1 /***********************************************************
2 * Rocks'n'Diamonds -- McDuffin Strikes Back! *
3 *----------------------------------------------------------*
4 * (c) 1995-2002 Artsoft Entertainment *
6 * Detmolder Strasse 189 *
9 * e-mail: info@artsoft.org *
10 *----------------------------------------------------------*
12 ***********************************************************/
14 #include "libgame/libgame.h"
24 /* this switch controls how rocks move horizontally */
25 #define OLD_GAME_BEHAVIOUR FALSE
27 /* EXPERIMENTAL STUFF */
28 #define USE_NEW_AMOEBA_CODE FALSE
35 /* for MovePlayer() */
36 #define MF_NO_ACTION 0
40 /* for ScrollPlayer() */
42 #define SCROLL_GO_ON 1
45 #define EX_PHASE_START 0
46 #define EX_TYPE_NONE 0
47 #define EX_TYPE_NORMAL (1 << 0)
48 #define EX_TYPE_CENTER (1 << 1)
49 #define EX_TYPE_BORDER (1 << 2)
50 #define EX_TYPE_CROSS (1 << 3)
51 #define EX_TYPE_SINGLE_TILE (EX_TYPE_CENTER | EX_TYPE_BORDER)
53 /* special positions in the game control window (relative to control window) */
56 #define XX_EMERALDS 29
57 #define YY_EMERALDS 54
58 #define XX_DYNAMITE 29
59 #define YY_DYNAMITE 89
68 /* special positions in the game control window (relative to main window) */
69 #define DX_LEVEL (DX + XX_LEVEL)
70 #define DY_LEVEL (DY + YY_LEVEL)
71 #define DX_EMERALDS (DX + XX_EMERALDS)
72 #define DY_EMERALDS (DY + YY_EMERALDS)
73 #define DX_DYNAMITE (DX + XX_DYNAMITE)
74 #define DY_DYNAMITE (DY + YY_DYNAMITE)
75 #define DX_KEYS (DX + XX_KEYS)
76 #define DY_KEYS (DY + YY_KEYS)
77 #define DX_SCORE (DX + XX_SCORE)
78 #define DY_SCORE (DY + YY_SCORE)
79 #define DX_TIME1 (DX + XX_TIME1)
80 #define DX_TIME2 (DX + XX_TIME2)
81 #define DY_TIME (DY + YY_TIME)
83 /* values for initial player move delay (initial delay counter value) */
84 #define INITIAL_MOVE_DELAY_OFF -1
85 #define INITIAL_MOVE_DELAY_ON 0
87 /* values for player movement speed (which is in fact a delay value) */
88 #define MOVE_DELAY_NORMAL_SPEED 8
89 #define MOVE_DELAY_HIGH_SPEED 4
91 #define DOUBLE_MOVE_DELAY(x) (x = (x <= MOVE_DELAY_HIGH_SPEED ? x * 2 : x))
92 #define HALVE_MOVE_DELAY(x) (x = (x >= MOVE_DELAY_HIGH_SPEED ? x / 2 : x))
93 #define DOUBLE_PLAYER_SPEED(p) (HALVE_MOVE_DELAY((p)->move_delay_value))
94 #define HALVE_PLAYER_SPEED(p) (DOUBLE_MOVE_DELAY((p)->move_delay_value))
96 /* values for other actions */
97 #define MOVE_STEPSIZE_NORMAL (TILEX / MOVE_DELAY_NORMAL_SPEED)
99 #define INIT_GFX_RANDOM() (SimpleRND(1000000))
101 #define GET_NEW_PUSH_DELAY(e) ( (element_info[e].push_delay_fixed) + \
102 RND(element_info[e].push_delay_random))
103 #define GET_NEW_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
104 RND(element_info[e].move_delay_random))
105 #define GET_MAX_MOVE_DELAY(e) ( (element_info[e].move_delay_fixed) + \
106 (element_info[e].move_delay_random))
108 #define GET_TARGET_ELEMENT(e, ch) \
109 ((e) == EL_TRIGGER_ELEMENT ? (ch)->actual_trigger_element : \
110 (e) == EL_TRIGGER_PLAYER ? (ch)->actual_trigger_player : (e))
112 #define ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, condition) \
113 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
116 #define ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, condition) \
117 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
118 (CAN_MOVE_INTO_ACID(e) && \
119 Feld[x][y] == EL_ACID) || \
122 #define ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, condition) \
123 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
124 (CAN_MOVE_INTO_ACID(e) && \
125 Feld[x][y] == EL_ACID) || \
128 #define ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, condition) \
129 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
131 (CAN_MOVE_INTO_ACID(e) && \
132 Feld[x][y] == EL_ACID) || \
133 (DONT_COLLIDE_WITH(e) && \
135 !PLAYER_ENEMY_PROTECTED(x, y))))
138 #define ELEMENT_CAN_ENTER_FIELD_GENERIC(e, x, y, condition) \
139 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
141 (DONT_COLLIDE_WITH(e) && \
143 !PLAYER_ENEMY_PROTECTED(x, y))))
146 #define ELEMENT_CAN_ENTER_FIELD(e, x, y) \
147 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, 0)
150 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
151 ELEMENT_CAN_ENTER_FIELD_BASE_2(EL_SATELLITE, x, y, 0)
153 #define SATELLITE_CAN_ENTER_FIELD(x, y) \
154 ELEMENT_CAN_ENTER_FIELD_BASE_X(x, y, Feld[x][y] == EL_ACID)
158 #define ENEMY_CAN_ENTER_FIELD(e, x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
161 #define ENEMY_CAN_ENTER_FIELD(e, x, y) \
162 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
166 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
167 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, Feld[x][y] == EL_DIAMOND)
169 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
170 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x,y, IS_FOOD_DARK_YAMYAM(Feld[x][y]))
172 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
173 ELEMENT_CAN_ENTER_FIELD_BASE_3(e, x, y, IS_AMOEBOID(Feld[x][y]))
175 #define PIG_CAN_ENTER_FIELD(e, x, y) \
176 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, IS_FOOD_PIG(Feld[x][y]))
178 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
179 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (Feld[x][y] == EL_EXIT_OPEN ||\
180 IS_FOOD_PENGUIN(Feld[x][y])))
181 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
182 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
184 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
185 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, (condition))
187 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
188 ELEMENT_CAN_ENTER_FIELD_BASE_2(e, x, y, 0)
192 #define YAMYAM_CAN_ENTER_FIELD(e, x, y) \
193 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
194 (CAN_MOVE_INTO_ACID(e) && \
195 Feld[x][y] == EL_ACID) || \
196 Feld[x][y] == EL_DIAMOND))
198 #define DARK_YAMYAM_CAN_ENTER_FIELD(e, x, y) \
199 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
200 (CAN_MOVE_INTO_ACID(e) && \
201 Feld[x][y] == EL_ACID) || \
202 IS_FOOD_DARK_YAMYAM(Feld[x][y])))
204 #define PACMAN_CAN_ENTER_FIELD(e, x, y) \
205 (IN_LEV_FIELD(x, y) && (IS_FREE_OR_PLAYER(x, y) || \
206 (CAN_MOVE_INTO_ACID(e) && \
207 Feld[x][y] == EL_ACID) || \
208 IS_AMOEBOID(Feld[x][y])))
210 #define PIG_CAN_ENTER_FIELD(e, x, y) \
211 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
212 (CAN_MOVE_INTO_ACID(e) && \
213 Feld[x][y] == EL_ACID) || \
214 IS_FOOD_PIG(Feld[x][y])))
216 #define PENGUIN_CAN_ENTER_FIELD(e, x, y) \
217 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
218 (CAN_MOVE_INTO_ACID(e) && \
219 Feld[x][y] == EL_ACID) || \
220 IS_FOOD_PENGUIN(Feld[x][y]) || \
221 Feld[x][y] == EL_EXIT_OPEN))
223 #define DRAGON_CAN_ENTER_FIELD(e, x, y) \
224 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
225 (CAN_MOVE_INTO_ACID(e) && \
226 Feld[x][y] == EL_ACID)))
228 #define MOLE_CAN_ENTER_FIELD(e, x, y, condition) \
229 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
230 (CAN_MOVE_INTO_ACID(e) && \
231 Feld[x][y] == EL_ACID) || \
234 #define SPRING_CAN_ENTER_FIELD(e, x, y) \
235 (IN_LEV_FIELD(x, y) && (IS_FREE(x, y) || \
236 (CAN_MOVE_INTO_ACID(e) && \
237 Feld[x][y] == EL_ACID)))
241 #define GROUP_NR(e) ((e) - EL_GROUP_START)
242 #define MOVE_ENTER_EL(e) (element_info[e].move_enter_element)
243 #define IS_IN_GROUP(e, nr) (element_info[e].in_group[nr] == TRUE)
244 #define IS_IN_GROUP_EL(e, ge) (IS_IN_GROUP(e, (ge) - EL_GROUP_START))
246 #define IS_EQUAL_OR_IN_GROUP(e, ge) \
247 (IS_GROUP_ELEMENT(ge) ? IS_IN_GROUP(e, GROUP_NR(ge)) : (e) == (ge))
250 #define CE_ENTER_FIELD_COND(e, x, y) \
251 (!IS_PLAYER(x, y) && \
252 (Feld[x][y] == EL_ACID || \
253 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e))))
255 #define CE_ENTER_FIELD_COND(e, x, y) \
256 (!IS_PLAYER(x, y) && \
257 IS_EQUAL_OR_IN_GROUP(Feld[x][y], MOVE_ENTER_EL(e)))
260 #define CUSTOM_ELEMENT_CAN_ENTER_FIELD(e, x, y) \
261 ELEMENT_CAN_ENTER_FIELD_BASE_4(e, x, y, CE_ENTER_FIELD_COND(e, x, y))
263 #define IN_LEV_FIELD_AND_IS_FREE(x, y) (IN_LEV_FIELD(x, y) && IS_FREE(x, y))
264 #define IN_LEV_FIELD_AND_NOT_FREE(x, y) (IN_LEV_FIELD(x, y) && !IS_FREE(x, y))
266 /* game button identifiers */
267 #define GAME_CTRL_ID_STOP 0
268 #define GAME_CTRL_ID_PAUSE 1
269 #define GAME_CTRL_ID_PLAY 2
270 #define SOUND_CTRL_ID_MUSIC 3
271 #define SOUND_CTRL_ID_LOOPS 4
272 #define SOUND_CTRL_ID_SIMPLE 5
274 #define NUM_GAME_BUTTONS 6
277 /* forward declaration for internal use */
279 static boolean MovePlayerOneStep(struct PlayerInfo *, int, int, int, int);
280 static boolean MovePlayer(struct PlayerInfo *, int, int);
281 static void ScrollPlayer(struct PlayerInfo *, int);
282 static void ScrollScreen(struct PlayerInfo *, int);
284 int DigField(struct PlayerInfo *, int, int, int, int, int, int, int);
286 static void InitBeltMovement(void);
287 static void CloseAllOpenTimegates(void);
288 static void CheckGravityMovement(struct PlayerInfo *);
289 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *);
290 static void KillHeroUnlessEnemyProtected(int, int);
291 static void KillHeroUnlessExplosionProtected(int, int);
293 static void TestIfPlayerTouchesCustomElement(int, int);
294 static void TestIfElementTouchesCustomElement(int, int);
295 static void TestIfElementHitsCustomElement(int, int, int);
297 static void TestIfElementSmashesCustomElement(int, int, int);
300 static void ChangeElement(int, int, int);
302 static boolean CheckTriggeredElementChangeExt(int, int, int, int, int,int,int);
303 #define CheckTriggeredElementChange(x, y, e, ev) \
304 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
306 #define CheckTriggeredElementChangePlayer(x, y, e, ev, p, s) \
307 CheckTriggeredElementChangeExt(x, y, e, ev, p, s, -1)
308 #define CheckTriggeredElementChangeSide(x, y, e, ev, s) \
309 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, s, -1)
310 #define CheckTriggeredElementChangePage(x, y, e, ev, p) \
311 CheckTriggeredElementChangeExt(x, y, e, ev, CH_PLAYER_ANY, \
314 static boolean CheckElementChangeExt(int, int, int, int, int, int, int, int);
315 #define CheckElementChange(x, y, e, te, ev) \
316 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, -1)
317 #define CheckElementChangePlayer(x, y, e, ev, p, s) \
318 CheckElementChangeExt(x, y, e, EL_EMPTY, ev, p, s, CH_PAGE_ANY)
319 #define CheckElementChangeSide(x, y, e, te, ev, s) \
320 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, s, CH_PAGE_ANY)
321 #define CheckElementChangePage(x, y, e, te, ev, p) \
322 CheckElementChangeExt(x, y, e, te, ev, CH_PLAYER_ANY, CH_SIDE_ANY, p)
324 static void PlayLevelSound(int, int, int);
325 static void PlayLevelSoundNearest(int, int, int);
326 static void PlayLevelSoundAction(int, int, int);
327 static void PlayLevelSoundElementAction(int, int, int, int);
328 static void PlayLevelSoundElementActionIfLoop(int, int, int, int);
329 static void PlayLevelSoundActionIfLoop(int, int, int);
330 static void StopLevelSoundActionIfLoop(int, int, int);
331 static void PlayLevelMusic();
333 static void MapGameButtons();
334 static void HandleGameButtons(struct GadgetInfo *);
336 static struct GadgetInfo *game_gadget[NUM_GAME_BUTTONS];
339 /* ------------------------------------------------------------------------- */
340 /* definition of elements that automatically change to other elements after */
341 /* a specified time, eventually calling a function when changing */
342 /* ------------------------------------------------------------------------- */
344 /* forward declaration for changer functions */
345 static void InitBuggyBase(int x, int y);
346 static void WarnBuggyBase(int x, int y);
348 static void InitTrap(int x, int y);
349 static void ActivateTrap(int x, int y);
350 static void ChangeActiveTrap(int x, int y);
352 static void InitRobotWheel(int x, int y);
353 static void RunRobotWheel(int x, int y);
354 static void StopRobotWheel(int x, int y);
356 static void InitTimegateWheel(int x, int y);
357 static void RunTimegateWheel(int x, int y);
359 struct ChangingElementInfo
364 void (*pre_change_function)(int x, int y);
365 void (*change_function)(int x, int y);
366 void (*post_change_function)(int x, int y);
369 static struct ChangingElementInfo change_delay_list[] =
420 EL_SWITCHGATE_OPENING,
428 EL_SWITCHGATE_CLOSING,
429 EL_SWITCHGATE_CLOSED,
461 EL_ACID_SPLASH_RIGHT,
470 EL_SP_BUGGY_BASE_ACTIVATING,
477 EL_SP_BUGGY_BASE_ACTIVATING,
478 EL_SP_BUGGY_BASE_ACTIVE,
485 EL_SP_BUGGY_BASE_ACTIVE,
509 EL_ROBOT_WHEEL_ACTIVE,
517 EL_TIMEGATE_SWITCH_ACTIVE,
538 int push_delay_fixed, push_delay_random;
543 { EL_BALLOON, 0, 0 },
545 { EL_SOKOBAN_OBJECT, 2, 0 },
546 { EL_SOKOBAN_FIELD_FULL, 2, 0 },
547 { EL_SATELLITE, 2, 0 },
548 { EL_SP_DISK_YELLOW, 2, 0 },
550 { EL_UNDEFINED, 0, 0 },
558 move_stepsize_list[] =
560 { EL_AMOEBA_DROP, 2 },
561 { EL_AMOEBA_DROPPING, 2 },
562 { EL_QUICKSAND_FILLING, 1 },
563 { EL_QUICKSAND_EMPTYING, 1 },
564 { EL_MAGIC_WALL_FILLING, 2 },
565 { EL_BD_MAGIC_WALL_FILLING, 2 },
566 { EL_MAGIC_WALL_EMPTYING, 2 },
567 { EL_BD_MAGIC_WALL_EMPTYING, 2 },
577 collect_count_list[] =
580 { EL_BD_DIAMOND, 1 },
581 { EL_EMERALD_YELLOW, 1 },
582 { EL_EMERALD_RED, 1 },
583 { EL_EMERALD_PURPLE, 1 },
585 { EL_SP_INFOTRON, 1 },
599 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
600 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
601 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
602 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
603 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
604 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
605 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
606 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
607 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
608 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
609 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
614 static unsigned long trigger_events[MAX_NUM_ELEMENTS];
616 #define IS_AUTO_CHANGING(e) (element_info[e].change_events & \
617 CH_EVENT_BIT(CE_DELAY))
618 #define IS_JUST_CHANGING(x, y) (ChangeDelay[x][y] != 0)
619 #define IS_CHANGING(x, y) (IS_AUTO_CHANGING(Feld[x][y]) || \
620 IS_JUST_CHANGING(x, y))
622 #define CE_PAGE(e, ce) (element_info[e].event_page[ce])
625 void GetPlayerConfig()
627 if (!audio.sound_available)
628 setup.sound_simple = FALSE;
630 if (!audio.loops_available)
631 setup.sound_loops = FALSE;
633 if (!audio.music_available)
634 setup.sound_music = FALSE;
636 if (!video.fullscreen_available)
637 setup.fullscreen = FALSE;
639 setup.sound = (setup.sound_simple || setup.sound_loops || setup.sound_music);
641 SetAudioMode(setup.sound);
645 static int getBeltNrFromBeltElement(int element)
647 return (element < EL_CONVEYOR_BELT_2_LEFT ? 0 :
648 element < EL_CONVEYOR_BELT_3_LEFT ? 1 :
649 element < EL_CONVEYOR_BELT_4_LEFT ? 2 : 3);
652 static int getBeltNrFromBeltActiveElement(int element)
654 return (element < EL_CONVEYOR_BELT_2_LEFT_ACTIVE ? 0 :
655 element < EL_CONVEYOR_BELT_3_LEFT_ACTIVE ? 1 :
656 element < EL_CONVEYOR_BELT_4_LEFT_ACTIVE ? 2 : 3);
659 static int getBeltNrFromBeltSwitchElement(int element)
661 return (element < EL_CONVEYOR_BELT_2_SWITCH_LEFT ? 0 :
662 element < EL_CONVEYOR_BELT_3_SWITCH_LEFT ? 1 :
663 element < EL_CONVEYOR_BELT_4_SWITCH_LEFT ? 2 : 3);
666 static int getBeltDirNrFromBeltSwitchElement(int element)
668 static int belt_base_element[4] =
670 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
671 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
672 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
673 EL_CONVEYOR_BELT_4_SWITCH_LEFT
676 int belt_nr = getBeltNrFromBeltSwitchElement(element);
677 int belt_dir_nr = element - belt_base_element[belt_nr];
679 return (belt_dir_nr % 3);
682 static int getBeltDirFromBeltSwitchElement(int element)
684 static int belt_move_dir[3] =
691 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(element);
693 return belt_move_dir[belt_dir_nr];
696 static void InitPlayerField(int x, int y, int element, boolean init_game)
698 if (element == EL_SP_MURPHY)
702 if (stored_player[0].present)
704 Feld[x][y] = EL_SP_MURPHY_CLONE;
710 stored_player[0].use_murphy_graphic = TRUE;
713 Feld[x][y] = EL_PLAYER_1;
719 struct PlayerInfo *player = &stored_player[Feld[x][y] - EL_PLAYER_1];
720 int jx = player->jx, jy = player->jy;
722 player->present = TRUE;
724 player->block_last_field = (element == EL_SP_MURPHY ?
725 level.sp_block_last_field :
726 level.block_last_field);
728 if (!options.network || player->connected)
730 player->active = TRUE;
732 /* remove potentially duplicate players */
733 if (StorePlayer[jx][jy] == Feld[x][y])
734 StorePlayer[jx][jy] = 0;
736 StorePlayer[x][y] = Feld[x][y];
740 printf("Player %d activated.\n", player->element_nr);
741 printf("[Local player is %d and currently %s.]\n",
742 local_player->element_nr,
743 local_player->active ? "active" : "not active");
747 Feld[x][y] = EL_EMPTY;
748 player->jx = player->last_jx = x;
749 player->jy = player->last_jy = y;
753 static void InitField(int x, int y, boolean init_game)
755 int element = Feld[x][y];
764 InitPlayerField(x, y, element, init_game);
767 case EL_SOKOBAN_FIELD_PLAYER:
768 element = Feld[x][y] = EL_PLAYER_1;
769 InitField(x, y, init_game);
771 element = Feld[x][y] = EL_SOKOBAN_FIELD_EMPTY;
772 InitField(x, y, init_game);
775 case EL_SOKOBAN_FIELD_EMPTY:
776 local_player->sokobanfields_still_needed++;
780 if (x < lev_fieldx-1 && Feld[x+1][y] == EL_ACID)
781 Feld[x][y] = EL_ACID_POOL_TOPLEFT;
782 else if (x > 0 && Feld[x-1][y] == EL_ACID)
783 Feld[x][y] = EL_ACID_POOL_TOPRIGHT;
784 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPLEFT)
785 Feld[x][y] = EL_ACID_POOL_BOTTOMLEFT;
786 else if (y > 0 && Feld[x][y-1] == EL_ACID)
787 Feld[x][y] = EL_ACID_POOL_BOTTOM;
788 else if (y > 0 && Feld[x][y-1] == EL_ACID_POOL_TOPRIGHT)
789 Feld[x][y] = EL_ACID_POOL_BOTTOMRIGHT;
797 case EL_SPACESHIP_RIGHT:
798 case EL_SPACESHIP_UP:
799 case EL_SPACESHIP_LEFT:
800 case EL_SPACESHIP_DOWN:
802 case EL_BD_BUTTERFLY_RIGHT:
803 case EL_BD_BUTTERFLY_UP:
804 case EL_BD_BUTTERFLY_LEFT:
805 case EL_BD_BUTTERFLY_DOWN:
806 case EL_BD_BUTTERFLY:
807 case EL_BD_FIREFLY_RIGHT:
808 case EL_BD_FIREFLY_UP:
809 case EL_BD_FIREFLY_LEFT:
810 case EL_BD_FIREFLY_DOWN:
812 case EL_PACMAN_RIGHT:
836 if (y == lev_fieldy - 1)
838 Feld[x][y] = EL_AMOEBA_GROWING;
839 Store[x][y] = EL_AMOEBA_WET;
843 case EL_DYNAMITE_ACTIVE:
844 case EL_SP_DISK_RED_ACTIVE:
845 case EL_DYNABOMB_PLAYER_1_ACTIVE:
846 case EL_DYNABOMB_PLAYER_2_ACTIVE:
847 case EL_DYNABOMB_PLAYER_3_ACTIVE:
848 case EL_DYNABOMB_PLAYER_4_ACTIVE:
853 local_player->lights_still_needed++;
857 local_player->friends_still_needed++;
862 GfxDir[x][y] = MovDir[x][y] = 1 << RND(4);
867 Feld[x][y] = EL_EMPTY;
872 case EL_EM_KEY_1_FILE:
873 Feld[x][y] = EL_EM_KEY_1;
875 case EL_EM_KEY_2_FILE:
876 Feld[x][y] = EL_EM_KEY_2;
878 case EL_EM_KEY_3_FILE:
879 Feld[x][y] = EL_EM_KEY_3;
881 case EL_EM_KEY_4_FILE:
882 Feld[x][y] = EL_EM_KEY_4;
886 case EL_CONVEYOR_BELT_1_SWITCH_LEFT:
887 case EL_CONVEYOR_BELT_1_SWITCH_MIDDLE:
888 case EL_CONVEYOR_BELT_1_SWITCH_RIGHT:
889 case EL_CONVEYOR_BELT_2_SWITCH_LEFT:
890 case EL_CONVEYOR_BELT_2_SWITCH_MIDDLE:
891 case EL_CONVEYOR_BELT_2_SWITCH_RIGHT:
892 case EL_CONVEYOR_BELT_3_SWITCH_LEFT:
893 case EL_CONVEYOR_BELT_3_SWITCH_MIDDLE:
894 case EL_CONVEYOR_BELT_3_SWITCH_RIGHT:
895 case EL_CONVEYOR_BELT_4_SWITCH_LEFT:
896 case EL_CONVEYOR_BELT_4_SWITCH_MIDDLE:
897 case EL_CONVEYOR_BELT_4_SWITCH_RIGHT:
900 int belt_nr = getBeltNrFromBeltSwitchElement(Feld[x][y]);
901 int belt_dir = getBeltDirFromBeltSwitchElement(Feld[x][y]);
902 int belt_dir_nr = getBeltDirNrFromBeltSwitchElement(Feld[x][y]);
904 if (game.belt_dir_nr[belt_nr] == 3) /* initial value */
906 game.belt_dir[belt_nr] = belt_dir;
907 game.belt_dir_nr[belt_nr] = belt_dir_nr;
909 else /* more than one switch -- set it like the first switch */
911 Feld[x][y] = Feld[x][y] - belt_dir_nr + game.belt_dir_nr[belt_nr];
916 case EL_SWITCHGATE_SWITCH_DOWN: /* always start with same switch pos */
918 Feld[x][y] = EL_SWITCHGATE_SWITCH_UP;
921 case EL_LIGHT_SWITCH_ACTIVE:
923 game.light_time_left = level.time_light * FRAMES_PER_SECOND;
927 if (IS_CUSTOM_ELEMENT(element) && CAN_MOVE(element))
929 else if (IS_GROUP_ELEMENT(element))
931 struct ElementGroupInfo *group = element_info[element].group;
932 int last_anim_random_frame = gfx.anim_random_frame;
935 if (group->choice_mode == ANIM_RANDOM)
936 gfx.anim_random_frame = RND(group->num_elements_resolved);
938 element_pos = getAnimationFrame(group->num_elements_resolved, 1,
939 group->choice_mode, 0,
942 if (group->choice_mode == ANIM_RANDOM)
943 gfx.anim_random_frame = last_anim_random_frame;
947 Feld[x][y] = group->element_resolved[element_pos];
949 InitField(x, y, init_game);
955 static inline void InitField_WithBug1(int x, int y, boolean init_game)
957 InitField(x, y, init_game);
959 /* not needed to call InitMovDir() -- already done by InitField()! */
960 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
961 CAN_MOVE(Feld[x][y]))
965 static inline void InitField_WithBug2(int x, int y, boolean init_game)
967 int old_element = Feld[x][y];
969 InitField(x, y, init_game);
971 /* not needed to call InitMovDir() -- already done by InitField()! */
972 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
973 CAN_MOVE(old_element) &&
974 (old_element < EL_MOLE_LEFT || old_element > EL_MOLE_DOWN))
977 /* this case is in fact a combination of not less than three bugs:
978 first, it calls InitMovDir() for elements that can move, although this is
979 already done by InitField(); then, it checks the element that was at this
980 field _before_ the call to InitField() (which can change it)
985 inline void DrawGameValue_Emeralds(int value)
987 DrawText(DX_EMERALDS, DY_EMERALDS, int2str(value, 3), FONT_TEXT_2);
990 inline void DrawGameValue_Dynamite(int value)
992 DrawText(DX_DYNAMITE, DY_DYNAMITE, int2str(value, 3), FONT_TEXT_2);
995 inline void DrawGameValue_Keys(struct PlayerInfo *player)
999 for (i = 0; i < MAX_KEYS; i++)
1001 DrawMiniGraphicExt(drawto, DX_KEYS + i * MINI_TILEX, DY_KEYS,
1002 el2edimg(EL_KEY_1 + i));
1005 inline void DrawGameValue_Score(int value)
1007 DrawText(DX_SCORE, DY_SCORE, int2str(value, 5), FONT_TEXT_2);
1010 inline void DrawGameValue_Time(int value)
1013 DrawText(DX_TIME1, DY_TIME, int2str(value, 3), FONT_TEXT_2);
1015 DrawText(DX_TIME2, DY_TIME, int2str(value, 4), FONT_LEVEL_NUMBER);
1018 inline void DrawGameValue_Level(int value)
1021 DrawText(DX_LEVEL, DY_LEVEL, int2str(value, 2), FONT_TEXT_2);
1024 /* misuse area for displaying emeralds to draw bigger level number */
1025 DrawTextExt(drawto, DX_EMERALDS, DY_EMERALDS,
1026 int2str(value, 3), FONT_LEVEL_NUMBER, BLIT_OPAQUE);
1028 /* now copy it to the area for displaying level number */
1029 BlitBitmap(drawto, drawto,
1030 DX_EMERALDS, DY_EMERALDS + 1,
1031 getFontWidth(FONT_LEVEL_NUMBER) * 3,
1032 getFontHeight(FONT_LEVEL_NUMBER) - 1,
1033 DX_LEVEL - 1, DY_LEVEL + 1);
