPTYING;
5234 Store[x][y] = EL_ROCK;
5236 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
5238 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
5241 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5243 if (!MovDelay[x][y])
5244 MovDelay[x][y] = TILEY + 1;
5253 Feld[x][y] = EL_QUICKSAND_EMPTY;
5254 Feld[x][y + 1] = EL_QUICKSAND_FULL;
5255 Store[x][y + 1] = Store[x][y];
5258 PlayLevelSoundAction(x, y, ACTION_FILLING);
5260 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5264 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
5265 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
5267 InitMovingField(x, y, MV_DOWN);
5268 started_moving = TRUE;
5270 Feld[x][y] = EL_QUICKSAND_FILLING;
5271 Store[x][y] = element;
5273 PlayLevelSoundAction(x, y, ACTION_FILLING);
5275 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
5278 else if (element == EL_MAGIC_WALL_FULL)
5280 if (IS_FREE(x, y + 1))
5282 InitMovingField(x, y, MV_DOWN);
5283 started_moving = TRUE;
5285 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
5286 Store[x][y] = EL_CHANGED(Store[x][y]);
5288 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
5290 if (!MovDelay[x][y])
5291 MovDelay[x][y] = TILEY/4 + 1;
5300 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
5301 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
5302 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
5306 else if (element == EL_BD_MAGIC_WALL_FULL)
5308 if (IS_FREE(x, y + 1))
5310 InitMovingField(x, y, MV_DOWN);
5311 started_moving = TRUE;
5313 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
5314 Store[x][y] = EL_CHANGED2(Store[x][y]);
5316 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
5318 if (!MovDelay[x][y])
5319 MovDelay[x][y] = TILEY/4 + 1;
5328 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
5329 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
5330 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
5334 else if (CAN_PASS_MAGIC_WALL(element) &&
5335 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
5336 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
5338 InitMovingField(x, y, MV_DOWN);
5339 started_moving = TRUE;
5342 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
5343 EL_BD_MAGIC_WALL_FILLING);
5344 Store[x][y] = element;
5347 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
5349 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
5352 SplashAcid(x, y + 1);
5354 InitMovingField(x, y, MV_DOWN);
5355 started_moving = TRUE;
5357 Store[x][y] = EL_ACID;
5359 /* !!! TEST !!! better use "_FALLING" etc. !!! */
5360 GfxAction[x][y + 1] = ACTION_ACTIVE;
5364 else if ((game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5365 CheckCollision[x][y] && !IS_FREE(x, y + 1)) ||
5367 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5368 CAN_SMASH(element) && WasJustFalling[x][y] &&
5369 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))) ||
5371 (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5372 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5373 (Feld[x][y + 1] == EL_BLOCKED)))
5377 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5378 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5379 WasJustMoving[x][y] && !Pushed[x][y + 1])
5381 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5382 WasJustMoving[x][y])
5387 /* this is needed for a special case not covered by calling "Impact()"
5388 from "ContinueMoving()": if an element moves to a tile directly below
5389 another element which was just falling on that tile (which was empty
5390 in the previous frame), the falling element above would just stop
5391 instead of smashing the element below (in previous version, the above
5392 element was just checked for "moving" instead of "falling", resulting
5393 in incorrect smashes caused by horizontal movement of the above
5394 element; also, the case of the player being the element to smash was
5395 simply not covered here... :-/ ) */
5398 WasJustMoving[x][y] = 0;
5399 WasJustFalling[x][y] = 0;
5402 CheckCollision[x][y] = 0;
5405 if (IS_PLAYER(x, y + 1))
5406 printf("::: we ARE now killing the player [%d]\n", FrameCounter);
5411 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5413 if (MovDir[x][y] == MV_NO_MOVING)
5415 InitMovingField(x, y, MV_DOWN);
5416 started_moving = TRUE;
5419 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5421 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5422 MovDir[x][y] = MV_DOWN;
5424 InitMovingField(x, y, MV_DOWN);
5425 started_moving = TRUE;
5427 else if (element == EL_AMOEBA_DROP)
5429 Feld[x][y] = EL_AMOEBA_GROWING;
5430 Store[x][y] = EL_AMOEBA_WET;
5432 /* Store[x][y + 1] must be zero, because:
5433 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5436 #if OLD_GAME_BEHAVIOUR
5437 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5439 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5440 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5441 element != EL_DX_SUPABOMB)
5444 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5445 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5446 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5447 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5450 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5451 (IS_FREE(x - 1, y + 1) ||
5452 Feld[x - 1][y + 1] == EL_ACID));
5453 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5454 (IS_FREE(x + 1, y + 1) ||
5455 Feld[x + 1][y + 1] == EL_ACID));
5456 boolean can_fall_any = (can_fall_left || can_fall_right);
5457 boolean can_fall_both = (can_fall_left && can_fall_right);
5459 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5461 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5463 if (slippery_type == SLIPPERY_ONLY_LEFT)
5464 can_fall_right = FALSE;
5465 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5466 can_fall_left = FALSE;
5467 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5468 can_fall_right = FALSE;
5469 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5470 can_fall_left = FALSE;
5472 can_fall_any = (can_fall_left || can_fall_right);
5473 can_fall_both = (can_fall_left && can_fall_right);
5476 #if USE_NEW_SP_SLIPPERY
5477 /* !!! better use the same properties as for custom elements here !!! */
5478 else if (game.engine_version >= VERSION_IDENT(3,1,1,0) &&
5479 can_fall_both && IS_SP_ELEMENT(Feld[x][y + 1]))
5481 can_fall_right = FALSE; /* slip down on left side */
5482 can_fall_both = FALSE;
5489 if (game.emulation == EMU_BOULDERDASH ||
5490 element == EL_BD_ROCK || element == EL_BD_DIAMOND)
5491 can_fall_right = FALSE; /* slip down on left side */
5493 can_fall_left = !(can_fall_right = RND(2));
5495 can_fall_both = FALSE;
5502 if (can_fall_both &&
5503 (game.emulation != EMU_BOULDERDASH &&
5504 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5505 can_fall_left = !(can_fall_right = RND(2));
5508 /* if not determined otherwise, prefer left side for slipping down */
5509 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5510 started_moving = TRUE;
5514 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5516 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5519 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5520 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5521 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5522 int belt_dir = game.belt_dir[belt_nr];
5524 if ((belt_dir == MV_LEFT && left_is_free) ||
5525 (belt_dir == MV_RIGHT && right_is_free))
5528 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5531 InitMovingField(x, y, belt_dir);
5532 started_moving = TRUE;
5535 Pushed[x][y] = TRUE;
5536 Pushed[nextx][y] = TRUE;
5539 GfxAction[x][y] = ACTION_DEFAULT;
5543 MovDir[x][y] = 0; /* if element was moving, stop it */
5548 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5550 if (CAN_MOVE(element) && !started_moving && MovDir[x][y] != MV_NO_MOVING)
5552 if (CAN_MOVE(element) && !started_moving)
5555 int move_pattern = element_info[element].move_pattern;
5560 if (MovDir[x][y] == MV_NO_MOVING)
5562 printf("StartMoving(): %d,%d: element %d ['%s'] not moving\n",
5563 x, y, element, element_info[element].token_name);
5564 printf("StartMoving(): This should never happen!\n");
5569 Moving2Blocked(x, y, &newx, &newy);
5572 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5575 if ((element == EL_SATELLITE ||
5576 element == EL_BALLOON ||
5577 element == EL_SPRING)
5578 && JustBeingPushed(x, y))
5585 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5586 CheckCollision[x][y] && !IN_LEV_FIELD_AND_IS_FREE(newx, newy))
5588 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5589 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5590 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5594 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5595 element, element_info[element].token_name,
5596 WasJustMoving[x][y],
5597 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5598 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5599 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5600 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5604 WasJustMoving[x][y] = 0;
5607 CheckCollision[x][y] = 0;
5609 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5612 if (Feld[x][y] != element) /* element has changed */
5614 element = Feld[x][y];
5615 move_pattern = element_info[element].move_pattern;
5617 if (!CAN_MOVE(element))
5621 if (Feld[x][y] != element) /* element has changed */
5629 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5630 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5632 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5634 Moving2Blocked(x, y, &newx, &newy);
5635 if (Feld[newx][newy] == EL_BLOCKED)
5636 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5642 if (FrameCounter < 1 && x == 0 && y == 29)
5643 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5646 if (!MovDelay[x][y]) /* start new movement phase */
5648 /* all objects that can change their move direction after each step
5649 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5651 if (element != EL_YAMYAM &&
5652 element != EL_DARK_YAMYAM &&
5653 element != EL_PACMAN &&
5654 !(move_pattern & MV_ANY_DIRECTION) &&
5655 move_pattern != MV_TURNING_LEFT &&
5656 move_pattern != MV_TURNING_RIGHT &&
5657 move_pattern != MV_TURNING_LEFT_RIGHT &&
5658 move_pattern != MV_TURNING_RIGHT_LEFT &&
5659 move_pattern != MV_TURNING_RANDOM)
5664 if (FrameCounter < 1 && x == 0 && y == 29)
5665 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5668 if (MovDelay[x][y] && (element == EL_BUG ||
5669 element == EL_SPACESHIP ||
5670 element == EL_SP_SNIKSNAK ||
5671 element == EL_SP_ELECTRON ||
5672 element == EL_MOLE))
5673 DrawLevelField(x, y);
5677 if (MovDelay[x][y]) /* wait some time before next movement */
5682 if (element == EL_YAMYAM)
5685 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5686 DrawLevelElementAnimation(x, y, element);
5690 if (MovDelay[x][y]) /* element still has to wait some time */
5693 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5694 ResetGfxAnimation(x, y);
5698 if (GfxAction[x][y] != ACTION_WAITING)
5699 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5701 GfxAction[x][y] = ACTION_WAITING;
5705 if (element == EL_ROBOT ||
5707 element == EL_PACMAN ||
5709 element == EL_YAMYAM ||
5710 element == EL_DARK_YAMYAM)
5713 DrawLevelElementAnimation(x, y, element);
5715 DrawLevelElementAnimationIfNeeded(x, y, element);
5717 PlayLevelSoundAction(x, y, ACTION_WAITING);
5719 else if (element == EL_SP_ELECTRON)
5720 DrawLevelElementAnimationIfNeeded(x, y, element);
5721 else if (element == EL_DRAGON)
5724 int dir = MovDir[x][y];
5725 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5726 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5727 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5728 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5729 dir == MV_UP ? IMG_FLAMES_1_UP :
5730 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5731 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5734 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5737 GfxAction[x][y] = ACTION_ATTACKING;
5739 if (IS_PLAYER(x, y))
5740 DrawPlayerField(x, y);
5742 DrawLevelField(x, y);
5744 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5746 for (i = 1; i <= 3; i++)
5748 int xx = x + i * dx;
5749 int yy = y + i * dy;
5750 int sx = SCREENX(xx);
5751 int sy = SCREENY(yy);
5752 int flame_graphic = graphic + (i - 1);
5754 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5759 int flamed = MovingOrBlocked2Element(xx, yy);
5763 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5765 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5766 RemoveMovingField(xx, yy);
5768 RemoveField(xx, yy);
5770 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5773 RemoveMovingField(xx, yy);
5777 if (ChangeDelay[xx][yy])
5778 printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
5779 Feld[xx][yy] == EL_BLOCKED));
5783 ChangeDelay[xx][yy] = 0;
5785 Feld[xx][yy] = EL_FLAMES;
5786 if (IN_SCR_FIELD(sx, sy))
5788 DrawLevelFieldCrumbledSand(xx, yy);
5789 DrawGraphic(sx, sy, flame_graphic, frame);
5794 if (Feld[xx][yy] == EL_FLAMES)
5795 Feld[xx][yy] = EL_EMPTY;
5796 DrawLevelField(xx, yy);
5801 if (MovDelay[x][y]) /* element still has to wait some time */
5803 PlayLevelSoundAction(x, y, ACTION_WAITING);
5809 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5810 for all other elements GfxAction will be set by InitMovingField() */
5811 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5812 GfxAction[x][y] = ACTION_MOVING;
5816 /* now make next step */
5818 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5820 if (DONT_COLLIDE_WITH(element) &&
5821 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5822 !PLAYER_ENEMY_PROTECTED(newx, newy))
5825 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5829 /* player killed by element which is deadly when colliding with */
5831 KillHero(PLAYERINFO(newx, newy));
5838 else if (CAN_MOVE_INTO_ACID(element) &&
5839 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5840 (MovDir[x][y] == MV_DOWN ||
5841 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5843 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5844 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5848 else if ((element == EL_PENGUIN ||
5849 element == EL_ROBOT ||
5850 element == EL_SATELLITE ||
5851 element == EL_BALLOON ||
5852 IS_CUSTOM_ELEMENT(element)) &&
5853 IN_LEV_FIELD(newx, newy) &&
5854 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5857 SplashAcid(newx, newy);
5858 Store[x][y] = EL_ACID;
5860 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5862 if (Feld[newx][newy] == EL_EXIT_OPEN)
5866 DrawLevelField(x, y);
5868 Feld[x][y] = EL_EMPTY;
5869 DrawLevelField(x, y);
5872 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5873 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5874 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5876 local_player->friends_still_needed--;
5877 if (!local_player->friends_still_needed &&
5878 !local_player->GameOver && AllPlayersGone)
5879 local_player->LevelSolved = local_player->GameOver = TRUE;
5883 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5885 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5886 DrawLevelField(newx, newy);
5888 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5890 else if (!IS_FREE(newx, newy))
5892 GfxAction[x][y] = ACTION_WAITING;
5894 if (IS_PLAYER(x, y))
5895 DrawPlayerField(x, y);
5897 DrawLevelField(x, y);
5902 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5904 if (IS_FOOD_PIG(Feld[newx][newy]))
5906 if (IS_MOVING(newx, newy))
5907 RemoveMovingField(newx, newy);
5910 Feld[newx][newy] = EL_EMPTY;
5911 DrawLevelField(newx, newy);
5914 PlayLevelSound(x, y, SND_PIG_DIGGING);
5916 else if (!IS_FREE(newx, newy))
5918 if (IS_PLAYER(x, y))
5919 DrawPlayerField(x, y);
5921 DrawLevelField(x, y);
5930 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5933 else if (IS_CUSTOM_ELEMENT(element) &&
5934 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5938 !IS_FREE(newx, newy)
5943 int new_element = Feld[newx][newy];
5946 printf("::: '%s' digs '%s' [%d]\n",
5947 element_info[element].token_name,
5948 element_info[Feld[newx][newy]].token_name,
5949 StorePlayer[newx][newy]);
5952 if (!IS_FREE(newx, newy))
5954 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5955 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5958 /* no element can dig solid indestructible elements */
5959 if (IS_INDESTRUCTIBLE(new_element) &&
5960 !IS_DIGGABLE(new_element) &&
5961 !IS_COLLECTIBLE(new_element))
5964 if (AmoebaNr[newx][newy] &&
5965 (new_element == EL_AMOEBA_FULL ||
5966 new_element == EL_BD_AMOEBA ||
5967 new_element == EL_AMOEBA_GROWING))
5969 AmoebaCnt[AmoebaNr[newx][newy]]--;
5970 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5973 if (IS_MOVING(newx, newy))
5974 RemoveMovingField(newx, newy);
5977 RemoveField(newx, newy);
5978 DrawLevelField(newx, newy);
5981 /* if digged element was about to explode, prevent the explosion */
5982 ExplodeField[newx][newy] = EX_TYPE_NONE;
5984 PlayLevelSoundAction(x, y, action);
5989 Store[newx][newy] = EL_EMPTY;
5990 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5991 Store[newx][newy] = element_info[element].move_leave_element;
5993 Store[newx][newy] = EL_EMPTY;
5994 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)) ||
5995 element_info[element].move_leave_type == LEAVE_TYPE_UNLIMITED)
5996 Store[newx][newy] = element_info[element].move_leave_element;
5999 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
6000 element_info[element].can_leave_element = TRUE;
6003 if (move_pattern & MV_MAZE_RUNNER_STYLE)
6005 RunnerVisit[x][y] = FrameCounter;
6006 PlayerVisit[x][y] /= 8; /* expire player visit path */
6012 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
6014 if (!IS_FREE(newx, newy))
6016 if (IS_PLAYER(x, y))
6017 DrawPlayerField(x, y);
6019 DrawLevelField(x, y);
6025 boolean wanna_flame = !RND(10);
6026 int dx = newx - x, dy = newy - y;
6027 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
6028 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
6029 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
6030 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
6031 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
6032 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
6035 IS_CLASSIC_ENEMY(element1) ||
6036 IS_CLASSIC_ENEMY(element2)) &&
6037 element1 != EL_DRAGON && element2 != EL_DRAGON &&
6038 element1 != EL_FLAMES && element2 != EL_FLAMES)
6041 ResetGfxAnimation(x, y);
6042 GfxAction[x][y] = ACTION_ATTACKING;
6045 if (IS_PLAYER(x, y))
6046 DrawPlayerField(x, y);
6048 DrawLevelField(x, y);
6050 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
6052 MovDelay[x][y] = 50;
6056 RemoveField(newx, newy);
6058 Feld[newx][newy] = EL_FLAMES;
6059 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
6062 RemoveField(newx1, newy1);
6064 Feld[newx1][newy1] = EL_FLAMES;
6066 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
6069 RemoveField(newx2, newy2);
6071 Feld[newx2][newy2] = EL_FLAMES;
6078 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6079 Feld[newx][newy] == EL_DIAMOND)
6081 if (IS_MOVING(newx, newy))
6082 RemoveMovingField(newx, newy);
6085 Feld[newx][newy] = EL_EMPTY;
6086 DrawLevelField(newx, newy);
6089 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
6091 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
6092 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
6094 if (AmoebaNr[newx][newy])
6096 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6097 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6098 Feld[newx][newy] == EL_BD_AMOEBA)
6099 AmoebaCnt[AmoebaNr[newx][newy]]--;
6104 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
6106 if (IS_MOVING(newx, newy))
6109 RemoveMovingField(newx, newy);
6113 Feld[newx][newy] = EL_EMPTY;
6114 DrawLevelField(newx, newy);
6117 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
6119 else if ((element == EL_PACMAN || element == EL_MOLE)
6120 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
6122 if (AmoebaNr[newx][newy])
6124 AmoebaCnt2[AmoebaNr[newx][newy]]--;
6125 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
6126 Feld[newx][newy] == EL_BD_AMOEBA)
6127 AmoebaCnt[AmoebaNr[newx][newy]]--;
6130 if (element == EL_MOLE)
6132 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
6133 PlayLevelSound(x, y, SND_MOLE_DIGGING);
6135 ResetGfxAnimation(x, y);
6136 GfxAction[x][y] = ACTION_DIGGING;
6137 DrawLevelField(x, y);
6139 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
6141 return; /* wait for shrinking amoeba */
6143 else /* element == EL_PACMAN */
6145 Feld[newx][newy] = EL_EMPTY;
6146 DrawLevelField(newx, newy);
6147 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
6150 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
6151 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
6152 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
6154 /* wait for shrinking amoeba to completely disappear */
6157 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
6159 /* object was running against a wall */
6164 if (move_pattern & MV_ANY_DIRECTION &&
6165 move_pattern == MovDir[x][y])
6167 int blocking_element =
6168 (IN_LEV_FIELD(newx, newy) ? Feld[newx][newy] : BorderElement);
6171 printf("::: '%s' is blocked by '%s'! [%d,%d -> %d,%d]\n",
6172 element_info[element].token_name,
6173 element_info[blocking_element].token_name,
6177 CheckElementChangeBySide(x, y, element, blocking_element, CE_BLOCKED,
6180 element = Feld[x][y]; /* element might have changed */
6185 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