1035 /* restore the area for displaying emeralds */
1036 DrawGameValue_Emeralds(local_player->gems_still_needed);
1038 /* yes, this is all really ugly :-) */
1042 void DrawGameDoorValues()
1046 DrawGameValue_Level(level_nr);
1048 for (i = 0; i < MAX_PLAYERS; i++)
1049 DrawGameValue_Keys(&stored_player[i]);
1051 DrawGameValue_Emeralds(local_player->gems_still_needed);
1052 DrawGameValue_Dynamite(local_player->inventory_size);
1053 DrawGameValue_Score(local_player->score);
1054 DrawGameValue_Time(TimeLeft);
1057 static void resolve_group_element(int group_element, int recursion_depth)
1059 static int group_nr;
1060 static struct ElementGroupInfo *group;
1061 struct ElementGroupInfo *actual_group = element_info[group_element].group;
1064 if (recursion_depth > NUM_GROUP_ELEMENTS) /* recursion too deep */
1066 Error(ERR_WARN, "recursion too deep when resolving group element %d",
1067 group_element - EL_GROUP_START + 1);
1069 /* replace element which caused too deep recursion by question mark */
1070 group->element_resolved[group->num_elements_resolved++] = EL_UNKNOWN;
1075 if (recursion_depth == 0) /* initialization */
1077 group = element_info[group_element].group;
1078 group_nr = group_element - EL_GROUP_START;
1080 group->num_elements_resolved = 0;
1081 group->choice_pos = 0;
1084 for (i = 0; i < actual_group->num_elements; i++)
1086 int element = actual_group->element[i];
1088 if (group->num_elements_resolved == NUM_FILE_ELEMENTS)
1091 if (IS_GROUP_ELEMENT(element))
1092 resolve_group_element(element, recursion_depth + 1);
1095 group->element_resolved[group->num_elements_resolved++] = element;
1096 element_info[element].in_group[group_nr] = TRUE;
1101 if (recursion_depth == 0 && group_element <= EL_GROUP_4)
1103 printf("::: group %d: %d resolved elements\n",
1104 group_element - EL_GROUP_START, group->num_elements_resolved);
1105 for (i = 0; i < group->num_elements_resolved; i++)
1106 printf("::: - %d ['%s']\n", group->element_resolved[i],
1107 element_info[group->element_resolved[i]].token_name);
1114 =============================================================================
1116 -----------------------------------------------------------------------------
1117 initialize game engine due to level / tape version number
1118 =============================================================================
1121 static void InitGameEngine()
1125 /* set game engine from tape file when re-playing, else from level file */
1126 game.engine_version = (tape.playing ? tape.engine_version :
1127 level.game_version);
1129 /* dynamically adjust element properties according to game engine version */
1130 InitElementPropertiesEngine(game.engine_version);
1133 printf("level %d: level version == %06d\n", level_nr, level.game_version);
1134 printf(" tape version == %06d [%s] [file: %06d]\n",
1135 tape.engine_version, (tape.playing ? "PLAYING" : "RECORDING"),
1137 printf(" => game.engine_version == %06d\n", game.engine_version);
1140 /* ---------- recursively resolve group elements ------------------------- */
1142 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1143 for (j = 0; j < NUM_GROUP_ELEMENTS; j++)
1144 element_info[i].in_group[j] = FALSE;
1146 for (i = 0; i < NUM_GROUP_ELEMENTS; i++)
1147 resolve_group_element(EL_GROUP_START + i, 0);
1149 /* ---------- initialize player's initial move delay --------------------- */
1151 /* dynamically adjust player properties according to game engine version */
1152 game.initial_move_delay =
1153 (game.engine_version <= VERSION_IDENT(2,0,1,0) ? INITIAL_MOVE_DELAY_ON :
1154 INITIAL_MOVE_DELAY_OFF);
1156 /* dynamically adjust player properties according to level information */
1157 game.initial_move_delay_value =
1158 (level.double_speed ? MOVE_DELAY_HIGH_SPEED : MOVE_DELAY_NORMAL_SPEED);
1160 /* ---------- initialize player's initial push delay --------------------- */
1162 /* dynamically adjust player properties according to game engine version */
1163 game.initial_push_delay_value =
1164 (game.engine_version < VERSION_IDENT(3,0,7,1) ? 5 : -1);
1166 /* ---------- initialize changing elements ------------------------------- */
1168 /* initialize changing elements information */
1169 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1171 struct ElementInfo *ei = &element_info[i];
1173 /* this pointer might have been changed in the level editor */
1174 ei->change = &ei->change_page[0];
1176 if (!IS_CUSTOM_ELEMENT(i))
1178 ei->change->target_element = EL_EMPTY_SPACE;
1179 ei->change->delay_fixed = 0;
1180 ei->change->delay_random = 0;
1181 ei->change->delay_frames = 1;
1184 ei->change_events = CE_BITMASK_DEFAULT;
1185 for (j = 0; j < NUM_CHANGE_EVENTS; j++)
1187 ei->event_page_nr[j] = 0;
1188 ei->event_page[j] = &ei->change_page[0];
1192 /* add changing elements from pre-defined list */
1193 for (i = 0; change_delay_list[i].element != EL_UNDEFINED; i++)
1195 struct ChangingElementInfo *ch_delay = &change_delay_list[i];
1196 struct ElementInfo *ei = &element_info[ch_delay->element];
1198 ei->change->target_element = ch_delay->target_element;
1199 ei->change->delay_fixed = ch_delay->change_delay;
1201 ei->change->pre_change_function = ch_delay->pre_change_function;
1202 ei->change->change_function = ch_delay->change_function;
1203 ei->change->post_change_function = ch_delay->post_change_function;
1205 ei->change_events |= CH_EVENT_BIT(CE_DELAY);
1208 SET_PROPERTY(ch_delay->element, EP_CAN_CHANGE, TRUE);
1213 /* add change events from custom element configuration */
1214 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1216 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1218 for (j = 0; j < ei->num_change_pages; j++)
1220 if (!ei->change_page[j].can_change)
1223 for (k = 0; k < NUM_CHANGE_EVENTS; k++)
1225 /* only add event page for the first page found with this event */
1226 if (ei->change_page[j].events & CH_EVENT_BIT(k) &&
1227 !(ei->change_events & CH_EVENT_BIT(k)))
1229 ei->change_events |= CH_EVENT_BIT(k);
1230 ei->event_page_nr[k] = j;
1231 ei->event_page[k] = &ei->change_page[j];
1239 /* add change events from custom element configuration */
1240 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1242 int element = EL_CUSTOM_START + i;
1244 /* only add custom elements that change after fixed/random frame delay */
1245 if (CAN_CHANGE(element) && HAS_CHANGE_EVENT(element, CE_DELAY))
1246 element_info[element].change_events |= CH_EVENT_BIT(CE_DELAY);
1250 /* ---------- initialize run-time trigger player and element ------------- */
1252 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
1254 struct ElementInfo *ei = &element_info[EL_CUSTOM_START + i];
1256 for (j = 0; j < ei->num_change_pages; j++)
1258 ei->change_page[j].actual_trigger_element = EL_EMPTY;
1259 ei->change_page[j].actual_trigger_player = EL_PLAYER_1;
1263 /* ---------- initialize trigger events ---------------------------------- */
1265 /* initialize trigger events information */
1266 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1267 trigger_events[i] = EP_BITMASK_DEFAULT;
1270 /* add trigger events from element change event properties */
1271 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1273 struct ElementInfo *ei = &element_info[i];
1275 for (j = 0; j < ei->num_change_pages; j++)
1277 if (!ei->change_page[j].can_change)
1280 if (ei->change_page[j].events & CH_EVENT_BIT(CE_BY_OTHER_ACTION))
1282 int trigger_element = ei->change_page[j].trigger_element;
1284 if (IS_GROUP_ELEMENT(trigger_element))
1286 struct ElementGroupInfo *group = element_info[trigger_element].group;
1288 for (k = 0; k < group->num_elements_resolved; k++)
1289 trigger_events[group->element_resolved[k]]
1290 |= ei->change_page[j].events;
1293 trigger_events[trigger_element] |= ei->change_page[j].events;
1298 /* add trigger events from element change event properties */
1299 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1300 if (HAS_CHANGE_EVENT(i, CE_BY_OTHER_ACTION))
1301 trigger_events[element_info[i].change->trigger_element] |=
1302 element_info[i].change->events;
1305 /* ---------- initialize push delay -------------------------------------- */
1307 /* initialize push delay values to default */
1308 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1310 if (!IS_CUSTOM_ELEMENT(i))
1312 element_info[i].push_delay_fixed = game.default_push_delay_fixed;
1313 element_info[i].push_delay_random = game.default_push_delay_random;
1317 /* set push delay value for certain elements from pre-defined list */
1318 for (i = 0; push_delay_list[i].element != EL_UNDEFINED; i++)
1320 int e = push_delay_list[i].element;
1322 element_info[e].push_delay_fixed = push_delay_list[i].push_delay_fixed;
1323 element_info[e].push_delay_random = push_delay_list[i].push_delay_random;
1326 /* set push delay value for Supaplex elements for newer engine versions */
1327 if (game.engine_version >= VERSION_IDENT(3,1,0,0))
1329 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1331 if (IS_SP_ELEMENT(i))
1333 element_info[i].push_delay_fixed = 6; /* just enough to escape ... */
1334 element_info[i].push_delay_random = 0; /* ... from falling zonk */
1339 /* ---------- initialize move stepsize ----------------------------------- */
1341 /* initialize move stepsize values to default */
1342 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1343 if (!IS_CUSTOM_ELEMENT(i))
1344 element_info[i].move_stepsize = MOVE_STEPSIZE_NORMAL;
1346 /* set move stepsize value for certain elements from pre-defined list */
1347 for (i = 0; move_stepsize_list[i].element != EL_UNDEFINED; i++)
1349 int e = move_stepsize_list[i].element;
1351 element_info[e].move_stepsize = move_stepsize_list[i].move_stepsize;
1354 /* ---------- initialize move dig/leave ---------------------------------- */
1356 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1358 element_info[i].can_leave_element = FALSE;
1359 element_info[i].can_leave_element_last = FALSE;
1362 /* ---------- initialize gem count --------------------------------------- */
1364 /* initialize gem count values for each element */
1365 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1366 if (!IS_CUSTOM_ELEMENT(i))
1367 element_info[i].collect_count = 0;
1369 /* add gem count values for all elements from pre-defined list */
1370 for (i = 0; collect_count_list[i].element != EL_UNDEFINED; i++)
1371 element_info[collect_count_list[i].element].collect_count =
1372 collect_count_list[i].count;
1374 /* ---------- initialize access direction -------------------------------- */
1376 /* initialize access direction values to default */
1377 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1378 if (!IS_CUSTOM_ELEMENT(i))
1379 element_info[i].access_direction = MV_ALL_DIRECTIONS;
1381 /* set access direction value for certain elements from pre-defined list */
1382 for (i = 0; tube_access[i].element != EL_UNDEFINED; i++)
1383 element_info[tube_access[i].element].access_direction =
1384 tube_access[i].direction;
1389 =============================================================================
1391 -----------------------------------------------------------------------------
1392 initialize and start new game
1393 =============================================================================
1398 boolean emulate_bd = TRUE; /* unless non-BOULDERDASH elements found */
1399 boolean emulate_sb = TRUE; /* unless non-SOKOBAN elements found */
1400 boolean emulate_sp = TRUE; /* unless non-SUPAPLEX elements found */
1407 #if USE_NEW_AMOEBA_CODE
1408 printf("Using new amoeba code.\n");
1410 printf("Using old amoeba code.\n");
1415 /* don't play tapes over network */
1416 network_playing = (options.network && !tape.playing);
1418 for (i = 0; i < MAX_PLAYERS; i++)
1420 struct PlayerInfo *player = &stored_player[i];
1422 player->index_nr = i;
1423 player->index_bit = (1 << i);
1424 player->element_nr = EL_PLAYER_1 + i;
1426 player->present = FALSE;
1427 player->active = FALSE;
1430 player->effective_action = 0;
1431 player->programmed_action = 0;
1434 player->gems_still_needed = level.gems_needed;
1435 player->sokobanfields_still_needed = 0;
1436 player->lights_still_needed = 0;
1437 player->friends_still_needed = 0;
1439 for (j = 0; j < MAX_KEYS; j++)
1440 player->key[j] = FALSE;
1442 player->dynabomb_count = 0;
1443 player->dynabomb_size = 1;
1444 player->dynabombs_left = 0;
1445 player->dynabomb_xl = FALSE;
1447 player->MovDir = MV_NO_MOVING;
1450 player->GfxDir = MV_NO_MOVING;
1451 player->GfxAction = ACTION_DEFAULT;
1453 player->StepFrame = 0;
1455 player->use_murphy_graphic = FALSE;
1457 player->block_last_field = FALSE;
1458 player->can_fall_into_acid = CAN_MOVE_INTO_ACID(player->element_nr);
1460 player->actual_frame_counter = 0;
1462 player->step_counter = 0;
1464 player->last_move_dir = MV_NO_MOVING;
1466 player->is_waiting = FALSE;
1467 player->is_moving = FALSE;
1468 player->is_digging = FALSE;
1469 player->is_snapping = FALSE;
1470 player->is_collecting = FALSE;
1471 player->is_pushing = FALSE;
1472 player->is_switching = FALSE;
1473 player->is_dropping = FALSE;
1475 player->is_bored = FALSE;
1476 player->is_sleeping = FALSE;
1478 player->frame_counter_bored = -1;
1479 player->frame_counter_sleeping = -1;
1481 player->anim_delay_counter = 0;
1482 player->post_delay_counter = 0;
1484 player->action_waiting = ACTION_DEFAULT;
1485 player->last_action_waiting = ACTION_DEFAULT;
1486 player->special_action_bored = ACTION_DEFAULT;
1487 player->special_action_sleeping = ACTION_DEFAULT;
1489 player->num_special_action_bored = 0;
1490 player->num_special_action_sleeping = 0;
1492 /* determine number of special actions for bored and sleeping animation */
1493 for (j = ACTION_BORING_1; j <= ACTION_BORING_LAST; j++)
1495 boolean found = FALSE;
1497 for (k = 0; k < NUM_DIRECTIONS; k++)
1498 if (el_act_dir2img(player->element_nr, j, k) !=
1499 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1503 player->num_special_action_bored++;
1507 for (j = ACTION_SLEEPING_1; j <= ACTION_SLEEPING_LAST; j++)
1509 boolean found = FALSE;
1511 for (k = 0; k < NUM_DIRECTIONS; k++)
1512 if (el_act_dir2img(player->element_nr, j, k) !=
1513 el_act_dir2img(player->element_nr, ACTION_DEFAULT, k))
1517 player->num_special_action_sleeping++;
1522 player->switch_x = -1;
1523 player->switch_y = -1;
1525 player->show_envelope = 0;
1527 player->move_delay = game.initial_move_delay;
1528 player->move_delay_value = game.initial_move_delay_value;
1530 player->move_delay_reset_counter = 0;
1532 player->push_delay = 0;
1533 player->push_delay_value = game.initial_push_delay_value;
1535 player->drop_delay = 0;
1537 player->last_jx = player->last_jy = 0;
1538 player->jx = player->jy = 0;
1540 player->shield_normal_time_left = 0;
1541 player->shield_deadly_time_left = 0;
1543 player->inventory_infinite_element = EL_UNDEFINED;
1544 player->inventory_size = 0;
1546 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
1547 SnapField(player, 0, 0);
1549 player->LevelSolved = FALSE;
1550 player->GameOver = FALSE;
1553 network_player_action_received = FALSE;
1555 #if defined(PLATFORM_UNIX)
1556 /* initial null action */
1557 if (network_playing)
1558 SendToServer_MovePlayer(MV_NO_MOVING);
1566 TimeLeft = level.time;
1569 ScreenMovDir = MV_NO_MOVING;
1573 ScrollStepSize = 0; /* will be correctly initialized by ScrollScreen() */
1575 AllPlayersGone = FALSE;
1577 game.yamyam_content_nr = 0;
1578 game.magic_wall_active = FALSE;
1579 game.magic_wall_time_left = 0;
1580 game.light_time_left = 0;
1581 game.timegate_time_left = 0;
1582 game.switchgate_pos = 0;
1583 game.balloon_dir = MV_NO_MOVING;
1584 game.gravity = level.initial_gravity;
1585 game.explosions_delayed = TRUE;
1587 game.envelope_active = FALSE;
1589 for (i = 0; i < NUM_BELTS; i++)
1591 game.belt_dir[i] = MV_NO_MOVING;
1592 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1595 for (i = 0; i < MAX_NUM_AMOEBA; i++)
1596 AmoebaCnt[i] = AmoebaCnt2[i] = 0;
1598 for (x = 0; x < lev_fieldx; x++)
1600 for (y = 0; y < lev_fieldy; y++)
1602 Feld[x][y] = level.field[x][y];
1603 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
1604 ChangeDelay[x][y] = 0;
1605 ChangePage[x][y] = -1;
1606 Store[x][y] = Store2[x][y] = StorePlayer[x][y] = Back[x][y] = 0;
1608 WasJustMoving[x][y] = 0;
1609 WasJustFalling[x][y] = 0;
1611 Pushed[x][y] = FALSE;
1613 Changed[x][y] = CE_BITMASK_DEFAULT;
1614 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
1616 ExplodePhase[x][y] = 0;
1617 ExplodeDelay[x][y] = 0;
1618 ExplodeField[x][y] = EX_TYPE_NONE;
1620 RunnerVisit[x][y] = 0;
1621 PlayerVisit[x][y] = 0;
1624 GfxRandom[x][y] = INIT_GFX_RANDOM();
1625 GfxElement[x][y] = EL_UNDEFINED;
1626 GfxAction[x][y] = ACTION_DEFAULT;
1627 GfxDir[x][y] = MV_NO_MOVING;
1631 for (y = 0; y < lev_fieldy; y++)
1633 for (x = 0; x < lev_fieldx; x++)
1635 if (emulate_bd && !IS_BD_ELEMENT(Feld[x][y]))
1637 if (emulate_sb && !IS_SB_ELEMENT(Feld[x][y]))
1639 if (emulate_sp && !IS_SP_ELEMENT(Feld[x][y]))
1642 InitField(x, y, TRUE);
1648 game.emulation = (emulate_bd ? EMU_BOULDERDASH :
1649 emulate_sb ? EMU_SOKOBAN :
1650 emulate_sp ? EMU_SUPAPLEX : EMU_NONE);
1652 /* initialize explosion and ignition delay */
1653 for (i = 0; i < MAX_NUM_ELEMENTS; i++)
1655 if (!IS_CUSTOM_ELEMENT(i))
1658 int delay = (((IS_SP_ELEMENT(i) && i != EL_EMPTY_SPACE) &&
1659 game.engine_version >= VERSION_IDENT(3,1,0,0)) ||
1660 game.emulation == EMU_SUPAPLEX ? 3 : 2);
1661 int last_phase = (num_phase + 1) * delay;
1662 int half_phase = (num_phase / 2) * delay;
1664 element_info[i].explosion_delay = last_phase - 1;
1665 element_info[i].ignition_delay = half_phase;
1668 if (i == EL_BLACK_ORB)
1669 element_info[i].ignition_delay = 0;
1671 if (i == EL_BLACK_ORB)
1672 element_info[i].ignition_delay = 1;
1677 if (element_info[i].explosion_delay < 1) /* !!! check again !!! */
1678 element_info[i].explosion_delay = 1;
1680 if (element_info[i].ignition_delay < 1) /* !!! check again !!! */
1681 element_info[i].ignition_delay = 1;
1685 /* correct non-moving belts to start moving left */
1686 for (i = 0; i < NUM_BELTS; i++)
1687 if (game.belt_dir[i] == MV_NO_MOVING)
1688 game.belt_dir_nr[i] = 3; /* not moving, next moving left */
1690 /* check if any connected player was not found in playfield */
1691 for (i = 0; i < MAX_PLAYERS; i++)
1693 struct PlayerInfo *player = &stored_player[i];
1695 if (player->connected && !player->present)
1697 for (j = 0; j < MAX_PLAYERS; j++)
1699 struct PlayerInfo *some_player = &stored_player[j];
1700 int jx = some_player->jx, jy = some_player->jy;
1702 /* assign first free player found that is present in the playfield */
1703 if (some_player->present && !some_player->connected)
1705 player->present = TRUE;
1706 player->active = TRUE;
1708 some_player->present = FALSE;
1709 some_player->active = FALSE;
1712 player->element_nr = some_player->element_nr;
1715 StorePlayer[jx][jy] = player->element_nr;
1716 player->jx = player->last_jx = jx;
1717 player->jy = player->last_jy = jy;
1727 /* when playing a tape, eliminate all players which do not participate */
1729 for (i = 0; i < MAX_PLAYERS; i++)
1731 if (stored_player[i].active && !tape.player_participates[i])
1733 struct PlayerInfo *player = &stored_player[i];
1734 int jx = player->jx, jy = player->jy;
1736 player->active = FALSE;
1737 StorePlayer[jx][jy] = 0;
1738 Feld[jx][jy] = EL_EMPTY;
1742 else if (!options.network && !setup.team_mode) /* && !tape.playing */
1744 /* when in single player mode, eliminate all but the first active player */
1746 for (i = 0; i < MAX_PLAYERS; i++)
1748 if (stored_player[i].active)
1750 for (j = i + 1; j < MAX_PLAYERS; j++)
1752 if (stored_player[j].active)
1754 struct PlayerInfo *player = &stored_player[j];
1755 int jx = player->jx, jy = player->jy;
1757 player->active = FALSE;
1758 player->present = FALSE;
1760 StorePlayer[jx][jy] = 0;
1761 Feld[jx][jy] = EL_EMPTY;
1768 /* when recording the game, store which players take part in the game */
1771 for (i = 0; i < MAX_PLAYERS; i++)
1772 if (stored_player[i].active)
1773 tape.player_participates[i] = TRUE;
1778 for (i = 0; i < MAX_PLAYERS; i++)
1780 struct PlayerInfo *player = &stored_player[i];
1782 printf("Player %d: present == %d, connected == %d, active == %d.\n",
1787 if (local_player == player)
1788 printf("Player %d is local player.\n", i+1);
1792 if (BorderElement == EL_EMPTY)
1795 SBX_Right = lev_fieldx - SCR_FIELDX;
1797 SBY_Lower = lev_fieldy - SCR_FIELDY;
1802 SBX_Right = lev_fieldx - SCR_FIELDX + 1;
1804 SBY_Lower = lev_fieldy - SCR_FIELDY + 1;
1807 if (lev_fieldx + (SBX_Left == -1 ? 2 : 0) <= SCR_FIELDX)
1808 SBX_Left = SBX_Right = -1 * (SCR_FIELDX - lev_fieldx) / 2;
1810 if (lev_fieldy + (SBY_Upper == -1 ? 2 : 0) <= SCR_FIELDY)
1811 SBY_Upper = SBY_Lower = -1 * (SCR_FIELDY - lev_fieldy) / 2;
1813 /* if local player not found, look for custom element that might create
1814 the player (make some assumptions about the right custom element) */
1815 if (!local_player->present)
1817 int start_x = 0, start_y = 0;
1818 int found_rating = 0;
1819 int found_element = EL_UNDEFINED;
1821 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
1823 int element = Feld[x][y];
1828 if (!IS_CUSTOM_ELEMENT(element))
1831 if (CAN_CHANGE(element))
1833 for (i = 0; i < element_info[element].num_change_pages; i++)
1835 content = element_info[element].change_page[i].target_element;
1836 is_player = ELEM_IS_PLAYER(content);
1838 if (is_player && (found_rating < 3 || element < found_element))
1844 found_element = element;
1849 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3; xx++)
1851 content = element_info[element].content[xx][yy];
1852 is_player = ELEM_IS_PLAYER(content);
1854 if (is_player && (found_rating < 2 || element < found_element))
1856 start_x = x + xx - 1;
1857 start_y = y + yy - 1;
1860 found_element = element;
1863 if (!CAN_CHANGE(element))
1866 for (i = 0; i < element_info[element].num_change_pages; i++)
1868 content= element_info[element].change_page[i].target_content[xx][yy];
1869 is_player = ELEM_IS_PLAYER(content);
1871 if (is_player && (found_rating < 1 || element < found_element))
1873 start_x = x + xx - 1;
1874 start_y = y + yy - 1;
1877 found_element = element;
1883 scroll_x = (start_x < SBX_Left + MIDPOSX ? SBX_Left :
1884 start_x > SBX_Right + MIDPOSX ? SBX_Right :
1887 scroll_y = (start_y < SBY_Upper + MIDPOSY ? SBY_Upper :
1888 start_y > SBY_Lower + MIDPOSY ? SBY_Lower :
1894 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
1895 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
1896 local_player->jx - MIDPOSX);
1898 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
1899 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
1900 local_player->jy - MIDPOSY);
1902 scroll_x = SBX_Left;
1903 scroll_y = SBY_Upper;
1904 if (local_player->jx >= SBX_Left + MIDPOSX)
1905 scroll_x = (local_player->jx <= SBX_Right + MIDPOSX ?
1906 local_player->jx - MIDPOSX :
1908 if (local_player->jy >= SBY_Upper + MIDPOSY)
1909 scroll_y = (local_player->jy <= SBY_Lower + MIDPOSY ?
1910 local_player->jy - MIDPOSY :
1915 CloseDoor(DOOR_CLOSE_1);
1920 /* after drawing the level, correct some elements */
1921 if (game.timegate_time_left == 0)
1922 CloseAllOpenTimegates();
1924 if (setup.soft_scrolling)
1925 BlitBitmap(fieldbuffer, backbuffer, FX, FY, SXSIZE, SYSIZE, SX, SY);
1927 redraw_mask |= REDRAW_FROM_BACKBUFFER;
1930 /* copy default game door content to main double buffer */
1931 BlitBitmap(graphic_info[IMG_GLOBAL_DOOR].bitmap, drawto,
1932 DOOR_GFX_PAGEX5, DOOR_GFX_PAGEY1, DXSIZE, DYSIZE, DX, DY);
1934 DrawGameDoorValues();
1938 game_gadget[SOUND_CTRL_ID_MUSIC]->checked = setup.sound_music;
1939 game_gadget[SOUND_CTRL_ID_LOOPS]->checked = setup.sound_loops;
1940 game_gadget[SOUND_CTRL_ID_SIMPLE]->checked = setup.sound_simple;
1944 /* copy actual game door content to door double buffer for OpenDoor() */
1945 BlitBitmap(drawto, bitmap_db_door,
1946 DX, DY, DXSIZE, DYSIZE, DOOR_GFX_PAGEX1, DOOR_GFX_PAGEY1);
1948 OpenDoor(DOOR_OPEN_ALL);
1950 PlaySoundStereo(SND_GAME_STARTING, SOUND_MIDDLE);
1952 if (setup.sound_music)
1955 KeyboardAutoRepeatOffUnlessAutoplay();
1959 for (i = 0; i < MAX_PLAYERS; i++)
1960 printf("Player %d %sactive.\n",
1961 i + 1, (stored_player[i].active ? "" : "not "));
1965 printf("::: starting game [%d]\n", FrameCounter);
1969 void InitMovDir(int x, int y)
1971 int i, element = Feld[x][y];
1972 static int xy[4][2] =
1979 static int direction[3][4] =
1981 { MV_RIGHT, MV_UP, MV_LEFT, MV_DOWN },
1982 { MV_LEFT, MV_DOWN, MV_RIGHT, MV_UP },
1983 { MV_LEFT, MV_RIGHT, MV_UP, MV_DOWN }
1992 Feld[x][y] = EL_BUG;
1993 MovDir[x][y] = direction[0][element - EL_BUG_RIGHT];
1996 case EL_SPACESHIP_RIGHT:
1997 case EL_SPACESHIP_UP:
1998 case EL_SPACESHIP_LEFT:
1999 case EL_SPACESHIP_DOWN:
2000 Feld[x][y] = EL_SPACESHIP;
2001 MovDir[x][y] = direction[0][element - EL_SPACESHIP_RIGHT];
2004 case EL_BD_BUTTERFLY_RIGHT:
2005 case EL_BD_BUTTERFLY_UP:
2006 case EL_BD_BUTTERFLY_LEFT:
2007 case EL_BD_BUTTERFLY_DOWN:
2008 Feld[x][y] = EL_BD_BUTTERFLY;
2009 MovDir[x][y] = direction[0][element - EL_BD_BUTTERFLY_RIGHT];
2012 case EL_BD_FIREFLY_RIGHT:
2013 case EL_BD_FIREFLY_UP:
2014 case EL_BD_FIREFLY_LEFT:
2015 case EL_BD_FIREFLY_DOWN:
2016 Feld[x][y] = EL_BD_FIREFLY;
2017 MovDir[x][y] = direction[0][element - EL_BD_FIREFLY_RIGHT];
2020 case EL_PACMAN_RIGHT:
2022 case EL_PACMAN_LEFT:
2023 case EL_PACMAN_DOWN:
2024 Feld[x][y] = EL_PACMAN;
2025 MovDir[x][y] = direction[0][element - EL_PACMAN_RIGHT];
2028 case EL_SP_SNIKSNAK:
2029 MovDir[x][y] = MV_UP;
2032 case EL_SP_ELECTRON:
2033 MovDir[x][y] = MV_LEFT;
2040 Feld[x][y] = EL_MOLE;
2041 MovDir[x][y] = direction[2][element - EL_MOLE_LEFT];
2045 if (IS_CUSTOM_ELEMENT(element))
2047 struct ElementInfo *ei = &element_info[element];
2048 int move_direction_initial = ei->move_direction_initial;
2049 int move_pattern = ei->move_pattern;
2051 if (move_direction_initial == MV_START_PREVIOUS)
2053 if (MovDir[x][y] != MV_NO_MOVING)
2056 move_direction_initial = MV_START_AUTOMATIC;
2059 if (move_direction_initial == MV_START_RANDOM)
2060 MovDir[x][y] = 1 << RND(4);
2061 else if (move_direction_initial & MV_ANY_DIRECTION)
2062 MovDir[x][y] = move_direction_initial;
2063 else if (move_pattern == MV_ALL_DIRECTIONS ||
2064 move_pattern == MV_TURNING_LEFT ||
2065 move_pattern == MV_TURNING_RIGHT ||
2066 move_pattern == MV_TURNING_LEFT_RIGHT ||
2067 move_pattern == MV_TURNING_RIGHT_LEFT ||
2068 move_pattern == MV_TURNING_RANDOM)
2069 MovDir[x][y] = 1 << RND(4);
2070 else if (move_pattern == MV_HORIZONTAL)
2071 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
2072 else if (move_pattern == MV_VERTICAL)
2073 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
2074 else if (move_pattern & MV_ANY_DIRECTION)
2075 MovDir[x][y] = element_info[element].move_pattern;
2076 else if (move_pattern == MV_ALONG_LEFT_SIDE ||
2077 move_pattern == MV_ALONG_RIGHT_SIDE)
2079 for (i = 0; i < NUM_DIRECTIONS; i++)
2081 int x1 = x + xy[i][0];
2082 int y1 = y + xy[i][1];
2084 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2086 if (move_pattern == MV_ALONG_RIGHT_SIDE)
2087 MovDir[x][y] = direction[0][i];
2089 MovDir[x][y] = direction[1][i];
2098 MovDir[x][y] = 1 << RND(4);
2100 if (element != EL_BUG &&
2101 element != EL_SPACESHIP &&
2102 element != EL_BD_BUTTERFLY &&
2103 element != EL_BD_FIREFLY)
2106 for (i = 0; i < NUM_DIRECTIONS; i++)
2108 int x1 = x + xy[i][0];
2109 int y1 = y + xy[i][1];
2111 if (!IN_LEV_FIELD(x1, y1) || !IS_FREE(x1, y1))
2113 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
2115 MovDir[x][y] = direction[0][i];
2118 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
2119 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
2121 MovDir[x][y] = direction[1][i];
2130 GfxDir[x][y] = MovDir[x][y];
2133 void InitAmoebaNr(int x, int y)
2136 int group_nr = AmoebeNachbarNr(x, y);
2140 for (i = 1; i < MAX_NUM_AMOEBA; i++)
2142 if (AmoebaCnt[i] == 0)
2150 AmoebaNr[x][y] = group_nr;
2151 AmoebaCnt[group_nr]++;
2152 AmoebaCnt2[group_nr]++;
2158 boolean raise_level = FALSE;
2160 if (local_player->MovPos)
2164 if (tape.auto_play) /* tape might already be stopped here */
2165 tape.auto_play_level_solved = TRUE;
2167 if (tape.playing && tape.auto_play)
2168 tape.auto_play_level_solved = TRUE;
2171 local_player->LevelSolved = FALSE;
2173 PlaySoundStereo(SND_GAME_WINNING, SOUND_MIDDLE);
2177 if (!tape.playing && setup.sound_loops)
2178 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2179 SND_CTRL_PLAY_LOOP);
2181 while (TimeLeft > 0)
2183 if (!tape.playing && !setup.sound_loops)
2184 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2185 if (TimeLeft > 0 && !(TimeLeft % 10))
2186 RaiseScore(level.score[SC_TIME_BONUS]);
2187 if (TimeLeft > 100 && !(TimeLeft % 10))
2192 DrawGameValue_Time(TimeLeft);
2200 if (!tape.playing && setup.sound_loops)
2201 StopSound(SND_GAME_LEVELTIME_BONUS);
2203 else if (level.time == 0) /* level without time limit */
2205 if (!tape.playing && setup.sound_loops)
2206 PlaySoundExt(SND_GAME_LEVELTIME_BONUS, SOUND_MAX_VOLUME, SOUND_MIDDLE,
2207 SND_CTRL_PLAY_LOOP);
2209 while (TimePlayed < 999)
2211 if (!tape.playing && !setup.sound_loops)
2212 PlaySoundStereo(SND_GAME_LEVELTIME_BONUS, SOUND_MIDDLE);
2213 if (TimePlayed < 999 && !(TimePlayed % 10))
2214 RaiseScore(level.score[SC_TIME_BONUS]);
2215 if (TimePlayed < 900 && !(TimePlayed % 10))
2220 DrawGameValue_Time(TimePlayed);
2228 if (!tape.playing && setup.sound_loops)
2229 StopSound(SND_GAME_LEVELTIME_BONUS);
2232 /* close exit door after last player */
2233 if ((Feld[ExitX][ExitY] == EL_EXIT_OPEN ||
2234 Feld[ExitX][ExitY] == EL_SP_EXIT_OPEN) && AllPlayersGone)
2236 int element = Feld[ExitX][ExitY];
2238 Feld[ExitX][ExitY] = (element == EL_EXIT_OPEN ? EL_EXIT_CLOSING :
2239 EL_SP_EXIT_CLOSING);
2241 PlayLevelSoundElementAction(ExitX, ExitY, element, ACTION_CLOSING);
2244 /* Hero disappears */
2245 DrawLevelField(ExitX, ExitY);
2251 CloseDoor(DOOR_CLOSE_1);
2256 SaveTape(tape.level_nr); /* Ask to save tape */
2259 if (level_nr == leveldir_current->handicap_level)
2261 leveldir_current->handicap_level++;
2262 SaveLevelSetup_SeriesInfo();
2265 if (level_editor_test_game)
2266 local_player->score = -1; /* no highscore when playing from editor */
2267 else if (level_nr < leveldir_current->last_level)
2268 raise_level = TRUE; /* advance to next level */
2270 if ((hi_pos = NewHiScore()) >= 0)
2272 game_status = GAME_MODE_SCORES;
2273 DrawHallOfFame(hi_pos);
2282 game_status = GAME_MODE_MAIN;
2299 LoadScore(level_nr);
2301 if (strcmp(setup.player_name, EMPTY_PLAYER_NAME) == 0 ||
2302 local_player->score < highscore[MAX_SCORE_ENTRIES - 1].Score)
2305 for (k = 0; k < MAX_SCORE_ENTRIES; k++)
2307 if (local_player->score > highscore[k].Score)
2309 /* player has made it to the hall of fame */
2311 if (k < MAX_SCORE_ENTRIES - 1)
2313 int m = MAX_SCORE_ENTRIES - 1;
2316 for (l = k; l < MAX_SCORE_ENTRIES; l++)
2317 if (!strcmp(setup.player_name, highscore[l].Name))
2319 if (m == k) /* player's new highscore overwrites his old one */
2323 for (l = m; l > k; l--)
2325 strcpy(highscore[l].Name, highscore[l - 1].Name);
2326 highscore[l].Score = highscore[l - 1].Score;
2333 strncpy(highscore[k].Name, setup.player_name, MAX_PLAYER_NAME_LEN);
2334 highscore[k].Name[MAX_PLAYER_NAME_LEN] = '\0';
2335 highscore[k].Score = local_player->score;
2341 else if (!strncmp(setup.player_name, highscore[k].Name,
2342 MAX_PLAYER_NAME_LEN))
2343 break; /* player already there with a higher score */
2349 SaveScore(level_nr);
2354 void InitPlayerGfxAnimation(struct PlayerInfo *player, int action, int dir)
2356 if (player->GfxAction != action || player->GfxDir != dir)
2359 printf("Player frame reset! (%d => %d, %d => %d)\n",
2360 player->GfxAction, action, player->GfxDir, dir);
2363 player->GfxAction = action;
2364 player->GfxDir = dir;
2366 player->StepFrame = 0;
2370 static void ResetRandomAnimationValue(int x, int y)
2372 GfxRandom[x][y] = INIT_GFX_RANDOM();
2375 static void ResetGfxAnimation(int x, int y)
2378 GfxAction[x][y] = ACTION_DEFAULT;
2379 GfxDir[x][y] = MovDir[x][y];
2382 void InitMovingField(int x, int y, int direction)
2384 int element = Feld[x][y];
2385 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2386 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2390 if (!WasJustMoving[x][y] || direction != MovDir[x][y])
2391 ResetGfxAnimation(x, y);
2393 MovDir[newx][newy] = MovDir[x][y] = direction;
2394 GfxDir[x][y] = direction;
2396 if (Feld[newx][newy] == EL_EMPTY)
2397 Feld[newx][newy] = EL_BLOCKED;
2399 if (direction == MV_DOWN && CAN_FALL(element))
2400 GfxAction[x][y] = ACTION_FALLING;
2402 GfxAction[x][y] = ACTION_MOVING;
2404 GfxFrame[newx][newy] = GfxFrame[x][y];
2405 GfxRandom[newx][newy] = GfxRandom[x][y];
2406 GfxAction[newx][newy] = GfxAction[x][y];
2407 GfxDir[newx][newy] = GfxDir[x][y];
2410 void Moving2Blocked(int x, int y, int *goes_to_x, int *goes_to_y)
2412 int direction = MovDir[x][y];
2413 int newx = x + (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
2414 int newy = y + (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
2420 void Blocked2Moving(int x, int y, int *comes_from_x, int *comes_from_y)
2422 int oldx = x, oldy = y;
2423 int direction = MovDir[x][y];
2425 if (direction == MV_LEFT)
2427 else if (direction == MV_RIGHT)
2429 else if (direction == MV_UP)
2431 else if (direction == MV_DOWN)
2434 *comes_from_x = oldx;
2435 *comes_from_y = oldy;
2438 int MovingOrBlocked2Element(int x, int y)
2440 int element = Feld[x][y];
2442 if (element == EL_BLOCKED)
2446 Blocked2Moving(x, y, &oldx, &oldy);
2447 return Feld[oldx][oldy];
2453 static int MovingOrBlocked2ElementIfNotLeaving(int x, int y)
2455 /* like MovingOrBlocked2Element(), but if element is moving
2456 and (x,y) is the field the moving element is just leaving,
2457 return EL_BLOCKED instead of the element value */
2458 int element = Feld[x][y];
2460 if (IS_MOVING(x, y))
2462 if (element == EL_BLOCKED)
2466 Blocked2Moving(x, y, &oldx, &oldy);
2467 return Feld[oldx][oldy];
2476 static void RemoveField(int x, int y)
2478 Feld[x][y] = EL_EMPTY;
2485 ChangeDelay[x][y] = 0;
2486 ChangePage[x][y] = -1;
2487 Pushed[x][y] = FALSE;
2489 GfxElement[x][y] = EL_UNDEFINED;
2490 GfxAction[x][y] = ACTION_DEFAULT;
2491 GfxDir[x][y] = MV_NO_MOVING;
2494 void RemoveMovingField(int x, int y)
2496 int oldx = x, oldy = y, newx = x, newy = y;
2497 int element = Feld[x][y];
2498 int next_element = EL_UNDEFINED;
2500 if (element != EL_BLOCKED && !IS_MOVING(x, y))
2503 if (IS_MOVING(x, y))
2505 Moving2Blocked(x, y, &newx, &newy);
2507 if (Feld[newx][newy] != EL_BLOCKED)
2510 if (Feld[newx][newy] != EL_BLOCKED)
2512 /* element is moving, but target field is not free (blocked), but
2513 already occupied by something different (example: acid pool);
2514 in this case, only remove the moving field, but not the target */
2516 RemoveField(oldx, oldy);
2518 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2520 DrawLevelField(oldx, oldy);
2526 else if (element == EL_BLOCKED)
2528 Blocked2Moving(x, y, &oldx, &oldy);
2529 if (!IS_MOVING(oldx, oldy))
2533 if (element == EL_BLOCKED &&
2534 (Feld[oldx][oldy] == EL_QUICKSAND_EMPTYING ||
2535 Feld[oldx][oldy] == EL_MAGIC_WALL_EMPTYING ||
2536 Feld[oldx][oldy] == EL_BD_MAGIC_WALL_EMPTYING ||
2537 Feld[oldx][oldy] == EL_AMOEBA_DROPPING))
2538 next_element = get_next_element(Feld[oldx][oldy]);
2540 RemoveField(oldx, oldy);
2541 RemoveField(newx, newy);
2543 Store[oldx][oldy] = Store2[oldx][oldy] = 0;
2545 if (next_element != EL_UNDEFINED)
2546 Feld[oldx][oldy] = next_element;
2548 DrawLevelField(oldx, oldy);
2549 DrawLevelField(newx, newy);
2552 void DrawDynamite(int x, int y)
2554 int sx = SCREENX(x), sy = SCREENY(y);
2555 int graphic = el2img(Feld[x][y]);
2558 if (!IN_SCR_FIELD(sx, sy) || IS_PLAYER(x, y))
2561 if (IS_WALKABLE_INSIDE(Back[x][y]))
2565 DrawGraphic(sx, sy, el2img(Back[x][y]), 0);
2566 else if (Store[x][y])
2567 DrawGraphic(sx, sy, el2img(Store[x][y]), 0);
2569 frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
2572 if (Back[x][y] || Store[x][y])
2573 DrawGraphicThruMask(sx, sy, graphic, frame);
2575 DrawGraphic(sx, sy, graphic, frame);
2577 if (game.emulation == EMU_SUPAPLEX)
2578 DrawGraphic(sx, sy, IMG_SP_DISK_RED, frame);
2579 else if (Store[x][y])
2580 DrawGraphicThruMask(sx, sy, graphic, frame);
2582 DrawGraphic(sx, sy, graphic, frame);
2586 void CheckDynamite(int x, int y)
2588 if (MovDelay[x][y] != 0) /* dynamite is still waiting to explode */
2592 if (MovDelay[x][y] != 0)
2595 PlayLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2602 StopLevelSoundActionIfLoop(x, y, ACTION_ACTIVE);
2604 if (Feld[x][y] == EL_DYNAMITE_ACTIVE ||
2605 Feld[x][y] == EL_SP_DISK_RED_ACTIVE)
2606 StopSound(SND_DYNAMITE_ACTIVE);
2608 StopSound(SND_DYNABOMB_ACTIVE);
2614 void RelocatePlayer(int x, int y, int element_raw)
2616 int element = (element_raw == EL_SP_MURPHY ? EL_PLAYER_1 : element_raw);
2617 struct PlayerInfo *player = &stored_player[element - EL_PLAYER_1];
2618 boolean ffwd_delay = (tape.playing && tape.fast_forward);
2619 boolean no_delay = (tape.index_search);
2620 int frame_delay_value = (ffwd_delay ? FfwdFrameDelay : GameFrameDelay);
2621 int wait_delay_value = (no_delay ? 0 : frame_delay_value);
2624 if (player->GameOver) /* do not reanimate dead player */
2627 RemoveField(x, y); /* temporarily remove newly placed player */
2628 DrawLevelField(x, y);
2630 if (player->present)
2632 while (player->MovPos)
2634 ScrollPlayer(player, SCROLL_GO_ON);
2635 ScrollScreen(NULL, SCROLL_GO_ON);
2641 Delay(wait_delay_value);
2644 DrawPlayer(player); /* needed here only to cleanup last field */
2645 DrawLevelField(player->jx, player->jy); /* remove player graphic */
2647 player->is_moving = FALSE;
2650 old_jx = player->jx;
2651 old_jy = player->jy;
2653 Feld[x][y] = element;
2654 InitPlayerField(x, y, element, TRUE);
2656 if (player != local_player) /* do not visually relocate other players */
2659 if (level.instant_relocation)
2662 int offset = (setup.scroll_delay ? 3 : 0);
2663 int jx = local_player->jx;
2664 int jy = local_player->jy;
2666 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
2668 scroll_x = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2669 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2670 local_player->jx - MIDPOSX);
2672 scroll_y = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2673 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2674 local_player->jy - MIDPOSY);
2678 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
2679 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
2680 scroll_x = jx - MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
2682 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
2683 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
2684 scroll_y = jy - MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
2686 /* don't scroll over playfield boundaries */
2687 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2688 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2690 /* don't scroll over playfield boundaries */
2691 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2692 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2695 scroll_x += (local_player->jx - old_jx);
2696 scroll_y += (local_player->jy - old_jy);
2698 /* don't scroll over playfield boundaries */
2699 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
2700 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
2702 /* don't scroll over playfield boundaries */
2703 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
2704 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
2707 RedrawPlayfield(TRUE, 0,0,0,0);
2713 int offset = (setup.scroll_delay ? 3 : 0);
2714 int jx = local_player->jx;
2715 int jy = local_player->jy;
2717 int scroll_xx = -999, scroll_yy = -999;
2719 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2721 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2724 int fx = FX, fy = FY;
2726 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2727 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2728 local_player->jx - MIDPOSX);
2730 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2731 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2732 local_player->jy - MIDPOSY);
2734 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2735 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2738 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2741 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2748 fx += dx * TILEX / 2;
2749 fy += dy * TILEY / 2;
2751 ScrollLevel(dx, dy);
2754 /* scroll in two steps of half tile size to make things smoother */
2755 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2757 Delay(wait_delay_value);
2759 /* scroll second step to align at full tile size */
2761 Delay(wait_delay_value);
2764 int scroll_xx = -999, scroll_yy = -999;
2766 ScrollScreen(NULL, SCROLL_GO_ON); /* scroll last frame to full tile */
2768 while (scroll_xx != scroll_x || scroll_yy != scroll_y)
2771 int fx = FX, fy = FY;
2773 scroll_xx = (local_player->jx < SBX_Left + MIDPOSX ? SBX_Left :
2774 local_player->jx > SBX_Right + MIDPOSX ? SBX_Right :
2775 local_player->jx - MIDPOSX);
2777 scroll_yy = (local_player->jy < SBY_Upper + MIDPOSY ? SBY_Upper :
2778 local_player->jy > SBY_Lower + MIDPOSY ? SBY_Lower :
2779 local_player->jy - MIDPOSY);
2781 dx = (scroll_xx < scroll_x ? +1 : scroll_xx > scroll_x ? -1 : 0);
2782 dy = (scroll_yy < scroll_y ? +1 : scroll_yy > scroll_y ? -1 : 0);
2785 if (dx == 0 && dy == 0) /* no scrolling needed at all */
2788 if (scroll_xx == scroll_x && scroll_yy == scroll_y)
2795 fx += dx * TILEX / 2;
2796 fy += dy * TILEY / 2;
2798 ScrollLevel(dx, dy);
2801 /* scroll in two steps of half tile size to make things smoother */
2802 BlitBitmap(drawto_field, window, fx, fy, SXSIZE, SYSIZE, SX, SY);
2804 Delay(wait_delay_value);
2806 /* scroll second step to align at full tile size */
2808 Delay(wait_delay_value);
2814 void Explode(int ex, int ey, int phase, int mode)
2821 /* !!! eliminate this variable !!! */
2822 int delay = (game.emulation == EMU_SUPAPLEX ? 3 : 2);
2827 int last_phase = num_phase * delay;
2828 int half_phase = (num_phase / 2) * delay;
2829 int first_phase_after_start = EX_PHASE_START + 1;
2833 if (game.explosions_delayed)
2835 ExplodeField[ex][ey] = mode;
2839 if (phase == EX_PHASE_START) /* initialize 'Store[][]' field */
2841 int center_element = Feld[ex][ey];
2844 printf("::: start explosion %d,%d [%d]\n", ex, ey, FrameCounter);
2848 /* --- This is only really needed (and now handled) in "Impact()". --- */
2849 /* do not explode moving elements that left the explode field in time */
2850 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
2851 center_element == EL_EMPTY &&
2852 (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER))
2856 if (mode == EX_TYPE_NORMAL || mode == EX_TYPE_CENTER)
2857 PlayLevelSoundAction(ex, ey, ACTION_EXPLODING);
2859 /* remove things displayed in background while burning dynamite */
2860 if (Back[ex][ey] != EL_EMPTY && !IS_INDESTRUCTIBLE(Back[ex][ey]))
2863 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
2865 /* put moving element to center field (and let it explode there) */
2866 center_element = MovingOrBlocked2Element(ex, ey);
2867 RemoveMovingField(ex, ey);
2868 Feld[ex][ey] = center_element;
2874 last_phase = element_info[center_element].explosion_delay + 1;
2876 last_phase = element_info[center_element].explosion_delay;
2880 printf("::: %d -> %d\n", center_element, last_phase);
2884 for (y = ey - 1; y <= ey + 1; y++) for (x = ex - 1; x <= ex + 1; x++)
2886 int xx = x - ex + 1;
2887 int yy = y - ey + 1;
2892 if (!IN_LEV_FIELD(x, y) ||
2893 (mode & EX_TYPE_SINGLE_TILE && (x != ex || y != ey)) ||
2894 (mode == EX_TYPE_CROSS && (x != ex && y != ey)))
2897 if (!IN_LEV_FIELD(x, y) ||
2898 (mode != EX_TYPE_NORMAL && (x != ex || y != ey)))
2902 if (!IN_LEV_FIELD(x, y) ||
2903 ((mode != EX_TYPE_NORMAL ||
2904 center_element == EL_AMOEBA_TO_DIAMOND) &&
2905 (x != ex || y != ey)))
2909 element = Feld[x][y];
2911 if (IS_MOVING(x, y) || IS_BLOCKED(x, y))
2913 element = MovingOrBlocked2Element(x, y);
2915 if (!IS_EXPLOSION_PROOF(element))
2916 RemoveMovingField(x, y);
2922 if (IS_EXPLOSION_PROOF(element))
2925 /* indestructible elements can only explode in center (but not flames) */
2926 if ((IS_EXPLOSION_PROOF(element) && (x != ex || y != ey)) ||
2927 element == EL_FLAMES)
2932 if ((IS_INDESTRUCTIBLE(element) &&
2933 (game.engine_version < VERSION_IDENT(2,2,0,0) ||
2934 (!IS_WALKABLE_OVER(element) && !IS_WALKABLE_UNDER(element)))) ||
2935 element == EL_FLAMES)
2939 if (IS_PLAYER(x, y) && SHIELD_ON(PLAYERINFO(x, y)))
2941 if (IS_ACTIVE_BOMB(element))
2943 /* re-activate things under the bomb like gate or penguin */
2944 Feld[x][y] = (Store[x][y] ? Store[x][y] : EL_EMPTY);
2951 /* save walkable background elements while explosion on same tile */
2953 if (IS_INDESTRUCTIBLE(element))
2954 Back[x][y] = element;
2956 if (IS_WALKABLE(element) && IS_INDESTRUCTIBLE(element))
2957 Back[x][y] = element;
2960 /* ignite explodable elements reached by other explosion */
2961 if (element == EL_EXPLOSION)
2962 element = Store2[x][y];
2965 if (AmoebaNr[x][y] &&
2966 (element == EL_AMOEBA_FULL ||
2967 element == EL_BD_AMOEBA ||
2968 element == EL_AMOEBA_GROWING))
2970 AmoebaCnt[AmoebaNr[x][y]]--;
2971 AmoebaCnt2[AmoebaNr[x][y]]--;
2977 if (IS_PLAYER(ex, ey) && !PLAYER_EXPLOSION_PROTECTED(ex, ey))
2979 switch(StorePlayer[ex][ey])
2982 Store[x][y] = EL_PLAYER_IS_EXPLODING_2;
2985 Store[x][y] = EL_PLAYER_IS_EXPLODING_3;
2988 Store[x][y] = EL_PLAYER_IS_EXPLODING_4;
2992 Store[x][y] = EL_PLAYER_IS_EXPLODING_1;
2997 if (PLAYERINFO(ex, ey)->use_murphy_graphic)
2998 Store[x][y] = EL_EMPTY;
3000 if (game.emulation == EMU_SUPAPLEX)
3001 Store[x][y] = EL_EMPTY;
3004 else if (center_element == EL_MOLE)
3005 Store[x][y] = EL_EMERALD_RED;
3006 else if (center_element == EL_PENGUIN)
3007 Store[x][y] = EL_EMERALD_PURPLE;
3008 else if (center_element == EL_BUG)
3009 Store[x][y] = ((x == ex && y == ey) ? EL_DIAMOND : EL_EMERALD);
3010 else if (center_element == EL_BD_BUTTERFLY)
3011 Store[x][y] = EL_BD_DIAMOND;
3012 else if (center_element == EL_SP_ELECTRON)
3013 Store[x][y] = EL_SP_INFOTRON;
3014 else if (center_element == EL_AMOEBA_TO_DIAMOND)
3015 Store[x][y] = level.amoeba_content;
3016 else if (center_element == EL_YAMYAM)
3017 Store[x][y] = level.yamyam_content[game.yamyam_content_nr][xx][yy];
3018 else if (IS_CUSTOM_ELEMENT(center_element) &&
3019 element_info[center_element].content[xx][yy] != EL_EMPTY)
3020 Store[x][y] = element_info[center_element].content[xx][yy];
3021 else if (element == EL_WALL_EMERALD)
3022 Store[x][y] = EL_EMERALD;
3023 else if (element == EL_WALL_DIAMOND)
3024 Store[x][y] = EL_DIAMOND;
3025 else if (element == EL_WALL_BD_DIAMOND)
3026 Store[x][y] = EL_BD_DIAMOND;
3027 else if (element == EL_WALL_EMERALD_YELLOW)
3028 Store[x][y] = EL_EMERALD_YELLOW;
3029 else if (element == EL_WALL_EMERALD_RED)
3030 Store[x][y] = EL_EMERALD_RED;
3031 else if (element == EL_WALL_EMERALD_PURPLE)
3032 Store[x][y] = EL_EMERALD_PURPLE;
3033 else if (element == EL_WALL_PEARL)
3034 Store[x][y] = EL_PEARL;
3035 else if (element == EL_WALL_CRYSTAL)
3036 Store[x][y] = EL_CRYSTAL;
3037 else if (IS_CUSTOM_ELEMENT(element) && !CAN_EXPLODE(element))
3038 Store[x][y] = element_info[element].content[1][1];
3040 Store[x][y] = EL_EMPTY;
3042 if (x != ex || y != ey ||
3043 center_element == EL_AMOEBA_TO_DIAMOND || mode == EX_TYPE_BORDER)
3044 Store2[x][y] = element;
3047 if (AmoebaNr[x][y] &&
3048 (element == EL_AMOEBA_FULL ||
3049 element == EL_BD_AMOEBA ||
3050 element == EL_AMOEBA_GROWING))
3052 AmoebaCnt[AmoebaNr[x][y]]--;
3053 AmoebaCnt2[AmoebaNr[x][y]]--;
3059 MovDir[x][y] = MovPos[x][y] = 0;
3060 GfxDir[x][y] = MovDir[x][y];
3065 Feld[x][y] = EL_EXPLOSION;
3067 GfxElement[x][y] = center_element;
3069 GfxElement[x][y] = EL_UNDEFINED;
3072 ExplodePhase[x][y] = 1;
3074 ExplodeDelay[x][y] = last_phase;
3079 GfxFrame[x][y] = 0; /* animation does not start until next frame */
3081 GfxFrame[x][y] = -1; /* animation does not start until next frame */
3088 if (center_element == EL_YAMYAM)
3089 game.yamyam_content_nr =
3090 (game.yamyam_content_nr + 1) % level.num_yamyam_contents;
3103 GfxFrame[x][y] = 0; /* restart explosion animation */
3107 printf(":X: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3111 last_phase = ExplodeDelay[x][y];
3114 ExplodePhase[x][y] = (phase < last_phase ? phase + 1 : 0);
3118 /* activate this even in non-DEBUG version until cause for crash in
3119 getGraphicAnimationFrame() (see below) is found and eliminated */
3123 if (GfxElement[x][y] == EL_UNDEFINED)
3126 printf("Explode(): x = %d, y = %d: GfxElement == EL_UNDEFINED\n", x, y);
3127 printf("Explode(): This should never happen!\n");
3130 GfxElement[x][y] = EL_EMPTY;
3136 border_element = Store2[x][y];
3137 if (IS_PLAYER(x, y))
3138 border_element = StorePlayer[x][y];
3141 printf("::: phase == %d\n", phase);
3144 if (phase == element_info[border_element].ignition_delay ||
3145 phase == last_phase)
3147 boolean border_explosion = FALSE;
3150 if (IS_PLAYER(x, y) && PLAYERINFO(x, y)->present)
3152 if (IS_PLAYER(x, y))
3155 KillHeroUnlessExplosionProtected(x, y);
3156 border_explosion = TRUE;
3159 if (phase == last_phase)
3160 printf("::: IS_PLAYER\n");
3163 else if (CAN_EXPLODE_BY_EXPLOSION(border_element))
3165 Feld[x][y] = Store2[x][y];
3168 border_explosion = TRUE;
3171 if (phase == last_phase)
3172 printf("::: CAN_EXPLODE_BY_EXPLOSION\n");
3175 else if (border_element == EL_AMOEBA_TO_DIAMOND)
3177 AmoebeUmwandeln(x, y);
3179 border_explosion = TRUE;
3182 if (phase == last_phase)
3183 printf("::: EL_AMOEBA_TO_DIAMOND [%d, %d] [%d]\n",
3184 element_info[border_element].explosion_delay,
3185 element_info[border_element].ignition_delay,
3191 /* if an element just explodes due to another explosion (chain-reaction),
3192 do not immediately end the new explosion when it was the last frame of
3193 the explosion (as it would be done in the following "if"-statement!) */
3194 if (border_explosion && phase == last_phase)
3201 if (phase == first_phase_after_start)
3203 int element = Store2[x][y];
3205 if (element == EL_BLACK_ORB)
3207 Feld[x][y] = Store2[x][y];
3212 else if (phase == half_phase)
3214 int element = Store2[x][y];
3216 if (IS_PLAYER(x, y))
3217 KillHeroUnlessExplosionProtected(x, y);
3218 else if (CAN_EXPLODE_BY_EXPLOSION(element))
3220 Feld[x][y] = Store2[x][y];
3224 else if (element == EL_AMOEBA_TO_DIAMOND)
3225 AmoebeUmwandeln(x, y);
3229 if (phase == last_phase)
3234 printf("::: done: phase == %d\n", phase);
3238 printf("::: explosion %d,%d done [%d]\n", x, y, FrameCounter);
3241 element = Feld[x][y] = Store[x][y];
3242 Store[x][y] = Store2[x][y] = 0;
3243 GfxElement[x][y] = EL_UNDEFINED;
3245 /* player can escape from explosions and might therefore be still alive */
3246 if (element >= EL_PLAYER_IS_EXPLODING_1 &&
3247 element <= EL_PLAYER_IS_EXPLODING_4)