6186 DrawLevelElementAnimation(x, y, element);
6188 if (element == EL_BUG ||
6189 element == EL_SPACESHIP ||
6190 element == EL_SP_SNIKSNAK)
6191 DrawLevelField(x, y);
6192 else if (element == EL_MOLE)
6193 DrawLevelField(x, y);
6194 else if (element == EL_BD_BUTTERFLY ||
6195 element == EL_BD_FIREFLY)
6196 DrawLevelElementAnimationIfNeeded(x, y, element);
6197 else if (element == EL_SATELLITE)
6198 DrawLevelElementAnimationIfNeeded(x, y, element);
6199 else if (element == EL_SP_ELECTRON)
6200 DrawLevelElementAnimationIfNeeded(x, y, element);
6203 if (DONT_TOUCH(element))
6204 TestIfBadThingTouchesHero(x, y);
6207 PlayLevelSoundAction(x, y, ACTION_WAITING);
6213 InitMovingField(x, y, MovDir[x][y]);
6215 PlayLevelSoundAction(x, y, ACTION_MOVING);
6219 ContinueMoving(x, y);
6222 void ContinueMoving(int x, int y)
6224 int element = Feld[x][y];
6225 int stored = Store[x][y];
6226 struct ElementInfo *ei = &element_info[element];
6227 int direction = MovDir[x][y];
6228 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
6229 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
6230 int newx = x + dx, newy = y + dy;
6232 int nextx = newx + dx, nexty = newy + dy;
6235 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
6236 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
6238 boolean pushed_by_player = Pushed[x][y];
6241 MovPos[x][y] += getElementMoveStepsize(x, y);
6244 if (pushed_by_player && IS_PLAYER(x, y))
6246 /* special case: moving object pushed by player */
6247 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6250 if (pushed_by_player) /* special case: moving object pushed by player */
6251 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
6254 if (ABS(MovPos[x][y]) < TILEX)
6256 DrawLevelField(x, y);
6258 return; /* element is still moving */
6261 /* element reached destination field */
6263 Feld[x][y] = EL_EMPTY;
6264 Feld[newx][newy] = element;
6265 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
6268 if (Store[x][y] == EL_ACID) /* element is moving into acid pool */
6270 element = Feld[newx][newy] = EL_ACID;
6273 else if (element == EL_MOLE)
6275 Feld[x][y] = EL_SAND;
6277 DrawLevelFieldCrumbledSandNeighbours(x, y);
6279 else if (element == EL_QUICKSAND_FILLING)
6281 element = Feld[newx][newy] = get_next_element(element);
6282 Store[newx][newy] = Store[x][y];
6284 else if (element == EL_QUICKSAND_EMPTYING)
6286 Feld[x][y] = get_next_element(element);
6287 element = Feld[newx][newy] = Store[x][y];
6289 else if (element == EL_MAGIC_WALL_FILLING)
6291 element = Feld[newx][newy] = get_next_element(element);
6292 if (!game.magic_wall_active)
6293 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
6294 Store[newx][newy] = Store[x][y];
6296 else if (element == EL_MAGIC_WALL_EMPTYING)
6298 Feld[x][y] = get_next_element(element);
6299 if (!game.magic_wall_active)
6300 Feld[x][y] = EL_MAGIC_WALL_DEAD;
6301 element = Feld[newx][newy] = Store[x][y];
6303 else if (element == EL_BD_MAGIC_WALL_FILLING)
6305 element = Feld[newx][newy] = get_next_element(element);
6306 if (!game.magic_wall_active)
6307 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
6308 Store[newx][newy] = Store[x][y];
6310 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
6312 Feld[x][y] = get_next_element(element);
6313 if (!game.magic_wall_active)
6314 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
6315 element = Feld[newx][newy] = Store[x][y];
6317 else if (element == EL_AMOEBA_DROPPING)
6319 Feld[x][y] = get_next_element(element);
6320 element = Feld[newx][newy] = Store[x][y];
6322 else if (element == EL_SOKOBAN_OBJECT)
6325 Feld[x][y] = Back[x][y];
6327 if (Back[newx][newy])
6328 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
6330 Back[x][y] = Back[newx][newy] = 0;
6333 else if (Store[x][y] == EL_ACID)
6335 element = Feld[newx][newy] = EL_ACID;
6339 else if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6340 ei->move_leave_element != EL_EMPTY &&
6341 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6342 Store[x][y] != EL_EMPTY))
6344 /* some elements can leave other elements behind after moving */
6346 Feld[x][y] = ei->move_leave_element;
6347 InitField(x, y, FALSE);
6349 if (GFX_CRUMBLED(Feld[x][y]))
6350 DrawLevelFieldCrumbledSandNeighbours(x, y);
6354 Store[x][y] = EL_EMPTY;
6355 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
6356 MovDelay[newx][newy] = 0;
6358 if (CAN_CHANGE(element))
6360 /* copy element change control values to new field */
6361 ChangeDelay[newx][newy] = ChangeDelay[x][y];
6362 ChangePage[newx][newy] = ChangePage[x][y];
6363 Changed[newx][newy] = Changed[x][y];
6364 ChangeEvent[newx][newy] = ChangeEvent[x][y];
6367 ChangeDelay[x][y] = 0;
6368 ChangePage[x][y] = -1;
6369 Changed[x][y] = CE_BITMASK_DEFAULT;
6370 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
6372 /* copy animation control values to new field */
6373 GfxFrame[newx][newy] = GfxFrame[x][y];
6374 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
6375 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
6376 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
6378 Pushed[x][y] = Pushed[newx][newy] = FALSE;
6380 ResetGfxAnimation(x, y); /* reset animation values for old field */
6383 /* some elements can leave other elements behind after moving */
6385 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6386 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6387 (!IS_PLAYER(x, y) || IS_WALKABLE(ei->move_leave_element)))
6389 if (IS_CUSTOM_ELEMENT(element) && ei->move_leave_element != EL_EMPTY &&
6390 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED || stored != EL_EMPTY) &&
6394 int move_leave_element = ei->move_leave_element;
6396 Feld[x][y] = move_leave_element;
6397 InitField(x, y, FALSE);
6399 if (GFX_CRUMBLED(Feld[x][y]))
6400 DrawLevelFieldCrumbledSandNeighbours(x, y);
6402 if (ELEM_IS_PLAYER(move_leave_element))
6403 RelocatePlayer(x, y, move_leave_element);
6408 /* some elements can leave other elements behind after moving */
6409 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
6410 ei->move_leave_element != EL_EMPTY &&
6411 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
6412 ei->can_leave_element_last))
6414 Feld[x][y] = ei->move_leave_element;
6415 InitField(x, y, FALSE);
6417 if (GFX_CRUMBLED(Feld[x][y]))
6418 DrawLevelFieldCrumbledSandNeighbours(x, y);
6421 ei->can_leave_element_last = ei->can_leave_element;
6422 ei->can_leave_element = FALSE;
6426 /* 2.1.1 (does not work correctly for spring) */
6427 if (!CAN_MOVE(element))
6428 MovDir[newx][newy] = 0;
6432 /* (does not work for falling objects that slide horizontally) */
6433 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
6434 MovDir[newx][newy] = 0;
6437 if (!CAN_MOVE(element) ||
6438 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
6439 MovDir[newx][newy] = 0;
6443 if (!CAN_MOVE(element) ||
6444 (CAN_FALL(element) && direction == MV_DOWN))
6445 GfxDir[x][y] = MovDir[newx][newy] = 0;
6447 if (!CAN_MOVE(element) ||
6448 (CAN_FALL(element) && direction == MV_DOWN &&
6449 (element == EL_SPRING ||
6450 element_info[element].move_pattern == MV_WHEN_PUSHED ||
6451 element_info[element].move_pattern == MV_WHEN_DROPPED)))
6452 GfxDir[x][y] = MovDir[newx][newy] = 0;
6458 DrawLevelField(x, y);
6459 DrawLevelField(newx, newy);
6461 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
6463 /* prevent pushed element from moving on in pushed direction */
6464 if (pushed_by_player && CAN_MOVE(element) &&
6465 element_info[element].move_pattern & MV_ANY_DIRECTION &&
6466 !(element_info[element].move_pattern & direction))
6467 TurnRound(newx, newy);
6470 /* prevent elements on conveyor belt from moving on in last direction */
6471 if (pushed_by_conveyor && CAN_FALL(element) &&
6472 direction & MV_HORIZONTAL)
6475 if (CAN_MOVE(element))
6476 InitMovDir(newx, newy);
6478 MovDir[newx][newy] = 0;
6480 MovDir[newx][newy] = 0;
6485 if (!pushed_by_player)
6487 int nextx = newx + dx, nexty = newy + dy;
6488 boolean check_collision_again = IN_LEV_FIELD_AND_IS_FREE(nextx, nexty);
6490 WasJustMoving[newx][newy] = 3;
6492 if (CAN_FALL(element) && direction == MV_DOWN)
6493 WasJustFalling[newx][newy] = 3;
6495 if ((!CAN_FALL(element) || direction == MV_DOWN) && check_collision_again)
6496 CheckCollision[newx][newy] = 2;
6499 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
6501 TestIfBadThingTouchesHero(newx, newy);
6502 TestIfBadThingTouchesFriend(newx, newy);
6504 if (!IS_CUSTOM_ELEMENT(element))
6505 TestIfBadThingTouchesOtherBadThing(newx, newy);
6507 else if (element == EL_PENGUIN)
6508 TestIfFriendTouchesBadThing(newx, newy);
6510 #if USE_NEW_MOVE_STYLE
6512 if (CAN_FALL(element) && direction == MV_DOWN &&
6513 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
6514 IS_PLAYER(x, newy + 1))
6515 printf("::: we would now kill the player [%d]\n", FrameCounter);
6518 /* give the player one last chance (one more frame) to move away */
6519 if (CAN_FALL(element) && direction == MV_DOWN &&
6520 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)) &&
6521 (!IS_PLAYER(x, newy + 1) ||
6522 game.engine_version < VERSION_IDENT(3,1,1,0)))
6525 if (CAN_FALL(element) && direction == MV_DOWN &&
6526 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
6534 if (pushed_by_player && !game.use_bug_change_when_pushing)
6536 if (pushed_by_player && game.engine_version >= VERSION_IDENT(3,1,0,0))
6539 if (pushed_by_player)
6544 int dig_side = MV_DIR_OPPOSITE(direction);
6546 static int trigger_sides[4] =
6548 CH_SIDE_RIGHT, /* moving left */
6549 CH_SIDE_LEFT, /* moving right */
6550 CH_SIDE_BOTTOM, /* moving up */
6551 CH_SIDE_TOP, /* moving down */
6553 int dig_side = trigger_sides[MV_DIR_BIT(direction)];
6555 struct PlayerInfo *player = PLAYERINFO(x, y);
6557 CheckElementChangeByPlayer(newx, newy, element, CE_PUSHED_BY_PLAYER,
6558 player->index_bit, dig_side);
6559 CheckTriggeredElementChangeByPlayer(newx,newy,element,CE_OTHER_GETS_PUSHED,
6560 player->index_bit, dig_side);
6565 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
6569 if (ChangePage[newx][newy] != -1) /* delayed change */
6570 ChangeElement(newx, newy, ChangePage[newx][newy]);
6575 TestIfElementHitsCustomElement(newx, newy, direction);
6579 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
6581 int hitting_element = Feld[newx][newy];
6583 /* !!! fix side (direction) orientation here and elsewhere !!! */
6584 CheckElementChangeBySide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
6588 if (IN_LEV_FIELD(nextx, nexty))
6590 int opposite_direction = MV_DIR_OPPOSITE(direction);
6591 int hitting_side = direction;
6592 int touched_side = opposite_direction;
6593 int touched_element = MovingOrBlocked2Element(nextx, nexty);
6594 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
6595 MovDir[nextx][nexty] != direction ||
6596 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
6602 CheckElementChangeBySide(nextx, nexty, touched_element,
6603 CE_HIT_BY_SOMETHING, opposite_direction);
6605 if (IS_CUSTOM_ELEMENT(hitting_element) &&
6606 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
6608 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
6610 struct ElementChangeInfo *change =
6611 &element_info[hitting_element].change_page[i];
6613 if (change->can_change &&
6614 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
6615 change->trigger_side & touched_side &&
6616 change->trigger_element == touched_element)
6618 CheckElementChangeByPage(newx, newy, hitting_element,
6619 touched_element, CE_OTHER_IS_HITTING,i);
6625 if (IS_CUSTOM_ELEMENT(touched_element) &&
6626 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
6628 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
6630 struct ElementChangeInfo *change =
6631 &element_info[touched_element].change_page[i];
6633 if (change->can_change &&
6634 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
6635 change->trigger_side & hitting_side &&
6636 change->trigger_element == hitting_element)
6638 CheckElementChangeByPage(nextx, nexty, touched_element,
6639 hitting_element, CE_OTHER_GETS_HIT, i);
6650 TestIfPlayerTouchesCustomElement(newx, newy);
6651 TestIfElementTouchesCustomElement(newx, newy);
6654 int AmoebeNachbarNr(int ax, int ay)
6657 int element = Feld[ax][ay];
6659 static int xy[4][2] =
6667 for (i = 0; i < NUM_DIRECTIONS; i++)
6669 int x = ax + xy[i][0];
6670 int y = ay + xy[i][1];
6672 if (!IN_LEV_FIELD(x, y))
6675 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6676 group_nr = AmoebaNr[x][y];
6682 void AmoebenVereinigen(int ax, int ay)
6684 int i, x, y, xx, yy;
6685 int new_group_nr = AmoebaNr[ax][ay];
6686 static int xy[4][2] =
6694 if (new_group_nr == 0)
6697 for (i = 0; i < NUM_DIRECTIONS; i++)
6702 if (!IN_LEV_FIELD(x, y))
6705 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6706 Feld[x][y] == EL_BD_AMOEBA ||
6707 Feld[x][y] == EL_AMOEBA_DEAD) &&
6708 AmoebaNr[x][y] != new_group_nr)
6710 int old_group_nr = AmoebaNr[x][y];
6712 if (old_group_nr == 0)
6715 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6716 AmoebaCnt[old_group_nr] = 0;
6717 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6718 AmoebaCnt2[old_group_nr] = 0;
6720 for (yy = 0; yy < lev_fieldy; yy++)
6722 for (xx = 0; xx < lev_fieldx; xx++)
6724 if (AmoebaNr[xx][yy] == old_group_nr)
6725 AmoebaNr[xx][yy] = new_group_nr;
6732 void AmoebeUmwandeln(int ax, int ay)
6736 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6738 int group_nr = AmoebaNr[ax][ay];
6743 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6744 printf("AmoebeUmwandeln(): This should never happen!\n");
6749 for (y = 0; y < lev_fieldy; y++)
6751 for (x = 0; x < lev_fieldx; x++)
6753 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6756 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6760 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6761 SND_AMOEBA_TURNING_TO_GEM :
6762 SND_AMOEBA_TURNING_TO_ROCK));
6767 static int xy[4][2] =
6775 for (i = 0; i < NUM_DIRECTIONS; i++)
6780 if (!IN_LEV_FIELD(x, y))
6783 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6785 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6786 SND_AMOEBA_TURNING_TO_GEM :
6787 SND_AMOEBA_TURNING_TO_ROCK));
6794 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6797 int group_nr = AmoebaNr[ax][ay];
6798 boolean done = FALSE;
6803 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6804 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6809 for (y = 0; y < lev_fieldy; y++)
6811 for (x = 0; x < lev_fieldx; x++)
6813 if (AmoebaNr[x][y] == group_nr &&
6814 (Feld[x][y] == EL_AMOEBA_DEAD ||
6815 Feld[x][y] == EL_BD_AMOEBA ||
6816 Feld[x][y] == EL_AMOEBA_GROWING))
6819 Feld[x][y] = new_element;
6820 InitField(x, y, FALSE);
6821 DrawLevelField(x, y);
6828 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6829 SND_BD_AMOEBA_TURNING_TO_ROCK :
6830 SND_BD_AMOEBA_TURNING_TO_GEM));
6833 void AmoebeWaechst(int x, int y)
6835 static unsigned long sound_delay = 0;
6836 static unsigned long sound_delay_value = 0;
6838 if (!MovDelay[x][y]) /* start new growing cycle */
6842 if (DelayReached(&sound_delay, sound_delay_value))
6845 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6847 if (Store[x][y] == EL_BD_AMOEBA)
6848 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6850 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6852 sound_delay_value = 30;
6856 if (MovDelay[x][y]) /* wait some time before growing bigger */
6859 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6861 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6862 6 - MovDelay[x][y]);
6864 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6867 if (!MovDelay[x][y])
6869 Feld[x][y] = Store[x][y];
6871 DrawLevelField(x, y);
6876 void AmoebaDisappearing(int x, int y)
6878 static unsigned long sound_delay = 0;
6879 static unsigned long sound_delay_value = 0;
6881 if (!MovDelay[x][y]) /* start new shrinking cycle */
6885 if (DelayReached(&sound_delay, sound_delay_value))
6886 sound_delay_value = 30;
6889 if (MovDelay[x][y]) /* wait some time before shrinking */
6892 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6894 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6895 6 - MovDelay[x][y]);
6897 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6900 if (!MovDelay[x][y])
6902 Feld[x][y] = EL_EMPTY;
6903 DrawLevelField(x, y);
6905 /* don't let mole enter this field in this cycle;
6906 (give priority to objects falling to this field from above) */
6912 void AmoebeAbleger(int ax, int ay)
6915 int element = Feld[ax][ay];
6916 int graphic = el2img(element);
6917 int newax = ax, neway = ay;
6918 static int xy[4][2] =
6926 if (!level.amoeba_speed)
6928 Feld[ax][ay] = EL_AMOEBA_DEAD;
6929 DrawLevelField(ax, ay);
6933 if (IS_ANIMATED(graphic))
6934 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6936 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6937 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6939 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6942 if (MovDelay[ax][ay])
6946 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6949 int x = ax + xy[start][0];
6950 int y = ay + xy[start][1];
6952 if (!IN_LEV_FIELD(x, y))
6956 if (IS_FREE(x, y) ||
6957 CAN_GROW_INTO(Feld[x][y]) ||
6958 Feld[x][y] == EL_QUICKSAND_EMPTY)
6964 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6965 if (IS_FREE(x, y) ||
6966 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6973 if (newax == ax && neway == ay)
6976 else /* normal or "filled" (BD style) amoeba */
6979 boolean waiting_for_player = FALSE;
6981 for (i = 0; i < NUM_DIRECTIONS; i++)
6983 int j = (start + i) % 4;
6984 int x = ax + xy[j][0];
6985 int y = ay + xy[j][1];
6987 if (!IN_LEV_FIELD(x, y))
6991 if (IS_FREE(x, y) ||
6992 CAN_GROW_INTO(Feld[x][y]) ||
6993 Feld[x][y] == EL_QUICKSAND_EMPTY)
7000 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7001 if (IS_FREE(x, y) ||
7002 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
7009 else if (IS_PLAYER(x, y))
7010 waiting_for_player = TRUE;
7013 if (newax == ax && neway == ay) /* amoeba cannot grow */
7016 if (i == 4 && (!waiting_for_player || element == EL_BD_AMOEBA))
7018 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
7021 Feld[ax][ay] = EL_AMOEBA_DEAD;
7022 DrawLevelField(ax, ay);
7023 AmoebaCnt[AmoebaNr[ax][ay]]--;
7025 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
7027 if (element == EL_AMOEBA_FULL)
7028 AmoebeUmwandeln(ax, ay);
7029 else if (element == EL_BD_AMOEBA)
7030 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
7035 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
7037 /* amoeba gets larger by growing in some direction */
7039 int new_group_nr = AmoebaNr[ax][ay];
7042 if (new_group_nr == 0)
7044 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
7045 printf("AmoebeAbleger(): This should never happen!\n");
7050 AmoebaNr[newax][neway] = new_group_nr;
7051 AmoebaCnt[new_group_nr]++;
7052 AmoebaCnt2[new_group_nr]++;
7054 /* if amoeba touches other amoeba(s) after growing, unify them */
7055 AmoebenVereinigen(newax, neway);
7057 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
7059 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
7065 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
7066 (neway == lev_fieldy - 1 && newax != ax))
7068 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
7069 Store[newax][neway] = element;
7071 else if (neway == ay)
7073 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
7075 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
7077 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
7082 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
7083 Feld[ax][ay] = EL_AMOEBA_DROPPING;
7084 Store[ax][ay] = EL_AMOEBA_DROP;
7085 ContinueMoving(ax, ay);
7089 DrawLevelField(newax, neway);
7092 void Life(int ax, int ay)
7095 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
7097 int element = Feld[ax][ay];
7098 int graphic = el2img(element);
7099 boolean changed = FALSE;
7101 if (IS_ANIMATED(graphic))
7102 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7107 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
7108 MovDelay[ax][ay] = life_time;
7110 if (MovDelay[ax][ay]) /* wait some time before next cycle */
7113 if (MovDelay[ax][ay])
7117 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
7119 int xx = ax+x1, yy = ay+y1;
7122 if (!IN_LEV_FIELD(xx, yy))
7125 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
7127 int x = xx+x2, y = yy+y2;
7129 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
7132 if (((Feld[x][y] == element ||
7133 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
7135 (IS_FREE(x, y) && Stop[x][y]))
7139 if (xx == ax && yy == ay) /* field in the middle */
7141 if (nachbarn < life[0] || nachbarn > life[1])
7143 Feld[xx][yy] = EL_EMPTY;
7145 DrawLevelField(xx, yy);
7146 Stop[xx][yy] = TRUE;
7151 else if (IS_FREE(xx, yy) || CAN_GROW_INTO(Feld[xx][yy]))
7152 { /* free border field */
7153 if (nachbarn >= life[2] && nachbarn <= life[3])
7155 Feld[xx][yy] = element;
7156 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
7158 DrawLevelField(xx, yy);
7159 Stop[xx][yy] = TRUE;
7164 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
7165 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
7166 { /* free border field */
7167 if (nachbarn >= life[2] && nachbarn <= life[3])
7169 Feld[xx][yy] = element;
7170 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
7172 DrawLevelField(xx, yy);
7173 Stop[xx][yy] = TRUE;
7181 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
7182 SND_GAME_OF_LIFE_GROWING);
7185 static void InitRobotWheel(int x, int y)
7187 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7190 static void RunRobotWheel(int x, int y)
7192 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