3248 Feld[x][y] = (stored_player[element - EL_PLAYER_IS_EXPLODING_1].active ?
3250 element == EL_PLAYER_IS_EXPLODING_1 ? EL_EMERALD_YELLOW :
3251 element == EL_PLAYER_IS_EXPLODING_2 ? EL_EMERALD_RED :
3252 element == EL_PLAYER_IS_EXPLODING_3 ? EL_EMERALD :
3255 /* restore probably existing indestructible background element */
3256 if (Back[x][y] && IS_INDESTRUCTIBLE(Back[x][y]))
3257 element = Feld[x][y] = Back[x][y];
3260 MovDir[x][y] = MovPos[x][y] = MovDelay[x][y] = 0;
3261 GfxDir[x][y] = MV_NO_MOVING;
3262 ChangeDelay[x][y] = 0;
3263 ChangePage[x][y] = -1;
3266 InitField_WithBug2(x, y, FALSE);
3268 InitField(x, y, FALSE);
3270 /* !!! not needed !!! */
3272 if (game.engine_version < VERSION_IDENT(3,1,0,0) &&
3273 CAN_MOVE(Feld[x][y]) && Feld[x][y] != EL_MOLE)
3276 if (CAN_MOVE(element))
3281 DrawLevelField(x, y);
3283 TestIfElementTouchesCustomElement(x, y);
3285 if (GFX_CRUMBLED(element))
3286 DrawLevelFieldCrumbledSandNeighbours(x, y);
3288 if (IS_PLAYER(x, y) && !PLAYERINFO(x, y)->present)
3289 StorePlayer[x][y] = 0;
3291 if (ELEM_IS_PLAYER(element))
3292 RelocatePlayer(x, y, element);
3295 else if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3297 else if (phase >= delay && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
3301 int graphic = el_act2img(GfxElement[x][y], ACTION_EXPLODING);
3303 int stored = Store[x][y];
3304 int graphic = (game.emulation != EMU_SUPAPLEX ? IMG_EXPLOSION :
3305 stored == EL_SP_INFOTRON ? IMG_SP_EXPLOSION_INFOTRON :
3309 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
3311 int frame = getGraphicAnimationFrame(graphic, phase - delay);
3315 printf("::: phase == %d [%d]\n", phase, GfxFrame[x][y]);
3319 printf("::: %d / %d [%d - %d]\n",
3320 GfxFrame[x][y], phase - delay, phase, delay);
3324 printf("::: %d ['%s'] -> %d\n", GfxElement[x][y],
3325 element_info[GfxElement[x][y]].token_name,
3330 DrawLevelFieldCrumbledSand(x, y);
3332 if (IS_WALKABLE_OVER(Back[x][y]) && Back[x][y] != EL_EMPTY)
3334 DrawLevelElement(x, y, Back[x][y]);
3335 DrawGraphicThruMask(SCREENX(x), SCREENY(y), graphic, frame);
3337 else if (IS_WALKABLE_UNDER(Back[x][y]))
3339 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3340 DrawLevelElementThruMask(x, y, Back[x][y]);
3342 else if (!IS_WALKABLE_INSIDE(Back[x][y]))
3343 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
3347 void DynaExplode(int ex, int ey)
3350 int dynabomb_element = Feld[ex][ey];
3351 int dynabomb_size = 1;
3352 boolean dynabomb_xl = FALSE;
3353 struct PlayerInfo *player;
3354 static int xy[4][2] =
3362 if (IS_ACTIVE_BOMB(dynabomb_element))
3364 player = &stored_player[dynabomb_element - EL_DYNABOMB_PLAYER_1_ACTIVE];
3365 dynabomb_size = player->dynabomb_size;
3366 dynabomb_xl = player->dynabomb_xl;
3367 player->dynabombs_left++;
3370 Explode(ex, ey, EX_PHASE_START, EX_TYPE_CENTER);
3372 for (i = 0; i < NUM_DIRECTIONS; i++)
3374 for (j = 1; j <= dynabomb_size; j++)
3376 int x = ex + j * xy[i][0];
3377 int y = ey + j * xy[i][1];
3380 if (!IN_LEV_FIELD(x, y) || IS_INDESTRUCTIBLE(Feld[x][y]))
3383 element = Feld[x][y];
3385 /* do not restart explosions of fields with active bombs */
3386 if (element == EL_EXPLOSION && IS_ACTIVE_BOMB(Store2[x][y]))
3389 Explode(x, y, EX_PHASE_START, EX_TYPE_BORDER);
3391 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
3392 if (element != EL_EMPTY &&
3393 element != EL_SAND &&
3394 element != EL_EXPLOSION &&
3401 void Bang(int x, int y)
3404 int element = MovingOrBlocked2Element(x, y);
3406 int element = Feld[x][y];
3410 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y))
3412 if (IS_PLAYER(x, y))
3415 struct PlayerInfo *player = PLAYERINFO(x, y);
3417 element = Feld[x][y] = (player->use_murphy_graphic ? EL_SP_MURPHY :
3418 player->element_nr);
3423 PlayLevelSoundAction(x, y, ACTION_EXPLODING);
3425 if (game.emulation == EMU_SUPAPLEX)
3426 PlayLevelSound(x, y, SND_SP_ELEMENT_EXPLODING);
3428 PlayLevelSound(x, y, SND_ELEMENT_EXPLODING);
3433 if (IS_PLAYER(x, y)) /* remove objects that might cause smaller explosion */
3441 case EL_BD_BUTTERFLY:
3444 case EL_DARK_YAMYAM:
3448 RaiseScoreElement(element);
3449 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3451 case EL_DYNABOMB_PLAYER_1_ACTIVE:
3452 case EL_DYNABOMB_PLAYER_2_ACTIVE:
3453 case EL_DYNABOMB_PLAYER_3_ACTIVE:
3454 case EL_DYNABOMB_PLAYER_4_ACTIVE:
3455 case EL_DYNABOMB_INCREASE_NUMBER:
3456 case EL_DYNABOMB_INCREASE_SIZE:
3457 case EL_DYNABOMB_INCREASE_POWER:
3462 case EL_LAMP_ACTIVE:
3464 case EL_AMOEBA_TO_DIAMOND:
3466 if (IS_PLAYER(x, y))
3467 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3469 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3472 if (CAN_EXPLODE_CROSS(element))
3474 Explode(x, y, EX_PHASE_START, EX_TYPE_CROSS);
3478 else if (CAN_EXPLODE_1X1(element))
3479 Explode(x, y, EX_PHASE_START, EX_TYPE_CENTER);
3481 Explode(x, y, EX_PHASE_START, EX_TYPE_NORMAL);
3485 CheckTriggeredElementChange(x, y, element, CE_OTHER_IS_EXPLODING);
3488 void SplashAcid(int x, int y)
3491 if (IN_LEV_FIELD(x - 1, y - 1) && IS_FREE(x - 1, y - 1) &&
3492 (!IN_LEV_FIELD(x - 1, y - 2) ||
3493 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 2))))
3494 Feld[x - 1][y - 1] = EL_ACID_SPLASH_LEFT;
3496 if (IN_LEV_FIELD(x + 1, y - 1) && IS_FREE(x + 1, y - 1) &&
3497 (!IN_LEV_FIELD(x + 1, y - 2) ||
3498 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 2))))
3499 Feld[x + 1][y - 1] = EL_ACID_SPLASH_RIGHT;
3501 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3503 /* input: position of element entering acid (obsolete) */
3505 int element = Feld[x][y];
3507 if (!IN_LEV_FIELD(x, y + 1) || Feld[x][y + 1] != EL_ACID)
3510 if (element != EL_ACID_SPLASH_LEFT &&
3511 element != EL_ACID_SPLASH_RIGHT)
3513 PlayLevelSound(x, y, SND_ACID_SPLASHING);
3515 if (IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y) &&
3516 (!IN_LEV_FIELD(x - 1, y - 1) ||
3517 !CAN_FALL(MovingOrBlocked2Element(x - 1, y - 1))))
3518 Feld[x - 1][y] = EL_ACID_SPLASH_LEFT;
3520 if (IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y) &&
3521 (!IN_LEV_FIELD(x + 1, y - 1) ||
3522 !CAN_FALL(MovingOrBlocked2Element(x + 1, y - 1))))
3523 Feld[x + 1][y] = EL_ACID_SPLASH_RIGHT;
3528 static void InitBeltMovement()
3530 static int belt_base_element[4] =
3532 EL_CONVEYOR_BELT_1_LEFT,
3533 EL_CONVEYOR_BELT_2_LEFT,
3534 EL_CONVEYOR_BELT_3_LEFT,
3535 EL_CONVEYOR_BELT_4_LEFT
3537 static int belt_base_active_element[4] =
3539 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3540 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3541 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3542 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3547 /* set frame order for belt animation graphic according to belt direction */
3548 for (i = 0; i < NUM_BELTS; i++)
3552 for (j = 0; j < NUM_BELT_PARTS; j++)
3554 int element = belt_base_active_element[belt_nr] + j;
3555 int graphic = el2img(element);
3557 if (game.belt_dir[i] == MV_LEFT)
3558 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3560 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3564 for (y = 0; y < lev_fieldy; y++)
3566 for (x = 0; x < lev_fieldx; x++)
3568 int element = Feld[x][y];
3570 for (i = 0; i < NUM_BELTS; i++)
3572 if (IS_BELT(element) && game.belt_dir[i] != MV_NO_MOVING)
3574 int e_belt_nr = getBeltNrFromBeltElement(element);
3577 if (e_belt_nr == belt_nr)
3579 int belt_part = Feld[x][y] - belt_base_element[belt_nr];
3581 Feld[x][y] = belt_base_active_element[belt_nr] + belt_part;
3589 static void ToggleBeltSwitch(int x, int y)
3591 static int belt_base_element[4] =
3593 EL_CONVEYOR_BELT_1_LEFT,
3594 EL_CONVEYOR_BELT_2_LEFT,
3595 EL_CONVEYOR_BELT_3_LEFT,
3596 EL_CONVEYOR_BELT_4_LEFT
3598 static int belt_base_active_element[4] =
3600 EL_CONVEYOR_BELT_1_LEFT_ACTIVE,
3601 EL_CONVEYOR_BELT_2_LEFT_ACTIVE,
3602 EL_CONVEYOR_BELT_3_LEFT_ACTIVE,
3603 EL_CONVEYOR_BELT_4_LEFT_ACTIVE
3605 static int belt_base_switch_element[4] =
3607 EL_CONVEYOR_BELT_1_SWITCH_LEFT,
3608 EL_CONVEYOR_BELT_2_SWITCH_LEFT,
3609 EL_CONVEYOR_BELT_3_SWITCH_LEFT,
3610 EL_CONVEYOR_BELT_4_SWITCH_LEFT
3612 static int belt_move_dir[4] =
3620 int element = Feld[x][y];
3621 int belt_nr = getBeltNrFromBeltSwitchElement(element);
3622 int belt_dir_nr = (game.belt_dir_nr[belt_nr] + 1) % 4;
3623 int belt_dir = belt_move_dir[belt_dir_nr];
3626 if (!IS_BELT_SWITCH(element))
3629 game.belt_dir_nr[belt_nr] = belt_dir_nr;
3630 game.belt_dir[belt_nr] = belt_dir;
3632 if (belt_dir_nr == 3)
3635 /* set frame order for belt animation graphic according to belt direction */
3636 for (i = 0; i < NUM_BELT_PARTS; i++)
3638 int element = belt_base_active_element[belt_nr] + i;
3639 int graphic = el2img(element);
3641 if (belt_dir == MV_LEFT)
3642 graphic_info[graphic].anim_mode &= ~ANIM_REVERSE;
3644 graphic_info[graphic].anim_mode |= ANIM_REVERSE;
3647 for (yy = 0; yy < lev_fieldy; yy++)
3649 for (xx = 0; xx < lev_fieldx; xx++)
3651 int element = Feld[xx][yy];
3653 if (IS_BELT_SWITCH(element))
3655 int e_belt_nr = getBeltNrFromBeltSwitchElement(element);
3657 if (e_belt_nr == belt_nr)
3659 Feld[xx][yy] = belt_base_switch_element[belt_nr] + belt_dir_nr;
3660 DrawLevelField(xx, yy);
3663 else if (IS_BELT(element) && belt_dir != MV_NO_MOVING)
3665 int e_belt_nr = getBeltNrFromBeltElement(element);
3667 if (e_belt_nr == belt_nr)
3669 int belt_part = Feld[xx][yy] - belt_base_element[belt_nr];
3671 Feld[xx][yy] = belt_base_active_element[belt_nr] + belt_part;
3672 DrawLevelField(xx, yy);
3675 else if (IS_BELT_ACTIVE(element) && belt_dir == MV_NO_MOVING)
3677 int e_belt_nr = getBeltNrFromBeltActiveElement(element);
3679 if (e_belt_nr == belt_nr)
3681 int belt_part = Feld[xx][yy] - belt_base_active_element[belt_nr];
3683 Feld[xx][yy] = belt_base_element[belt_nr] + belt_part;
3684 DrawLevelField(xx, yy);
3691 static void ToggleSwitchgateSwitch(int x, int y)
3695 game.switchgate_pos = !game.switchgate_pos;
3697 for (yy = 0; yy < lev_fieldy; yy++)
3699 for (xx = 0; xx < lev_fieldx; xx++)
3701 int element = Feld[xx][yy];
3703 if (element == EL_SWITCHGATE_SWITCH_UP ||
3704 element == EL_SWITCHGATE_SWITCH_DOWN)
3706 Feld[xx][yy] = EL_SWITCHGATE_SWITCH_UP + game.switchgate_pos;
3707 DrawLevelField(xx, yy);
3709 else if (element == EL_SWITCHGATE_OPEN ||
3710 element == EL_SWITCHGATE_OPENING)
3712 Feld[xx][yy] = EL_SWITCHGATE_CLOSING;
3714 PlayLevelSoundAction(xx, yy, ACTION_CLOSING);
3716 PlayLevelSound(xx, yy, SND_SWITCHGATE_CLOSING);
3719 else if (element == EL_SWITCHGATE_CLOSED ||
3720 element == EL_SWITCHGATE_CLOSING)
3722 Feld[xx][yy] = EL_SWITCHGATE_OPENING;
3724 PlayLevelSoundAction(xx, yy, ACTION_OPENING);
3726 PlayLevelSound(xx, yy, SND_SWITCHGATE_OPENING);
3733 static int getInvisibleActiveFromInvisibleElement(int element)
3735 return (element == EL_INVISIBLE_STEELWALL ? EL_INVISIBLE_STEELWALL_ACTIVE :
3736 element == EL_INVISIBLE_WALL ? EL_INVISIBLE_WALL_ACTIVE :
3737 element == EL_INVISIBLE_SAND ? EL_INVISIBLE_SAND_ACTIVE :
3741 static int getInvisibleFromInvisibleActiveElement(int element)
3743 return (element == EL_INVISIBLE_STEELWALL_ACTIVE ? EL_INVISIBLE_STEELWALL :
3744 element == EL_INVISIBLE_WALL_ACTIVE ? EL_INVISIBLE_WALL :
3745 element == EL_INVISIBLE_SAND_ACTIVE ? EL_INVISIBLE_SAND :
3749 static void RedrawAllLightSwitchesAndInvisibleElements()
3753 for (y = 0; y < lev_fieldy; y++)
3755 for (x = 0; x < lev_fieldx; x++)
3757 int element = Feld[x][y];
3759 if (element == EL_LIGHT_SWITCH &&
3760 game.light_time_left > 0)
3762 Feld[x][y] = EL_LIGHT_SWITCH_ACTIVE;
3763 DrawLevelField(x, y);
3765 else if (element == EL_LIGHT_SWITCH_ACTIVE &&
3766 game.light_time_left == 0)
3768 Feld[x][y] = EL_LIGHT_SWITCH;
3769 DrawLevelField(x, y);
3771 else if (element == EL_INVISIBLE_STEELWALL ||
3772 element == EL_INVISIBLE_WALL ||
3773 element == EL_INVISIBLE_SAND)
3775 if (game.light_time_left > 0)
3776 Feld[x][y] = getInvisibleActiveFromInvisibleElement(element);
3778 DrawLevelField(x, y);
3780 else if (element == EL_INVISIBLE_STEELWALL_ACTIVE ||
3781 element == EL_INVISIBLE_WALL_ACTIVE ||
3782 element == EL_INVISIBLE_SAND_ACTIVE)
3784 if (game.light_time_left == 0)
3785 Feld[x][y] = getInvisibleFromInvisibleActiveElement(element);
3787 DrawLevelField(x, y);
3793 static void ToggleLightSwitch(int x, int y)
3795 int element = Feld[x][y];
3797 game.light_time_left =
3798 (element == EL_LIGHT_SWITCH ?
3799 level.time_light * FRAMES_PER_SECOND : 0);
3801 RedrawAllLightSwitchesAndInvisibleElements();
3804 static void ActivateTimegateSwitch(int x, int y)
3808 game.timegate_time_left = level.time_timegate * FRAMES_PER_SECOND;
3810 for (yy = 0; yy < lev_fieldy; yy++)
3812 for (xx = 0; xx < lev_fieldx; xx++)
3814 int element = Feld[xx][yy];
3816 if (element == EL_TIMEGATE_CLOSED ||
3817 element == EL_TIMEGATE_CLOSING)
3819 Feld[xx][yy] = EL_TIMEGATE_OPENING;
3820 PlayLevelSound(xx, yy, SND_TIMEGATE_OPENING);
3824 else if (element == EL_TIMEGATE_SWITCH_ACTIVE)
3826 Feld[xx][yy] = EL_TIMEGATE_SWITCH;
3827 DrawLevelField(xx, yy);
3834 Feld[x][y] = EL_TIMEGATE_SWITCH_ACTIVE;
3837 inline static int getElementMoveStepsize(int x, int y)
3839 int element = Feld[x][y];
3840 int direction = MovDir[x][y];
3841 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
3842 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
3843 int horiz_move = (dx != 0);
3844 int sign = (horiz_move ? dx : dy);
3845 int step = sign * element_info[element].move_stepsize;
3847 /* special values for move stepsize for spring and things on conveyor belt */
3851 if (element == EL_SPRING)
3852 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3853 else if (CAN_FALL(element) && !CAN_MOVE(element) &&
3854 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3855 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3857 if (CAN_FALL(element) &&
3858 y < lev_fieldy - 1 && IS_BELT_ACTIVE(Feld[x][y + 1]))
3859 step = sign * MOVE_STEPSIZE_NORMAL / 2;
3860 else if (element == EL_SPRING)
3861 step = sign * MOVE_STEPSIZE_NORMAL * 2;
3868 void Impact(int x, int y)
3870 boolean lastline = (y == lev_fieldy-1);
3871 boolean object_hit = FALSE;
3872 boolean impact = (lastline || object_hit);
3873 int element = Feld[x][y];
3874 int smashed = EL_STEELWALL;
3876 if (!lastline) /* check if element below was hit */
3878 if (Feld[x][y + 1] == EL_PLAYER_IS_LEAVING)
3881 object_hit = (!IS_FREE(x, y + 1) && (!IS_MOVING(x, y + 1) ||
3882 MovDir[x][y + 1] != MV_DOWN ||
3883 MovPos[x][y + 1] <= TILEY / 2));
3886 object_hit = !IS_FREE(x, y + 1);
3889 /* do not smash moving elements that left the smashed field in time */
3890 if (game.engine_version >= VERSION_IDENT(2,2,0,7) && IS_MOVING(x, y + 1) &&
3891 ABS(MovPos[x][y + 1] + getElementMoveStepsize(x, y + 1)) >= TILEX)
3895 smashed = MovingOrBlocked2Element(x, y + 1);
3897 impact = (lastline || object_hit);
3900 if (!lastline && smashed == EL_ACID) /* element falls into acid */
3902 SplashAcid(x, y + 1);
3906 /* only reset graphic animation if graphic really changes after impact */
3908 el_act_dir2img(element, GfxAction[x][y], MV_DOWN) != el2img(element))
3910 ResetGfxAnimation(x, y);
3911 DrawLevelField(x, y);
3914 if (impact && CAN_EXPLODE_IMPACT(element))
3919 else if (impact && element == EL_PEARL)
3921 Feld[x][y] = EL_PEARL_BREAKING;
3922 PlayLevelSound(x, y, SND_PEARL_BREAKING);
3925 else if (impact && CheckElementChange(x, y, element, smashed, CE_IMPACT))
3927 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
3932 if (impact && element == EL_AMOEBA_DROP)
3934 if (object_hit && IS_PLAYER(x, y + 1))
3935 KillHeroUnlessEnemyProtected(x, y + 1);
3936 else if (object_hit && smashed == EL_PENGUIN)
3940 Feld[x][y] = EL_AMOEBA_GROWING;
3941 Store[x][y] = EL_AMOEBA_WET;
3943 ResetRandomAnimationValue(x, y);
3948 if (object_hit) /* check which object was hit */
3950 if (CAN_PASS_MAGIC_WALL(element) &&
3951 (smashed == EL_MAGIC_WALL ||
3952 smashed == EL_BD_MAGIC_WALL))
3955 int activated_magic_wall =
3956 (smashed == EL_MAGIC_WALL ? EL_MAGIC_WALL_ACTIVE :
3957 EL_BD_MAGIC_WALL_ACTIVE);
3959 /* activate magic wall / mill */
3960 for (yy = 0; yy < lev_fieldy; yy++)
3961 for (xx = 0; xx < lev_fieldx; xx++)
3962 if (Feld[xx][yy] == smashed)
3963 Feld[xx][yy] = activated_magic_wall;
3965 game.magic_wall_time_left = level.time_magic_wall * FRAMES_PER_SECOND;
3966 game.magic_wall_active = TRUE;
3968 PlayLevelSound(x, y, (smashed == EL_MAGIC_WALL ?
3969 SND_MAGIC_WALL_ACTIVATING :
3970 SND_BD_MAGIC_WALL_ACTIVATING));
3973 if (IS_PLAYER(x, y + 1))
3975 if (CAN_SMASH_PLAYER(element))
3977 KillHeroUnlessEnemyProtected(x, y + 1);
3981 else if (smashed == EL_PENGUIN)
3983 if (CAN_SMASH_PLAYER(element))
3989 else if (element == EL_BD_DIAMOND)
3991 if (IS_CLASSIC_ENEMY(smashed) && IS_BD_ELEMENT(smashed))
3997 else if (((element == EL_SP_INFOTRON ||
3998 element == EL_SP_ZONK) &&
3999 (smashed == EL_SP_SNIKSNAK ||
4000 smashed == EL_SP_ELECTRON ||
4001 smashed == EL_SP_DISK_ORANGE)) ||
4002 (element == EL_SP_INFOTRON &&
4003 smashed == EL_SP_DISK_YELLOW))
4009 else if (CAN_SMASH_ENEMIES(element) && IS_CLASSIC_ENEMY(smashed))
4015 else if (CAN_SMASH_EVERYTHING(element))
4017 if (IS_CLASSIC_ENEMY(smashed) ||
4018 CAN_EXPLODE_SMASHED(smashed))
4023 else if (!IS_MOVING(x, y + 1) && !IS_BLOCKED(x, y + 1))
4025 if (smashed == EL_LAMP ||
4026 smashed == EL_LAMP_ACTIVE)
4031 else if (smashed == EL_NUT)
4033 Feld[x][y + 1] = EL_NUT_BREAKING;
4034 PlayLevelSound(x, y, SND_NUT_BREAKING);
4035 RaiseScoreElement(EL_NUT);
4038 else if (smashed == EL_PEARL)
4040 Feld[x][y + 1] = EL_PEARL_BREAKING;
4041 PlayLevelSound(x, y, SND_PEARL_BREAKING);
4044 else if (smashed == EL_DIAMOND)
4046 Feld[x][y + 1] = EL_DIAMOND_BREAKING;
4047 PlayLevelSound(x, y, SND_DIAMOND_BREAKING);
4050 else if (IS_BELT_SWITCH(smashed))
4052 ToggleBeltSwitch(x, y + 1);
4054 else if (smashed == EL_SWITCHGATE_SWITCH_UP ||
4055 smashed == EL_SWITCHGATE_SWITCH_DOWN)
4057 ToggleSwitchgateSwitch(x, y + 1);
4059 else if (smashed == EL_LIGHT_SWITCH ||
4060 smashed == EL_LIGHT_SWITCH_ACTIVE)
4062 ToggleLightSwitch(x, y + 1);
4067 TestIfElementSmashesCustomElement(x, y, MV_DOWN);
4070 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4072 CheckTriggeredElementChangeSide(x, y + 1, smashed,
4073 CE_OTHER_IS_SWITCHING, CH_SIDE_TOP);
4074 CheckElementChangeSide(x, y + 1, smashed, element,
4075 CE_SWITCHED, CH_SIDE_TOP);
4080 CheckElementChange(x, y + 1, smashed, element, CE_SMASHED);
4085 /* play sound of magic wall / mill */
4087 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4088 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4090 if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4091 PlayLevelSound(x, y, SND_MAGIC_WALL_FILLING);
4092 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4093 PlayLevelSound(x, y, SND_BD_MAGIC_WALL_FILLING);
4098 /* play sound of object that hits the ground */
4099 if (lastline || object_hit)
4100 PlayLevelSoundElementAction(x, y, element, ACTION_IMPACT);
4103 inline static void TurnRoundExt(int x, int y)
4115 { 0, 0 }, { 0, 0 }, { 0, 0 },
4120 int left, right, back;
4124 { MV_DOWN, MV_UP, MV_RIGHT },
4125 { MV_UP, MV_DOWN, MV_LEFT },
4127 { MV_LEFT, MV_RIGHT, MV_DOWN },
4131 { MV_RIGHT, MV_LEFT, MV_UP }
4134 int element = Feld[x][y];
4135 int move_pattern = element_info[element].move_pattern;
4137 int old_move_dir = MovDir[x][y];
4138 int left_dir = turn[old_move_dir].left;
4139 int right_dir = turn[old_move_dir].right;
4140 int back_dir = turn[old_move_dir].back;
4142 int left_dx = move_xy[left_dir].x, left_dy = move_xy[left_dir].y;
4143 int right_dx = move_xy[right_dir].x, right_dy = move_xy[right_dir].y;
4144 int move_dx = move_xy[old_move_dir].x, move_dy = move_xy[old_move_dir].y;
4145 int back_dx = move_xy[back_dir].x, back_dy = move_xy[back_dir].y;
4147 int left_x = x + left_dx, left_y = y + left_dy;
4148 int right_x = x + right_dx, right_y = y + right_dy;
4149 int move_x = x + move_dx, move_y = y + move_dy;
4153 if (element == EL_BUG || element == EL_BD_BUTTERFLY)
4155 TestIfBadThingTouchesOtherBadThing(x, y);
4157 if (ENEMY_CAN_ENTER_FIELD(element, right_x, right_y))
4158 MovDir[x][y] = right_dir;
4159 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4160 MovDir[x][y] = left_dir;
4162 if (element == EL_BUG && MovDir[x][y] != old_move_dir)
4164 else if (element == EL_BD_BUTTERFLY) /* && MovDir[x][y] == left_dir) */
4168 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY ||
4169 element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4171 TestIfBadThingTouchesOtherBadThing(x, y);
4173 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4174 MovDir[x][y] = left_dir;
4175 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4176 MovDir[x][y] = right_dir;
4178 if ((element == EL_SPACESHIP ||
4179 element == EL_SP_SNIKSNAK ||
4180 element == EL_SP_ELECTRON)
4181 && MovDir[x][y] != old_move_dir)
4183 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4187 else if (element == EL_SPACESHIP || element == EL_BD_FIREFLY)
4189 TestIfBadThingTouchesOtherBadThing(x, y);
4191 if (ENEMY_CAN_ENTER_FIELD(element, left_x, left_y))
4192 MovDir[x][y] = left_dir;
4193 else if (!ENEMY_CAN_ENTER_FIELD(element, move_x, move_y))
4194 MovDir[x][y] = right_dir;
4196 if (element == EL_SPACESHIP && MovDir[x][y] != old_move_dir)
4198 else if (element == EL_BD_FIREFLY) /* && MovDir[x][y] == right_dir) */
4201 else if (element == EL_SP_SNIKSNAK || element == EL_SP_ELECTRON)
4203 TestIfBadThingTouchesOtherBadThing(x, y);
4205 if (ELEMENT_CAN_ENTER_FIELD_BASE_4(element, left_x, left_y, 0))
4206 MovDir[x][y] = left_dir;
4207 else if (!ELEMENT_CAN_ENTER_FIELD_BASE_4(element, move_x, move_y, 0))
4208 MovDir[x][y] = right_dir;
4210 if (MovDir[x][y] != old_move_dir)
4214 else if (element == EL_YAMYAM)
4216 boolean can_turn_left = YAMYAM_CAN_ENTER_FIELD(element, left_x, left_y);
4217 boolean can_turn_right = YAMYAM_CAN_ENTER_FIELD(element, right_x, right_y);
4219 if (can_turn_left && can_turn_right)
4220 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4221 else if (can_turn_left)
4222 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4223 else if (can_turn_right)
4224 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4226 MovDir[x][y] = back_dir;
4228 MovDelay[x][y] = 16 + 16 * RND(3);
4230 else if (element == EL_DARK_YAMYAM)
4232 boolean can_turn_left = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4234 boolean can_turn_right = DARK_YAMYAM_CAN_ENTER_FIELD(element,
4237 if (can_turn_left && can_turn_right)
4238 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4239 else if (can_turn_left)
4240 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4241 else if (can_turn_right)
4242 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4244 MovDir[x][y] = back_dir;
4246 MovDelay[x][y] = 16 + 16 * RND(3);
4248 else if (element == EL_PACMAN)
4250 boolean can_turn_left = PACMAN_CAN_ENTER_FIELD(element, left_x, left_y);
4251 boolean can_turn_right = PACMAN_CAN_ENTER_FIELD(element, right_x, right_y);
4253 if (can_turn_left && can_turn_right)
4254 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4255 else if (can_turn_left)
4256 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4257 else if (can_turn_right)
4258 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4260 MovDir[x][y] = back_dir;
4262 MovDelay[x][y] = 6 + RND(40);
4264 else if (element == EL_PIG)
4266 boolean can_turn_left = PIG_CAN_ENTER_FIELD(element, left_x, left_y);
4267 boolean can_turn_right = PIG_CAN_ENTER_FIELD(element, right_x, right_y);
4268 boolean can_move_on = PIG_CAN_ENTER_FIELD(element, move_x, move_y);
4269 boolean should_turn_left, should_turn_right, should_move_on;
4271 int rnd = RND(rnd_value);
4273 should_turn_left = (can_turn_left &&
4275 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + left_dx,
4276 y + back_dy + left_dy)));
4277 should_turn_right = (can_turn_right &&
4279 IN_LEV_FIELD_AND_NOT_FREE(x + back_dx + right_dx,
4280 y + back_dy + right_dy)));
4281 should_move_on = (can_move_on &&
4284 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + left_dx,
4285 y + move_dy + left_dy) ||
4286 IN_LEV_FIELD_AND_NOT_FREE(x + move_dx + right_dx,
4287 y + move_dy + right_dy)));
4289 if (should_turn_left || should_turn_right || should_move_on)
4291 if (should_turn_left && should_turn_right && should_move_on)
4292 MovDir[x][y] = (rnd < rnd_value / 3 ? left_dir :
4293 rnd < 2 * rnd_value / 3 ? right_dir :
4295 else if (should_turn_left && should_turn_right)
4296 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4297 else if (should_turn_left && should_move_on)
4298 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : old_move_dir);
4299 else if (should_turn_right && should_move_on)
4300 MovDir[x][y] = (rnd < rnd_value / 2 ? right_dir : old_move_dir);
4301 else if (should_turn_left)
4302 MovDir[x][y] = left_dir;
4303 else if (should_turn_right)
4304 MovDir[x][y] = right_dir;
4305 else if (should_move_on)
4306 MovDir[x][y] = old_move_dir;
4308 else if (can_move_on && rnd > rnd_value / 8)
4309 MovDir[x][y] = old_move_dir;
4310 else if (can_turn_left && can_turn_right)
4311 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4312 else if (can_turn_left && rnd > rnd_value / 8)
4313 MovDir[x][y] = left_dir;
4314 else if (can_turn_right && rnd > rnd_value/8)
4315 MovDir[x][y] = right_dir;
4317 MovDir[x][y] = back_dir;
4319 xx = x + move_xy[MovDir[x][y]].x;
4320 yy = y + move_xy[MovDir[x][y]].y;
4322 if (!IS_FREE(xx, yy) && !IS_FOOD_PIG(Feld[xx][yy]))
4323 MovDir[x][y] = old_move_dir;
4327 else if (element == EL_DRAGON)
4329 boolean can_turn_left = DRAGON_CAN_ENTER_FIELD(element, left_x, left_y);
4330 boolean can_turn_right = DRAGON_CAN_ENTER_FIELD(element, right_x, right_y);
4331 boolean can_move_on = DRAGON_CAN_ENTER_FIELD(element, move_x, move_y);
4333 int rnd = RND(rnd_value);
4336 if (FrameCounter < 1 && x == 0 && y == 29)
4337 printf(":2: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4340 if (can_move_on && rnd > rnd_value / 8)
4341 MovDir[x][y] = old_move_dir;
4342 else if (can_turn_left && can_turn_right)
4343 MovDir[x][y] = (rnd < rnd_value / 2 ? left_dir : right_dir);
4344 else if (can_turn_left && rnd > rnd_value / 8)
4345 MovDir[x][y] = left_dir;
4346 else if (can_turn_right && rnd > rnd_value / 8)
4347 MovDir[x][y] = right_dir;
4349 MovDir[x][y] = back_dir;
4351 xx = x + move_xy[MovDir[x][y]].x;
4352 yy = y + move_xy[MovDir[x][y]].y;
4355 if (FrameCounter < 1 && x == 0 && y == 29)
4356 printf(":3: %d/%d: %d (%d/%d: %d) [%d]\n", x, y, MovDir[x][y],
4357 xx, yy, Feld[xx][yy],
4362 if (!IN_LEV_FIELD_AND_IS_FREE(xx, yy))
4363 MovDir[x][y] = old_move_dir;
4365 if (!IS_FREE(xx, yy))
4366 MovDir[x][y] = old_move_dir;
4370 if (FrameCounter < 1 && x == 0 && y == 29)
4371 printf(":4: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
4376 else if (element == EL_MOLE)
4378 boolean can_move_on =
4379 (MOLE_CAN_ENTER_FIELD(element, move_x, move_y,
4380 IS_AMOEBOID(Feld[move_x][move_y]) ||
4381 Feld[move_x][move_y] == EL_AMOEBA_SHRINKING));
4384 boolean can_turn_left =
4385 (MOLE_CAN_ENTER_FIELD(element, left_x, left_y,
4386 IS_AMOEBOID(Feld[left_x][left_y])));
4388 boolean can_turn_right =
4389 (MOLE_CAN_ENTER_FIELD(element, right_x, right_y,
4390 IS_AMOEBOID(Feld[right_x][right_y])));
4392 if (can_turn_left && can_turn_right)
4393 MovDir[x][y] = (RND(2) ? left_dir : right_dir);
4394 else if (can_turn_left)
4395 MovDir[x][y] = left_dir;
4397 MovDir[x][y] = right_dir;
4400 if (MovDir[x][y] != old_move_dir)
4403 else if (element == EL_BALLOON)
4405 MovDir[x][y] = game.balloon_dir;
4408 else if (element == EL_SPRING)
4411 if (MovDir[x][y] & MV_HORIZONTAL &&
4412 !SPRING_CAN_ENTER_FIELD(element, move_x, move_y))
4413 MovDir[x][y] = MV_NO_MOVING;
4415 if (MovDir[x][y] & MV_HORIZONTAL &&
4416 (!SPRING_CAN_ENTER_FIELD(element, move_x, move_y) ||
4417 SPRING_CAN_ENTER_FIELD(element, x, y + 1)))
4418 MovDir[x][y] = MV_NO_MOVING;
4423 else if (element == EL_ROBOT ||
4424 element == EL_SATELLITE ||
4425 element == EL_PENGUIN)
4427 int attr_x = -1, attr_y = -1;
4438 for (i = 0; i < MAX_PLAYERS; i++)
4440 struct PlayerInfo *player = &stored_player[i];
4441 int jx = player->jx, jy = player->jy;
4443 if (!player->active)
4447 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4455 if (element == EL_ROBOT && ZX >= 0 && ZY >= 0)
4461 if (element == EL_PENGUIN)
4464 static int xy[4][2] =
4472 for (i = 0; i < NUM_DIRECTIONS; i++)
4474 int ex = x + xy[i][0];
4475 int ey = y + xy[i][1];
4477 if (IN_LEV_FIELD(ex, ey) && Feld[ex][ey] == EL_EXIT_OPEN)
4486 MovDir[x][y] = MV_NO_MOVING;
4488 MovDir[x][y] |= (AllPlayersGone ? MV_RIGHT : MV_LEFT);
4489 else if (attr_x > x)
4490 MovDir[x][y] |= (AllPlayersGone ? MV_LEFT : MV_RIGHT);
4492 MovDir[x][y] |= (AllPlayersGone ? MV_DOWN : MV_UP);
4493 else if (attr_y > y)
4494 MovDir[x][y] |= (AllPlayersGone ? MV_UP : MV_DOWN);
4496 if (element == EL_ROBOT)
4500 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4501 MovDir[x][y] &= (RND(2) ? MV_HORIZONTAL : MV_VERTICAL);
4502 Moving2Blocked(x, y, &newx, &newy);
4504 if (IN_LEV_FIELD(newx, newy) && IS_FREE_OR_PLAYER(newx, newy))
4505 MovDelay[x][y] = 8 + 8 * !RND(3);
4507 MovDelay[x][y] = 16;
4509 else if (element == EL_PENGUIN)
4515 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4517 boolean first_horiz = RND(2);
4518 int new_move_dir = MovDir[x][y];
4521 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4522 Moving2Blocked(x, y, &newx, &newy);
4524 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4528 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4529 Moving2Blocked(x, y, &newx, &newy);
4531 if (PENGUIN_CAN_ENTER_FIELD(EL_PENGUIN, newx, newy))
4534 MovDir[x][y] = old_move_dir;
4538 else /* (element == EL_SATELLITE) */
4544 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4546 boolean first_horiz = RND(2);
4547 int new_move_dir = MovDir[x][y];
4550 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4551 Moving2Blocked(x, y, &newx, &newy);
4553 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4557 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4558 Moving2Blocked(x, y, &newx, &newy);
4560 if (SATELLITE_CAN_ENTER_FIELD(newx, newy))
4563 MovDir[x][y] = old_move_dir;
4568 else if (move_pattern == MV_TURNING_LEFT ||
4569 move_pattern == MV_TURNING_RIGHT ||
4570 move_pattern == MV_TURNING_LEFT_RIGHT ||
4571 move_pattern == MV_TURNING_RIGHT_LEFT ||
4572 move_pattern == MV_TURNING_RANDOM ||
4573 move_pattern == MV_ALL_DIRECTIONS)
4575 boolean can_turn_left =
4576 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y);
4577 boolean can_turn_right =
4578 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x,right_y);
4580 if (move_pattern == MV_TURNING_LEFT)
4581 MovDir[x][y] = left_dir;
4582 else if (move_pattern == MV_TURNING_RIGHT)
4583 MovDir[x][y] = right_dir;
4584 else if (move_pattern == MV_TURNING_LEFT_RIGHT)
4585 MovDir[x][y] = (can_turn_left || !can_turn_right ? left_dir : right_dir);
4586 else if (move_pattern == MV_TURNING_RIGHT_LEFT)
4587 MovDir[x][y] = (can_turn_right || !can_turn_left ? right_dir : left_dir);
4588 else if (move_pattern == MV_TURNING_RANDOM)
4589 MovDir[x][y] = (can_turn_left && !can_turn_right ? left_dir :
4590 can_turn_right && !can_turn_left ? right_dir :
4591 RND(2) ? left_dir : right_dir);
4592 else if (can_turn_left && can_turn_right)
4593 MovDir[x][y] = (RND(3) ? (RND(2) ? left_dir : right_dir) : back_dir);
4594 else if (can_turn_left)
4595 MovDir[x][y] = (RND(2) ? left_dir : back_dir);
4596 else if (can_turn_right)
4597 MovDir[x][y] = (RND(2) ? right_dir : back_dir);
4599 MovDir[x][y] = back_dir;
4601 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4603 else if (move_pattern == MV_HORIZONTAL ||
4604 move_pattern == MV_VERTICAL)
4606 if (move_pattern & old_move_dir)
4607 MovDir[x][y] = back_dir;
4608 else if (move_pattern == MV_HORIZONTAL)
4609 MovDir[x][y] = (RND(2) ? MV_LEFT : MV_RIGHT);
4610 else if (move_pattern == MV_VERTICAL)
4611 MovDir[x][y] = (RND(2) ? MV_UP : MV_DOWN);
4613 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4615 else if (move_pattern & MV_ANY_DIRECTION)
4617 MovDir[x][y] = move_pattern;
4618 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4620 else if (move_pattern == MV_ALONG_LEFT_SIDE)
4622 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, left_x, left_y))
4623 MovDir[x][y] = left_dir;
4624 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4625 MovDir[x][y] = right_dir;
4627 if (MovDir[x][y] != old_move_dir)
4628 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4630 else if (move_pattern == MV_ALONG_RIGHT_SIDE)
4632 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, right_x, right_y))
4633 MovDir[x][y] = right_dir;
4634 else if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4635 MovDir[x][y] = left_dir;
4637 if (MovDir[x][y] != old_move_dir)
4638 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4640 else if (move_pattern == MV_TOWARDS_PLAYER ||
4641 move_pattern == MV_AWAY_FROM_PLAYER)
4643 int attr_x = -1, attr_y = -1;
4645 boolean move_away = (move_pattern == MV_AWAY_FROM_PLAYER);
4656 for (i = 0; i < MAX_PLAYERS; i++)
4658 struct PlayerInfo *player = &stored_player[i];
4659 int jx = player->jx, jy = player->jy;
4661 if (!player->active)
4665 ABS(jx - x) + ABS(jy - y) < ABS(attr_x - x) + ABS(attr_y - y))
4673 MovDir[x][y] = MV_NO_MOVING;
4675 MovDir[x][y] |= (move_away ? MV_RIGHT : MV_LEFT);
4676 else if (attr_x > x)
4677 MovDir[x][y] |= (move_away ? MV_LEFT : MV_RIGHT);
4679 MovDir[x][y] |= (move_away ? MV_DOWN : MV_UP);
4680 else if (attr_y > y)
4681 MovDir[x][y] |= (move_away ? MV_UP : MV_DOWN);
4683 MovDelay[x][y] = GET_NEW_MOVE_DELAY(element);
4685 if (MovDir[x][y] & MV_HORIZONTAL && MovDir[x][y] & MV_VERTICAL)
4687 boolean first_horiz = RND(2);
4688 int new_move_dir = MovDir[x][y];
4691 new_move_dir & (first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4692 Moving2Blocked(x, y, &newx, &newy);
4694 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4698 new_move_dir & (!first_horiz ? MV_HORIZONTAL : MV_VERTICAL);
4699 Moving2Blocked(x, y, &newx, &newy);
4701 if (CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy))
4704 MovDir[x][y] = old_move_dir;
4707 else if (move_pattern == MV_WHEN_PUSHED ||
4708 move_pattern == MV_WHEN_DROPPED)
4710 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, move_x, move_y))
4711 MovDir[x][y] = MV_NO_MOVING;
4715 else if (move_pattern & MV_MAZE_RUNNER_STYLE)
4717 static int test_xy[7][2] =
4727 static int test_dir[7] =
4737 boolean hunter_mode = (move_pattern == MV_MAZE_HUNTER);
4738 int move_preference = -1000000; /* start with very low preference */
4739 int new_move_dir = MV_NO_MOVING;
4740 int start_test = RND(4);
4743 for (i = 0; i < NUM_DIRECTIONS; i++)
4745 int move_dir = test_dir[start_test + i];
4746 int move_dir_preference;
4748 xx = x + test_xy[start_test + i][0];
4749 yy = y + test_xy[start_test + i][1];
4751 if (hunter_mode && IN_LEV_FIELD(xx, yy) &&
4752 (IS_PLAYER(xx, yy) || Feld[xx][yy] == EL_PLAYER_IS_LEAVING))
4754 new_move_dir = move_dir;
4759 if (!CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, xx, yy))
4762 move_dir_preference = -1 * RunnerVisit[xx][yy];
4763 if (hunter_mode && PlayerVisit[xx][yy] > 0)
4764 move_dir_preference = PlayerVisit[xx][yy];
4766 if (move_dir_preference > move_preference)
4768 /* prefer field that has not been visited for the longest time */
4769 move_preference = move_dir_preference;
4770 new_move_dir = move_dir;
4772 else if (move_dir_preference == move_preference &&
4773 move_dir == old_move_dir)
4775 /* prefer last direction when all directions are preferred equally */
4776 move_preference = move_dir_preference;
4777 new_move_dir = move_dir;
4781 MovDir[x][y] = new_move_dir;
4782 if (old_move_dir != new_move_dir)
4787 static void TurnRound(int x, int y)
4789 int direction = MovDir[x][y];
4792 GfxDir[x][y] = MovDir[x][y];
4798 GfxDir[x][y] = MovDir[x][y];
4801 if (direction != MovDir[x][y])
4806 GfxAction[x][y] = ACTION_TURNING_FROM_LEFT + MV_DIR_BIT(direction);
4809 GfxAction[x][y] = ACTION_WAITING;
4813 static boolean JustBeingPushed(int x, int y)
4817 for (i = 0; i < MAX_PLAYERS; i++)
4819 struct PlayerInfo *player = &stored_player[i];
4821 if (player->active && player->is_pushing && player->MovPos)
4823 int next_jx = player->jx + (player->jx - player->last_jx);
4824 int next_jy = player->jy + (player->jy - player->last_jy);
4826 if (x == next_jx && y == next_jy)
4834 void StartMoving(int x, int y)
4837 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
4839 boolean started_moving = FALSE; /* some elements can fall _and_ move */
4840 int element = Feld[x][y];
4846 if (MovDelay[x][y] == 0)
4847 GfxAction[x][y] = ACTION_DEFAULT;
4849 /* !!! this should be handled more generic (not only for mole) !!! */
4850 if (element != EL_MOLE && GfxAction[x][y] != ACTION_DIGGING)
4851 GfxAction[x][y] = ACTION_DEFAULT;
4854 if (CAN_FALL(element) && y < lev_fieldy - 1)
4856 if ((x > 0 && IS_PLAYER(x - 1, y)) ||
4857 (x < lev_fieldx - 1 && IS_PLAYER(x + 1, y)))
4858 if (JustBeingPushed(x, y))
4861 if (element == EL_QUICKSAND_FULL)
4863 if (IS_FREE(x, y + 1))
4865 InitMovingField(x, y, MV_DOWN);
4866 started_moving = TRUE;
4868 Feld[x][y] = EL_QUICKSAND_EMPTYING;
4869 Store[x][y] = EL_ROCK;
4871 PlayLevelSoundAction(x, y, ACTION_EMPTYING);
4873 PlayLevelSound(x, y, SND_QUICKSAND_EMPTYING);
4876 else if (Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4878 if (!MovDelay[x][y])
4879 MovDelay[x][y] = TILEY + 1;
4888 Feld[x][y] = EL_QUICKSAND_EMPTY;
4889 Feld[x][y + 1] = EL_QUICKSAND_FULL;
4890 Store[x][y + 1] = Store[x][y];
4893 PlayLevelSoundAction(x, y, ACTION_FILLING);
4895 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4899 else if ((element == EL_ROCK || element == EL_BD_ROCK) &&
4900 Feld[x][y + 1] == EL_QUICKSAND_EMPTY)
4902 InitMovingField(x, y, MV_DOWN);
4903 started_moving = TRUE;
4905 Feld[x][y] = EL_QUICKSAND_FILLING;
4906 Store[x][y] = element;
4908 PlayLevelSoundAction(x, y, ACTION_FILLING);
4910 PlayLevelSound(x, y, SND_QUICKSAND_FILLING);
4913 else if (element == EL_MAGIC_WALL_FULL)
4915 if (IS_FREE(x, y + 1))
4917 InitMovingField(x, y, MV_DOWN);
4918 started_moving = TRUE;
4920 Feld[x][y] = EL_MAGIC_WALL_EMPTYING;
4921 Store[x][y] = EL_CHANGED(Store[x][y]);
4923 else if (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE)
4925 if (!MovDelay[x][y])
4926 MovDelay[x][y] = TILEY/4 + 1;
4935 Feld[x][y] = EL_MAGIC_WALL_ACTIVE;
4936 Feld[x][y + 1] = EL_MAGIC_WALL_FULL;
4937 Store[x][y + 1] = EL_CHANGED(Store[x][y]);
4941 else if (element == EL_BD_MAGIC_WALL_FULL)
4943 if (IS_FREE(x, y + 1))
4945 InitMovingField(x, y, MV_DOWN);
4946 started_moving = TRUE;
4948 Feld[x][y] = EL_BD_MAGIC_WALL_EMPTYING;
4949 Store[x][y] = EL_CHANGED2(Store[x][y]);
4951 else if (Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE)
4953 if (!MovDelay[x][y])
4954 MovDelay[x][y] = TILEY/4 + 1;
4963 Feld[x][y] = EL_BD_MAGIC_WALL_ACTIVE;
4964 Feld[x][y + 1] = EL_BD_MAGIC_WALL_FULL;
4965 Store[x][y + 1] = EL_CHANGED2(Store[x][y]);
4969 else if (CAN_PASS_MAGIC_WALL(element) &&
4970 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ||
4971 Feld[x][y + 1] == EL_BD_MAGIC_WALL_ACTIVE))
4973 InitMovingField(x, y, MV_DOWN);
4974 started_moving = TRUE;
4977 (Feld[x][y + 1] == EL_MAGIC_WALL_ACTIVE ? EL_MAGIC_WALL_FILLING :
4978 EL_BD_MAGIC_WALL_FILLING);
4979 Store[x][y] = element;
4982 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_ACID)
4984 else if (CAN_FALL(element) && Feld[x][y + 1] == EL_ACID)
4987 SplashAcid(x, y + 1);
4989 InitMovingField(x, y, MV_DOWN);
4990 started_moving = TRUE;
4992 Store[x][y] = EL_ACID;
4994 /* !!! TEST !!! better use "_FALLING" etc. !!! */
4995 GfxAction[x][y + 1] = ACTION_ACTIVE;
4999 else if ((game.engine_version < VERSION_IDENT(2,2,0,7) &&
5000 CAN_SMASH(element) && WasJustMoving[x][y] && !Pushed[x][y + 1] &&
5001 (Feld[x][y + 1] == EL_BLOCKED)) ||
5002 (game.engine_version >= VERSION_IDENT(3,0,7,0) &&
5003 CAN_SMASH(element) && WasJustFalling[x][y] &&
5004 (Feld[x][y + 1] == EL_BLOCKED || IS_PLAYER(x, y + 1))))
5008 else if (game.engine_version < VERSION_IDENT(2,2,0,7) &&
5009 CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5010 WasJustMoving[x][y] && !Pushed[x][y + 1])
5012 else if (CAN_SMASH(element) && Feld[x][y + 1] == EL_BLOCKED &&
5013 WasJustMoving[x][y])
5018 /* this is needed for a special case not covered by calling "Impact()"
5019 from "ContinueMoving()": if an element moves to a tile directly below
5020 another element which was just falling on that tile (which was empty
5021 in the previous frame), the falling element above would just stop
5022 instead of smashing the element below (in previous version, the above
5023 element was just checked for "moving" instead of "falling", resulting
5024 in incorrect smashes caused by horizontal movement of the above
5025 element; also, the case of the player being the element to smash was
5026 simply not covered here... :-/ ) */
5029 WasJustMoving[x][y] = 0;
5030 WasJustFalling[x][y] = 0;
5035 else if (IS_FREE(x, y + 1) && element == EL_SPRING && level.use_spring_bug)
5037 if (MovDir[x][y] == MV_NO_MOVING)
5039 InitMovingField(x, y, MV_DOWN);
5040 started_moving = TRUE;
5043 else if (IS_FREE(x, y + 1) || Feld[x][y + 1] == EL_DIAMOND_BREAKING)
5045 if (WasJustFalling[x][y]) /* prevent animation from being restarted */
5046 MovDir[x][y] = MV_DOWN;
5048 InitMovingField(x, y, MV_DOWN);
5049 started_moving = TRUE;
5051 else if (element == EL_AMOEBA_DROP)
5053 Feld[x][y] = EL_AMOEBA_GROWING;
5054 Store[x][y] = EL_AMOEBA_WET;
5056 /* Store[x][y + 1] must be zero, because:
5057 (EL_QUICKSAND_FULL -> EL_ROCK): Store[x][y + 1] == EL_QUICKSAND_EMPTY
5060 #if OLD_GAME_BEHAVIOUR
5061 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1])
5063 else if (IS_SLIPPERY(Feld[x][y + 1]) && !Store[x][y + 1] &&
5064 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5065 element != EL_DX_SUPABOMB)