7195 static void StopRobotWheel(int x, int y)
7197 if (ZX == x && ZY == y)
7201 static void InitTimegateWheel(int x, int y)
7204 ChangeDelay[x][y] = level.time_timegate * FRAMES_PER_SECOND;
7206 /* another brainless, "type style" bug ... :-( */
7207 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
7211 static void RunTimegateWheel(int x, int y)
7213 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
7216 void CheckExit(int x, int y)
7218 if (local_player->gems_still_needed > 0 ||
7219 local_player->sokobanfields_still_needed > 0 ||
7220 local_player->lights_still_needed > 0)
7222 int element = Feld[x][y];
7223 int graphic = el2img(element);
7225 if (IS_ANIMATED(graphic))
7226 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7231 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7234 Feld[x][y] = EL_EXIT_OPENING;
7236 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
7239 void CheckExitSP(int x, int y)
7241 if (local_player->gems_still_needed > 0)
7243 int element = Feld[x][y];
7244 int graphic = el2img(element);
7246 if (IS_ANIMATED(graphic))
7247 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7252 if (AllPlayersGone) /* do not re-open exit door closed after last player */
7255 Feld[x][y] = EL_SP_EXIT_OPENING;
7257 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
7260 static void CloseAllOpenTimegates()
7264 for (y = 0; y < lev_fieldy; y++)
7266 for (x = 0; x < lev_fieldx; x++)
7268 int element = Feld[x][y];
7270 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
7272 Feld[x][y] = EL_TIMEGATE_CLOSING;
7274 PlayLevelSoundAction(x, y, ACTION_CLOSING);
7276 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
7283 void EdelsteinFunkeln(int x, int y)
7285 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
7288 if (Feld[x][y] == EL_BD_DIAMOND)
7291 if (MovDelay[x][y] == 0) /* next animation frame */
7292 MovDelay[x][y] = 11 * !SimpleRND(500);
7294 if (MovDelay[x][y] != 0) /* wait some time before next frame */
7298 if (setup.direct_draw && MovDelay[x][y])
7299 SetDrawtoField(DRAW_BUFFERED);
7301 DrawLevelElementAnimation(x, y, Feld[x][y]);
7303 if (MovDelay[x][y] != 0)
7305 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
7306 10 - MovDelay[x][y]);
7308 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
7310 if (setup.direct_draw)
7314 dest_x = FX + SCREENX(x) * TILEX;
7315 dest_y = FY + SCREENY(y) * TILEY;
7317 BlitBitmap(drawto_field, window,
7318 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
7319 SetDrawtoField(DRAW_DIRECT);
7325 void MauerWaechst(int x, int y)
7329 if (!MovDelay[x][y]) /* next animation frame */
7330 MovDelay[x][y] = 3 * delay;
7332 if (MovDelay[x][y]) /* wait some time before next frame */
7336 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
7338 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
7339 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
7341 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
7344 if (!MovDelay[x][y])
7346 if (MovDir[x][y] == MV_LEFT)
7348 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
7349 DrawLevelField(x - 1, y);
7351 else if (MovDir[x][y] == MV_RIGHT)
7353 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
7354 DrawLevelField(x + 1, y);
7356 else if (MovDir[x][y] == MV_UP)
7358 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
7359 DrawLevelField(x, y - 1);
7363 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
7364 DrawLevelField(x, y + 1);
7367 Feld[x][y] = Store[x][y];
7369 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
7370 DrawLevelField(x, y);
7375 void MauerAbleger(int ax, int ay)
7377 int element = Feld[ax][ay];
7378 int graphic = el2img(element);
7379 boolean oben_frei = FALSE, unten_frei = FALSE;
7380 boolean links_frei = FALSE, rechts_frei = FALSE;
7381 boolean oben_massiv = FALSE, unten_massiv = FALSE;
7382 boolean links_massiv = FALSE, rechts_massiv = FALSE;
7383 boolean new_wall = FALSE;
7385 if (IS_ANIMATED(graphic))
7386 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
7388 if (!MovDelay[ax][ay]) /* start building new wall */
7389 MovDelay[ax][ay] = 6;
7391 if (MovDelay[ax][ay]) /* wait some time before building new wall */
7394 if (MovDelay[ax][ay])
7398 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
7400 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
7402 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
7404 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
7407 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
7408 element == EL_EXPANDABLE_WALL_ANY)
7412 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
7413 Store[ax][ay-1] = element;
7414 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
7415 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
7416 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
7417 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
7422 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
7423 Store[ax][ay+1] = element;
7424 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
7425 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
7426 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
7427 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
7432 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7433 element == EL_EXPANDABLE_WALL_ANY ||
7434 element == EL_EXPANDABLE_WALL)
7438 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
7439 Store[ax-1][ay] = element;
7440 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
7441 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
7442 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
7443 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
7449 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
7450 Store[ax+1][ay] = element;
7451 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
7452 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
7453 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
7454 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
7459 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
7460 DrawLevelField(ax, ay);
7462 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
7464 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
7465 unten_massiv = TRUE;
7466 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
7467 links_massiv = TRUE;
7468 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
7469 rechts_massiv = TRUE;
7471 if (((oben_massiv && unten_massiv) ||
7472 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
7473 element == EL_EXPANDABLE_WALL) &&
7474 ((links_massiv && rechts_massiv) ||
7475 element == EL_EXPANDABLE_WALL_VERTICAL))
7476 Feld[ax][ay] = EL_WALL;
7480 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
7482 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
7486 void CheckForDragon(int x, int y)
7489 boolean dragon_found = FALSE;
7490 static int xy[4][2] =
7498 for (i = 0; i < NUM_DIRECTIONS; i++)
7500 for (j = 0; j < 4; j++)
7502 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7504 if (IN_LEV_FIELD(xx, yy) &&
7505 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
7507 if (Feld[xx][yy] == EL_DRAGON)
7508 dragon_found = TRUE;
7517 for (i = 0; i < NUM_DIRECTIONS; i++)
7519 for (j = 0; j < 3; j++)
7521 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
7523 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
7525 Feld[xx][yy] = EL_EMPTY;
7526 DrawLevelField(xx, yy);
7535 static void InitBuggyBase(int x, int y)
7537 int element = Feld[x][y];
7538 int activating_delay = FRAMES_PER_SECOND / 4;
7541 (element == EL_SP_BUGGY_BASE ?
7542 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
7543 element == EL_SP_BUGGY_BASE_ACTIVATING ?
7545 element == EL_SP_BUGGY_BASE_ACTIVE ?
7546 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
7549 static void WarnBuggyBase(int x, int y)
7552 static int xy[4][2] =
7560 for (i = 0; i < NUM_DIRECTIONS; i++)
7562 int xx = x + xy[i][0], yy = y + xy[i][1];
7564 if (IS_PLAYER(xx, yy))
7566 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
7573 static void InitTrap(int x, int y)
7575 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
7578 static void ActivateTrap(int x, int y)
7580 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
7583 static void ChangeActiveTrap(int x, int y)
7585 int graphic = IMG_TRAP_ACTIVE;
7587 /* if new animation frame was drawn, correct crumbled sand border */
7588 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
7589 DrawLevelFieldCrumbledSand(x, y);
7592 static void ChangeElementNowExt(int x, int y, int target_element)
7594 int previous_move_direction = MovDir[x][y];
7596 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7597 IS_WALKABLE(Feld[x][y]));
7599 boolean add_player = (ELEM_IS_PLAYER(target_element) &&
7600 IS_WALKABLE(Feld[x][y]) &&
7604 /* check if element under player changes from accessible to unaccessible
7605 (needed for special case of dropping element which then changes) */
7606 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
7607 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
7610 printf("::: BOOOM! [%d, '%s']\n", target_element,
7611 element_info[target_element].token_name);
7623 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
7624 RemoveMovingField(x, y);
7628 Feld[x][y] = target_element;
7631 Feld[x][y] = target_element;
7634 ResetGfxAnimation(x, y);
7635 ResetRandomAnimationValue(x, y);
7637 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
7638 MovDir[x][y] = previous_move_direction;
7641 InitField_WithBug1(x, y, FALSE);
7643 InitField(x, y, FALSE);
7644 if (CAN_MOVE(Feld[x][y]))
7648 DrawLevelField(x, y);
7650 if (GFX_CRUMBLED(Feld[x][y]))
7651 DrawLevelFieldCrumbledSandNeighbours(x, y);
7655 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7659 TestIfBadThingTouchesHero(x, y);
7660 TestIfPlayerTouchesCustomElement(x, y);
7661 TestIfElementTouchesCustomElement(x, y);
7664 /* "Changed[][]" not set yet to allow "entered by player" change one time */
7665 if (ELEM_IS_PLAYER(target_element))
7666 RelocatePlayer(x, y, target_element);
7669 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7673 TestIfBadThingTouchesHero(x, y);
7674 TestIfPlayerTouchesCustomElement(x, y);
7675 TestIfElementTouchesCustomElement(x, y);
7679 static boolean ChangeElementNow(int x, int y, int element, int page)
7681 struct ElementChangeInfo *change = &element_info[element].change_page[page];
7683 int old_element = Feld[x][y];
7685 /* always use default change event to prevent running into a loop */
7686 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
7687 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
7689 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
7691 /* reset actual trigger element and player */
7692 change->actual_trigger_element = EL_EMPTY;
7693 change->actual_trigger_player = EL_PLAYER_1;
7696 /* do not change already changed elements with same change event */
7698 if (Changed[x][y] & ChangeEvent[x][y])
7705 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7708 /* !!! indirect change before direct change !!! */
7709 CheckTriggeredElementChangeByPage(x,y,Feld[x][y], CE_OTHER_IS_CHANGING,page);
7712 if (change->explode)
7719 if (change->use_target_content)
7721 boolean complete_replace = TRUE;
7722 boolean can_replace[3][3];
7725 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7728 boolean is_walkable;
7729 boolean is_diggable;
7730 boolean is_collectible;
7731 boolean is_removable;
7732 boolean is_destructible;
7733 int ex = x + xx - 1;
7734 int ey = y + yy - 1;
7735 int content_element = change->target_content[xx][yy];
7738 can_replace[xx][yy] = TRUE;
7740 if (ex == x && ey == y) /* do not check changing element itself */
7743 if (content_element == EL_EMPTY_SPACE)
7745 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7750 if (!IN_LEV_FIELD(ex, ey))
7752 can_replace[xx][yy] = FALSE;
7753 complete_replace = FALSE;
7759 if (Changed[ex][ey]) /* do not change already changed elements */
7761 can_replace[xx][yy] = FALSE;
7762 complete_replace = FALSE;
7770 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7771 e = MovingOrBlocked2Element(ex, ey);
7776 is_empty = (IS_FREE(ex, ey) ||
7777 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)) ||
7778 (IS_WALKABLE(e) && ELEM_IS_PLAYER(content_element) &&
7779 !IS_MOVING(ex, ey) && !IS_BLOCKED(ex, ey)));
7783 is_empty = (IS_FREE(ex, ey) ||
7784 (IS_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7786 is_empty = (IS_FREE(ex, ey) ||
7787 (IS_FREE_OR_PLAYER(ex, ey) && IS_WALKABLE(content_element)));
7792 is_walkable = (is_empty || IS_WALKABLE(e));
7793 is_diggable = (is_empty || IS_DIGGABLE(e));
7794 is_collectible = (is_empty || IS_COLLECTIBLE(e));
7795 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7796 is_removable = (is_diggable || is_collectible);
7798 can_replace[xx][yy] =
7799 (((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7800 (change->replace_when == CP_WHEN_WALKABLE && is_walkable) ||
7801 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7802 (change->replace_when == CP_WHEN_COLLECTIBLE && is_collectible) ||
7803 (change->replace_when == CP_WHEN_REMOVABLE && is_removable) ||
7804 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible)) &&
7805 !(IS_PLAYER(ex, ey) && ELEM_IS_PLAYER(content_element)));
7807 if (!can_replace[xx][yy])
7808 complete_replace = FALSE;
7810 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
7811 IS_WALKABLE(content_element)));
7813 half_destructible = (empty_for_element || IS_DIGGABLE(e));
7815 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
7818 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
7819 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
7820 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
7822 can_replace[xx][yy] = FALSE;
7823 complete_replace = FALSE;
7828 if (!change->only_if_complete || complete_replace)
7830 boolean something_has_changed = FALSE;
7832 if (change->only_if_complete && change->use_random_replace &&
7833 RND(100) < change->random_percentage)
7836 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7838 int ex = x + xx - 1;
7839 int ey = y + yy - 1;
7840 int content_element;
7842 if (can_replace[xx][yy] && (!change->use_random_replace ||
7843 RND(100) < change->random_percentage))
7845 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7846 RemoveMovingField(ex, ey);
7848 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7850 content_element = change->target_content[xx][yy];
7851 target_element = GET_TARGET_ELEMENT(content_element, change);
7853 ChangeElementNowExt(ex, ey, target_element);
7855 something_has_changed = TRUE;
7857 /* for symmetry reasons, freeze newly created border elements */
7858 if (ex != x || ey != y)
7859 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7863 if (something_has_changed)
7864 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7869 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7871 ChangeElementNowExt(x, y, target_element);
7873 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7877 /* this uses direct change before indirect change */
7878 CheckTriggeredElementChangeByPage(x,y,old_element,CE_OTHER_IS_CHANGING,page);
7884 static void ChangeElement(int x, int y, int page)
7886 int element = MovingOrBlocked2Element(x, y);
7887 struct ElementInfo *ei = &element_info[element];
7888 struct ElementChangeInfo *change = &ei->change_page[page];
7891 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7894 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7895 x, y, element, element_info[element].token_name);
7896 printf("ChangeElement(): This should never happen!\n");
7901 /* this can happen with classic bombs on walkable, changing elements */
7902 if (!CAN_CHANGE(element))
7905 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7906 ChangeDelay[x][y] = 0;
7912 if (ChangeDelay[x][y] == 0) /* initialize element change */
7914 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7915 RND(change->delay_random * change->delay_frames)) + 1;
7917 ResetGfxAnimation(x, y);
7918 ResetRandomAnimationValue(x, y);
7920 if (change->pre_change_function)
7921 change->pre_change_function(x, y);
7924 ChangeDelay[x][y]--;
7926 if (ChangeDelay[x][y] != 0) /* continue element change */
7928 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7930 if (IS_ANIMATED(graphic))
7931 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7933 if (change->change_function)
7934 change->change_function(x, y);
7936 else /* finish element change */
7938 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7940 page = ChangePage[x][y];
7941 ChangePage[x][y] = -1;
7943 change = &ei->change_page[page];
7947 if (IS_MOVING(x, y) && !change->explode)
7949 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7952 ChangeDelay[x][y] = 1; /* try change after next move step */
7953 ChangePage[x][y] = page; /* remember page to use for change */
7958 if (ChangeElementNow(x, y, element, page))
7960 if (change->post_change_function)
7961 change->post_change_function(x, y);
7966 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7967 int trigger_element,
7974 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7976 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7979 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7981 int element = EL_CUSTOM_START + i;
7983 boolean change_element = FALSE;
7986 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7989 for (j = 0; j < element_info[element].num_change_pages; j++)
7991 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7993 if (change->can_change &&
7994 change->events & CH_EVENT_BIT(trigger_event) &&
7995 change->trigger_side & trigger_side &&
7996 change->trigger_player & trigger_player &&
7997 change->trigger_page & trigger_page_bits &&
7998 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
8001 if (!(change->events & CH_EVENT_BIT(trigger_event)))
8002 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
8003 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
8006 change_element = TRUE;
8009 change->actual_trigger_element = trigger_element;
8010 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
8016 if (!change_element)
8019 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8022 if (x == lx && y == ly) /* do not change trigger element itself */
8026 if (Feld[x][y] == element)
8028 ChangeDelay[x][y] = 1;
8029 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
8030 ChangeElement(x, y, page);
8038 static boolean CheckElementChangeExt(int x, int y,
8040 int trigger_element,
8046 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
8049 if (Feld[x][y] == EL_BLOCKED)
8051 Blocked2Moving(x, y, &x, &y);
8052 element = Feld[x][y];
8056 if (Feld[x][y] != element) /* check if element has already changed */
8059 printf("::: %d ('%s') != %d ('%s') [%d]\n",
8060 Feld[x][y], element_info[Feld[x][y]].token_name,
8061 element, element_info[element].token_name,
8070 if (trigger_page < 0)
8072 boolean change_element = FALSE;
8075 for (i = 0; i < element_info[element].num_change_pages; i++)
8077 struct ElementChangeInfo *change = &element_info[element].change_page[i];
8079 if (change->can_change &&
8080 change->events & CH_EVENT_BIT(trigger_event) &&
8081 change->trigger_side & trigger_side &&
8082 change->trigger_player & trigger_player)
8084 change_element = TRUE;
8087 change->actual_trigger_element = trigger_element;
8088 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
8094 if (!change_element)
8099 struct ElementInfo *ei = &element_info[element];
8100 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
8102 change->actual_trigger_element = trigger_element;
8103 change->actual_trigger_player = EL_PLAYER_1; /* unused */
8108 /* !!! this check misses pages with same event, but different side !!! */
8110 if (trigger_page < 0)
8111 trigger_page = element_info[element].event_page_nr[trigger_event];
8113 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
8117 ChangeDelay[x][y] = 1;
8118 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
8119 ChangeElement(x, y, trigger_page);
8124 static void PlayPlayerSound(struct PlayerInfo *player)
8126 int jx = player->jx, jy = player->jy;
8127 int element = player->element_nr;
8128 int last_action = player->last_action_waiting;
8129 int action = player->action_waiting;
8131 if (player->is_waiting)
8133 if (action != last_action)
8134 PlayLevelSoundElementAction(jx, jy, element, action);
8136 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
8140 if (action != last_action)
8141 StopSound(element_info[element].sound[last_action]);
8143 if (last_action == ACTION_SLEEPING)
8144 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
8148 static void PlayAllPlayersSound()
8152 for (i = 0; i < MAX_PLAYERS; i++)
8153 if (stored_player[i].active)
8154 PlayPlayerSound(&stored_player[i]);
8157 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
8159 boolean last_waiting = player->is_waiting;
8160 int move_dir = player->MovDir;
8162 player->last_action_waiting = player->action_waiting;
8166 if (!last_waiting) /* not waiting -> waiting */
8168 player->is_waiting = TRUE;
8170 player->frame_counter_bored =
8172 game.player_boring_delay_fixed +
8173 SimpleRND(game.player_boring_delay_random);
8174 player->frame_counter_sleeping =
8176 game.player_sleeping_delay_fixed +
8177 SimpleRND(game.player_sleeping_delay_random);
8179 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
8182 if (game.player_sleeping_delay_fixed +
8183 game.player_sleeping_delay_random > 0 &&
8184 player->anim_delay_counter == 0 &&
8185 player->post_delay_counter == 0 &&
8186 FrameCounter >= player->frame_counter_sleeping)
8187 player->is_sleeping = TRUE;
8188 else if (game.player_boring_delay_fixed +
8189 game.player_boring_delay_random > 0 &&
8190 FrameCounter >= player->frame_counter_bored)
8191 player->is_bored = TRUE;
8193 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
8194 player->is_bored ? ACTION_BORING :
8197 if (player->is_sleeping)
8199 if (player->num_special_action_sleeping > 0)
8201 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8203 int last_special_action = player->special_action_sleeping;
8204 int num_special_action = player->num_special_action_sleeping;
8205 int special_action =
8206 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
8207 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
8208 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
8209 last_special_action + 1 : ACTION_SLEEPING);
8210 int special_graphic =
8211 el_act_dir2img(player->element_nr, special_action, move_dir);
8213 player->anim_delay_counter =
8214 graphic_info[special_graphic].anim_delay_fixed +
8215 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8216 player->post_delay_counter =
8217 graphic_info[special_graphic].post_delay_fixed +
8218 SimpleRND(graphic_info[special_graphic].post_delay_random);
8220 player->special_action_sleeping = special_action;
8223 if (player->anim_delay_counter > 0)
8225 player->action_waiting = player->special_action_sleeping;
8226 player->anim_delay_counter--;
8228 else if (player->post_delay_counter > 0)
8230 player->post_delay_counter--;
8234 else if (player->is_bored)
8236 if (player->num_special_action_bored > 0)
8238 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
8240 int special_action =
8241 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
8242 int special_graphic =
8243 el_act_dir2img(player->element_nr, special_action, move_dir);
8245 player->anim_delay_counter =
8246 graphic_info[special_graphic].anim_delay_fixed +
8247 SimpleRND(graphic_info[special_graphic].anim_delay_random);
8248 player->post_delay_counter =
8249 graphic_info[special_graphic].post_delay_fixed +
8250 SimpleRND(graphic_info[special_graphic].post_delay_random);
8252 player->special_action_bored = special_action;
8255 if (player->anim_delay_counter > 0)
8257 player->action_waiting = player->special_action_bored;
8258 player->anim_delay_counter--;
8260 else if (player->post_delay_counter > 0)
8262 player->post_delay_counter--;
8267 else if (last_waiting) /* waiting -> not waiting */
8269 player->is_waiting = FALSE;
8270 player->is_bored = FALSE;
8271 player->is_sleeping = FALSE;
8273 player->frame_counter_bored = -1;
8274 player->frame_counter_sleeping = -1;
8276 player->anim_delay_counter = 0;
8277 player->post_delay_counter = 0;
8279 player->action_waiting = ACTION_DEFAULT;
8281 player->special_action_bored = ACTION_DEFAULT;
8282 player->special_action_sleeping = ACTION_DEFAULT;
8287 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
8290 static byte stored_player_action[MAX_PLAYERS];
8291 static int num_stored_actions = 0;
8293 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8294 int left = player_action & JOY_LEFT;
8295 int right = player_action & JOY_RIGHT;
8296 int up = player_action & JOY_UP;
8297 int down = player_action & JOY_DOWN;
8298 int button1 = player_action & JOY_BUTTON_1;
8299 int button2 = player_action & JOY_BUTTON_2;
8300 int dx = (left ? -1 : right ? 1 : 0);
8301 int dy = (up ? -1 : down ? 1 : 0);
8304 stored_player_action[player->index_nr] = 0;
8305 num_stored_actions++;
8309 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8312 if (!player->active || tape.pausing)
8316 printf("::: [%d %d %d %d] [%d %d]\n",
8317 left, right, up, down, button1, button2);
8323 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8328 if (player->MovPos == 0)
8329 CheckGravityMovement(player);
8332 snapped = SnapField(player, dx, dy);
8336 dropped = DropElement(player);
8338 moved = MovePlayer(player, dx, dy);
8341 if (tape.single_step && tape.recording && !tape.pausing)
8343 if (button1 || (dropped && !moved))
8345 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8346 SnapField(player, 0, 0); /* stop snapping */
8350 SetPlayerWaiting(player, FALSE);
8353 return player_action;
8355 stored_player_action[player->index_nr] = player_action;
8361 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8364 /* no actions for this player (no input at player's configured device) */
8366 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8367 SnapField(player, 0, 0);
8368 CheckGravityMovementWhenNotMoving(player);
8370 if (player->MovPos == 0)
8371 SetPlayerWaiting(player, TRUE);
8373 if (player->MovPos == 0) /* needed for tape.playing */
8374 player->is_moving = FALSE;
8376 player->is_dropping = FALSE;
8382 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8384 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8386 TapeRecordAction(stored_player_action);
8387 num_stored_actions = 0;
8394 static void PlayerActions(struct PlayerInfo *player, byte player_action)
8396 static byte stored_player_action[MAX_PLAYERS];
8397 static int num_stored_actions = 0;
8398 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
8399 int left = player_action & JOY_LEFT;
8400 int right = player_action & JOY_RIGHT;
8401 int up = player_action & JOY_UP;
8402 int down = player_action & JOY_DOWN;
8403 int button1 = player_action & JOY_BUTTON_1;
8404 int button2 = player_action & JOY_BUTTON_2;
8405 int dx = (left ? -1 : right ? 1 : 0);
8406 int dy = (up ? -1 : down ? 1 : 0);
8408 stored_player_action[player->index_nr] = 0;
8409 num_stored_actions++;
8411 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
8413 if (!player->active || tape.pausing)
8418 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
8421 snapped = SnapField(player, dx, dy);
8425 dropped = DropElement(player);
8427 moved = MovePlayer(player, dx, dy);
8430 if (tape.single_step && tape.recording && !tape.pausing)
8432 if (button1 || (dropped && !moved))
8434 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
8435 SnapField(player, 0, 0); /* stop snapping */
8439 stored_player_action[player->index_nr] = player_action;
8443 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
8445 /* no actions for this player (no input at player's configured device) */
8447 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
8448 SnapField(player, 0, 0);
8449 CheckGravityMovementWhenNotMoving(player);
8451 if (player->MovPos == 0)
8452 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
8454 if (player->MovPos == 0) /* needed for tape.playing */
8455 player->is_moving = FALSE;
8458 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
8460 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
8462 TapeRecordAction(stored_player_action);
8463 num_stored_actions = 0;
8468 void AdvanceFrameAndPlayerCounters(int player_nr)
8472 /* advance frame counters (global frame counter and time frame counter) */
8476 /* advance player counters (counters for move delay, move animation etc.) */
8477 for (i = 0; i < MAX_PLAYERS; i++)
8479 boolean advance_player_counters = (player_nr == -1 || player_nr == i);
8481 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8483 if (!advance_player_counters) /* not all players may be affected */
8486 stored_player[i].Frame += move_frames;
8488 if (stored_player[i].MovPos != 0)
8489 stored_player[i].StepFrame += move_frames;
8491 #if USE_NEW_MOVE_DELAY
8492 if (stored_player[i].move_delay > 0)
8493 stored_player[i].move_delay--;
8496 #if USE_NEW_PUSH_DELAY
8497 /* due to bugs in previous versions, counter must count up, not down */
8498 if (stored_player[i].push_delay != -1)
8499 stored_player[i].push_delay++;
8502 if (stored_player[i].drop_delay > 0)
8503 stored_player[i].drop_delay--;
8509 static unsigned long action_delay = 0;
8510 unsigned long action_delay_value;
8511 int magic_wall_x = 0, magic_wall_y = 0;
8512 int i, x, y, element, graphic;
8513 byte *recorded_player_action;
8514 byte summarized_player_action = 0;
8516 byte tape_action[MAX_PLAYERS];
8519 if (game_status != GAME_MODE_PLAYING)
8522 action_delay_value =
8523 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
8525 if (tape.playing && tape.warp_forward && !tape.pausing)
8526 action_delay_value = 0;
8528 /* ---------- main game synchronization point ---------- */
8530 WaitUntilDelayReached(&action_delay, action_delay_value);
8532 if (network_playing && !network_player_action_received)
8536 printf("DEBUG: try to get network player actions in time\n");
8540 #if defined(NETWORK_AVALIABLE)
8541 /* last chance to get network player actions without main loop delay */
8545 if (game_status != GAME_MODE_PLAYING)
8548 if (!network_player_action_received)
8552 printf("DEBUG: failed to get network player actions in time\n");
8563 printf("::: getting new tape action [%d]\n", FrameCounter);
8566 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
8569 if (recorded_player_action == NULL && tape.pausing)
8574 printf("::: %d\n", stored_player[0].action);
8578 if (recorded_player_action != NULL)
8579 for (i = 0; i < MAX_PLAYERS; i++)
8580 stored_player[i].action = recorded_player_action[i];
8583 for (i = 0; i < MAX_PLAYERS; i++)
8585 summarized_player_action |= stored_player[i].action;
8587 if (!network_playing)
8588 stored_player[i].effective_action = stored_player[i].action;
8591 #if defined(NETWORK_AVALIABLE)
8592 if (network_playing)
8593 SendToServer_MovePlayer(summarized_player_action);
8596 if (!options.network && !setup.team_mode)
8597 local_player->effective_action = summarized_player_action;
8600 if (recorded_player_action != NULL)
8601 for (i = 0; i < MAX_PLAYERS; i++)
8602 stored_player[i].effective_action = recorded_player_action[i];
8606 for (i = 0; i < MAX_PLAYERS; i++)
8608 tape_action[i] = stored_player[i].effective_action;
8610 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8611 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8614 /* only save actions from input devices, but not programmed actions */
8616 TapeRecordAction(tape_action);
8619 for (i = 0; i < MAX_PLAYERS; i++)
8621 int actual_player_action = stored_player[i].effective_action;
8624 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
8625 - rnd_equinox_tetrachloride 048
8626 - rnd_equinox_tetrachloride_ii 096
8627 - rnd_emanuel_schmieg 002
8628 - doctor_sloan_ww 001, 020
8630 if (stored_player[i].MovPos == 0)
8631 CheckGravityMovement(&stored_player[i]);
8635 /* overwrite programmed action with tape action */
8636 if (stored_player[i].programmed_action)
8637 actual_player_action = stored_player[i].programmed_action;
8641 if (stored_player[i].programmed_action)
8642 printf("::: %d\n", stored_player[i].programmed_action);
8645 if (recorded_player_action)
8648 if (stored_player[i].programmed_action &&
8649 stored_player[i].programmed_action != recorded_player_action[i])
8650 printf("::: %d: %d <-> %d\n", i,
8651 stored_player[i].programmed_action, recorded_player_action[i]);
8655 actual_player_action = recorded_player_action[i];
8660 /* overwrite tape action with programmed action */
8661 if (stored_player[i].programmed_action)
8662 actual_player_action = stored_player[i].programmed_action;
8667 printf("::: action: %d: %x [%d]\n",
8668 stored_player[i].MovPos, actual_player_action, FrameCounter);
8672 PlayerActions(&stored_player[i], actual_player_action);
8674 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
8676 if (tape.recording && tape_action[i] && !tape.player_participates[i])
8677 tape.player_participates[i] = TRUE; /* player just appeared from CE */
8680 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
8685 TapeRecordAction(tape_action);
8688 network_player_action_received = FALSE;
8690 ScrollScreen(NULL, SCROLL_GO_ON);
8696 for (i = 0; i < MAX_PLAYERS; i++)
8697 stored_player[i].Frame++;
8701 /* for backwards compatibility, the following code emulates a fixed bug that
8702 occured when pushing elements (causing elements that just made their last
8703 pushing step to already (if possible) make their first falling step in the
8704 same game frame, which is bad); this code is also needed to use the famous
8705 "spring push bug" which is used in older levels and might be wanted to be
8706 used also in newer levels, but in this case the buggy pushing code is only
8707 affecting the "spring" element and no other elements */
8710 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
8712 if (game.engine_version < VERSION_IDENT(2,2,0,7))
8715 for (i = 0; i < MAX_PLAYERS; i++)
8717 struct PlayerInfo *player = &stored_player[i];
8722 if (player->active && player->is_pushing && player->is_moving &&
8724 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
8725 Feld[x][y] == EL_SPRING))
8727 if (player->active && player->is_pushing && player->is_moving &&
8731 ContinueMoving(x, y);
8733 /* continue moving after pushing (this is actually a bug) */
8734 if (!IS_MOVING(x, y))
8743 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8745 Changed[x][y] = CE_BITMASK_DEFAULT;
8746 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
8748 #if USE_NEW_BLOCK_STYLE
8749 /* this must be handled before main playfield loop */
8750 if (Feld[x][y] == EL_PLAYER_IS_LEAVING)
8753 if (MovDelay[x][y] <= 0)
8759 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
8761 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
8762 printf("GameActions(): This should never happen!\n");
8764 ChangePage[x][y] = -1;
8769 if (WasJustMoving[x][y] > 0)
8770 WasJustMoving[x][y]--;
8771 if (WasJustFalling[x][y] > 0)
8772 WasJustFalling[x][y]--;
8773 if (CheckCollision[x][y] > 0)
8774 CheckCollision[x][y]--;
8779 /* reset finished pushing action (not done in ContinueMoving() to allow
8780 continous pushing animation for elements with zero push delay) */
8781 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
8783 ResetGfxAnimation(x, y);
8784 DrawLevelField(x, y);
8789 if (IS_BLOCKED(x, y))
8793 Blocked2Moving(x, y, &oldx, &oldy);
8794 if (!IS_MOVING(oldx, oldy))
8796 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
8797 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
8798 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
8799 printf("GameActions(): This should never happen!\n");
8805 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8807 element = Feld[x][y];
8809 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8811 graphic = el2img(element);
8817 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
8819 element = graphic = 0;
8823 if (graphic_info[graphic].anim_global_sync)
8824 GfxFrame[x][y] = FrameCounter;
8826 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
8827 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
8828 ResetRandomAnimationValue(x, y);
8830 SetRandomAnimationValue(x, y);
8833 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
8836 if (IS_INACTIVE(element))
8838 if (IS_ANIMATED(graphic))
8839 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8845 /* this may take place after moving, so 'element' may have changed */
8847 if (IS_CHANGING(x, y))
8849 if (IS_CHANGING(x, y) &&
8850 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8854 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
8855 element_info[element].event_page_nr[CE_DELAY]);
8857 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
8860 element = Feld[x][y];
8861 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8865 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8870 element = Feld[x][y];
8871 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8873 if (element == EL_MOLE)
8874 printf("::: %d, %d, %d [%d]\n",
8875 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
8879 if (element == EL_YAMYAM)
8880 printf("::: %d, %d, %d\n",
8881 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
8885 if (IS_ANIMATED(graphic) &&
8889 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8892 if (element == EL_BUG)
8893 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8897 if (element == EL_MOLE)
8898 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8902 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8903 EdelsteinFunkeln(x, y);
8905 else if ((element == EL_ACID ||
8906 element == EL_EXIT_OPEN ||
8907 element == EL_SP_EXIT_OPEN ||
8908 element == EL_SP_TERMINAL ||
8909 element == EL_SP_TERMINAL_ACTIVE ||
8910 element == EL_EXTRA_TIME ||
8911 element == EL_SHIELD_NORMAL ||
8912 element == EL_SHIELD_DEADLY) &&
8913 IS_ANIMATED(graphic))
8914 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8915 else if (IS_MOVING(x, y))
8916 ContinueMoving(x, y);
8917 else if (IS_ACTIVE_BOMB(element))
8918 CheckDynamite(x, y);
8920 else if (element == EL_EXPLOSION && !game.explosions_delayed)
8921 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8923 else if (element == EL_AMOEBA_GROWING)
8924 AmoebeWaechst(x, y);
8925 else if (element == EL_AMOEBA_SHRINKING)
8926 AmoebaDisappearing(x, y);
8928 #if !USE_NEW_AMOEBA_CODE
8929 else if (IS_AMOEBALIVE(element))
8930 AmoebeAbleger(x, y);
8933 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8935 else if (element == EL_EXIT_CLOSED)
8937 else if (element == EL_SP_EXIT_CLOSED)
8939 else if (element == EL_EXPANDABLE_WALL_GROWING)
8941 else if (element == EL_EXPANDABLE_WALL ||
8942 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8943 element == EL_EXPANDABLE_WALL_VERTICAL ||
8944 element == EL_EXPANDABLE_WALL_ANY)
8946 else if (element == EL_FLAMES)
8947 CheckForDragon(x, y);
8949 else if (IS_AUTO_CHANGING(element))
8950 ChangeElement(x, y);
8952 else if (element == EL_EXPLOSION)
8953 ; /* drawing of correct explosion animation is handled separately */
8954 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8955 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8958 /* this may take place after moving, so 'element' may have changed */
8959 if (IS_AUTO_CHANGING(Feld[x][y]))
8960 ChangeElement(x, y);
8963 if (IS_BELT_ACTIVE(element))
8964 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8966 if (game.magic_wall_active)
8968 int jx = local_player->jx, jy = local_player->jy;
8970 /* play the element sound at the position nearest to the player */
8971 if ((element == EL_MAGIC_WALL_FULL ||
8972 element == EL_MAGIC_WALL_ACTIVE ||
8973 element == EL_MAGIC_WALL_EMPTYING ||
8974 element == EL_BD_MAGIC_WALL_FULL ||
8975 element == EL_BD_MAGIC_WALL_ACTIVE ||
8976 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8977 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8985 #if USE_NEW_AMOEBA_CODE
8986 /* new experimental amoeba growth stuff */
8988 if (!(FrameCounter % 8))
8991 static unsigned long random = 1684108901;
8993 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8996 x = (random >> 10) % lev_fieldx;
8997 y = (random >> 20) % lev_fieldy;
8999 x = RND(lev_fieldx);
9000 y = RND(lev_fieldy);
9002 element = Feld[x][y];
9005 if (!IS_PLAYER(x,y) &&
9006 (element == EL_EMPTY ||
9007 CAN_GROW_INTO(element) ||
9008 element == EL_QUICKSAND_EMPTY ||
9009 element == EL_ACID_SPLASH_LEFT ||
9010 element == EL_ACID_SPLASH_RIGHT))
9012 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
9013 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
9014 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
9015 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
9016 Feld[x][y] = EL_AMOEBA_DROP;
9019 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
9020 if (!IS_PLAYER(x,y) &&
9021 (element == EL_EMPTY ||
9022 element == EL_SAND ||
9023 element == EL_QUICKSAND_EMPTY ||
9024 element == EL_ACID_SPLASH_LEFT ||
9025 element == EL_ACID_SPLASH_RIGHT))
9027 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
9028 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
9029 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
9030 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
9031 Feld[x][y] = EL_AMOEBA_DROP;
9035 random = random * 129 + 1;
9041 if (game.explosions_delayed)
9044 game.explosions_delayed = FALSE;
9046 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9048 element = Feld[x][y];
9050 if (ExplodeField[x][y])
9051 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
9052 else if (element == EL_EXPLOSION)
9053 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
9055 ExplodeField[x][y] = EX_TYPE_NONE;
9058 game.explosions_delayed = TRUE;
9061 if (game.magic_wall_active)
9063 if (!(game.magic_wall_time_left % 4))
9065 int element = Feld[magic_wall_x][magic_wall_y];
9067 if (element == EL_BD_MAGIC_WALL_FULL ||
9068 element == EL_BD_MAGIC_WALL_ACTIVE ||
9069 element == EL_BD_MAGIC_WALL_EMPTYING)
9070 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
9072 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
9075 if (game.magic_wall_time_left > 0)
9077 game.magic_wall_time_left--;
9078 if (!game.magic_wall_time_left)
9080 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
9082 element = Feld[x][y];
9084 if (element == EL_MAGIC_WALL_ACTIVE ||
9085 element == EL_MAGIC_WALL_FULL)
9087 Feld[x][y] = EL_MAGIC_WALL_DEAD;
9088 DrawLevelField(x, y);
9090 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
9091 element == EL_BD_MAGIC_WALL_FULL)
9093 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
9094 DrawLevelField(x, y);
9098 game.magic_wall_active = FALSE;
9103 if (game.light_time_left > 0)
9105 game.light_time_left--;
9107 if (game.light_time_left == 0)
9108 RedrawAllLightSwitchesAndInvisibleElements();
9111 if (game.timegate_time_left > 0)
9113 game.timegate_time_left--;
9115 if (game.timegate_time_left == 0)
9116 CloseAllOpenTimegates();
9119 for (i = 0; i < MAX_PLAYERS; i++)
9121 struct PlayerInfo *player = &stored_player[i];
9123 if (SHIELD_ON(player))
9125 if (player->shield_deadly_time_left)
9126 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
9127 else if (player->shield_normal_time_left)
9128 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
9132 if (TimeFrames >= FRAMES_PER_SECOND)