5068 else if (((IS_SLIPPERY(Feld[x][y + 1]) && !IS_PLAYER(x, y + 1)) ||
5069 (IS_EM_SLIPPERY_WALL(Feld[x][y + 1]) && IS_GEM(element))) &&
5070 !IS_FALLING(x, y + 1) && !WasJustMoving[x][y + 1] &&
5071 element != EL_DX_SUPABOMB && element != EL_SP_DISK_ORANGE)
5074 boolean can_fall_left = (x > 0 && IS_FREE(x - 1, y) &&
5075 (IS_FREE(x - 1, y + 1) ||
5076 Feld[x - 1][y + 1] == EL_ACID));
5077 boolean can_fall_right = (x < lev_fieldx - 1 && IS_FREE(x + 1, y) &&
5078 (IS_FREE(x + 1, y + 1) ||
5079 Feld[x + 1][y + 1] == EL_ACID));
5080 boolean can_fall_any = (can_fall_left || can_fall_right);
5081 boolean can_fall_both = (can_fall_left && can_fall_right);
5083 if (can_fall_any && IS_CUSTOM_ELEMENT(Feld[x][y + 1]))
5085 int slippery_type = element_info[Feld[x][y + 1]].slippery_type;
5087 if (slippery_type == SLIPPERY_ONLY_LEFT)
5088 can_fall_right = FALSE;
5089 else if (slippery_type == SLIPPERY_ONLY_RIGHT)
5090 can_fall_left = FALSE;
5091 else if (slippery_type == SLIPPERY_ANY_LEFT_RIGHT && can_fall_both)
5092 can_fall_right = FALSE;
5093 else if (slippery_type == SLIPPERY_ANY_RIGHT_LEFT && can_fall_both)
5094 can_fall_left = FALSE;
5096 can_fall_any = (can_fall_left || can_fall_right);
5097 can_fall_both = (can_fall_left && can_fall_right);
5102 if (can_fall_both &&
5103 (game.emulation != EMU_BOULDERDASH &&
5104 element != EL_BD_ROCK && element != EL_BD_DIAMOND))
5105 can_fall_left = !(can_fall_right = RND(2));
5107 InitMovingField(x, y, can_fall_left ? MV_LEFT : MV_RIGHT);
5108 started_moving = TRUE;
5112 else if (IS_BELT_ACTIVE(Feld[x][y + 1]) && !CAN_MOVE(element))
5114 else if (IS_BELT_ACTIVE(Feld[x][y + 1]))
5117 boolean left_is_free = (x > 0 && IS_FREE(x - 1, y));
5118 boolean right_is_free = (x < lev_fieldx - 1 && IS_FREE(x + 1, y));
5119 int belt_nr = getBeltNrFromBeltActiveElement(Feld[x][y + 1]);
5120 int belt_dir = game.belt_dir[belt_nr];
5122 if ((belt_dir == MV_LEFT && left_is_free) ||
5123 (belt_dir == MV_RIGHT && right_is_free))
5126 int nextx = (belt_dir == MV_LEFT ? x - 1 : x + 1);
5129 InitMovingField(x, y, belt_dir);
5130 started_moving = TRUE;
5133 Pushed[x][y] = TRUE;
5134 Pushed[nextx][y] = TRUE;
5137 GfxAction[x][y] = ACTION_DEFAULT;
5141 MovDir[x][y] = 0; /* if element was moving, stop it */
5146 /* not "else if" because of elements that can fall and move (EL_SPRING) */
5147 if (CAN_MOVE(element) && !started_moving)
5149 int move_pattern = element_info[element].move_pattern;
5152 Moving2Blocked(x, y, &newx, &newy);
5155 if (IS_PUSHABLE(element) && JustBeingPushed(x, y))
5158 if ((element == EL_SATELLITE ||
5159 element == EL_BALLOON ||
5160 element == EL_SPRING)
5161 && JustBeingPushed(x, y))
5166 if (game.engine_version >= VERSION_IDENT(3,1,0,0) &&
5167 WasJustMoving[x][y] && IN_LEV_FIELD(newx, newy) &&
5168 (Feld[newx][newy] == EL_BLOCKED || IS_PLAYER(newx, newy)))
5171 printf("::: element %d '%s' WasJustMoving %d [%d, %d, %d, %d]\n",
5172 element, element_info[element].token_name,
5173 WasJustMoving[x][y],
5174 HAS_ANY_CHANGE_EVENT(element, CE_HITTING_SOMETHING),
5175 HAS_ANY_CHANGE_EVENT(element, CE_HIT_BY_SOMETHING),
5176 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_IS_HITTING),
5177 HAS_ANY_CHANGE_EVENT(element, CE_OTHER_GETS_HIT));
5181 WasJustMoving[x][y] = 0;
5184 TestIfElementHitsCustomElement(x, y, MovDir[x][y]);
5187 if (Feld[x][y] != element) /* element has changed */
5189 element = Feld[x][y];
5190 move_pattern = element_info[element].move_pattern;
5192 if (!CAN_MOVE(element))
5196 if (Feld[x][y] != element) /* element has changed */
5204 if (element == EL_SPRING && MovDir[x][y] == MV_DOWN)
5205 Feld[x][y + 1] = EL_EMPTY; /* was set to EL_BLOCKED above */
5207 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
5209 Moving2Blocked(x, y, &newx, &newy);
5210 if (Feld[newx][newy] == EL_BLOCKED)
5211 Feld[newx][newy] = EL_EMPTY; /* was set to EL_BLOCKED above */
5217 if (FrameCounter < 1 && x == 0 && y == 29)
5218 printf(":1: %d/%d: %d [%d]\n", x, y, MovDir[x][y], FrameCounter);
5221 if (!MovDelay[x][y]) /* start new movement phase */
5223 /* all objects that can change their move direction after each step
5224 (YAMYAM, DARK_YAMYAM and PACMAN go straight until they hit a wall */
5226 if (element != EL_YAMYAM &&
5227 element != EL_DARK_YAMYAM &&
5228 element != EL_PACMAN &&
5229 !(move_pattern & MV_ANY_DIRECTION) &&
5230 move_pattern != MV_TURNING_LEFT &&
5231 move_pattern != MV_TURNING_RIGHT &&
5232 move_pattern != MV_TURNING_LEFT_RIGHT &&
5233 move_pattern != MV_TURNING_RIGHT_LEFT &&
5234 move_pattern != MV_TURNING_RANDOM)
5239 if (FrameCounter < 1 && x == 0 && y == 29)
5240 printf(":9: %d: %d [%d]\n", y, MovDir[x][y], FrameCounter);
5243 if (MovDelay[x][y] && (element == EL_BUG ||
5244 element == EL_SPACESHIP ||
5245 element == EL_SP_SNIKSNAK ||
5246 element == EL_SP_ELECTRON ||
5247 element == EL_MOLE))
5248 DrawLevelField(x, y);
5252 if (MovDelay[x][y]) /* wait some time before next movement */
5257 if (element == EL_YAMYAM)
5260 el_act_dir2img(EL_YAMYAM, ACTION_WAITING, MV_LEFT));
5261 DrawLevelElementAnimation(x, y, element);
5265 if (MovDelay[x][y]) /* element still has to wait some time */
5268 /* !!! PLACE THIS SOMEWHERE AFTER "TurnRound()" !!! */
5269 ResetGfxAnimation(x, y);
5273 if (GfxAction[x][y] != ACTION_WAITING)
5274 printf("::: %d: %d != ACTION_WAITING\n", element, GfxAction[x][y]);
5276 GfxAction[x][y] = ACTION_WAITING;
5280 if (element == EL_ROBOT ||
5282 element == EL_PACMAN ||
5284 element == EL_YAMYAM ||
5285 element == EL_DARK_YAMYAM)
5288 DrawLevelElementAnimation(x, y, element);
5290 DrawLevelElementAnimationIfNeeded(x, y, element);
5292 PlayLevelSoundAction(x, y, ACTION_WAITING);
5294 else if (element == EL_SP_ELECTRON)
5295 DrawLevelElementAnimationIfNeeded(x, y, element);
5296 else if (element == EL_DRAGON)
5299 int dir = MovDir[x][y];
5300 int dx = (dir == MV_LEFT ? -1 : dir == MV_RIGHT ? +1 : 0);
5301 int dy = (dir == MV_UP ? -1 : dir == MV_DOWN ? +1 : 0);
5302 int graphic = (dir == MV_LEFT ? IMG_FLAMES_1_LEFT :
5303 dir == MV_RIGHT ? IMG_FLAMES_1_RIGHT :
5304 dir == MV_UP ? IMG_FLAMES_1_UP :
5305 dir == MV_DOWN ? IMG_FLAMES_1_DOWN : IMG_EMPTY);
5306 int frame = getGraphicAnimationFrame(graphic, GfxFrame[x][y]);
5309 printf("::: %d, %d\n", GfxAction[x][y], GfxFrame[x][y]);
5312 GfxAction[x][y] = ACTION_ATTACKING;
5314 if (IS_PLAYER(x, y))
5315 DrawPlayerField(x, y);
5317 DrawLevelField(x, y);
5319 PlayLevelSoundActionIfLoop(x, y, ACTION_ATTACKING);
5321 for (i = 1; i <= 3; i++)
5323 int xx = x + i * dx;
5324 int yy = y + i * dy;
5325 int sx = SCREENX(xx);
5326 int sy = SCREENY(yy);
5327 int flame_graphic = graphic + (i - 1);
5329 if (!IN_LEV_FIELD(xx, yy) || IS_DRAGONFIRE_PROOF(Feld[xx][yy]))
5334 int flamed = MovingOrBlocked2Element(xx, yy);
5338 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5340 else if (IS_MOVING(xx, yy) || IS_BLOCKED(xx, yy))
5341 RemoveMovingField(xx, yy);
5343 RemoveField(xx, yy);
5345 if (IS_CLASSIC_ENEMY(flamed) || CAN_EXPLODE_BY_DRAGONFIRE(flamed))
5348 RemoveMovingField(xx, yy);
5352 if (ChangeDelay[xx][yy])
5353 printf("::: !!! [%d]\n", (IS_MOVING(xx, yy) ||
5354 Feld[xx][yy] == EL_BLOCKED));
5358 ChangeDelay[xx][yy] = 0;
5360 Feld[xx][yy] = EL_FLAMES;
5361 if (IN_SCR_FIELD(sx, sy))
5363 DrawLevelFieldCrumbledSand(xx, yy);
5364 DrawGraphic(sx, sy, flame_graphic, frame);
5369 if (Feld[xx][yy] == EL_FLAMES)
5370 Feld[xx][yy] = EL_EMPTY;
5371 DrawLevelField(xx, yy);
5376 if (MovDelay[x][y]) /* element still has to wait some time */
5378 PlayLevelSoundAction(x, y, ACTION_WAITING);
5384 /* special case of "moving" animation of waiting elements (FIX THIS !!!);
5385 for all other elements GfxAction will be set by InitMovingField() */
5386 if (element == EL_BD_BUTTERFLY || element == EL_BD_FIREFLY)
5387 GfxAction[x][y] = ACTION_MOVING;
5391 /* now make next step */
5393 Moving2Blocked(x, y, &newx, &newy); /* get next screen position */
5395 if (DONT_COLLIDE_WITH(element) &&
5396 IN_LEV_FIELD(newx, newy) && IS_PLAYER(newx, newy) &&
5397 !PLAYER_ENEMY_PROTECTED(newx, newy))
5400 TestIfBadThingRunsIntoHero(x, y, MovDir[x][y]);
5404 /* player killed by element which is deadly when colliding with */
5406 KillHero(PLAYERINFO(newx, newy));
5413 else if (CAN_MOVE_INTO_ACID(element) &&
5414 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID &&
5415 (MovDir[x][y] == MV_DOWN ||
5416 game.engine_version >= VERSION_IDENT(3,1,0,0)))
5418 else if (CAN_MOVE_INTO_ACID(element) && MovDir[x][y] == MV_DOWN &&
5419 IN_LEV_FIELD(newx, newy) && Feld[newx][newy] == EL_ACID)
5423 else if ((element == EL_PENGUIN ||
5424 element == EL_ROBOT ||
5425 element == EL_SATELLITE ||
5426 element == EL_BALLOON ||
5427 IS_CUSTOM_ELEMENT(element)) &&
5428 IN_LEV_FIELD(newx, newy) &&
5429 MovDir[x][y] == MV_DOWN && Feld[newx][newy] == EL_ACID)
5432 SplashAcid(newx, newy);
5433 Store[x][y] = EL_ACID;
5435 else if (element == EL_PENGUIN && IN_LEV_FIELD(newx, newy))
5437 if (Feld[newx][newy] == EL_EXIT_OPEN)
5441 DrawLevelField(x, y);
5443 Feld[x][y] = EL_EMPTY;
5444 DrawLevelField(x, y);
5447 PlayLevelSound(newx, newy, SND_PENGUIN_PASSING);
5448 if (IN_SCR_FIELD(SCREENX(newx), SCREENY(newy)))
5449 DrawGraphicThruMask(SCREENX(newx),SCREENY(newy), el2img(element), 0);
5451 local_player->friends_still_needed--;
5452 if (!local_player->friends_still_needed &&
5453 !local_player->GameOver && AllPlayersGone)
5454 local_player->LevelSolved = local_player->GameOver = TRUE;
5458 else if (IS_FOOD_PENGUIN(Feld[newx][newy]))
5460 if (DigField(local_player, x, y, newx, newy, 0,0, DF_DIG) == MF_MOVING)
5461 DrawLevelField(newx, newy);
5463 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
5465 else if (!IS_FREE(newx, newy))
5467 GfxAction[x][y] = ACTION_WAITING;
5469 if (IS_PLAYER(x, y))
5470 DrawPlayerField(x, y);
5472 DrawLevelField(x, y);
5477 else if (element == EL_PIG && IN_LEV_FIELD(newx, newy))
5479 if (IS_FOOD_PIG(Feld[newx][newy]))
5481 if (IS_MOVING(newx, newy))
5482 RemoveMovingField(newx, newy);
5485 Feld[newx][newy] = EL_EMPTY;
5486 DrawLevelField(newx, newy);
5489 PlayLevelSound(x, y, SND_PIG_DIGGING);
5491 else if (!IS_FREE(newx, newy))
5493 if (IS_PLAYER(x, y))
5494 DrawPlayerField(x, y);
5496 DrawLevelField(x, y);
5505 else if (move_pattern & MV_MAZE_RUNNER_STYLE && IN_LEV_FIELD(newx, newy))
5508 else if (IS_CUSTOM_ELEMENT(element) &&
5509 CUSTOM_ELEMENT_CAN_ENTER_FIELD(element, newx, newy)
5513 !IS_FREE(newx, newy)
5518 int new_element = Feld[newx][newy];
5521 printf("::: '%s' digs '%s' [%d]\n",
5522 element_info[element].token_name,
5523 element_info[Feld[newx][newy]].token_name,
5524 StorePlayer[newx][newy]);
5527 if (!IS_FREE(newx, newy))
5529 int action = (IS_DIGGABLE(new_element) ? ACTION_DIGGING :
5530 IS_COLLECTIBLE(new_element) ? ACTION_COLLECTING :
5533 /* no element can dig solid indestructible elements */
5534 if (IS_INDESTRUCTIBLE(new_element) &&
5535 !IS_DIGGABLE(new_element) &&
5536 !IS_COLLECTIBLE(new_element))
5539 if (AmoebaNr[newx][newy] &&
5540 (new_element == EL_AMOEBA_FULL ||
5541 new_element == EL_BD_AMOEBA ||
5542 new_element == EL_AMOEBA_GROWING))
5544 AmoebaCnt[AmoebaNr[newx][newy]]--;
5545 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5548 if (IS_MOVING(newx, newy))
5549 RemoveMovingField(newx, newy);
5552 RemoveField(newx, newy);
5553 DrawLevelField(newx, newy);
5556 PlayLevelSoundAction(x, y, action);
5559 if (IS_EQUAL_OR_IN_GROUP(new_element, MOVE_ENTER_EL(element)))
5560 element_info[element].can_leave_element = TRUE;
5562 if (move_pattern & MV_MAZE_RUNNER_STYLE)
5564 RunnerVisit[x][y] = FrameCounter;
5565 PlayerVisit[x][y] /= 8; /* expire player visit path */
5571 else if (element == EL_DRAGON && IN_LEV_FIELD(newx, newy))
5573 if (!IS_FREE(newx, newy))
5575 if (IS_PLAYER(x, y))
5576 DrawPlayerField(x, y);
5578 DrawLevelField(x, y);
5584 boolean wanna_flame = !RND(10);
5585 int dx = newx - x, dy = newy - y;
5586 int newx1 = newx + 1 * dx, newy1 = newy + 1 * dy;
5587 int newx2 = newx + 2 * dx, newy2 = newy + 2 * dy;
5588 int element1 = (IN_LEV_FIELD(newx1, newy1) ?
5589 MovingOrBlocked2Element(newx1, newy1) : EL_STEELWALL);
5590 int element2 = (IN_LEV_FIELD(newx2, newy2) ?
5591 MovingOrBlocked2Element(newx2, newy2) : EL_STEELWALL);
5594 IS_CLASSIC_ENEMY(element1) ||
5595 IS_CLASSIC_ENEMY(element2)) &&
5596 element1 != EL_DRAGON && element2 != EL_DRAGON &&
5597 element1 != EL_FLAMES && element2 != EL_FLAMES)
5600 ResetGfxAnimation(x, y);
5601 GfxAction[x][y] = ACTION_ATTACKING;
5604 if (IS_PLAYER(x, y))
5605 DrawPlayerField(x, y);
5607 DrawLevelField(x, y);
5609 PlayLevelSound(x, y, SND_DRAGON_ATTACKING);
5611 MovDelay[x][y] = 50;
5615 RemoveField(newx, newy);
5617 Feld[newx][newy] = EL_FLAMES;
5618 if (IN_LEV_FIELD(newx1, newy1) && Feld[newx1][newy1] == EL_EMPTY)
5621 RemoveField(newx1, newy1);
5623 Feld[newx1][newy1] = EL_FLAMES;
5625 if (IN_LEV_FIELD(newx2, newy2) && Feld[newx2][newy2] == EL_EMPTY)
5628 RemoveField(newx2, newy2);
5630 Feld[newx2][newy2] = EL_FLAMES;
5637 else if (element == EL_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5638 Feld[newx][newy] == EL_DIAMOND)
5640 if (IS_MOVING(newx, newy))
5641 RemoveMovingField(newx, newy);
5644 Feld[newx][newy] = EL_EMPTY;
5645 DrawLevelField(newx, newy);
5648 PlayLevelSound(x, y, SND_YAMYAM_DIGGING);
5650 else if (element == EL_DARK_YAMYAM && IN_LEV_FIELD(newx, newy) &&
5651 IS_FOOD_DARK_YAMYAM(Feld[newx][newy]))
5653 if (AmoebaNr[newx][newy])
5655 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5656 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5657 Feld[newx][newy] == EL_BD_AMOEBA)
5658 AmoebaCnt[AmoebaNr[newx][newy]]--;
5663 if (IS_MOVING(newx, newy) || IS_BLOCKED(newx, newy))
5665 if (IS_MOVING(newx, newy))
5668 RemoveMovingField(newx, newy);
5672 Feld[newx][newy] = EL_EMPTY;
5673 DrawLevelField(newx, newy);
5676 PlayLevelSound(x, y, SND_DARK_YAMYAM_DIGGING);
5678 else if ((element == EL_PACMAN || element == EL_MOLE)
5679 && IN_LEV_FIELD(newx, newy) && IS_AMOEBOID(Feld[newx][newy]))
5681 if (AmoebaNr[newx][newy])
5683 AmoebaCnt2[AmoebaNr[newx][newy]]--;
5684 if (Feld[newx][newy] == EL_AMOEBA_FULL ||
5685 Feld[newx][newy] == EL_BD_AMOEBA)
5686 AmoebaCnt[AmoebaNr[newx][newy]]--;
5689 if (element == EL_MOLE)
5691 Feld[newx][newy] = EL_AMOEBA_SHRINKING;
5692 PlayLevelSound(x, y, SND_MOLE_DIGGING);
5694 ResetGfxAnimation(x, y);
5695 GfxAction[x][y] = ACTION_DIGGING;
5696 DrawLevelField(x, y);
5698 MovDelay[newx][newy] = 0; /* start amoeba shrinking delay */
5700 return; /* wait for shrinking amoeba */
5702 else /* element == EL_PACMAN */
5704 Feld[newx][newy] = EL_EMPTY;
5705 DrawLevelField(newx, newy);
5706 PlayLevelSound(x, y, SND_PACMAN_DIGGING);
5709 else if (element == EL_MOLE && IN_LEV_FIELD(newx, newy) &&
5710 (Feld[newx][newy] == EL_AMOEBA_SHRINKING ||
5711 (Feld[newx][newy] == EL_EMPTY && Stop[newx][newy])))
5713 /* wait for shrinking amoeba to completely disappear */
5716 else if (!IN_LEV_FIELD(newx, newy) || !IS_FREE(newx, newy))
5718 /* object was running against a wall */
5723 if (GFX_ELEMENT(element) != EL_SAND) /* !!! FIX THIS (crumble) !!! */
5724 DrawLevelElementAnimation(x, y, element);
5726 if (element == EL_BUG ||
5727 element == EL_SPACESHIP ||
5728 element == EL_SP_SNIKSNAK)
5729 DrawLevelField(x, y);
5730 else if (element == EL_MOLE)
5731 DrawLevelField(x, y);
5732 else if (element == EL_BD_BUTTERFLY ||
5733 element == EL_BD_FIREFLY)
5734 DrawLevelElementAnimationIfNeeded(x, y, element);
5735 else if (element == EL_SATELLITE)
5736 DrawLevelElementAnimationIfNeeded(x, y, element);
5737 else if (element == EL_SP_ELECTRON)
5738 DrawLevelElementAnimationIfNeeded(x, y, element);
5741 if (DONT_TOUCH(element))
5742 TestIfBadThingTouchesHero(x, y);
5745 PlayLevelSoundAction(x, y, ACTION_WAITING);
5751 InitMovingField(x, y, MovDir[x][y]);
5753 PlayLevelSoundAction(x, y, ACTION_MOVING);
5757 ContinueMoving(x, y);
5760 void ContinueMoving(int x, int y)
5762 int element = Feld[x][y];
5763 struct ElementInfo *ei = &element_info[element];
5764 int direction = MovDir[x][y];
5765 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
5766 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
5767 int newx = x + dx, newy = y + dy;
5769 int nextx = newx + dx, nexty = newy + dy;
5772 boolean pushed_by_player = (Pushed[x][y] && IS_PLAYER(x, y));
5773 boolean pushed_by_conveyor = (Pushed[x][y] && !IS_PLAYER(x, y));
5775 boolean pushed_by_player = Pushed[x][y];
5778 MovPos[x][y] += getElementMoveStepsize(x, y);
5781 if (pushed_by_player && IS_PLAYER(x, y))
5783 /* special case: moving object pushed by player */
5784 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5787 if (pushed_by_player) /* special case: moving object pushed by player */
5788 MovPos[x][y] = SIGN(MovPos[x][y]) * (TILEX - ABS(PLAYERINFO(x,y)->MovPos));
5791 if (ABS(MovPos[x][y]) < TILEX)
5793 DrawLevelField(x, y);
5795 return; /* element is still moving */
5798 /* element reached destination field */
5800 Feld[x][y] = EL_EMPTY;
5801 Feld[newx][newy] = element;
5802 MovPos[x][y] = 0; /* force "not moving" for "crumbled sand" */
5804 if (element == EL_MOLE)
5806 Feld[x][y] = EL_SAND;
5808 DrawLevelFieldCrumbledSandNeighbours(x, y);
5810 else if (element == EL_QUICKSAND_FILLING)
5812 element = Feld[newx][newy] = get_next_element(element);
5813 Store[newx][newy] = Store[x][y];
5815 else if (element == EL_QUICKSAND_EMPTYING)
5817 Feld[x][y] = get_next_element(element);
5818 element = Feld[newx][newy] = Store[x][y];
5820 else if (element == EL_MAGIC_WALL_FILLING)
5822 element = Feld[newx][newy] = get_next_element(element);
5823 if (!game.magic_wall_active)
5824 element = Feld[newx][newy] = EL_MAGIC_WALL_DEAD;
5825 Store[newx][newy] = Store[x][y];
5827 else if (element == EL_MAGIC_WALL_EMPTYING)
5829 Feld[x][y] = get_next_element(element);
5830 if (!game.magic_wall_active)
5831 Feld[x][y] = EL_MAGIC_WALL_DEAD;
5832 element = Feld[newx][newy] = Store[x][y];
5834 else if (element == EL_BD_MAGIC_WALL_FILLING)
5836 element = Feld[newx][newy] = get_next_element(element);
5837 if (!game.magic_wall_active)
5838 element = Feld[newx][newy] = EL_BD_MAGIC_WALL_DEAD;
5839 Store[newx][newy] = Store[x][y];
5841 else if (element == EL_BD_MAGIC_WALL_EMPTYING)
5843 Feld[x][y] = get_next_element(element);
5844 if (!game.magic_wall_active)
5845 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
5846 element = Feld[newx][newy] = Store[x][y];
5848 else if (element == EL_AMOEBA_DROPPING)
5850 Feld[x][y] = get_next_element(element);
5851 element = Feld[newx][newy] = Store[x][y];
5853 else if (element == EL_SOKOBAN_OBJECT)
5856 Feld[x][y] = Back[x][y];
5858 if (Back[newx][newy])
5859 Feld[newx][newy] = EL_SOKOBAN_FIELD_FULL;
5861 Back[x][y] = Back[newx][newy] = 0;
5863 else if (Store[x][y] == EL_ACID)
5865 element = Feld[newx][newy] = EL_ACID;
5869 MovPos[x][y] = MovDir[x][y] = MovDelay[x][y] = 0;
5870 MovDelay[newx][newy] = 0;
5872 if (CAN_CHANGE(element))
5874 /* copy element change control values to new field */
5875 ChangeDelay[newx][newy] = ChangeDelay[x][y];
5876 ChangePage[newx][newy] = ChangePage[x][y];
5877 Changed[newx][newy] = Changed[x][y];
5878 ChangeEvent[newx][newy] = ChangeEvent[x][y];
5881 ChangeDelay[x][y] = 0;
5882 ChangePage[x][y] = -1;
5883 Changed[x][y] = CE_BITMASK_DEFAULT;
5884 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
5886 /* copy animation control values to new field */
5887 GfxFrame[newx][newy] = GfxFrame[x][y];
5888 GfxRandom[newx][newy] = GfxRandom[x][y]; /* keep same random value */
5889 GfxAction[newx][newy] = GfxAction[x][y]; /* keep action one frame */
5890 GfxDir[newx][newy] = GfxDir[x][y]; /* keep element direction */
5892 Pushed[x][y] = Pushed[newx][newy] = FALSE;
5894 ResetGfxAnimation(x, y); /* reset animation values for old field */
5897 /* some elements can leave other elements behind after moving */
5898 if (IS_CUSTOM_ELEMENT(element) && !IS_PLAYER(x, y) &&
5899 ei->move_leave_element != EL_EMPTY &&
5900 (ei->move_leave_type == LEAVE_TYPE_UNLIMITED ||
5901 ei->can_leave_element_last))
5903 Feld[x][y] = ei->move_leave_element;
5904 InitField(x, y, FALSE);
5906 if (GFX_CRUMBLED(Feld[x][y]))
5907 DrawLevelFieldCrumbledSandNeighbours(x, y);
5910 ei->can_leave_element_last = ei->can_leave_element;
5911 ei->can_leave_element = FALSE;
5915 /* 2.1.1 (does not work correctly for spring) */
5916 if (!CAN_MOVE(element))
5917 MovDir[newx][newy] = 0;
5921 /* (does not work for falling objects that slide horizontally) */
5922 if (CAN_FALL(element) && MovDir[newx][newy] == MV_DOWN)
5923 MovDir[newx][newy] = 0;
5926 if (!CAN_MOVE(element) ||
5927 (element == EL_SPRING && MovDir[newx][newy] == MV_DOWN))
5928 MovDir[newx][newy] = 0;
5931 if (!CAN_MOVE(element) ||
5932 (CAN_FALL(element) && direction == MV_DOWN))
5933 GfxDir[x][y] = MovDir[newx][newy] = 0;
5938 DrawLevelField(x, y);
5939 DrawLevelField(newx, newy);
5941 Stop[newx][newy] = TRUE; /* ignore this element until the next frame */
5943 /* prevent pushed element from moving on in pushed direction */
5944 if (pushed_by_player && CAN_MOVE(element) &&
5945 element_info[element].move_pattern & MV_ANY_DIRECTION &&
5946 !(element_info[element].move_pattern & direction))
5947 TurnRound(newx, newy);
5950 /* prevent elements on conveyor belt from moving on in last direction */
5951 if (pushed_by_conveyor && CAN_FALL(element) &&
5952 direction & MV_HORIZONTAL)
5953 MovDir[newx][newy] = 0;
5956 if (!pushed_by_player)
5958 WasJustMoving[newx][newy] = 3;
5960 if (CAN_FALL(element) && direction == MV_DOWN)
5961 WasJustFalling[newx][newy] = 3;
5964 if (DONT_TOUCH(element)) /* object may be nasty to player or others */
5966 TestIfBadThingTouchesHero(newx, newy);
5967 TestIfBadThingTouchesFriend(newx, newy);
5969 if (!IS_CUSTOM_ELEMENT(element))
5970 TestIfBadThingTouchesOtherBadThing(newx, newy);
5972 else if (element == EL_PENGUIN)
5973 TestIfFriendTouchesBadThing(newx, newy);
5975 if (CAN_FALL(element) && direction == MV_DOWN &&
5976 (newy == lev_fieldy - 1 || !IS_FREE(x, newy + 1)))
5980 TestIfElementTouchesCustomElement(x, y); /* empty or new element */
5984 if (ChangePage[newx][newy] != -1) /* delayed change */
5985 ChangeElement(newx, newy, ChangePage[newx][newy]);
5990 TestIfElementHitsCustomElement(newx, newy, direction);
5994 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
5996 int hitting_element = Feld[newx][newy];
5998 /* !!! fix side (direction) orientation here and elsewhere !!! */
5999 CheckElementChangeSide(newx, newy, hitting_element, CE_HITTING_SOMETHING,
6003 if (IN_LEV_FIELD(nextx, nexty))
6005 int opposite_direction = MV_DIR_OPPOSITE(direction);
6006 int hitting_side = direction;
6007 int touched_side = opposite_direction;
6008 int touched_element = MovingOrBlocked2Element(nextx, nexty);
6009 boolean object_hit = (!IS_MOVING(nextx, nexty) ||
6010 MovDir[nextx][nexty] != direction ||
6011 ABS(MovPos[nextx][nexty]) <= TILEY / 2);
6017 CheckElementChangeSide(nextx, nexty, touched_element,
6018 CE_HIT_BY_SOMETHING, opposite_direction);
6020 if (IS_CUSTOM_ELEMENT(hitting_element) &&
6021 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
6023 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
6025 struct ElementChangeInfo *change =
6026 &element_info[hitting_element].change_page[i];
6028 if (change->can_change &&
6029 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
6030 change->trigger_side & touched_side &&
6031 change->trigger_element == touched_element)
6033 CheckElementChangePage(newx, newy, hitting_element,
6034 touched_element, CE_OTHER_IS_HITTING, i);
6040 if (IS_CUSTOM_ELEMENT(touched_element) &&
6041 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
6043 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
6045 struct ElementChangeInfo *change =
6046 &element_info[touched_element].change_page[i];
6048 if (change->can_change &&
6049 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
6050 change->trigger_side & hitting_side &&
6051 change->trigger_element == hitting_element)
6053 CheckElementChangePage(nextx, nexty, touched_element,
6054 hitting_element, CE_OTHER_GETS_HIT, i);
6065 TestIfPlayerTouchesCustomElement(newx, newy);
6066 TestIfElementTouchesCustomElement(newx, newy);
6069 int AmoebeNachbarNr(int ax, int ay)
6072 int element = Feld[ax][ay];
6074 static int xy[4][2] =
6082 for (i = 0; i < NUM_DIRECTIONS; i++)
6084 int x = ax + xy[i][0];
6085 int y = ay + xy[i][1];
6087 if (!IN_LEV_FIELD(x, y))
6090 if (Feld[x][y] == element && AmoebaNr[x][y] > 0)
6091 group_nr = AmoebaNr[x][y];
6097 void AmoebenVereinigen(int ax, int ay)
6099 int i, x, y, xx, yy;
6100 int new_group_nr = AmoebaNr[ax][ay];
6101 static int xy[4][2] =
6109 if (new_group_nr == 0)
6112 for (i = 0; i < NUM_DIRECTIONS; i++)
6117 if (!IN_LEV_FIELD(x, y))
6120 if ((Feld[x][y] == EL_AMOEBA_FULL ||
6121 Feld[x][y] == EL_BD_AMOEBA ||
6122 Feld[x][y] == EL_AMOEBA_DEAD) &&
6123 AmoebaNr[x][y] != new_group_nr)
6125 int old_group_nr = AmoebaNr[x][y];
6127 if (old_group_nr == 0)
6130 AmoebaCnt[new_group_nr] += AmoebaCnt[old_group_nr];
6131 AmoebaCnt[old_group_nr] = 0;
6132 AmoebaCnt2[new_group_nr] += AmoebaCnt2[old_group_nr];
6133 AmoebaCnt2[old_group_nr] = 0;
6135 for (yy = 0; yy < lev_fieldy; yy++)
6137 for (xx = 0; xx < lev_fieldx; xx++)
6139 if (AmoebaNr[xx][yy] == old_group_nr)
6140 AmoebaNr[xx][yy] = new_group_nr;
6147 void AmoebeUmwandeln(int ax, int ay)
6151 if (Feld[ax][ay] == EL_AMOEBA_DEAD)
6153 int group_nr = AmoebaNr[ax][ay];
6158 printf("AmoebeUmwandeln(): ax = %d, ay = %d\n", ax, ay);
6159 printf("AmoebeUmwandeln(): This should never happen!\n");
6164 for (y = 0; y < lev_fieldy; y++)
6166 for (x = 0; x < lev_fieldx; x++)
6168 if (Feld[x][y] == EL_AMOEBA_DEAD && AmoebaNr[x][y] == group_nr)