9137 for (i = 0; i < MAX_PLAYERS; i++)
9139 struct PlayerInfo *player = &stored_player[i];
9141 if (SHIELD_ON(player))
9143 player->shield_normal_time_left--;
9145 if (player->shield_deadly_time_left > 0)
9146 player->shield_deadly_time_left--;
9150 if (!level.use_step_counter)
9158 if (TimeLeft <= 10 && setup.time_limit)
9159 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9161 DrawGameValue_Time(TimeLeft);
9163 if (!TimeLeft && setup.time_limit)
9164 for (i = 0; i < MAX_PLAYERS; i++)
9165 KillHero(&stored_player[i]);
9167 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9168 DrawGameValue_Time(TimePlayed);
9171 if (tape.recording || tape.playing)
9172 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
9176 PlayAllPlayersSound();
9178 if (options.debug) /* calculate frames per second */
9180 static unsigned long fps_counter = 0;
9181 static int fps_frames = 0;
9182 unsigned long fps_delay_ms = Counter() - fps_counter;
9186 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
9188 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
9191 fps_counter = Counter();
9194 redraw_mask |= REDRAW_FPS;
9198 if (stored_player[0].jx != stored_player[0].last_jx ||
9199 stored_player[0].jy != stored_player[0].last_jy)
9200 printf("::: %d, %d, %d, %d, %d\n",
9201 stored_player[0].MovDir,
9202 stored_player[0].MovPos,
9203 stored_player[0].GfxPos,
9204 stored_player[0].Frame,
9205 stored_player[0].StepFrame);
9208 #if USE_NEW_MOVE_DELAY
9209 AdvanceFrameAndPlayerCounters(-1); /* advance counters for all players */
9214 for (i = 0; i < MAX_PLAYERS; i++)
9217 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
9219 stored_player[i].Frame += move_frames;
9221 if (stored_player[i].MovPos != 0)
9222 stored_player[i].StepFrame += move_frames;
9224 #if USE_NEW_MOVE_DELAY
9225 if (stored_player[i].move_delay > 0)
9226 stored_player[i].move_delay--;
9229 if (stored_player[i].drop_delay > 0)
9230 stored_player[i].drop_delay--;
9235 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
9237 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
9239 local_player->show_envelope = 0;
9243 #if USE_NEW_RANDOMIZE
9244 /* use random number generator in every frame to make it less predictable */
9245 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
9250 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
9252 int min_x = x, min_y = y, max_x = x, max_y = y;
9255 for (i = 0; i < MAX_PLAYERS; i++)
9257 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9259 if (!stored_player[i].active || &stored_player[i] == player)
9262 min_x = MIN(min_x, jx);
9263 min_y = MIN(min_y, jy);
9264 max_x = MAX(max_x, jx);
9265 max_y = MAX(max_y, jy);
9268 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
9271 static boolean AllPlayersInVisibleScreen()
9275 for (i = 0; i < MAX_PLAYERS; i++)
9277 int jx = stored_player[i].jx, jy = stored_player[i].jy;
9279 if (!stored_player[i].active)
9282 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9289 void ScrollLevel(int dx, int dy)
9291 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
9294 BlitBitmap(drawto_field, drawto_field,
9295 FX + TILEX * (dx == -1) - softscroll_offset,
9296 FY + TILEY * (dy == -1) - softscroll_offset,
9297 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
9298 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
9299 FX + TILEX * (dx == 1) - softscroll_offset,
9300 FY + TILEY * (dy == 1) - softscroll_offset);
9304 x = (dx == 1 ? BX1 : BX2);
9305 for (y = BY1; y <= BY2; y++)
9306 DrawScreenField(x, y);
9311 y = (dy == 1 ? BY1 : BY2);
9312 for (x = BX1; x <= BX2; x++)
9313 DrawScreenField(x, y);
9316 redraw_mask |= REDRAW_FIELD;
9320 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
9322 int nextx = x + dx, nexty = y + dy;
9323 int element = Feld[x][y];
9326 element != EL_SP_PORT_LEFT &&
9327 element != EL_SP_GRAVITY_PORT_LEFT &&
9328 element != EL_SP_PORT_HORIZONTAL &&
9329 element != EL_SP_PORT_ANY) ||
9331 element != EL_SP_PORT_RIGHT &&
9332 element != EL_SP_GRAVITY_PORT_RIGHT &&
9333 element != EL_SP_PORT_HORIZONTAL &&
9334 element != EL_SP_PORT_ANY) ||
9336 element != EL_SP_PORT_UP &&
9337 element != EL_SP_GRAVITY_PORT_UP &&
9338 element != EL_SP_PORT_VERTICAL &&
9339 element != EL_SP_PORT_ANY) ||
9341 element != EL_SP_PORT_DOWN &&
9342 element != EL_SP_GRAVITY_PORT_DOWN &&
9343 element != EL_SP_PORT_VERTICAL &&
9344 element != EL_SP_PORT_ANY) ||
9345 !IN_LEV_FIELD(nextx, nexty) ||
9346 !IS_FREE(nextx, nexty))
9353 static boolean canFallDown(struct PlayerInfo *player)
9355 int jx = player->jx, jy = player->jy;
9357 return (IN_LEV_FIELD(jx, jy + 1) &&
9358 (IS_FREE(jx, jy + 1) ||
9359 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)) &&
9360 IS_WALKABLE_FROM(Feld[jx][jy], MV_DOWN) &&
9361 !IS_WALKABLE_INSIDE(Feld[jx][jy]));
9364 static boolean canPassField(int x, int y, int move_dir)
9366 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9367 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9368 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9371 int element = Feld[x][y];
9373 return (IS_PASSABLE_FROM(element, opposite_dir) &&
9374 !CAN_MOVE(element) &&
9375 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9376 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9377 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)));
9380 static boolean canMoveToValidFieldWithGravity(int x, int y, int move_dir)
9382 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9383 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9384 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9388 int nextx = newx + dx;
9389 int nexty = newy + dy;
9393 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9394 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9396 (!IS_SP_PORT(Feld[newx][newy]) || move_dir == MV_UP) &&
9398 (IS_DIGGABLE(Feld[newx][newy]) ||
9399 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9400 canPassField(newx, newy, move_dir)));
9403 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9404 IS_GRAVITY_REACHABLE(Feld[newx][newy]) &&
9405 (IS_DIGGABLE(Feld[newx][newy]) ||
9406 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9407 canPassField(newx, newy, move_dir)));
9410 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9411 (IS_DIGGABLE_WITH_GRAVITY(Feld[newx][newy]) ||
9412 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9413 canPassField(newx, newy, move_dir)));
9415 return (IN_LEV_FIELD(newx, newy) && !IS_FREE_OR_PLAYER(newx, newy) &&
9416 (IS_DIGGABLE(Feld[newx][newy]) ||
9417 IS_WALKABLE_FROM(Feld[newx][newy], opposite_dir) ||
9418 (IS_PASSABLE_FROM(Feld[newx][newy], opposite_dir) &&
9419 !CAN_MOVE(Feld[newx][newy]) &&
9420 IN_LEV_FIELD(nextx, nexty) && !IS_PLAYER(nextx, nexty) &&
9421 IS_WALKABLE_FROM(Feld[nextx][nexty], move_dir) &&
9422 (level.can_pass_to_walkable || IS_FREE(nextx, nexty)))));
9428 static void CheckGravityMovement(struct PlayerInfo *player)
9430 if (game.gravity && !player->programmed_action)
9433 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
9434 int move_dir_vertical = player->effective_action & MV_VERTICAL;
9436 int move_dir_horizontal = player->action & MV_HORIZONTAL;
9437 int move_dir_vertical = player->action & MV_VERTICAL;
9441 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
9443 boolean player_is_snapping = player->action & JOY_BUTTON_1;
9446 int jx = player->jx, jy = player->jy;
9448 boolean player_is_moving_to_valid_field =
9449 (!player_is_snapping &&
9450 (canMoveToValidFieldWithGravity(jx, jy, move_dir_horizontal) ||
9451 canMoveToValidFieldWithGravity(jx, jy, move_dir_vertical)));
9455 (player->last_move_dir & MV_HORIZONTAL ?
9456 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
9457 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
9461 int opposite_dir = MV_DIR_OPPOSITE(move_dir);
9462 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
9463 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
9464 int new_jx = jx + dx, new_jy = jy + dy;
9465 int nextx = new_jx + dx, nexty = new_jy + dy;
9471 boolean player_can_fall_down = canFallDown(player);
9473 boolean player_can_fall_down =
9474 (IN_LEV_FIELD(jx, jy + 1) &&
9475 (IS_FREE(jx, jy + 1) ||
9476 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
9480 boolean player_can_fall_down =
9481 (IN_LEV_FIELD(jx, jy + 1) &&
9482 (IS_FREE(jx, jy + 1)));
9486 boolean player_is_moving_to_valid_field =
9489 !player_is_snapping &&
9493 IN_LEV_FIELD(new_jx, new_jy) &&
9494 (IS_DIGGABLE(Feld[new_jx][new_jy]) ||
9495 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9496 element_info[Feld[new_jx][new_jy]].access_direction & opposite_dir &&
9497 IN_LEV_FIELD(nextx, nexty) &&
9498 element_info[Feld[nextx][nexty]].access_direction & move_dir))
9500 IN_LEV_FIELD(new_jx, new_jy) &&
9501 (Feld[new_jx][new_jy] == EL_SP_BASE ||
9502 Feld[new_jx][new_jy] == EL_SAND ||
9503 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
9504 canEnterSupaplexPort(new_jx, new_jy, dx, dy)))
9505 /* !!! extend EL_SAND to anything diggable !!! */
9511 boolean player_is_standing_on_valid_field =
9512 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9513 (IS_WALKABLE(Feld[jx][jy]) && !ACCESS_FROM(Feld[jx][jy], MV_DOWN)));
9517 printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
9518 player_can_fall_down,
9519 player_is_standing_on_valid_field,
9520 player_is_moving_to_valid_field,
9521 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
9522 player->effective_action,
9523 player->can_fall_into_acid);
9526 if (player_can_fall_down &&
9528 !player_is_standing_on_valid_field &&
9530 !player_is_moving_to_valid_field)
9533 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
9534 jx, jy, FrameCounter);
9537 player->programmed_action = MV_DOWN;
9542 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
9545 return CheckGravityMovement(player);
9548 if (game.gravity && !player->programmed_action)
9550 int jx = player->jx, jy = player->jy;
9551 boolean field_under_player_is_free =
9552 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
9553 boolean player_is_standing_on_valid_field =
9554 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
9555 (IS_WALKABLE(Feld[jx][jy]) &&
9556 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
9558 if (field_under_player_is_free && !player_is_standing_on_valid_field)
9559 player->programmed_action = MV_DOWN;
9565 -----------------------------------------------------------------------------
9566 dx, dy: direction (non-diagonal) to try to move the player to
9567 real_dx, real_dy: direction as read from input device (can be diagonal)
9570 boolean MovePlayerOneStep(struct PlayerInfo *player,
9571 int dx, int dy, int real_dx, int real_dy)
9574 static int trigger_sides[4][2] =
9576 /* enter side leave side */
9577 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9578 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9579 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9580 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9582 int move_direction = (dx == -1 ? MV_LEFT :
9583 dx == +1 ? MV_RIGHT :
9585 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9586 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9587 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9589 int jx = player->jx, jy = player->jy;
9590 int new_jx = jx + dx, new_jy = jy + dy;
9594 if (!player->active || (!dx && !dy))
9595 return MF_NO_ACTION;
9597 player->MovDir = (dx < 0 ? MV_LEFT :
9600 dy > 0 ? MV_DOWN : MV_NO_MOVING);
9602 if (!IN_LEV_FIELD(new_jx, new_jy))
9603 return MF_NO_ACTION;
9605 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
9606 return MF_NO_ACTION;
9609 element = MovingOrBlocked2Element(new_jx, new_jy);
9611 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
9614 if (DONT_RUN_INTO(element))
9616 if (element == EL_ACID && dx == 0 && dy == 1)
9618 SplashAcid(new_jx, new_jy);
9619 Feld[jx][jy] = EL_PLAYER_1;
9620 InitMovingField(jx, jy, MV_DOWN);
9621 Store[jx][jy] = EL_ACID;
9622 ContinueMoving(jx, jy);
9626 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
9631 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
9632 if (can_move != MF_MOVING)
9635 /* check if DigField() has caused relocation of the player */
9636 if (player->jx != jx || player->jy != jy)
9637 return MF_NO_ACTION;
9639 StorePlayer[jx][jy] = 0;
9640 player->last_jx = jx;
9641 player->last_jy = jy;
9642 player->jx = new_jx;
9643 player->jy = new_jy;
9644 StorePlayer[new_jx][new_jy] = player->element_nr;
9647 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
9649 player->step_counter++;
9652 player->drop_delay = 0;
9655 PlayerVisit[jx][jy] = FrameCounter;
9657 ScrollPlayer(player, SCROLL_INIT);
9660 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9662 CheckTriggeredElementChangeBySide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
9664 CheckElementChangeBySide(jx,jy, Feld[jx][jy],CE_LEFT_BY_PLAYER,leave_side);
9667 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
9669 CheckTriggeredElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9670 CE_OTHER_GETS_ENTERED, enter_side);
9671 CheckElementChangeBySide(new_jx, new_jy, Feld[new_jx][new_jy],
9672 CE_ENTERED_BY_PLAYER, enter_side);
9679 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
9681 int jx = player->jx, jy = player->jy;
9682 int old_jx = jx, old_jy = jy;
9683 int moved = MF_NO_ACTION;
9686 if (!player->active)
9691 if (player->MovPos == 0)
9693 player->is_moving = FALSE;
9694 player->is_digging = FALSE;
9695 player->is_collecting = FALSE;
9696 player->is_snapping = FALSE;
9697 player->is_pushing = FALSE;
9703 if (!player->active || (!dx && !dy))
9708 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9716 printf("::: %d <= %d < %d ?\n", player->move_delay, FrameCounter,
9717 player->move_delay + player->move_delay_value);
9720 #if USE_NEW_MOVE_DELAY
9721 if (player->move_delay > 0)
9723 if (!FrameReached(&player->move_delay, player->move_delay_value))
9727 printf("::: can NOT move\n");
9733 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
9734 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
9741 printf("::: COULD move now\n");
9744 #if USE_NEW_MOVE_DELAY
9745 player->move_delay = -1; /* set to "uninitialized" value */
9748 /* store if player is automatically moved to next field */
9749 player->is_auto_moving = (player->programmed_action != MV_NO_MOVING);
9751 /* remove the last programmed player action */
9752 player->programmed_action = 0;
9756 /* should only happen if pre-1.2 tape recordings are played */
9757 /* this is only for backward compatibility */
9759 int original_move_delay_value = player->move_delay_value;
9762 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
9766 /* scroll remaining steps with finest movement resolution */
9767 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
9769 while (player->MovPos)
9771 ScrollPlayer(player, SCROLL_GO_ON);
9772 ScrollScreen(NULL, SCROLL_GO_ON);
9774 #if USE_NEW_MOVE_DELAY
9775 AdvanceFrameAndPlayerCounters(player->index_nr);
9784 player->move_delay_value = original_move_delay_value;
9787 if (player->last_move_dir & MV_HORIZONTAL)
9789 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
9790 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
9794 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
9795 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
9801 if (moved & MF_MOVING && !ScreenMovPos &&
9802 (player == local_player || !options.network))
9804 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
9805 int offset = (setup.scroll_delay ? 3 : 0);
9807 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
9809 /* actual player has left the screen -- scroll in that direction */
9810 if (jx != old_jx) /* player has moved horizontally */
9811 scroll_x += (jx - old_jx);
9812 else /* player has moved vertically */
9813 scroll_y += (jy - old_jy);
9817 if (jx != old_jx) /* player has moved horizontally */
9819 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
9820 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
9821 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
9823 /* don't scroll over playfield boundaries */
9824 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
9825 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
9827 /* don't scroll more than one field at a time */
9828 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
9830 /* don't scroll against the player's moving direction */
9831 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
9832 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
9833 scroll_x = old_scroll_x;
9835 else /* player has moved vertically */
9837 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
9838 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
9839 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
9841 /* don't scroll over playfield boundaries */
9842 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
9843 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
9845 /* don't scroll more than one field at a time */
9846 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
9848 /* don't scroll against the player's moving direction */
9849 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
9850 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
9851 scroll_y = old_scroll_y;
9855 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
9857 if (!options.network && !AllPlayersInVisibleScreen())
9859 scroll_x = old_scroll_x;
9860 scroll_y = old_scroll_y;
9864 ScrollScreen(player, SCROLL_INIT);
9865 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
9872 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
9874 if (!(moved & MF_MOVING) && !player->is_pushing)
9879 player->StepFrame = 0;
9881 if (moved & MF_MOVING)
9884 printf("::: REALLY moves now\n");
9887 if (old_jx != jx && old_jy == jy)
9888 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
9889 else if (old_jx == jx && old_jy != jy)
9890 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
9892 DrawLevelField(jx, jy); /* for "crumbled sand" */
9894 player->last_move_dir = player->MovDir;
9895 player->is_moving = TRUE;
9897 player->is_snapping = FALSE;
9901 player->is_switching = FALSE;
9904 player->is_dropping = FALSE;
9908 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
9911 if (game.engine_version < VERSION_IDENT(3,1,0,0))
9914 int move_direction = player->MovDir;
9916 int enter_side = MV_DIR_OPPOSITE(move_direction);
9917 int leave_side = move_direction;
9919 static int trigger_sides[4][2] =
9921 /* enter side leave side */
9922 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9923 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9924 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9925 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9927 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9928 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9930 int old_element = Feld[old_jx][old_jy];
9931 int new_element = Feld[jx][jy];
9934 /* !!! TEST ONLY !!! */
9935 if (IS_CUSTOM_ELEMENT(old_element))
9936 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
9938 player->index_bit, leave_side);
9940 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
9942 player->index_bit, leave_side);
9944 if (IS_CUSTOM_ELEMENT(new_element))
9945 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
9946 player->index_bit, enter_side);
9948 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
9949 CE_OTHER_GETS_ENTERED,
9950 player->index_bit, enter_side);
9960 CheckGravityMovementWhenNotMoving(player);
9963 player->last_move_dir = MV_NO_MOVING;
9965 player->is_moving = FALSE;
9967 #if USE_NEW_MOVE_STYLE
9968 /* player is ALLOWED to move, but CANNOT move (something blocks his way) */
9969 /* ensure that the player is also allowed to move in the next frame */
9970 /* (currently, the player is forced to wait eight frames before he can try
9973 if (game.engine_version >= VERSION_IDENT(3,1,1,0))
9974 player->move_delay = 0; /* allow direct movement in the next frame */
9978 #if USE_NEW_MOVE_DELAY
9979 if (player->move_delay == -1) /* not yet initialized by DigField() */
9980 player->move_delay = player->move_delay_value;
9983 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9985 TestIfHeroTouchesBadThing(jx, jy);
9986 TestIfPlayerTouchesCustomElement(jx, jy);
9989 if (!player->active)
9995 void ScrollPlayer(struct PlayerInfo *player, int mode)
9997 int jx = player->jx, jy = player->jy;
9998 int last_jx = player->last_jx, last_jy = player->last_jy;
9999 int move_stepsize = TILEX / player->move_delay_value;
10001 if (!player->active || !player->MovPos)
10004 if (mode == SCROLL_INIT)
10006 player->actual_frame_counter = FrameCounter;
10007 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
10010 printf("::: %06d: %d,%d: %d (%d) [%d]\n",
10012 last_jx, last_jy, Feld[last_jx][last_jy], EL_EXPLOSION,
10013 player->block_delay);
10016 #if USE_NEW_BLOCK_STYLE
10019 if (player->block_delay <= 0)
10020 printf("::: ALERT! block_delay == %d\n", player->block_delay);
10023 if (player->block_delay > 0 &&
10024 Feld[last_jx][last_jy] == EL_EMPTY)
10026 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
10027 MovDelay[last_jx][last_jy] = player->block_delay + 1;
10030 #if USE_NEW_MOVE_STYLE
10031 if ((game.engine_version < VERSION_IDENT(3,1,1,0) ||
10032 player->block_last_field) &&
10033 Feld[last_jx][last_jy] == EL_EMPTY)
10034 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
10036 if (Feld[last_jx][last_jy] == EL_EMPTY)
10037 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
10042 DrawPlayer(player);
10047 else if (!FrameReached(&player->actual_frame_counter, 1))
10050 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
10051 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
10053 #if USE_NEW_BLOCK_STYLE
10055 if (!player->block_last_field &&
10056 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
10058 RemoveField(last_jx, last_jy);
10060 Feld[last_jx][last_jy] = EL_EMPTY;
10064 /* before DrawPlayer() to draw correct player graphic for this case */
10065 if (player->MovPos == 0)
10066 CheckGravityMovement(player);
10069 DrawPlayer(player); /* needed here only to cleanup last field */
10072 if (player->MovPos == 0) /* player reached destination field */
10075 if (player->move_delay_reset_counter > 0)
10077 player->move_delay_reset_counter--;
10079 if (player->move_delay_reset_counter == 0)
10081 /* continue with normal speed after quickly moving through gate */
10082 HALVE_PLAYER_SPEED(player);
10084 /* be able to make the next move without delay */
10085 player->move_delay = 0;
10089 if (IS_PASSABLE(Feld[last_jx][last_jy]))
10091 /* continue with normal speed after quickly moving through gate */
10092 HALVE_PLAYER_SPEED(player);
10094 /* be able to make the next move without delay */
10095 player->move_delay = 0;
10099 #if USE_NEW_BLOCK_STYLE
10101 if (player->block_last_field &&
10102 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
10104 RemoveField(last_jx, last_jy);
10106 Feld[last_jx][last_jy] = EL_EMPTY;
10110 player->last_jx = jx;
10111 player->last_jy = jy;
10113 if (Feld[jx][jy] == EL_EXIT_OPEN ||
10114 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
10115 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
10117 DrawPlayer(player); /* needed here only to cleanup last field */
10118 RemoveHero(player);
10120 if (local_player->friends_still_needed == 0 ||
10121 IS_SP_ELEMENT(Feld[jx][jy]))
10122 player->LevelSolved = player->GameOver = TRUE;
10126 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
10127 /* this breaks one level: "machine", level 000 */
10129 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
10132 int move_direction = player->MovDir;
10134 int enter_side = MV_DIR_OPPOSITE(move_direction);
10135 int leave_side = move_direction;
10137 static int trigger_sides[4][2] =
10139 /* enter side leave side */
10140 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
10141 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
10142 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
10143 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
10145 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
10146 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
10148 int old_jx = last_jx;
10149 int old_jy = last_jy;
10150 int old_element = Feld[old_jx][old_jy];
10151 int new_element = Feld[jx][jy];
10154 /* !!! TEST ONLY !!! */
10155 if (IS_CUSTOM_ELEMENT(old_element))
10156 CheckElementChangeByPlayer(old_jx, old_jy, old_element,
10158 player->index_bit, leave_side);
10160 CheckTriggeredElementChangeByPlayer(old_jx, old_jy, old_element,
10161 CE_OTHER_GETS_LEFT,
10162 player->index_bit, leave_side);
10164 if (IS_CUSTOM_ELEMENT(new_element))
10165 CheckElementChangeByPlayer(jx, jy, new_element, CE_ENTERED_BY_PLAYER,
10166 player->index_bit, enter_side);
10168 CheckTriggeredElementChangeByPlayer(jx, jy, new_element,
10169 CE_OTHER_GETS_ENTERED,
10170 player->index_bit, enter_side);
10176 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10178 TestIfHeroTouchesBadThing(jx, jy);
10179 TestIfPlayerTouchesCustomElement(jx, jy);
10182 /* needed because pushed element has not yet reached its destination,
10183 so it would trigger a change event at its previous field location */
10184 if (!player->is_pushing)
10186 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
10189 if (!player->active)
10190 RemoveHero(player);
10193 if (level.use_step_counter)
10203 if (TimeLeft <= 10 && setup.time_limit)
10204 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
10206 DrawGameValue_Time(TimeLeft);
10208 if (!TimeLeft && setup.time_limit)
10209 for (i = 0; i < MAX_PLAYERS; i++)
10210 KillHero(&stored_player[i]);
10212 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
10213 DrawGameValue_Time(TimePlayed);
10216 if (tape.single_step && tape.recording && !tape.pausing &&
10217 !player->programmed_action)
10218 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
10222 void ScrollScreen(struct PlayerInfo *player, int mode)
10224 static unsigned long screen_frame_counter = 0;
10226 if (mode == SCROLL_INIT)
10228 /* set scrolling step size according to actual player's moving speed */
10229 ScrollStepSize = TILEX / player->move_delay_value;
10231 screen_frame_counter = FrameCounter;
10232 ScreenMovDir = player->MovDir;
10233 ScreenMovPos = player->MovPos;
10234 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
10237 else if (!FrameReached(&screen_frame_counter, 1))
10242 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
10243 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
10244 redraw_mask |= REDRAW_FIELD;
10247 ScreenMovDir = MV_NO_MOVING;
10250 void TestIfPlayerTouchesCustomElement(int x, int y)
10252 static int xy[4][2] =
10259 static int trigger_sides[4][2] =
10261 /* center side border side */
10262 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
10263 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
10264 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
10265 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10267 static int touch_dir[4] =
10269 MV_LEFT | MV_RIGHT,
10274 int center_element = Feld[x][y]; /* should always be non-moving! */
10277 for (i = 0; i < NUM_DIRECTIONS; i++)
10279 int xx = x + xy[i][0];
10280 int yy = y + xy[i][1];
10281 int center_side = trigger_sides[i][0];
10282 int border_side = trigger_sides[i][1];
10283 int border_element;
10285 if (!IN_LEV_FIELD(xx, yy))
10288 if (IS_PLAYER(x, y))
10290 struct PlayerInfo *player = PLAYERINFO(x, y);
10292 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10293 border_element = Feld[xx][yy]; /* may be moving! */
10294 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10295 border_element = Feld[xx][yy];
10296 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10297 border_element = MovingOrBlocked2Element(xx, yy);
10299 continue; /* center and border element do not touch */
10302 /* !!! TEST ONLY !!! */
10303 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
10304 player->index_bit, border_side);
10305 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
10306 CE_OTHER_GETS_TOUCHED,
10307 player->index_bit, border_side);
10309 CheckTriggeredElementChangeByPlayer(xx, yy, border_element,
10310 CE_OTHER_GETS_TOUCHED,
10311 player->index_bit, border_side);
10312 CheckElementChangeByPlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
10313 player->index_bit, border_side);
10316 else if (IS_PLAYER(xx, yy))
10318 struct PlayerInfo *player = PLAYERINFO(xx, yy);
10320 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10322 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
10323 continue; /* center and border element do not touch */
10327 /* !!! TEST ONLY !!! */
10328 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
10329 player->index_bit, center_side);
10330 CheckTriggeredElementChangeByPlayer(x, y, center_element,
10331 CE_OTHER_GETS_TOUCHED,
10332 player->index_bit, center_side);
10334 CheckTriggeredElementChangeByPlayer(x, y, center_element,
10335 CE_OTHER_GETS_TOUCHED,
10336 player->index_bit, center_side);
10337 CheckElementChangeByPlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
10338 player->index_bit, center_side);
10346 void TestIfElementTouchesCustomElement(int x, int y)
10348 static int xy[4][2] =
10355 static int trigger_sides[4][2] =
10357 /* center side border side */
10358 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
10359 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
10360 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
10361 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
10363 static int touch_dir[4] =
10365 MV_LEFT | MV_RIGHT,
10370 boolean change_center_element = FALSE;
10371 int center_element_change_page = 0;
10372 int center_element = Feld[x][y]; /* should always be non-moving! */
10373 int border_trigger_element = EL_UNDEFINED;
10376 for (i = 0; i < NUM_DIRECTIONS; i++)
10378 int xx = x + xy[i][0];
10379 int yy = y + xy[i][1];
10380 int center_side = trigger_sides[i][0];
10381 int border_side = trigger_sides[i][1];
10382 int border_element;
10384 if (!IN_LEV_FIELD(xx, yy))
10387 if (game.engine_version < VERSION_IDENT(3,0,7,0))
10388 border_element = Feld[xx][yy]; /* may be moving! */
10389 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
10390 border_element = Feld[xx][yy];
10391 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
10392 border_element = MovingOrBlocked2Element(xx, yy);
10394 continue; /* center and border element do not touch */
10396 /* check for change of center element (but change it only once) */
10397 if (IS_CUSTOM_ELEMENT(center_element) &&
10398 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
10399 !change_center_element)
10401 for (j = 0; j < element_info[center_element].num_change_pages; j++)
10403 struct ElementChangeInfo *change =
10404 &element_info[center_element].change_page[j];
10406 if (change->can_change &&
10407 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10408 change->trigger_side & border_side &&
10410 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
10412 change->trigger_element == border_element
10416 change_center_element = TRUE;
10417 center_element_change_page = j;
10418 border_trigger_element = border_element;
10425 /* check for change of border element */
10426 if (IS_CUSTOM_ELEMENT(border_element) &&
10427 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
10429 for (j = 0; j < element_info[border_element].num_change_pages; j++)
10431 struct ElementChangeInfo *change =
10432 &element_info[border_element].change_page[j];
10434 if (change->can_change &&
10435 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
10436 change->trigger_side & center_side &&
10438 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
10440 change->trigger_element == center_element
10445 printf("::: border_element %d, %d\n", x, y);
10448 CheckElementChangeByPage(xx, yy, border_element, center_element,
10449 CE_OTHER_IS_TOUCHING, j);
10456 if (change_center_element)
10459 printf("::: center_element %d, %d\n", x, y);
10462 CheckElementChangeByPage(x, y, center_element, border_trigger_element,
10463 CE_OTHER_IS_TOUCHING, center_element_change_page);
10467 void TestIfElementHitsCustomElement(int x, int y, int direction)
10469 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10470 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10471 int hitx = x + dx, hity = y + dy;
10472 int hitting_element = Feld[x][y];
10473 int touched_element;
10475 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10476 !IS_FREE(hitx, hity) &&
10477 (!IS_MOVING(hitx, hity) ||
10478 MovDir[hitx][hity] != direction ||
10479 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10482 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10486 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10490 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10491 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10493 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10494 CE_HITTING_SOMETHING, direction);
10496 if (IN_LEV_FIELD(hitx, hity))
10498 int opposite_direction = MV_DIR_OPPOSITE(direction);
10499 int hitting_side = direction;
10500 int touched_side = opposite_direction;
10502 int touched_element = MovingOrBlocked2Element(hitx, hity);
10505 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10506 MovDir[hitx][hity] != direction ||
10507 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10516 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10517 CE_HIT_BY_SOMETHING, opposite_direction);
10519 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10520 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
10522 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10524 struct ElementChangeInfo *change =
10525 &element_info[hitting_element].change_page[i];
10527 if (change->can_change &&
10528 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
10529 change->trigger_side & touched_side &&
10532 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10534 change->trigger_element == touched_element
10538 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10539 CE_OTHER_IS_HITTING, i);
10545 if (IS_CUSTOM_ELEMENT(touched_element) &&
10546 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
10548 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10550 struct ElementChangeInfo *change =
10551 &element_info[touched_element].change_page[i];
10553 if (change->can_change &&
10554 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
10555 change->trigger_side & hitting_side &&
10557 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10559 change->trigger_element == hitting_element
10563 CheckElementChangeByPage(hitx, hity, touched_element,
10564 hitting_element, CE_OTHER_GETS_HIT, i);
10574 void TestIfElementSmashesCustomElement(int x, int y, int direction)
10576 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10577 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10578 int hitx = x + dx, hity = y + dy;
10579 int hitting_element = Feld[x][y];
10580 int touched_element;
10582 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
10583 !IS_FREE(hitx, hity) &&
10584 (!IS_MOVING(hitx, hity) ||
10585 MovDir[hitx][hity] != direction ||
10586 ABS(MovPos[hitx][hity]) <= TILEY / 2));
10589 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
10593 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
10597 touched_element = (IN_LEV_FIELD(hitx, hity) ?
10598 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
10600 CheckElementChangeBySide(x, y, hitting_element, touched_element,
10601 EP_CAN_SMASH_EVERYTHING, direction);
10603 if (IN_LEV_FIELD(hitx, hity))
10605 int opposite_direction = MV_DIR_OPPOSITE(direction);
10606 int hitting_side = direction;
10607 int touched_side = opposite_direction;
10609 int touched_element = MovingOrBlocked2Element(hitx, hity);
10612 boolean object_hit = (!IS_MOVING(hitx, hity) ||
10613 MovDir[hitx][hity] != direction ||
10614 ABS(MovPos[hitx][hity]) <= TILEY / 2);
10623 CheckElementChangeBySide(hitx, hity, touched_element, hitting_element,
10624 CE_SMASHED_BY_SOMETHING, opposite_direction);
10626 if (IS_CUSTOM_ELEMENT(hitting_element) &&
10627 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
10629 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
10631 struct ElementChangeInfo *change =
10632 &element_info[hitting_element].change_page[i];
10634 if (change->can_change &&
10635 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
10636 change->trigger_side & touched_side &&
10639 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
10641 change->trigger_element == touched_element
10645 CheckElementChangeByPage(x, y, hitting_element, touched_element,
10646 CE_OTHER_IS_SMASHING, i);
10652 if (IS_CUSTOM_ELEMENT(touched_element) &&
10653 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
10655 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
10657 struct ElementChangeInfo *change =
10658 &element_info[touched_element].change_page[i];
10660 if (change->can_change &&
10661 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
10662 change->trigger_side & hitting_side &&
10664 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
10666 change->trigger_element == hitting_element
10670 CheckElementChangeByPage(hitx, hity, touched_element,
10671 hitting_element, CE_OTHER_GETS_SMASHED,i);
10681 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
10683 int i, kill_x = -1, kill_y = -1;
10684 int bad_element = -1;
10685 static int test_xy[4][2] =
10692 static int test_dir[4] =
10700 for (i = 0; i < NUM_DIRECTIONS; i++)
10702 int test_x, test_y, test_move_dir, test_element;
10704 test_x = good_x + test_xy[i][0];
10705 test_y = good_y + test_xy[i][1];
10707 if (!IN_LEV_FIELD(test_x, test_y))
10711 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10714 test_element = Feld[test_x][test_y];
10716 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
10719 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10720 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10722 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
10723 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
10727 bad_element = test_element;
10733 if (kill_x != -1 || kill_y != -1)
10735 if (IS_PLAYER(good_x, good_y))
10737 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
10740 if (player->shield_deadly_time_left > 0 &&
10741 !IS_INDESTRUCTIBLE(bad_element))
10742 Bang(kill_x, kill_y);
10743 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10746 if (player->shield_deadly_time_left > 0)
10747 Bang(kill_x, kill_y);
10748 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
10753 Bang(good_x, good_y);
10757 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
10759 int i, kill_x = -1, kill_y = -1;
10760 int bad_element = Feld[bad_x][bad_y];
10761 static int test_xy[4][2] =
10768 static int touch_dir[4] =
10770 MV_LEFT | MV_RIGHT,
10775 static int test_dir[4] =
10783 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
10786 for (i = 0; i < NUM_DIRECTIONS; i++)
10788 int test_x, test_y, test_move_dir, test_element;
10790 test_x = bad_x + test_xy[i][0];
10791 test_y = bad_y + test_xy[i][1];
10792 if (!IN_LEV_FIELD(test_x, test_y))
10796 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
10798 test_element = Feld[test_x][test_y];
10800 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
10801 2nd case: DONT_TOUCH style bad thing does not move away from good thing
10803 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
10804 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
10806 /* good thing is player or penguin that does not move away */
10807 if (IS_PLAYER(test_x, test_y))
10809 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
10811 if (bad_element == EL_ROBOT && player->is_moving)
10812 continue; /* robot does not kill player if he is moving */
10814 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
10816 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
10817 continue; /* center and border element do not touch */
10824 else if (test_element == EL_PENGUIN)
10833 if (kill_x != -1 || kill_y != -1)
10835 if (IS_PLAYER(kill_x, kill_y))
10837 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
10840 if (player->shield_deadly_time_left > 0 &&
10841 !IS_INDESTRUCTIBLE(bad_element))
10842 Bang(bad_x, bad_y);
10843 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10846 if (player->shield_deadly_time_left > 0)
10847 Bang(bad_x, bad_y);
10848 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
10853 Bang(kill_x, kill_y);
10857 void TestIfHeroTouchesBadThing(int x, int y)
10859 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10862 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
10864 TestIfGoodThingHitsBadThing(x, y, move_dir);
10867 void TestIfBadThingTouchesHero(int x, int y)
10869 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10872 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
10874 TestIfBadThingHitsGoodThing(x, y, move_dir);
10877 void TestIfFriendTouchesBadThing(int x, int y)
10879 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
10882 void TestIfBadThingTouchesFriend(int x, int y)
10884 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
10887 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
10889 int i, kill_x = bad_x, kill_y = bad_y;
10890 static int xy[4][2] =
10898 for (i = 0; i < NUM_DIRECTIONS; i++)
10902 x = bad_x + xy[i][0];
10903 y = bad_y + xy[i][1];
10904 if (!IN_LEV_FIELD(x, y))
10907 element = Feld[x][y];
10908 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
10909 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
10917 if (kill_x != bad_x || kill_y != bad_y)
10918 Bang(bad_x, bad_y);
10921 void KillHero(struct PlayerInfo *player)
10923 int jx = player->jx, jy = player->jy;
10925 if (!player->active)
10928 /* remove accessible field at the player's position */
10929 Feld[jx][jy] = EL_EMPTY;
10931 /* deactivate shield (else Bang()/Explode() would not work right) */
10932 player->shield_normal_time_left = 0;
10933 player->shield_deadly_time_left = 0;
10939 static void KillHeroUnlessEnemyProtected(int x, int y)
10941 if (!PLAYER_ENEMY_PROTECTED(x, y))
10942 KillHero(PLAYERINFO(x, y));
10945 static void KillHeroUnlessExplosionProtected(int x, int y)
10947 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
10948 KillHero(PLAYERINFO(x, y));
10951 void BuryHero(struct PlayerInfo *player)
10953 int jx = player->jx, jy = player->jy;
10955 if (!player->active)
10959 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
10961 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
10963 PlayLevelSound(jx, jy, SND_GAME_LOSING);
10965 player->GameOver = TRUE;
10966 RemoveHero(player);
10969 void RemoveHero(struct PlayerInfo *player)
10971 int jx = player->jx, jy = player->jy;
10972 int i, found = FALSE;
10974 player->present = FALSE;
10975 player->active = FALSE;
10977 if (!ExplodeField[jx][jy])
10978 StorePlayer[jx][jy] = 0;
10980 for (i = 0; i < MAX_PLAYERS; i++)
10981 if (stored_player[i].active)
10985 AllPlayersGone = TRUE;
10992 =============================================================================
10993 checkDiagonalPushing()
10994 -----------------------------------------------------------------------------
10995 check if diagonal input device direction results in pushing of object
10996 (by checking if the alternative direction is walkable, diggable, ...)