6171 Feld[x][y] = EL_AMOEBA_TO_DIAMOND;
6175 PlayLevelSound(ax, ay, (IS_GEM(level.amoeba_content) ?
6176 SND_AMOEBA_TURNING_TO_GEM :
6177 SND_AMOEBA_TURNING_TO_ROCK));
6182 static int xy[4][2] =
6190 for (i = 0; i < NUM_DIRECTIONS; i++)
6195 if (!IN_LEV_FIELD(x, y))
6198 if (Feld[x][y] == EL_AMOEBA_TO_DIAMOND)
6200 PlayLevelSound(x, y, (IS_GEM(level.amoeba_content) ?
6201 SND_AMOEBA_TURNING_TO_GEM :
6202 SND_AMOEBA_TURNING_TO_ROCK));
6209 void AmoebeUmwandelnBD(int ax, int ay, int new_element)
6212 int group_nr = AmoebaNr[ax][ay];
6213 boolean done = FALSE;
6218 printf("AmoebeUmwandelnBD(): ax = %d, ay = %d\n", ax, ay);
6219 printf("AmoebeUmwandelnBD(): This should never happen!\n");
6224 for (y = 0; y < lev_fieldy; y++)
6226 for (x = 0; x < lev_fieldx; x++)
6228 if (AmoebaNr[x][y] == group_nr &&
6229 (Feld[x][y] == EL_AMOEBA_DEAD ||
6230 Feld[x][y] == EL_BD_AMOEBA ||
6231 Feld[x][y] == EL_AMOEBA_GROWING))
6234 Feld[x][y] = new_element;
6235 InitField(x, y, FALSE);
6236 DrawLevelField(x, y);
6243 PlayLevelSound(ax, ay, (new_element == EL_BD_ROCK ?
6244 SND_BD_AMOEBA_TURNING_TO_ROCK :
6245 SND_BD_AMOEBA_TURNING_TO_GEM));
6248 void AmoebeWaechst(int x, int y)
6250 static unsigned long sound_delay = 0;
6251 static unsigned long sound_delay_value = 0;
6253 if (!MovDelay[x][y]) /* start new growing cycle */
6257 if (DelayReached(&sound_delay, sound_delay_value))
6260 PlayLevelSoundElementAction(x, y, Store[x][y], ACTION_GROWING);
6262 if (Store[x][y] == EL_BD_AMOEBA)
6263 PlayLevelSound(x, y, SND_BD_AMOEBA_GROWING);
6265 PlayLevelSound(x, y, SND_AMOEBA_GROWING);
6267 sound_delay_value = 30;
6271 if (MovDelay[x][y]) /* wait some time before growing bigger */
6274 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6276 int frame = getGraphicAnimationFrame(IMG_AMOEBA_GROWING,
6277 6 - MovDelay[x][y]);
6279 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_GROWING, frame);
6282 if (!MovDelay[x][y])
6284 Feld[x][y] = Store[x][y];
6286 DrawLevelField(x, y);
6291 void AmoebaDisappearing(int x, int y)
6293 static unsigned long sound_delay = 0;
6294 static unsigned long sound_delay_value = 0;
6296 if (!MovDelay[x][y]) /* start new shrinking cycle */
6300 if (DelayReached(&sound_delay, sound_delay_value))
6301 sound_delay_value = 30;
6304 if (MovDelay[x][y]) /* wait some time before shrinking */
6307 if (MovDelay[x][y]/2 && IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6309 int frame = getGraphicAnimationFrame(IMG_AMOEBA_SHRINKING,
6310 6 - MovDelay[x][y]);
6312 DrawGraphic(SCREENX(x), SCREENY(y), IMG_AMOEBA_SHRINKING, frame);
6315 if (!MovDelay[x][y])
6317 Feld[x][y] = EL_EMPTY;
6318 DrawLevelField(x, y);
6320 /* don't let mole enter this field in this cycle;
6321 (give priority to objects falling to this field from above) */
6327 void AmoebeAbleger(int ax, int ay)
6330 int element = Feld[ax][ay];
6331 int graphic = el2img(element);
6332 int newax = ax, neway = ay;
6333 static int xy[4][2] =
6341 if (!level.amoeba_speed)
6343 Feld[ax][ay] = EL_AMOEBA_DEAD;
6344 DrawLevelField(ax, ay);
6348 if (IS_ANIMATED(graphic))
6349 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6351 if (!MovDelay[ax][ay]) /* start making new amoeba field */
6352 MovDelay[ax][ay] = RND(FRAMES_PER_SECOND * 25 / (1 + level.amoeba_speed));
6354 if (MovDelay[ax][ay]) /* wait some time before making new amoeba */
6357 if (MovDelay[ax][ay])
6361 if (element == EL_AMOEBA_WET) /* object is an acid / amoeba drop */
6364 int x = ax + xy[start][0];
6365 int y = ay + xy[start][1];
6367 if (!IN_LEV_FIELD(x, y))
6370 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6371 if (IS_FREE(x, y) ||
6372 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6378 if (newax == ax && neway == ay)
6381 else /* normal or "filled" (BD style) amoeba */
6384 boolean waiting_for_player = FALSE;
6386 for (i = 0; i < NUM_DIRECTIONS; i++)
6388 int j = (start + i) % 4;
6389 int x = ax + xy[j][0];
6390 int y = ay + xy[j][1];
6392 if (!IN_LEV_FIELD(x, y))
6395 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6396 if (IS_FREE(x, y) ||
6397 Feld[x][y] == EL_SAND || Feld[x][y] == EL_QUICKSAND_EMPTY)
6403 else if (IS_PLAYER(x, y))
6404 waiting_for_player = TRUE;
6407 if (newax == ax && neway == ay) /* amoeba cannot grow */
6409 if (i == 4 && (!waiting_for_player || game.emulation == EMU_BOULDERDASH))
6411 Feld[ax][ay] = EL_AMOEBA_DEAD;
6412 DrawLevelField(ax, ay);
6413 AmoebaCnt[AmoebaNr[ax][ay]]--;
6415 if (AmoebaCnt[AmoebaNr[ax][ay]] <= 0) /* amoeba is completely dead */
6417 if (element == EL_AMOEBA_FULL)
6418 AmoebeUmwandeln(ax, ay);
6419 else if (element == EL_BD_AMOEBA)
6420 AmoebeUmwandelnBD(ax, ay, level.amoeba_content);
6425 else if (element == EL_AMOEBA_FULL || element == EL_BD_AMOEBA)
6427 /* amoeba gets larger by growing in some direction */
6429 int new_group_nr = AmoebaNr[ax][ay];
6432 if (new_group_nr == 0)
6434 printf("AmoebeAbleger(): newax = %d, neway = %d\n", newax, neway);
6435 printf("AmoebeAbleger(): This should never happen!\n");
6440 AmoebaNr[newax][neway] = new_group_nr;
6441 AmoebaCnt[new_group_nr]++;
6442 AmoebaCnt2[new_group_nr]++;
6444 /* if amoeba touches other amoeba(s) after growing, unify them */
6445 AmoebenVereinigen(newax, neway);
6447 if (element == EL_BD_AMOEBA && AmoebaCnt2[new_group_nr] >= 200)
6449 AmoebeUmwandelnBD(newax, neway, EL_BD_ROCK);
6455 if (element != EL_AMOEBA_WET || neway < ay || !IS_FREE(newax, neway) ||
6456 (neway == lev_fieldy - 1 && newax != ax))
6458 Feld[newax][neway] = EL_AMOEBA_GROWING; /* creation of new amoeba */
6459 Store[newax][neway] = element;
6461 else if (neway == ay)
6463 Feld[newax][neway] = EL_AMOEBA_DROP; /* drop left/right of amoeba */
6465 PlayLevelSoundAction(newax, neway, ACTION_GROWING);
6467 PlayLevelSound(newax, neway, SND_AMOEBA_GROWING);
6472 InitMovingField(ax, ay, MV_DOWN); /* drop dripping from amoeba */
6473 Feld[ax][ay] = EL_AMOEBA_DROPPING;
6474 Store[ax][ay] = EL_AMOEBA_DROP;
6475 ContinueMoving(ax, ay);
6479 DrawLevelField(newax, neway);
6482 void Life(int ax, int ay)
6485 static int life[4] = { 2, 3, 3, 3 }; /* parameters for "game of life" */
6487 int element = Feld[ax][ay];
6488 int graphic = el2img(element);
6489 boolean changed = FALSE;
6491 if (IS_ANIMATED(graphic))
6492 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6497 if (!MovDelay[ax][ay]) /* start new "game of life" cycle */
6498 MovDelay[ax][ay] = life_time;
6500 if (MovDelay[ax][ay]) /* wait some time before next cycle */
6503 if (MovDelay[ax][ay])
6507 for (y1 = -1; y1 < 2; y1++) for (x1 = -1; x1 < 2; x1++)
6509 int xx = ax+x1, yy = ay+y1;
6512 if (!IN_LEV_FIELD(xx, yy))
6515 for (y2 = -1; y2 < 2; y2++) for (x2 = -1; x2 < 2; x2++)
6517 int x = xx+x2, y = yy+y2;
6519 if (!IN_LEV_FIELD(x, y) || (x == xx && y == yy))
6522 if (((Feld[x][y] == element ||
6523 (element == EL_GAME_OF_LIFE && IS_PLAYER(x, y))) &&
6525 (IS_FREE(x, y) && Stop[x][y]))
6529 if (xx == ax && yy == ay) /* field in the middle */
6531 if (nachbarn < life[0] || nachbarn > life[1])
6533 Feld[xx][yy] = EL_EMPTY;
6535 DrawLevelField(xx, yy);
6536 Stop[xx][yy] = TRUE;
6540 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
6541 else if (IS_FREE(xx, yy) || Feld[xx][yy] == EL_SAND)
6542 { /* free border field */
6543 if (nachbarn >= life[2] && nachbarn <= life[3])
6545 Feld[xx][yy] = element;
6546 MovDelay[xx][yy] = (element == EL_GAME_OF_LIFE ? 0 : life_time-1);
6548 DrawLevelField(xx, yy);
6549 Stop[xx][yy] = TRUE;
6556 PlayLevelSound(ax, ay, element == EL_BIOMAZE ? SND_BIOMAZE_GROWING :
6557 SND_GAME_OF_LIFE_GROWING);
6560 static void InitRobotWheel(int x, int y)
6562 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6565 static void RunRobotWheel(int x, int y)
6567 PlayLevelSound(x, y, SND_ROBOT_WHEEL_ACTIVE);
6570 static void StopRobotWheel(int x, int y)
6572 if (ZX == x && ZY == y)
6576 static void InitTimegateWheel(int x, int y)
6578 ChangeDelay[x][y] = level.time_wheel * FRAMES_PER_SECOND;
6581 static void RunTimegateWheel(int x, int y)
6583 PlayLevelSound(x, y, SND_TIMEGATE_SWITCH_ACTIVE);
6586 void CheckExit(int x, int y)
6588 if (local_player->gems_still_needed > 0 ||
6589 local_player->sokobanfields_still_needed > 0 ||
6590 local_player->lights_still_needed > 0)
6592 int element = Feld[x][y];
6593 int graphic = el2img(element);
6595 if (IS_ANIMATED(graphic))
6596 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6601 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6604 Feld[x][y] = EL_EXIT_OPENING;
6606 PlayLevelSoundNearest(x, y, SND_CLASS_EXIT_OPENING);
6609 void CheckExitSP(int x, int y)
6611 if (local_player->gems_still_needed > 0)
6613 int element = Feld[x][y];
6614 int graphic = el2img(element);
6616 if (IS_ANIMATED(graphic))
6617 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
6622 if (AllPlayersGone) /* do not re-open exit door closed after last player */
6625 Feld[x][y] = EL_SP_EXIT_OPENING;
6627 PlayLevelSoundNearest(x, y, SND_CLASS_SP_EXIT_OPENING);
6630 static void CloseAllOpenTimegates()
6634 for (y = 0; y < lev_fieldy; y++)
6636 for (x = 0; x < lev_fieldx; x++)
6638 int element = Feld[x][y];
6640 if (element == EL_TIMEGATE_OPEN || element == EL_TIMEGATE_OPENING)
6642 Feld[x][y] = EL_TIMEGATE_CLOSING;
6644 PlayLevelSoundAction(x, y, ACTION_CLOSING);
6646 PlayLevelSound(x, y, SND_TIMEGATE_CLOSING);
6653 void EdelsteinFunkeln(int x, int y)
6655 if (!IN_SCR_FIELD(SCREENX(x), SCREENY(y)) || IS_MOVING(x, y))
6658 if (Feld[x][y] == EL_BD_DIAMOND)
6661 if (MovDelay[x][y] == 0) /* next animation frame */
6662 MovDelay[x][y] = 11 * !SimpleRND(500);
6664 if (MovDelay[x][y] != 0) /* wait some time before next frame */
6668 if (setup.direct_draw && MovDelay[x][y])
6669 SetDrawtoField(DRAW_BUFFERED);
6671 DrawLevelElementAnimation(x, y, Feld[x][y]);
6673 if (MovDelay[x][y] != 0)
6675 int frame = getGraphicAnimationFrame(IMG_TWINKLE_WHITE,
6676 10 - MovDelay[x][y]);
6678 DrawGraphicThruMask(SCREENX(x), SCREENY(y), IMG_TWINKLE_WHITE, frame);
6680 if (setup.direct_draw)
6684 dest_x = FX + SCREENX(x) * TILEX;
6685 dest_y = FY + SCREENY(y) * TILEY;
6687 BlitBitmap(drawto_field, window,
6688 dest_x, dest_y, TILEX, TILEY, dest_x, dest_y);
6689 SetDrawtoField(DRAW_DIRECT);
6695 void MauerWaechst(int x, int y)
6699 if (!MovDelay[x][y]) /* next animation frame */
6700 MovDelay[x][y] = 3 * delay;
6702 if (MovDelay[x][y]) /* wait some time before next frame */
6706 if (IN_SCR_FIELD(SCREENX(x), SCREENY(y)))
6708 int graphic = el_dir2img(Feld[x][y], GfxDir[x][y]);
6709 int frame = getGraphicAnimationFrame(graphic, 17 - MovDelay[x][y]);
6711 DrawGraphic(SCREENX(x), SCREENY(y), graphic, frame);
6714 if (!MovDelay[x][y])
6716 if (MovDir[x][y] == MV_LEFT)
6718 if (IN_LEV_FIELD(x - 1, y) && IS_WALL(Feld[x - 1][y]))
6719 DrawLevelField(x - 1, y);
6721 else if (MovDir[x][y] == MV_RIGHT)
6723 if (IN_LEV_FIELD(x + 1, y) && IS_WALL(Feld[x + 1][y]))
6724 DrawLevelField(x + 1, y);
6726 else if (MovDir[x][y] == MV_UP)
6728 if (IN_LEV_FIELD(x, y - 1) && IS_WALL(Feld[x][y - 1]))
6729 DrawLevelField(x, y - 1);
6733 if (IN_LEV_FIELD(x, y + 1) && IS_WALL(Feld[x][y + 1]))
6734 DrawLevelField(x, y + 1);
6737 Feld[x][y] = Store[x][y];
6739 GfxDir[x][y] = MovDir[x][y] = MV_NO_MOVING;
6740 DrawLevelField(x, y);
6745 void MauerAbleger(int ax, int ay)
6747 int element = Feld[ax][ay];
6748 int graphic = el2img(element);
6749 boolean oben_frei = FALSE, unten_frei = FALSE;
6750 boolean links_frei = FALSE, rechts_frei = FALSE;
6751 boolean oben_massiv = FALSE, unten_massiv = FALSE;
6752 boolean links_massiv = FALSE, rechts_massiv = FALSE;
6753 boolean new_wall = FALSE;
6755 if (IS_ANIMATED(graphic))
6756 DrawLevelGraphicAnimationIfNeeded(ax, ay, graphic);
6758 if (!MovDelay[ax][ay]) /* start building new wall */
6759 MovDelay[ax][ay] = 6;
6761 if (MovDelay[ax][ay]) /* wait some time before building new wall */
6764 if (MovDelay[ax][ay])
6768 if (IN_LEV_FIELD(ax, ay-1) && IS_FREE(ax, ay-1))
6770 if (IN_LEV_FIELD(ax, ay+1) && IS_FREE(ax, ay+1))
6772 if (IN_LEV_FIELD(ax-1, ay) && IS_FREE(ax-1, ay))
6774 if (IN_LEV_FIELD(ax+1, ay) && IS_FREE(ax+1, ay))
6777 if (element == EL_EXPANDABLE_WALL_VERTICAL ||
6778 element == EL_EXPANDABLE_WALL_ANY)
6782 Feld[ax][ay-1] = EL_EXPANDABLE_WALL_GROWING;
6783 Store[ax][ay-1] = element;
6784 GfxDir[ax][ay-1] = MovDir[ax][ay-1] = MV_UP;
6785 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay-1)))
6786 DrawGraphic(SCREENX(ax), SCREENY(ay - 1),
6787 IMG_EXPANDABLE_WALL_GROWING_UP, 0);
6792 Feld[ax][ay+1] = EL_EXPANDABLE_WALL_GROWING;
6793 Store[ax][ay+1] = element;
6794 GfxDir[ax][ay+1] = MovDir[ax][ay+1] = MV_DOWN;
6795 if (IN_SCR_FIELD(SCREENX(ax), SCREENY(ay+1)))
6796 DrawGraphic(SCREENX(ax), SCREENY(ay + 1),
6797 IMG_EXPANDABLE_WALL_GROWING_DOWN, 0);
6802 if (element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6803 element == EL_EXPANDABLE_WALL_ANY ||
6804 element == EL_EXPANDABLE_WALL)
6808 Feld[ax-1][ay] = EL_EXPANDABLE_WALL_GROWING;
6809 Store[ax-1][ay] = element;
6810 GfxDir[ax-1][ay] = MovDir[ax-1][ay] = MV_LEFT;
6811 if (IN_SCR_FIELD(SCREENX(ax-1), SCREENY(ay)))
6812 DrawGraphic(SCREENX(ax - 1), SCREENY(ay),
6813 IMG_EXPANDABLE_WALL_GROWING_LEFT, 0);
6819 Feld[ax+1][ay] = EL_EXPANDABLE_WALL_GROWING;
6820 Store[ax+1][ay] = element;
6821 GfxDir[ax+1][ay] = MovDir[ax+1][ay] = MV_RIGHT;
6822 if (IN_SCR_FIELD(SCREENX(ax+1), SCREENY(ay)))
6823 DrawGraphic(SCREENX(ax + 1), SCREENY(ay),
6824 IMG_EXPANDABLE_WALL_GROWING_RIGHT, 0);
6829 if (element == EL_EXPANDABLE_WALL && (links_frei || rechts_frei))
6830 DrawLevelField(ax, ay);
6832 if (!IN_LEV_FIELD(ax, ay-1) || IS_WALL(Feld[ax][ay-1]))
6834 if (!IN_LEV_FIELD(ax, ay+1) || IS_WALL(Feld[ax][ay+1]))
6835 unten_massiv = TRUE;
6836 if (!IN_LEV_FIELD(ax-1, ay) || IS_WALL(Feld[ax-1][ay]))
6837 links_massiv = TRUE;
6838 if (!IN_LEV_FIELD(ax+1, ay) || IS_WALL(Feld[ax+1][ay]))
6839 rechts_massiv = TRUE;
6841 if (((oben_massiv && unten_massiv) ||
6842 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
6843 element == EL_EXPANDABLE_WALL) &&
6844 ((links_massiv && rechts_massiv) ||
6845 element == EL_EXPANDABLE_WALL_VERTICAL))
6846 Feld[ax][ay] = EL_WALL;
6850 PlayLevelSoundAction(ax, ay, ACTION_GROWING);
6852 PlayLevelSound(ax, ay, SND_EXPANDABLE_WALL_GROWING);
6856 void CheckForDragon(int x, int y)
6859 boolean dragon_found = FALSE;
6860 static int xy[4][2] =
6868 for (i = 0; i < NUM_DIRECTIONS; i++)
6870 for (j = 0; j < 4; j++)
6872 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6874 if (IN_LEV_FIELD(xx, yy) &&
6875 (Feld[xx][yy] == EL_FLAMES || Feld[xx][yy] == EL_DRAGON))
6877 if (Feld[xx][yy] == EL_DRAGON)
6878 dragon_found = TRUE;
6887 for (i = 0; i < NUM_DIRECTIONS; i++)
6889 for (j = 0; j < 3; j++)
6891 int xx = x + j * xy[i][0], yy = y + j * xy[i][1];
6893 if (IN_LEV_FIELD(xx, yy) && Feld[xx][yy] == EL_FLAMES)
6895 Feld[xx][yy] = EL_EMPTY;
6896 DrawLevelField(xx, yy);
6905 static void InitBuggyBase(int x, int y)
6907 int element = Feld[x][y];
6908 int activating_delay = FRAMES_PER_SECOND / 4;
6911 (element == EL_SP_BUGGY_BASE ?
6912 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND) - activating_delay :
6913 element == EL_SP_BUGGY_BASE_ACTIVATING ?
6915 element == EL_SP_BUGGY_BASE_ACTIVE ?