10997 =============================================================================
11000 static boolean checkDiagonalPushing(struct PlayerInfo *player,
11001 int x, int y, int real_dx, int real_dy)
11003 int jx, jy, dx, dy, xx, yy;
11005 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
11008 /* diagonal direction: check alternative direction */
11013 xx = jx + (dx == 0 ? real_dx : 0);
11014 yy = jy + (dy == 0 ? real_dy : 0);
11016 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
11020 =============================================================================
11022 -----------------------------------------------------------------------------
11023 x, y: field next to player (non-diagonal) to try to dig to
11024 real_dx, real_dy: direction as read from input device (can be diagonal)
11025 =============================================================================
11028 int DigField(struct PlayerInfo *player,
11029 int oldx, int oldy, int x, int y,
11030 int real_dx, int real_dy, int mode)
11033 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
11035 boolean is_player = (IS_PLAYER(oldx, oldy) || mode != DF_DIG);
11036 boolean player_was_pushing = player->is_pushing;
11037 int jx = oldx, jy = oldy;
11038 int dx = x - jx, dy = y - jy;
11039 int nextx = x + dx, nexty = y + dy;
11040 int move_direction = (dx == -1 ? MV_LEFT :
11041 dx == +1 ? MV_RIGHT :
11043 dy == +1 ? MV_DOWN : MV_NO_MOVING);
11044 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
11046 int dig_side = MV_DIR_OPPOSITE(move_direction);
11048 static int trigger_sides[4] =
11050 CH_SIDE_RIGHT, /* moving left */
11051 CH_SIDE_LEFT, /* moving right */
11052 CH_SIDE_BOTTOM, /* moving up */
11053 CH_SIDE_TOP, /* moving down */
11055 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
11057 int old_element = Feld[jx][jy];
11060 if (is_player) /* function can also be called by EL_PENGUIN */
11062 if (player->MovPos == 0)
11064 player->is_digging = FALSE;
11065 player->is_collecting = FALSE;
11068 if (player->MovPos == 0) /* last pushing move finished */
11069 player->is_pushing = FALSE;
11071 if (mode == DF_NO_PUSH) /* player just stopped pushing */
11073 player->is_switching = FALSE;
11074 #if USE_NEW_PUSH_DELAY
11075 player->push_delay = -1;
11077 player->push_delay = 0;
11080 return MF_NO_ACTION;
11084 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
11085 return MF_NO_ACTION;
11090 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
11092 if (IS_TUBE(Feld[jx][jy]) ||
11093 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
11097 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
11098 int tube_leave_directions[][2] =
11100 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
11101 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
11102 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
11103 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
11104 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
11105 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
11106 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
11107 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
11108 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
11109 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
11110 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
11111 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
11114 while (tube_leave_directions[i][0] != tube_element)
11117 if (tube_leave_directions[i][0] == -1) /* should not happen */
11121 if (!(tube_leave_directions[i][1] & move_direction))
11122 return MF_NO_ACTION; /* tube has no opening in this direction */
11127 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
11128 old_element = Back[jx][jy];
11132 if (IS_WALKABLE(old_element) && !ACCESS_FROM(old_element, move_direction))
11133 return MF_NO_ACTION; /* field has no opening in this direction */
11135 if (IS_PASSABLE(old_element) && !ACCESS_FROM(old_element,opposite_direction))
11136 return MF_NO_ACTION; /* field has no opening in this direction */
11138 element = Feld[x][y];
11140 if (!is_player && !IS_COLLECTIBLE(element)) /* penguin cannot collect it */
11141 return MF_NO_ACTION;
11143 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
11144 game.engine_version >= VERSION_IDENT(2,2,0,0))
11145 return MF_NO_ACTION;
11148 if (game.gravity && is_player && !player->is_auto_moving &&
11149 canFallDown(player) && move_direction != MV_DOWN &&
11150 !canMoveToValidFieldWithGravity(jx, jy, move_direction))
11151 return MF_NO_ACTION; /* player cannot walk here due to gravity */
11155 if (element == EL_EMPTY_SPACE &&
11156 game.gravity && !player->is_auto_moving &&
11157 canFallDown(player) && move_direction != MV_DOWN)
11158 return MF_NO_ACTION; /* player cannot walk here due to gravity */
11164 case EL_SP_PORT_LEFT:
11165 case EL_SP_PORT_RIGHT:
11166 case EL_SP_PORT_UP:
11167 case EL_SP_PORT_DOWN:
11168 case EL_SP_PORT_HORIZONTAL:
11169 case EL_SP_PORT_VERTICAL:
11170 case EL_SP_PORT_ANY:
11171 case EL_SP_GRAVITY_PORT_LEFT:
11172 case EL_SP_GRAVITY_PORT_RIGHT:
11173 case EL_SP_GRAVITY_PORT_UP:
11174 case EL_SP_GRAVITY_PORT_DOWN:
11176 if (!canEnterSupaplexPort(x, y, dx, dy))
11177 return MF_NO_ACTION;
11180 element != EL_SP_PORT_LEFT &&
11181 element != EL_SP_GRAVITY_PORT_LEFT &&
11182 element != EL_SP_PORT_HORIZONTAL &&
11183 element != EL_SP_PORT_ANY) ||
11185 element != EL_SP_PORT_RIGHT &&
11186 element != EL_SP_GRAVITY_PORT_RIGHT &&
11187 element != EL_SP_PORT_HORIZONTAL &&
11188 element != EL_SP_PORT_ANY) ||
11190 element != EL_SP_PORT_UP &&
11191 element != EL_SP_GRAVITY_PORT_UP &&
11192 element != EL_SP_PORT_VERTICAL &&
11193 element != EL_SP_PORT_ANY) ||
11195 element != EL_SP_PORT_DOWN &&
11196 element != EL_SP_GRAVITY_PORT_DOWN &&
11197 element != EL_SP_PORT_VERTICAL &&
11198 element != EL_SP_PORT_ANY) ||
11199 !IN_LEV_FIELD(nextx, nexty) ||
11200 !IS_FREE(nextx, nexty))
11201 return MF_NO_ACTION;
11204 if (element == EL_SP_GRAVITY_PORT_LEFT ||
11205 element == EL_SP_GRAVITY_PORT_RIGHT ||
11206 element == EL_SP_GRAVITY_PORT_UP ||
11207 element == EL_SP_GRAVITY_PORT_DOWN)
11208 game.gravity = !game.gravity;
11210 /* automatically move to the next field with double speed */
11211 player->programmed_action = move_direction;
11213 if (player->move_delay_reset_counter == 0)
11215 player->move_delay_reset_counter = 2; /* two double speed steps */
11217 DOUBLE_PLAYER_SPEED(player);
11220 player->move_delay_reset_counter = 2;
11222 DOUBLE_PLAYER_SPEED(player);
11226 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
11229 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
11235 case EL_TUBE_VERTICAL:
11236 case EL_TUBE_HORIZONTAL:
11237 case EL_TUBE_VERTICAL_LEFT:
11238 case EL_TUBE_VERTICAL_RIGHT:
11239 case EL_TUBE_HORIZONTAL_UP:
11240 case EL_TUBE_HORIZONTAL_DOWN:
11241 case EL_TUBE_LEFT_UP:
11242 case EL_TUBE_LEFT_DOWN:
11243 case EL_TUBE_RIGHT_UP:
11244 case EL_TUBE_RIGHT_DOWN:
11247 int tube_enter_directions[][2] =
11249 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
11250 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
11251 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
11252 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
11253 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
11254 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
11255 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
11256 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
11257 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
11258 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
11259 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
11260 { -1, MV_NO_MOVING }
11263 while (tube_enter_directions[i][0] != element)
11266 if (tube_enter_directions[i][0] == -1) /* should not happen */
11270 if (!(tube_enter_directions[i][1] & move_direction))
11271 return MF_NO_ACTION; /* tube has no opening in this direction */
11273 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
11281 if (IS_WALKABLE(element) && ACCESS_FROM(element, opposite_direction))
11283 if (IS_WALKABLE(element))
11286 int sound_element = SND_ELEMENT(element);
11287 int sound_action = ACTION_WALKING;
11290 if (!ACCESS_FROM(element, opposite_direction))
11291 return MF_NO_ACTION; /* field not accessible from this direction */
11295 if (element == EL_EMPTY_SPACE &&
11296 game.gravity && !player->is_auto_moving &&
11297 canFallDown(player) && move_direction != MV_DOWN)
11298 return MF_NO_ACTION; /* player cannot walk here due to gravity */
11301 if (IS_GATE(element))
11303 if (!player->key[element - EL_GATE_1])
11304 return MF_NO_ACTION;
11306 else if (IS_GATE_GRAY(element))
11308 if (!player->key[element - EL_GATE_1_GRAY])
11309 return MF_NO_ACTION;
11311 else if (element == EL_EXIT_OPEN ||
11312 element == EL_SP_EXIT_OPEN ||
11313 element == EL_SP_EXIT_OPENING)
11315 sound_action = ACTION_PASSING; /* player is passing exit */
11317 else if (element == EL_EMPTY)
11319 sound_action = ACTION_MOVING; /* nothing to walk on */
11322 /* play sound from background or player, whatever is available */
11323 if (element_info[sound_element].sound[sound_action] != SND_UNDEFINED)
11324 PlayLevelSoundElementAction(x, y, sound_element, sound_action);
11326 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
11331 else if (IS_PASSABLE(element) && canPassField(x, y, move_direction))
11333 else if (IS_PASSABLE(element))
11337 if (!canPassField(x, y, move_direction))
11338 return MF_NO_ACTION;
11343 if (!IN_LEV_FIELD(nextx, nexty) || IS_PLAYER(nextx, nexty) ||
11344 !IS_WALKABLE_FROM(Feld[nextx][nexty], move_direction) ||
11345 (!level.can_pass_to_walkable && !IS_FREE(nextx, nexty)))
11346 return MF_NO_ACTION;
11348 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
11349 return MF_NO_ACTION;
11354 if (!ACCESS_FROM(element, opposite_direction))
11355 return MF_NO_ACTION; /* field not accessible from this direction */
11357 if (IS_CUSTOM_ELEMENT(element) &&
11358 !ACCESS_FROM(element, opposite_direction))
11359 return MF_NO_ACTION; /* field not accessible from this direction */
11363 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
11364 return MF_NO_ACTION;
11369 if (IS_EM_GATE(element))
11371 if (!player->key[element - EL_EM_GATE_1])
11372 return MF_NO_ACTION;
11374 else if (IS_EM_GATE_GRAY(element))
11376 if (!player->key[element - EL_EM_GATE_1_GRAY])
11377 return MF_NO_ACTION;
11379 else if (IS_SP_PORT(element))
11381 if (element == EL_SP_GRAVITY_PORT_LEFT ||
11382 element == EL_SP_GRAVITY_PORT_RIGHT ||
11383 element == EL_SP_GRAVITY_PORT_UP ||
11384 element == EL_SP_GRAVITY_PORT_DOWN)
11385 game.gravity = !game.gravity;
11386 else if (element == EL_SP_GRAVITY_ON_PORT_LEFT ||
11387 element == EL_SP_GRAVITY_ON_PORT_RIGHT ||
11388 element == EL_SP_GRAVITY_ON_PORT_UP ||
11389 element == EL_SP_GRAVITY_ON_PORT_DOWN)
11390 game.gravity = TRUE;
11391 else if (element == EL_SP_GRAVITY_OFF_PORT_LEFT ||
11392 element == EL_SP_GRAVITY_OFF_PORT_RIGHT ||
11393 element == EL_SP_GRAVITY_OFF_PORT_UP ||
11394 element == EL_SP_GRAVITY_OFF_PORT_DOWN)
11395 game.gravity = FALSE;
11398 /* automatically move to the next field with double speed */
11399 player->programmed_action = move_direction;
11401 if (player->move_delay_reset_counter == 0)
11403 player->move_delay_reset_counter = 2; /* two double speed steps */
11405 DOUBLE_PLAYER_SPEED(player);
11408 player->move_delay_reset_counter = 2;
11410 DOUBLE_PLAYER_SPEED(player);
11413 PlayLevelSoundAction(x, y, ACTION_PASSING);
11417 else if (IS_DIGGABLE(element))
11421 if (mode != DF_SNAP)
11424 GfxElement[x][y] = GFX_ELEMENT(element);
11427 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
11429 player->is_digging = TRUE;
11432 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
11434 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_DIGGED,
11435 player->index_bit, dig_side);
11438 if (mode == DF_SNAP)
11439 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11444 else if (IS_COLLECTIBLE(element))
11448 if (is_player && mode != DF_SNAP)
11450 GfxElement[x][y] = element;
11451 player->is_collecting = TRUE;
11454 if (element == EL_SPEED_PILL)
11455 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
11456 else if (element == EL_EXTRA_TIME && level.time > 0)
11459 DrawGameValue_Time(TimeLeft);
11461 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
11463 player->shield_normal_time_left += 10;
11464 if (element == EL_SHIELD_DEADLY)
11465 player->shield_deadly_time_left += 10;
11467 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
11469 if (player->inventory_size < MAX_INVENTORY_SIZE)
11470 player->inventory_element[player->inventory_size++] = element;
11472 DrawGameValue_Dynamite(local_player->inventory_size);
11474 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
11476 player->dynabomb_count++;
11477 player->dynabombs_left++;
11479 else if (element == EL_DYNABOMB_INCREASE_SIZE)
11481 player->dynabomb_size++;
11483 else if (element == EL_DYNABOMB_INCREASE_POWER)
11485 player->dynabomb_xl = TRUE;
11487 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
11488 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
11490 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
11491 element - EL_KEY_1 : element - EL_EM_KEY_1);
11493 player->key[key_nr] = TRUE;
11495 DrawGameValue_Keys(player);
11497 redraw_mask |= REDRAW_DOOR_1;
11499 else if (IS_ENVELOPE(element))
11502 player->show_envelope = element;
11504 ShowEnvelope(element - EL_ENVELOPE_1);
11507 else if (IS_DROPPABLE(element) ||
11508 IS_THROWABLE(element)) /* can be collected and dropped */
11512 if (element_info[element].collect_count == 0)
11513 player->inventory_infinite_element = element;
11515 for (i = 0; i < element_info[element].collect_count; i++)
11516 if (player->inventory_size < MAX_INVENTORY_SIZE)
11517 player->inventory_element[player->inventory_size++] = element;
11519 DrawGameValue_Dynamite(local_player->inventory_size);
11521 else if (element_info[element].collect_count > 0)
11523 local_player->gems_still_needed -=
11524 element_info[element].collect_count;
11525 if (local_player->gems_still_needed < 0)
11526 local_player->gems_still_needed = 0;
11528 DrawGameValue_Emeralds(local_player->gems_still_needed);
11531 RaiseScoreElement(element);
11532 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
11535 CheckTriggeredElementChangeByPlayer(x, y, element,
11536 CE_OTHER_GETS_COLLECTED,
11537 player->index_bit, dig_side);
11540 if (mode == DF_SNAP)
11541 TestIfElementTouchesCustomElement(x, y); /* for empty space */
11546 else if (IS_PUSHABLE(element))
11548 if (mode == DF_SNAP && element != EL_BD_ROCK)
11549 return MF_NO_ACTION;
11551 if (CAN_FALL(element) && dy)
11552 return MF_NO_ACTION;
11554 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
11555 !(element == EL_SPRING && level.use_spring_bug))
11556 return MF_NO_ACTION;
11559 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
11560 ((move_direction & MV_VERTICAL &&
11561 ((element_info[element].move_pattern & MV_LEFT &&
11562 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
11563 (element_info[element].move_pattern & MV_RIGHT &&
11564 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
11565 (move_direction & MV_HORIZONTAL &&
11566 ((element_info[element].move_pattern & MV_UP &&
11567 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
11568 (element_info[element].move_pattern & MV_DOWN &&
11569 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
11570 return MF_NO_ACTION;
11574 /* do not push elements already moving away faster than player */
11575 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
11576 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
11577 return MF_NO_ACTION;
11579 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
11580 return MF_NO_ACTION;
11586 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
11588 if (player->push_delay_value == -1 || !player_was_pushing)
11589 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11591 else if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11593 if (player->push_delay_value == -1)
11594 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11597 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11599 if (player->push_delay_value == -1 || !player_was_pushing)
11600 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11603 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
11605 if (!player->is_pushing)
11606 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11610 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
11611 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
11612 !player_is_pushing))
11613 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11616 if (!player->is_pushing &&
11617 game.engine_version >= VERSION_IDENT(2,2,0,7))
11618 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11622 printf("::: push delay: %ld -> %ld [%d, %d] [%d / %d] [%d '%s': %d]\n",
11623 player->push_delay, player->push_delay_value,
11624 FrameCounter, game.engine_version,
11625 player_was_pushing, player->is_pushing,
11626 element, element_info[element].token_name,
11627 GET_NEW_PUSH_DELAY(element));
11630 player->is_pushing = TRUE;
11632 if (!(IN_LEV_FIELD(nextx, nexty) &&
11633 (IS_FREE(nextx, nexty) ||
11634 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
11635 IS_SB_ELEMENT(element)))))
11636 return MF_NO_ACTION;
11638 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
11639 return MF_NO_ACTION;
11641 #if USE_NEW_PUSH_DELAY
11644 if ( (player->push_delay == -1) != (player->push_delay2 == 0) )
11645 printf("::: ALERT: %d, %d [%d / %d]\n",
11646 player->push_delay, player->push_delay2,
11647 FrameCounter, FrameCounter / 50);
11650 if (player->push_delay == -1) /* new pushing; restart delay */
11651 player->push_delay = 0;
11653 if (player->push_delay == 0) /* new pushing; restart delay */
11654 player->push_delay = FrameCounter;
11657 #if USE_NEW_PUSH_DELAY
11659 if ( (player->push_delay > 0) != (!xxx_fr) )
11660 printf("::: PUSH BUG! %d, (%d -> %d) %d [%d / %d]\n",
11661 player->push_delay,
11662 xxx_pdv2, player->push_delay2, player->push_delay_value,
11663 FrameCounter, FrameCounter / 50);
11667 if (player->push_delay > 0 &&
11668 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11669 element != EL_SPRING && element != EL_BALLOON)
11672 if (player->push_delay < player->push_delay_value &&
11673 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11674 element != EL_SPRING && element != EL_BALLOON)
11678 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
11679 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
11680 element != EL_SPRING && element != EL_BALLOON)
11683 /* make sure that there is no move delay before next try to push */
11684 #if USE_NEW_MOVE_DELAY
11685 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11686 player->move_delay = 0;
11688 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
11689 player->move_delay = INITIAL_MOVE_DELAY_OFF;
11692 return MF_NO_ACTION;
11696 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
11699 if (IS_SB_ELEMENT(element))
11701 if (element == EL_SOKOBAN_FIELD_FULL)
11703 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
11704 local_player->sokobanfields_still_needed++;
11707 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
11709 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
11710 local_player->sokobanfields_still_needed--;
11713 Feld[x][y] = EL_SOKOBAN_OBJECT;
11715 if (Back[x][y] == Back[nextx][nexty])
11716 PlayLevelSoundAction(x, y, ACTION_PUSHING);
11717 else if (Back[x][y] != 0)
11718 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
11721 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
11724 if (local_player->sokobanfields_still_needed == 0 &&
11725 game.emulation == EMU_SOKOBAN)
11727 player->LevelSolved = player->GameOver = TRUE;
11728 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
11732 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
11734 InitMovingField(x, y, move_direction);
11735 GfxAction[x][y] = ACTION_PUSHING;
11737 if (mode == DF_SNAP)
11738 ContinueMoving(x, y);
11740 MovPos[x][y] = (dx != 0 ? dx : dy);
11742 Pushed[x][y] = TRUE;
11743 Pushed[nextx][nexty] = TRUE;
11745 if (game.engine_version < VERSION_IDENT(2,2,0,7))
11746 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
11748 player->push_delay_value = -1; /* get new value later */
11750 #if USE_PUSH_BUGFIX
11751 /* now: check for element change _after_ element has been pushed! */
11753 if (game.use_bug_change_when_pushing)
11755 if (game.engine_version < VERSION_IDENT(3,1,0,0))
11758 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11759 player->index_bit, dig_side);
11760 CheckTriggeredElementChangeByPlayer(x,y,element,CE_OTHER_GETS_PUSHED,
11761 player->index_bit, dig_side);
11767 /* check for element change _after_ element has been pushed! */
11771 /* !!! TEST ONLY !!! */
11772 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11773 player->index_bit, dig_side);
11774 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11775 player->index_bit, dig_side);
11777 CheckTriggeredElementChangeByPlayer(x, y, element,CE_OTHER_GETS_PUSHED,
11778 player->index_bit, dig_side);
11779 CheckElementChangeByPlayer(x, y, element, CE_PUSHED_BY_PLAYER,
11780 player->index_bit, dig_side);
11788 else if (IS_SWITCHABLE(element))
11790 if (PLAYER_SWITCHING(player, x, y))
11792 CheckTriggeredElementChangeByPlayer(x,y, element,
11793 CE_OTHER_GETS_PRESSED,
11794 player->index_bit, dig_side);
11799 player->is_switching = TRUE;
11800 player->switch_x = x;
11801 player->switch_y = y;
11803 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
11805 if (element == EL_ROBOT_WHEEL)
11807 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
11811 DrawLevelField(x, y);
11813 else if (element == EL_SP_TERMINAL)
11817 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
11819 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
11821 else if (Feld[xx][yy] == EL_SP_TERMINAL)
11822 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
11825 else if (IS_BELT_SWITCH(element))
11827 ToggleBeltSwitch(x, y);
11829 else if (element == EL_SWITCHGATE_SWITCH_UP ||
11830 element == EL_SWITCHGATE_SWITCH_DOWN)
11832 ToggleSwitchgateSwitch(x, y);
11834 else if (element == EL_LIGHT_SWITCH ||
11835 element == EL_LIGHT_SWITCH_ACTIVE)
11837 ToggleLightSwitch(x, y);
11840 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
11841 SND_LIGHT_SWITCH_ACTIVATING :
11842 SND_LIGHT_SWITCH_DEACTIVATING);
11845 else if (element == EL_TIMEGATE_SWITCH)
11847 ActivateTimegateSwitch(x, y);
11849 else if (element == EL_BALLOON_SWITCH_LEFT ||
11850 element == EL_BALLOON_SWITCH_RIGHT ||
11851 element == EL_BALLOON_SWITCH_UP ||
11852 element == EL_BALLOON_SWITCH_DOWN ||
11853 element == EL_BALLOON_SWITCH_ANY)
11855 if (element == EL_BALLOON_SWITCH_ANY)
11856 game.balloon_dir = move_direction;
11858 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
11859 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
11860 element == EL_BALLOON_SWITCH_UP ? MV_UP :
11861 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
11864 else if (element == EL_LAMP)
11866 Feld[x][y] = EL_LAMP_ACTIVE;
11867 local_player->lights_still_needed--;
11869 DrawLevelField(x, y);
11871 else if (element == EL_TIME_ORB_FULL)
11873 Feld[x][y] = EL_TIME_ORB_EMPTY;
11875 DrawGameValue_Time(TimeLeft);
11877 DrawLevelField(x, y);
11880 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
11884 CheckTriggeredElementChangeByPlayer(x, y, element,
11885 CE_OTHER_IS_SWITCHING,
11886 player->index_bit, dig_side);
11888 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11889 player->index_bit, dig_side);
11895 if (!PLAYER_SWITCHING(player, x, y))
11897 player->is_switching = TRUE;
11898 player->switch_x = x;
11899 player->switch_y = y;
11902 /* !!! TEST ONLY !!! */
11903 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11904 player->index_bit, dig_side);
11905 CheckTriggeredElementChangeByPlayer(x, y, element,
11906 CE_OTHER_IS_SWITCHING,
11907 player->index_bit, dig_side);
11909 CheckTriggeredElementChangeByPlayer(x, y, element,
11910 CE_OTHER_IS_SWITCHING,
11911 player->index_bit, dig_side);
11912 CheckElementChangeByPlayer(x, y, element, CE_SWITCHED,
11913 player->index_bit, dig_side);
11918 /* !!! TEST ONLY !!! (this breaks "machine", level 000) */
11919 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11920 player->index_bit, dig_side);
11921 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11922 player->index_bit, dig_side);
11924 CheckTriggeredElementChangeByPlayer(x,y, element,CE_OTHER_GETS_PRESSED,
11925 player->index_bit, dig_side);
11926 CheckElementChangeByPlayer(x, y, element, CE_PRESSED_BY_PLAYER,
11927 player->index_bit, dig_side);
11931 return MF_NO_ACTION;
11934 #if USE_NEW_PUSH_DELAY
11935 player->push_delay = -1;
11937 player->push_delay = 0;
11940 if (Feld[x][y] != element) /* really digged/collected something */
11941 player->is_collecting = !player->is_digging;
11946 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
11948 int jx = player->jx, jy = player->jy;
11949 int x = jx + dx, y = jy + dy;
11950 int snap_direction = (dx == -1 ? MV_LEFT :
11951 dx == +1 ? MV_RIGHT :
11953 dy == +1 ? MV_DOWN : MV_NO_MOVING);
11956 if (player->MovPos != 0)
11959 if (player->MovPos != 0 && game.engine_version >= VERSION_IDENT(2,2,0,0))
11963 if (!player->active || !IN_LEV_FIELD(x, y))
11971 if (player->MovPos == 0)
11972 player->is_pushing = FALSE;
11974 player->is_snapping = FALSE;
11976 if (player->MovPos == 0)
11978 player->is_moving = FALSE;
11979 player->is_digging = FALSE;
11980 player->is_collecting = FALSE;
11986 if (player->is_snapping)
11989 player->MovDir = snap_direction;
11992 if (player->MovPos == 0)
11995 player->is_moving = FALSE;
11996 player->is_digging = FALSE;
11997 player->is_collecting = FALSE;
12000 player->is_dropping = FALSE;
12002 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
12005 player->is_snapping = TRUE;
12008 if (player->MovPos == 0)
12011 player->is_moving = FALSE;
12012 player->is_digging = FALSE;
12013 player->is_collecting = FALSE;
12017 if (player->MovPos != 0) /* prevent graphic bugs in versions < 2.2.0 */
12018 DrawLevelField(player->last_jx, player->last_jy);
12021 DrawLevelField(x, y);
12030 boolean DropElement(struct PlayerInfo *player)
12032 int old_element, new_element;
12033 int dropx = player->jx, dropy = player->jy;
12034 int drop_direction = player->MovDir;
12036 int drop_side = drop_direction;
12038 static int trigger_sides[4] =
12040 CH_SIDE_LEFT, /* dropping left */
12041 CH_SIDE_RIGHT, /* dropping right */
12042 CH_SIDE_TOP, /* dropping up */
12043 CH_SIDE_BOTTOM, /* dropping down */
12045 int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
12047 int drop_element = (player->inventory_size > 0 ?
12048 player->inventory_element[player->inventory_size - 1] :
12049 player->inventory_infinite_element != EL_UNDEFINED ?
12050 player->inventory_infinite_element :
12051 player->dynabombs_left > 0 ?
12052 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
12055 if (IS_THROWABLE(drop_element))
12057 dropx += GET_DX_FROM_DIR(drop_direction);
12058 dropy += GET_DY_FROM_DIR(drop_direction);
12060 if (!IN_LEV_FIELD(dropx, dropy))
12064 old_element = Feld[dropx][dropy]; /* old element at dropping position */
12065 new_element = drop_element; /* default: no change when dropping */
12067 /* check if player is active, not moving and ready to drop */
12068 if (!player->active || player->MovPos || player->drop_delay > 0)
12071 /* check if player has anything that can be dropped */
12073 if (new_element == EL_UNDEFINED)
12076 if (player->inventory_size == 0 &&
12077 player->inventory_infinite_element == EL_UNDEFINED &&
12078 player->dynabombs_left == 0)
12082 /* check if anything can be dropped at the current position */
12083 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
12086 /* collected custom elements can only be dropped on empty fields */
12088 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
12091 if (player->inventory_size > 0 &&
12092 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
12093 && old_element != EL_EMPTY)
12097 if (old_element != EL_EMPTY)
12098 Back[dropx][dropy] = old_element; /* store old element on this field */
12100 ResetGfxAnimation(dropx, dropy);
12101 ResetRandomAnimationValue(dropx, dropy);
12103 if (player->inventory_size > 0 ||
12104 player->inventory_infinite_element != EL_UNDEFINED)
12106 if (player->inventory_size > 0)
12108 player->inventory_size--;
12111 new_element = player->inventory_element[player->inventory_size];
12114 DrawGameValue_Dynamite(local_player->inventory_size);
12116 if (new_element == EL_DYNAMITE)
12117 new_element = EL_DYNAMITE_ACTIVE;
12118 else if (new_element == EL_SP_DISK_RED)
12119 new_element = EL_SP_DISK_RED_ACTIVE;
12122 Feld[dropx][dropy] = new_element;
12124 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12125 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12126 el2img(Feld[dropx][dropy]), 0);
12128 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12131 /* needed if previous element just changed to "empty" in the last frame */
12132 Changed[dropx][dropy] = 0; /* allow another change */
12136 /* !!! TEST ONLY !!! */
12137 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
12138 player->index_bit, drop_side);
12139 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
12140 CE_OTHER_GETS_DROPPED,
12141 player->index_bit, drop_side);
12143 CheckTriggeredElementChangeByPlayer(dropx, dropy, new_element,
12144 CE_OTHER_GETS_DROPPED,
12145 player->index_bit, drop_side);
12146 CheckElementChangeByPlayer(dropx, dropy, new_element, CE_DROPPED_BY_PLAYER,
12147 player->index_bit, drop_side);
12150 TestIfElementTouchesCustomElement(dropx, dropy);
12152 else /* player is dropping a dyna bomb */
12154 player->dynabombs_left--;
12157 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
12160 Feld[dropx][dropy] = new_element;
12162 if (IN_SCR_FIELD(SCREENX(dropx), SCREENY(dropy)))
12163 DrawGraphicThruMask(SCREENX(dropx), SCREENY(dropy),
12164 el2img(Feld[dropx][dropy]), 0);
12166 PlayLevelSoundAction(dropx, dropy, ACTION_DROPPING);
12173 if (Feld[dropx][dropy] == new_element) /* uninitialized unless CE change */
12176 InitField_WithBug1(dropx, dropy, FALSE);
12178 InitField(dropx, dropy, FALSE);
12179 if (CAN_MOVE(Feld[dropx][dropy]))
12180 InitMovDir(dropx, dropy);
12184 new_element = Feld[dropx][dropy]; /* element might have changed */
12186 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
12187 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
12190 int move_stepsize = element_info[new_element].move_stepsize;
12192 int move_direction, nextx, nexty;
12194 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
12195 MovDir[dropx][dropy] = drop_direction;
12197 move_direction = MovDir[dropx][dropy];
12198 nextx = dropx + GET_DX_FROM_DIR(move_direction);
12199 nexty = dropy + GET_DY_FROM_DIR(move_direction);
12202 Changed[dropx][dropy] = 0; /* allow another change */
12203 CheckCollision[dropx][dropy] = 2;
12206 if (IN_LEV_FIELD_AND_IS_FREE(nextx, nexty))
12209 WasJustMoving[dropx][dropy] = 3;
12212 InitMovingField(dropx, dropy, move_direction);
12213 ContinueMoving(dropx, dropy);
12218 /* !!! commented out from 3.1.0-4 to 3.1.0-5 !!! */
12221 Changed[dropx][dropy] = 0; /* allow another change */
12224 TestIfElementHitsCustomElement(dropx, dropy, move_direction);
12226 CheckElementChangeBySide(dropx, dropy, new_element, touched_element,
12227 CE_HITTING_SOMETHING, move_direction);
12235 player->drop_delay = 2 * TILEX / move_stepsize + 1;
12240 player->drop_delay = 8 + 8 + 8;
12244 player->drop_delay = GET_NEW_DROP_DELAY(drop_element);
12249 player->is_dropping = TRUE;
12255 /* ------------------------------------------------------------------------- */
12256 /* game sound playing functions */
12257 /* ------------------------------------------------------------------------- */
12259 static int *loop_sound_frame = NULL;
12260 static int *loop_sound_volume = NULL;
12262 void InitPlayLevelSound()
12264 int num_sounds = getSoundListSize();
12266 checked_free(loop_sound_frame);
12267 checked_free(loop_sound_volume);
12269 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
12270 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
12273 static void PlayLevelSound(int x, int y, int nr)
12275 int sx = SCREENX(x), sy = SCREENY(y);
12276 int volume, stereo_position;
12277 int max_distance = 8;
12278 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
12280 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
12281 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
12284 if (!IN_LEV_FIELD(x, y) ||
12285 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
12286 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
12289 volume = SOUND_MAX_VOLUME;
12291 if (!IN_SCR_FIELD(sx, sy))
12293 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
12294 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
12296 volume -= volume * (dx > dy ? dx : dy) / max_distance;
12299 stereo_position = (SOUND_MAX_LEFT +
12300 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
12301 (SCR_FIELDX + 2 * max_distance));
12303 if (IS_LOOP_SOUND(nr))
12305 /* This assures that quieter loop sounds do not overwrite louder ones,
12306 while restarting sound volume comparison with each new game frame. */
12308 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
12311 loop_sound_volume[nr] = volume;
12312 loop_sound_frame[nr] = FrameCounter;
12315 PlaySoundExt(nr, volume, stereo_position, type);
12318 static void PlayLevelSoundNearest(int x, int y, int sound_action)
12320 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
12321 x > LEVELX(BX2) ? LEVELX(BX2) : x,
12322 y < LEVELY(BY1) ? LEVELY(BY1) :
12323 y > LEVELY(BY2) ? LEVELY(BY2) : y,
12327 static void PlayLevelSoundAction(int x, int y, int action)
12329 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
12332 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
12334 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
12336 if (sound_effect != SND_UNDEFINED)
12337 PlayLevelSound(x, y, sound_effect);
12340 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
12343 int sound_effect = element_info[SND_ELEMENT(element)].sound[action];
12345 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
12346 PlayLevelSound(x, y, sound_effect);
12349 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
12351 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
12353 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
12354 PlayLevelSound(x, y, sound_effect);
12357 static void StopLevelSoundActionIfLoop(int x, int y, int action)
12359 int sound_effect = element_info[SND_ELEMENT(Feld[x][y])].sound[action];
12361 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
12362 StopSound(sound_effect);
12365 static void PlayLevelMusic()
12367 if (levelset.music[level_nr] != MUS_UNDEFINED)
12368 PlayMusic(levelset.music[level_nr]); /* from config file */
12370 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
12373 void RaiseScore(int value)
12375 local_player->score += value;
12377 DrawGameValue_Score(local_player->score);
12380 void RaiseScoreElement(int element)
12385 case EL_BD_DIAMOND:
12386 case EL_EMERALD_YELLOW:
12387 case EL_EMERALD_RED:
12388 case EL_EMERALD_PURPLE:
12389 case EL_SP_INFOTRON:
12390 RaiseScore(level.score[SC_EMERALD]);
12393 RaiseScore(level.score[SC_DIAMOND]);
12396 RaiseScore(level.score[SC_CRYSTAL]);
12399 RaiseScore(level.score[SC_PEARL]);
12402 case EL_BD_BUTTERFLY:
12403 case EL_SP_ELECTRON:
12404 RaiseScore(level.score[SC_BUG]);
12407 case EL_BD_FIREFLY:
12408 case EL_SP_SNIKSNAK:
12409 RaiseScore(level.score[SC_SPACESHIP]);
12412 case EL_DARK_YAMYAM:
12413 RaiseScore(level.score[SC_YAMYAM]);
12416 RaiseScore(level.score[SC_ROBOT]);
12419 RaiseScore(level.score[SC_PACMAN]);
12422 RaiseScore(level.score[SC_NUT]);
12425 case EL_SP_DISK_RED:
12426 case EL_DYNABOMB_INCREASE_NUMBER:
12427 case EL_DYNABOMB_INCREASE_SIZE:
12428 case EL_DYNABOMB_INCREASE_POWER:
12429 RaiseScore(level.score[SC_DYNAMITE]);
12431 case EL_SHIELD_NORMAL:
12432 case EL_SHIELD_DEADLY:
12433 RaiseScore(level.score[SC_SHIELD]);
12435 case EL_EXTRA_TIME:
12436 RaiseScore(level.score[SC_TIME_BONUS]);
12442 RaiseScore(level.score[SC_KEY]);
12445 RaiseScore(element_info[element].collect_score);
12450 void RequestQuitGame(boolean ask_if_really_quit)
12452 if (AllPlayersGone ||
12453 !ask_if_really_quit ||
12454 level_editor_test_game ||
12455 Request("Do you really want to quit the game ?",
12456 REQ_ASK | REQ_STAY_CLOSED))
12458 #if defined(NETWORK_AVALIABLE)
12459 if (options.network)
12460 SendToServer_StopPlaying();
12464 game_status = GAME_MODE_MAIN;
12472 if (tape.playing && tape.deactivate_display)
12473 TapeDeactivateDisplayOff(TRUE);
12476 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
12479 if (tape.playing && tape.deactivate_display)
12480 TapeDeactivateDisplayOn();
12487 /* ---------- new game button stuff ---------------------------------------- */
12489 /* graphic position values for game buttons */
12490 #define GAME_BUTTON_XSIZE 30
12491 #define GAME_BUTTON_YSIZE 30
12492 #define GAME_BUTTON_XPOS 5
12493 #define GAME_BUTTON_YPOS 215
12494 #define SOUND_BUTTON_XPOS 5
12495 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
12497 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12498 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12499 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12500 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
12501 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
12502 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
12509 } gamebutton_info[NUM_GAME_BUTTONS] =
12512 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
12517 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
12518 GAME_CTRL_ID_PAUSE,
12522 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
12527 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
12528 SOUND_CTRL_ID_MUSIC,
12529 "background music on/off"
12532 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
12533 SOUND_CTRL_ID_LOOPS,
12534 "sound loops on/off"
12537 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
12538 SOUND_CTRL_ID_SIMPLE,
12539 "normal sounds on/off"
12543 void CreateGameButtons()
12547 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12549 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
12550 struct GadgetInfo *gi;
12553 unsigned long event_mask;
12554 int gd_xoffset, gd_yoffset;
12555 int gd_x1, gd_x2, gd_y1, gd_y2;
12558 gd_xoffset = gamebutton_info[i].x;
12559 gd_yoffset = gamebutton_info[i].y;
12560 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
12561 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
12563 if (id == GAME_CTRL_ID_STOP ||
12564 id == GAME_CTRL_ID_PAUSE ||
12565 id == GAME_CTRL_ID_PLAY)
12567 button_type = GD_TYPE_NORMAL_BUTTON;
12569 event_mask = GD_EVENT_RELEASED;
12570 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12571 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12575 button_type = GD_TYPE_CHECK_BUTTON;
12577 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
12578 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
12579 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
12580 event_mask = GD_EVENT_PRESSED;
12581 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
12582 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
12585 gi = CreateGadget(GDI_CUSTOM_ID, id,
12586 GDI_INFO_TEXT, gamebutton_info[i].infotext,
12587 GDI_X, DX + gd_xoffset,
12588 GDI_Y, DY + gd_yoffset,
12589 GDI_WIDTH, GAME_BUTTON_XSIZE,
12590 GDI_HEIGHT, GAME_BUTTON_YSIZE,
12591 GDI_TYPE, button_type,
12592 GDI_STATE, GD_BUTTON_UNPRESSED,
12593 GDI_CHECKED, checked,
12594 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
12595 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
12596 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
12597 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
12598 GDI_EVENT_MASK, event_mask,
12599 GDI_CALLBACK_ACTION, HandleGameButtons,
12603 Error(ERR_EXIT, "cannot create gadget");
12605 game_gadget[id] = gi;
12609 void FreeGameButtons()
12613 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12614 FreeGadget(game_gadget[i]);
12617 static void MapGameButtons()
12621 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12622 MapGadget(game_gadget[i]);
12625 void UnmapGameButtons()
12629 for (i = 0; i < NUM_GAME_BUTTONS; i++)
12630 UnmapGadget(game_gadget[i]);
12633 static void HandleGameButtons(struct GadgetInfo *gi)
12635 int id = gi->custom_id;
12637 if (game_status != GAME_MODE_PLAYING)
12642 case GAME_CTRL_ID_STOP:
12643 RequestQuitGame(TRUE);
12646 case GAME_CTRL_ID_PAUSE:
12647 if (options.network)
12649 #if defined(NETWORK_AVALIABLE)
12651 SendToServer_ContinuePlaying();
12653 SendToServer_PausePlaying();
12657 TapeTogglePause(TAPE_TOGGLE_MANUAL);
12660 case GAME_CTRL_ID_PLAY:
12663 #if defined(NETWORK_AVALIABLE)
12664 if (options.network)
12665 SendToServer_ContinuePlaying();
12669 tape.pausing = FALSE;
12670 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
12675 case SOUND_CTRL_ID_MUSIC:
12676 if (setup.sound_music)
12678 setup.sound_music = FALSE;
12681 else if (audio.music_available)
12683 setup.sound = setup.sound_music = TRUE;
12685 SetAudioMode(setup.sound);
12691 case SOUND_CTRL_ID_LOOPS:
12692 if (setup.sound_loops)
12693 setup.sound_loops = FALSE;
12694 else if (audio.loops_available)
12696 setup.sound = setup.sound_loops = TRUE;
12697 SetAudioMode(setup.sound);
12701 case SOUND_CTRL_ID_SIMPLE:
12702 if (setup.sound_simple)
12703 setup.sound_simple = FALSE;
12704 else if (audio.sound_available)
12706 setup.sound = setup.sound_simple = TRUE;
12707 SetAudioMode(setup.sound);