6916 1 * FRAMES_PER_SECOND + RND(1 * FRAMES_PER_SECOND) : 1);
6919 static void WarnBuggyBase(int x, int y)
6922 static int xy[4][2] =
6930 for (i = 0; i < NUM_DIRECTIONS; i++)
6932 int xx = x + xy[i][0], yy = y + xy[i][1];
6934 if (IS_PLAYER(xx, yy))
6936 PlayLevelSound(x, y, SND_SP_BUGGY_BASE_ACTIVE);
6943 static void InitTrap(int x, int y)
6945 ChangeDelay[x][y] = 2 * FRAMES_PER_SECOND + RND(5 * FRAMES_PER_SECOND);
6948 static void ActivateTrap(int x, int y)
6950 PlayLevelSound(x, y, SND_TRAP_ACTIVATING);
6953 static void ChangeActiveTrap(int x, int y)
6955 int graphic = IMG_TRAP_ACTIVE;
6957 /* if new animation frame was drawn, correct crumbled sand border */
6958 if (IS_NEW_FRAME(GfxFrame[x][y], graphic))
6959 DrawLevelFieldCrumbledSand(x, y);
6962 static void ChangeElementNowExt(int x, int y, int target_element)
6964 int previous_move_direction = MovDir[x][y];
6966 /* check if element under player changes from accessible to unaccessible
6967 (needed for special case of dropping element which then changes) */
6968 if (IS_PLAYER(x, y) && !PLAYER_EXPLOSION_PROTECTED(x, y) &&
6969 IS_ACCESSIBLE(Feld[x][y]) && !IS_ACCESSIBLE(target_element))
6976 Feld[x][y] = target_element;
6978 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
6980 ResetGfxAnimation(x, y);
6981 ResetRandomAnimationValue(x, y);
6983 if (element_info[Feld[x][y]].move_direction_initial == MV_START_PREVIOUS)
6984 MovDir[x][y] = previous_move_direction;
6987 InitField_WithBug1(x, y, FALSE);
6989 InitField(x, y, FALSE);
6990 if (CAN_MOVE(Feld[x][y]))
6994 DrawLevelField(x, y);
6996 if (GFX_CRUMBLED(Feld[x][y]))
6997 DrawLevelFieldCrumbledSandNeighbours(x, y);
6999 TestIfBadThingTouchesHero(x, y);
7000 TestIfPlayerTouchesCustomElement(x, y);
7001 TestIfElementTouchesCustomElement(x, y);
7003 if (ELEM_IS_PLAYER(target_element))
7004 RelocatePlayer(x, y, target_element);
7007 static boolean ChangeElementNow(int x, int y, int element, int page)
7009 struct ElementChangeInfo *change = &element_info[element].change_page[page];
7012 /* always use default change event to prevent running into a loop */
7013 if (ChangeEvent[x][y] == CE_BITMASK_DEFAULT)
7014 ChangeEvent[x][y] = CH_EVENT_BIT(CE_DELAY);
7016 if (ChangeEvent[x][y] == CH_EVENT_BIT(CE_DELAY))
7018 /* reset actual trigger element and player */
7019 change->actual_trigger_element = EL_EMPTY;
7020 change->actual_trigger_player = EL_PLAYER_1;
7023 /* do not change already changed elements with same change event */
7025 if (Changed[x][y] & ChangeEvent[x][y])
7032 Changed[x][y] |= ChangeEvent[x][y]; /* ignore same changes in this frame */
7034 CheckTriggeredElementChangePage(x,y, Feld[x][y], CE_OTHER_IS_CHANGING, page);
7036 if (change->explode)
7043 if (change->use_target_content)
7045 boolean complete_replace = TRUE;
7046 boolean can_replace[3][3];
7049 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7052 boolean is_diggable;
7053 boolean is_destructible;
7054 int ex = x + xx - 1;
7055 int ey = y + yy - 1;
7056 int content_element = change->target_content[xx][yy];
7059 can_replace[xx][yy] = TRUE;
7061 if (ex == x && ey == y) /* do not check changing element itself */
7064 if (content_element == EL_EMPTY_SPACE)
7066 can_replace[xx][yy] = FALSE; /* do not replace border with space */
7071 if (!IN_LEV_FIELD(ex, ey))
7073 can_replace[xx][yy] = FALSE;
7074 complete_replace = FALSE;
7081 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7082 e = MovingOrBlocked2Element(ex, ey);
7085 is_empty = (IS_FREE(ex, ey) || (IS_PLAYER(ex, ey) &&
7086 IS_WALKABLE(content_element)));
7087 is_diggable = (is_empty || IS_DIGGABLE(e));
7088 is_destructible = (is_empty || !IS_INDESTRUCTIBLE(e));
7090 can_replace[xx][yy] =
7091 ((change->replace_when == CP_WHEN_EMPTY && is_empty) ||
7092 (change->replace_when == CP_WHEN_DIGGABLE && is_diggable) ||
7093 (change->replace_when == CP_WHEN_DESTRUCTIBLE && is_destructible));
7095 if (!can_replace[xx][yy])
7096 complete_replace = FALSE;
7098 empty_for_element = (IS_FREE(ex, ey) || (IS_FREE_OR_PLAYER(ex, ey) &&
7099 IS_WALKABLE(content_element)));
7101 half_destructible = (empty_for_element || IS_DIGGABLE(e));
7103 half_destructible = (IS_FREE(ex, ey) || IS_DIGGABLE(e));
7106 if ((change->replace_when <= CP_WHEN_EMPTY && !empty_for_element) ||
7107 (change->replace_when <= CP_WHEN_DIGGABLE && !half_destructible) ||
7108 (change->replace_when <= CP_WHEN_DESTRUCTIBLE && IS_INDESTRUCTIBLE(e)))
7110 can_replace[xx][yy] = FALSE;
7111 complete_replace = FALSE;
7116 if (!change->only_if_complete || complete_replace)
7118 boolean something_has_changed = FALSE;
7120 if (change->only_if_complete && change->use_random_replace &&
7121 RND(100) < change->random_percentage)
7124 for (yy = 0; yy < 3; yy++) for (xx = 0; xx < 3 ; xx++)
7126 int ex = x + xx - 1;
7127 int ey = y + yy - 1;
7128 int content_element;
7130 if (can_replace[xx][yy] && (!change->use_random_replace ||
7131 RND(100) < change->random_percentage))
7133 if (IS_MOVING(ex, ey) || IS_BLOCKED(ex, ey))
7134 RemoveMovingField(ex, ey);
7136 ChangeEvent[ex][ey] = ChangeEvent[x][y];
7138 content_element = change->target_content[xx][yy];
7139 target_element = GET_TARGET_ELEMENT(content_element, change);
7141 ChangeElementNowExt(ex, ey, target_element);
7143 something_has_changed = TRUE;
7145 /* for symmetry reasons, freeze newly created border elements */
7146 if (ex != x || ey != y)
7147 Stop[ex][ey] = TRUE; /* no more moving in this frame */
7151 if (something_has_changed)
7152 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7157 target_element = GET_TARGET_ELEMENT(change->target_element, change);
7159 ChangeElementNowExt(x, y, target_element);
7161 PlayLevelSoundElementAction(x, y, element, ACTION_CHANGING);
7167 static void ChangeElement(int x, int y, int page)
7169 int element = MovingOrBlocked2Element(x, y);
7170 struct ElementInfo *ei = &element_info[element];
7171 struct ElementChangeInfo *change = &ei->change_page[page];
7174 if (!CAN_CHANGE(element) && !CAN_CHANGE(Back[x][y]))
7177 printf("ChangeElement(): %d,%d: element = %d ('%s')\n",
7178 x, y, element, element_info[element].token_name);
7179 printf("ChangeElement(): This should never happen!\n");
7184 /* this can happen with classic bombs on walkable, changing elements */
7185 if (!CAN_CHANGE(element))
7188 if (!CAN_CHANGE(Back[x][y])) /* prevent permanent repetition */
7189 ChangeDelay[x][y] = 0;
7195 if (ChangeDelay[x][y] == 0) /* initialize element change */
7197 ChangeDelay[x][y] = ( change->delay_fixed * change->delay_frames +
7198 RND(change->delay_random * change->delay_frames)) + 1;
7200 ResetGfxAnimation(x, y);
7201 ResetRandomAnimationValue(x, y);
7203 if (change->pre_change_function)
7204 change->pre_change_function(x, y);
7207 ChangeDelay[x][y]--;
7209 if (ChangeDelay[x][y] != 0) /* continue element change */
7211 int graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
7213 if (IS_ANIMATED(graphic))
7214 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
7216 if (change->change_function)
7217 change->change_function(x, y);
7219 else /* finish element change */
7221 if (ChangePage[x][y] != -1) /* remember page from delayed change */
7223 page = ChangePage[x][y];
7224 ChangePage[x][y] = -1;
7226 change = &ei->change_page[page];
7230 if (IS_MOVING(x, y) && !change->explode)
7232 if (IS_MOVING(x, y)) /* never change a running system ;-) */
7235 ChangeDelay[x][y] = 1; /* try change after next move step */
7236 ChangePage[x][y] = page; /* remember page to use for change */
7241 if (ChangeElementNow(x, y, element, page))
7243 if (change->post_change_function)
7244 change->post_change_function(x, y);
7249 static boolean CheckTriggeredElementChangeExt(int lx, int ly,
7250 int trigger_element,
7257 int trigger_page_bits = (trigger_page < 0 ? CH_PAGE_ANY : 1 << trigger_page);
7259 if (!(trigger_events[trigger_element] & CH_EVENT_BIT(trigger_event)))
7262 for (i = 0; i < NUM_CUSTOM_ELEMENTS; i++)
7264 int element = EL_CUSTOM_START + i;
7266 boolean change_element = FALSE;
7269 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7272 for (j = 0; j < element_info[element].num_change_pages; j++)
7274 struct ElementChangeInfo *change = &element_info[element].change_page[j];
7276 if (change->can_change &&
7277 change->events & CH_EVENT_BIT(trigger_event) &&
7278 change->trigger_side & trigger_side &&
7279 change->trigger_player & trigger_player &&
7280 change->trigger_page & trigger_page_bits &&
7281 IS_EQUAL_OR_IN_GROUP(trigger_element, change->trigger_element))
7284 if (!(change->events & CH_EVENT_BIT(trigger_event)))
7285 printf("::: !!! %d triggers %d: using wrong page %d [event %d]\n",
7286 trigger_element-EL_CUSTOM_START+1, i+1, j, trigger_event);
7289 change_element = TRUE;
7292 change->actual_trigger_element = trigger_element;
7293 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7299 if (!change_element)
7302 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7305 if (x == lx && y == ly) /* do not change trigger element itself */
7309 if (Feld[x][y] == element)
7311 ChangeDelay[x][y] = 1;
7312 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7313 ChangeElement(x, y, page);
7321 static boolean CheckElementChangeExt(int x, int y,
7323 int trigger_element,
7329 if (!CAN_CHANGE(element) || !HAS_ANY_CHANGE_EVENT(element, trigger_event))
7332 if (Feld[x][y] == EL_BLOCKED)
7334 Blocked2Moving(x, y, &x, &y);
7335 element = Feld[x][y];
7339 if (Feld[x][y] != element) /* check if element has already changed */
7342 printf("::: %d ('%s') != %d ('%s') [%d]\n",
7343 Feld[x][y], element_info[Feld[x][y]].token_name,
7344 element, element_info[element].token_name,
7353 if (trigger_page < 0)
7355 boolean change_element = FALSE;
7358 for (i = 0; i < element_info[element].num_change_pages; i++)
7360 struct ElementChangeInfo *change = &element_info[element].change_page[i];
7362 if (change->can_change &&
7363 change->events & CH_EVENT_BIT(trigger_event) &&
7364 change->trigger_side & trigger_side &&
7365 change->trigger_player & trigger_player)
7367 change_element = TRUE;
7370 change->actual_trigger_element = trigger_element;
7371 change->actual_trigger_player = EL_PLAYER_1 + log_2(trigger_player);
7377 if (!change_element)
7382 struct ElementInfo *ei = &element_info[element];
7383 struct ElementChangeInfo *change = &ei->change_page[trigger_page];
7385 change->actual_trigger_element = trigger_element;
7386 change->actual_trigger_player = EL_PLAYER_1; /* unused */
7391 /* !!! this check misses pages with same event, but different side !!! */
7393 if (trigger_page < 0)
7394 trigger_page = element_info[element].event_page_nr[trigger_event];
7396 if (!(element_info[element].change_page[trigger_page].trigger_side & trigger_side))
7400 ChangeDelay[x][y] = 1;
7401 ChangeEvent[x][y] = CH_EVENT_BIT(trigger_event);
7402 ChangeElement(x, y, trigger_page);
7407 static void PlayPlayerSound(struct PlayerInfo *player)
7409 int jx = player->jx, jy = player->jy;
7410 int element = player->element_nr;
7411 int last_action = player->last_action_waiting;
7412 int action = player->action_waiting;
7414 if (player->is_waiting)
7416 if (action != last_action)
7417 PlayLevelSoundElementAction(jx, jy, element, action);
7419 PlayLevelSoundElementActionIfLoop(jx, jy, element, action);
7423 if (action != last_action)
7424 StopSound(element_info[element].sound[last_action]);
7426 if (last_action == ACTION_SLEEPING)
7427 PlayLevelSoundElementAction(jx, jy, element, ACTION_AWAKENING);
7431 static void PlayAllPlayersSound()
7435 for (i = 0; i < MAX_PLAYERS; i++)
7436 if (stored_player[i].active)
7437 PlayPlayerSound(&stored_player[i]);
7440 static void SetPlayerWaiting(struct PlayerInfo *player, boolean is_waiting)
7442 boolean last_waiting = player->is_waiting;
7443 int move_dir = player->MovDir;
7445 player->last_action_waiting = player->action_waiting;
7449 if (!last_waiting) /* not waiting -> waiting */
7451 player->is_waiting = TRUE;
7453 player->frame_counter_bored =
7455 game.player_boring_delay_fixed +
7456 SimpleRND(game.player_boring_delay_random);
7457 player->frame_counter_sleeping =
7459 game.player_sleeping_delay_fixed +
7460 SimpleRND(game.player_sleeping_delay_random);
7462 InitPlayerGfxAnimation(player, ACTION_WAITING, player->MovDir);
7465 if (game.player_sleeping_delay_fixed +
7466 game.player_sleeping_delay_random > 0 &&
7467 player->anim_delay_counter == 0 &&
7468 player->post_delay_counter == 0 &&
7469 FrameCounter >= player->frame_counter_sleeping)
7470 player->is_sleeping = TRUE;
7471 else if (game.player_boring_delay_fixed +
7472 game.player_boring_delay_random > 0 &&
7473 FrameCounter >= player->frame_counter_bored)
7474 player->is_bored = TRUE;
7476 player->action_waiting = (player->is_sleeping ? ACTION_SLEEPING :
7477 player->is_bored ? ACTION_BORING :
7480 if (player->is_sleeping)
7482 if (player->num_special_action_sleeping > 0)
7484 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7486 int last_special_action = player->special_action_sleeping;
7487 int num_special_action = player->num_special_action_sleeping;
7488 int special_action =
7489 (last_special_action == ACTION_DEFAULT ? ACTION_SLEEPING_1 :
7490 last_special_action == ACTION_SLEEPING ? ACTION_SLEEPING :
7491 last_special_action < ACTION_SLEEPING_1 + num_special_action - 1 ?
7492 last_special_action + 1 : ACTION_SLEEPING);
7493 int special_graphic =
7494 el_act_dir2img(player->element_nr, special_action, move_dir);
7496 player->anim_delay_counter =
7497 graphic_info[special_graphic].anim_delay_fixed +
7498 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7499 player->post_delay_counter =
7500 graphic_info[special_graphic].post_delay_fixed +
7501 SimpleRND(graphic_info[special_graphic].post_delay_random);
7503 player->special_action_sleeping = special_action;
7506 if (player->anim_delay_counter > 0)
7508 player->action_waiting = player->special_action_sleeping;
7509 player->anim_delay_counter--;
7511 else if (player->post_delay_counter > 0)
7513 player->post_delay_counter--;
7517 else if (player->is_bored)
7519 if (player->num_special_action_bored > 0)
7521 if (player->anim_delay_counter == 0 && player->post_delay_counter == 0)
7523 int special_action =
7524 ACTION_BORING_1 + SimpleRND(player->num_special_action_bored);
7525 int special_graphic =
7526 el_act_dir2img(player->element_nr, special_action, move_dir);
7528 player->anim_delay_counter =
7529 graphic_info[special_graphic].anim_delay_fixed +
7530 SimpleRND(graphic_info[special_graphic].anim_delay_random);
7531 player->post_delay_counter =
7532 graphic_info[special_graphic].post_delay_fixed +
7533 SimpleRND(graphic_info[special_graphic].post_delay_random);
7535 player->special_action_bored = special_action;
7538 if (player->anim_delay_counter > 0)
7540 player->action_waiting = player->special_action_bored;
7541 player->anim_delay_counter--;
7543 else if (player->post_delay_counter > 0)
7545 player->post_delay_counter--;
7550 else if (last_waiting) /* waiting -> not waiting */
7552 player->is_waiting = FALSE;
7553 player->is_bored = FALSE;
7554 player->is_sleeping = FALSE;
7556 player->frame_counter_bored = -1;
7557 player->frame_counter_sleeping = -1;
7559 player->anim_delay_counter = 0;
7560 player->post_delay_counter = 0;
7562 player->action_waiting = ACTION_DEFAULT;
7564 player->special_action_bored = ACTION_DEFAULT;
7565 player->special_action_sleeping = ACTION_DEFAULT;
7570 static byte PlayerActions(struct PlayerInfo *player, byte player_action)
7573 static byte stored_player_action[MAX_PLAYERS];
7574 static int num_stored_actions = 0;
7576 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7577 int left = player_action & JOY_LEFT;
7578 int right = player_action & JOY_RIGHT;
7579 int up = player_action & JOY_UP;
7580 int down = player_action & JOY_DOWN;
7581 int button1 = player_action & JOY_BUTTON_1;
7582 int button2 = player_action & JOY_BUTTON_2;
7583 int dx = (left ? -1 : right ? 1 : 0);
7584 int dy = (up ? -1 : down ? 1 : 0);
7587 stored_player_action[player->index_nr] = 0;
7588 num_stored_actions++;
7592 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7595 if (!player->active || tape.pausing)
7599 printf("::: [%d %d %d %d] [%d %d]\n",
7600 left, right, up, down, button1, button2);
7606 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7611 if (player->MovPos == 0)
7612 CheckGravityMovement(player);
7615 snapped = SnapField(player, dx, dy);
7619 dropped = DropElement(player);
7621 moved = MovePlayer(player, dx, dy);
7624 if (tape.single_step && tape.recording && !tape.pausing)
7626 if (button1 || (dropped && !moved))
7628 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7629 SnapField(player, 0, 0); /* stop snapping */
7633 SetPlayerWaiting(player, FALSE);
7636 return player_action;
7638 stored_player_action[player->index_nr] = player_action;
7644 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7647 /* no actions for this player (no input at player's configured device) */
7649 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7650 SnapField(player, 0, 0);
7651 CheckGravityMovementWhenNotMoving(player);
7653 if (player->MovPos == 0)
7654 SetPlayerWaiting(player, TRUE);
7656 if (player->MovPos == 0) /* needed for tape.playing */
7657 player->is_moving = FALSE;
7659 player->is_dropping = FALSE;
7665 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7667 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7669 TapeRecordAction(stored_player_action);
7670 num_stored_actions = 0;
7677 static void PlayerActions(struct PlayerInfo *player, byte player_action)
7679 static byte stored_player_action[MAX_PLAYERS];
7680 static int num_stored_actions = 0;
7681 boolean moved = FALSE, snapped = FALSE, dropped = FALSE;
7682 int left = player_action & JOY_LEFT;
7683 int right = player_action & JOY_RIGHT;
7684 int up = player_action & JOY_UP;
7685 int down = player_action & JOY_DOWN;
7686 int button1 = player_action & JOY_BUTTON_1;
7687 int button2 = player_action & JOY_BUTTON_2;
7688 int dx = (left ? -1 : right ? 1 : 0);
7689 int dy = (up ? -1 : down ? 1 : 0);
7691 stored_player_action[player->index_nr] = 0;
7692 num_stored_actions++;
7694 printf("::: player %d [%d]\n", player->index_nr, FrameCounter);
7696 if (!player->active || tape.pausing)
7701 printf("::: player %d acts [%d]\n", player->index_nr, FrameCounter);
7704 snapped = SnapField(player, dx, dy);
7708 dropped = DropElement(player);
7710 moved = MovePlayer(player, dx, dy);
7713 if (tape.single_step && tape.recording && !tape.pausing)
7715 if (button1 || (dropped && !moved))
7717 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
7718 SnapField(player, 0, 0); /* stop snapping */
7722 stored_player_action[player->index_nr] = player_action;
7726 printf("::: player %d waits [%d]\n", player->index_nr, FrameCounter);
7728 /* no actions for this player (no input at player's configured device) */
7730 DigField(player, 0, 0, 0, 0, 0, 0, DF_NO_PUSH);
7731 SnapField(player, 0, 0);
7732 CheckGravityMovementWhenNotMoving(player);
7734 if (player->MovPos == 0)
7735 InitPlayerGfxAnimation(player, ACTION_DEFAULT, player->MovDir);
7737 if (player->MovPos == 0) /* needed for tape.playing */
7738 player->is_moving = FALSE;
7741 if (tape.recording && num_stored_actions >= MAX_PLAYERS)
7743 printf("::: player %d recorded [%d]\n", player->index_nr, FrameCounter);
7745 TapeRecordAction(stored_player_action);
7746 num_stored_actions = 0;
7753 static unsigned long action_delay = 0;
7754 unsigned long action_delay_value;
7755 int magic_wall_x = 0, magic_wall_y = 0;
7756 int i, x, y, element, graphic;
7757 byte *recorded_player_action;
7758 byte summarized_player_action = 0;
7760 byte tape_action[MAX_PLAYERS];
7763 if (game_status != GAME_MODE_PLAYING)
7766 action_delay_value =
7767 (tape.playing && tape.fast_forward ? FfwdFrameDelay : GameFrameDelay);
7769 if (tape.playing && tape.index_search && !tape.pausing)
7770 action_delay_value = 0;
7772 /* ---------- main game synchronization point ---------- */
7774 WaitUntilDelayReached(&action_delay, action_delay_value);
7776 if (network_playing && !network_player_action_received)
7780 printf("DEBUG: try to get network player actions in time\n");
7784 #if defined(PLATFORM_UNIX)
7785 /* last chance to get network player actions without main loop delay */
7789 if (game_status != GAME_MODE_PLAYING)
7792 if (!network_player_action_received)
7796 printf("DEBUG: failed to get network player actions in time\n");
7807 printf("::: getting new tape action [%d]\n", FrameCounter);
7810 recorded_player_action = (tape.playing ? TapePlayAction() : NULL);
7813 if (recorded_player_action == NULL && tape.pausing)
7818 printf("::: %d\n", stored_player[0].action);
7822 if (recorded_player_action != NULL)
7823 for (i = 0; i < MAX_PLAYERS; i++)
7824 stored_player[i].action = recorded_player_action[i];
7827 for (i = 0; i < MAX_PLAYERS; i++)
7829 summarized_player_action |= stored_player[i].action;
7831 if (!network_playing)
7832 stored_player[i].effective_action = stored_player[i].action;
7835 #if defined(PLATFORM_UNIX)
7836 if (network_playing)
7837 SendToServer_MovePlayer(summarized_player_action);
7840 if (!options.network && !setup.team_mode)
7841 local_player->effective_action = summarized_player_action;
7844 if (recorded_player_action != NULL)
7845 for (i = 0; i < MAX_PLAYERS; i++)
7846 stored_player[i].effective_action = recorded_player_action[i];
7850 for (i = 0; i < MAX_PLAYERS; i++)
7852 tape_action[i] = stored_player[i].effective_action;
7854 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7855 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7858 /* only save actions from input devices, but not programmed actions */
7860 TapeRecordAction(tape_action);
7863 for (i = 0; i < MAX_PLAYERS; i++)
7865 int actual_player_action = stored_player[i].effective_action;
7868 /* !!! THIS BREAKS THE FOLLOWING TAPES: !!!
7869 - rnd_equinox_tetrachloride 048
7870 - rnd_equinox_tetrachloride_ii 096
7871 - rnd_emanuel_schmieg 002
7872 - doctor_sloan_ww 001, 020
7874 if (stored_player[i].MovPos == 0)
7875 CheckGravityMovement(&stored_player[i]);
7879 /* overwrite programmed action with tape action */
7880 if (stored_player[i].programmed_action)
7881 actual_player_action = stored_player[i].programmed_action;
7885 if (stored_player[i].programmed_action)
7886 printf("::: %d\n", stored_player[i].programmed_action);
7889 if (recorded_player_action)
7892 if (stored_player[i].programmed_action &&
7893 stored_player[i].programmed_action != recorded_player_action[i])
7894 printf("::: %d: %d <-> %d\n", i,
7895 stored_player[i].programmed_action, recorded_player_action[i]);
7899 actual_player_action = recorded_player_action[i];
7904 /* overwrite tape action with programmed action */
7905 if (stored_player[i].programmed_action)
7906 actual_player_action = stored_player[i].programmed_action;
7911 printf("::: action: %d: %x [%d]\n",
7912 stored_player[i].MovPos, actual_player_action, FrameCounter);
7916 PlayerActions(&stored_player[i], actual_player_action);
7918 tape_action[i] = PlayerActions(&stored_player[i], actual_player_action);
7920 if (tape.recording && tape_action[i] && !tape.player_participates[i])
7921 tape.player_participates[i] = TRUE; /* player just appeared from CE */
7924 ScrollPlayer(&stored_player[i], SCROLL_GO_ON);
7929 TapeRecordAction(tape_action);
7932 network_player_action_received = FALSE;
7934 ScrollScreen(NULL, SCROLL_GO_ON);
7940 for (i = 0; i < MAX_PLAYERS; i++)
7941 stored_player[i].Frame++;
7945 /* for downwards compatibility, the following code emulates a fixed bug that
7946 occured when pushing elements (causing elements that just made their last
7947 pushing step to already (if possible) make their first falling step in the
7948 same game frame, which is bad); this code is also needed to use the famous
7949 "spring push bug" which is used in older levels and might be wanted to be
7950 used also in newer levels, but in this case the buggy pushing code is only
7951 affecting the "spring" element and no other elements */
7954 if (game.engine_version < VERSION_IDENT(2,2,0,7) || level.use_spring_bug)
7956 if (game.engine_version < VERSION_IDENT(2,2,0,7))
7959 for (i = 0; i < MAX_PLAYERS; i++)
7961 struct PlayerInfo *player = &stored_player[i];
7966 if (player->active && player->is_pushing && player->is_moving &&
7968 (game.engine_version < VERSION_IDENT(2,2,0,7) ||
7969 Feld[x][y] == EL_SPRING))
7971 if (player->active && player->is_pushing && player->is_moving &&
7975 ContinueMoving(x, y);
7977 /* continue moving after pushing (this is actually a bug) */
7978 if (!IS_MOVING(x, y))
7987 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
7989 Changed[x][y] = CE_BITMASK_DEFAULT;
7990 ChangeEvent[x][y] = CE_BITMASK_DEFAULT;
7993 if (ChangePage[x][y] != -1 && ChangeDelay[x][y] != 1)
7995 printf("GameActions(): x = %d, y = %d: ChangePage != -1\n", x, y);
7996 printf("GameActions(): This should never happen!\n");
7998 ChangePage[x][y] = -1;
8003 if (WasJustMoving[x][y] > 0)
8004 WasJustMoving[x][y]--;
8005 if (WasJustFalling[x][y] > 0)
8006 WasJustFalling[x][y]--;
8011 /* reset finished pushing action (not done in ContinueMoving() to allow
8012 continous pushing animation for elements with zero push delay) */
8013 if (GfxAction[x][y] == ACTION_PUSHING && !IS_MOVING(x, y))
8015 ResetGfxAnimation(x, y);
8016 DrawLevelField(x, y);
8021 if (IS_BLOCKED(x, y))
8025 Blocked2Moving(x, y, &oldx, &oldy);
8026 if (!IS_MOVING(oldx, oldy))
8028 printf("GameActions(): (BLOCKED => MOVING) context corrupted!\n");
8029 printf("GameActions(): BLOCKED: x = %d, y = %d\n", x, y);
8030 printf("GameActions(): !MOVING: oldx = %d, oldy = %d\n", oldx, oldy);
8031 printf("GameActions(): This should never happen!\n");
8037 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8039 element = Feld[x][y];
8041 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8043 graphic = el2img(element);
8049 printf("::: %d,%d: %d [%d]\n", x, y, element, FrameCounter);
8051 element = graphic = 0;
8055 if (graphic_info[graphic].anim_global_sync)
8056 GfxFrame[x][y] = FrameCounter;
8058 if (ANIM_MODE(graphic) == ANIM_RANDOM &&
8059 IS_NEXT_FRAME(GfxFrame[x][y], graphic))
8060 ResetRandomAnimationValue(x, y);
8062 SetRandomAnimationValue(x, y);
8065 PlayLevelSoundActionIfLoop(x, y, GfxAction[x][y]);
8068 if (IS_INACTIVE(element))
8070 if (IS_ANIMATED(graphic))
8071 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8077 /* this may take place after moving, so 'element' may have changed */
8079 if (IS_CHANGING(x, y))
8081 if (IS_CHANGING(x, y) &&
8082 (game.engine_version < VERSION_IDENT(3,0,7,1) || !Stop[x][y]))
8086 ChangeElement(x, y, ChangePage[x][y] != -1 ? ChangePage[x][y] :
8087 element_info[element].event_page_nr[CE_DELAY]);
8089 ChangeElement(x, y, element_info[element].event_page_nr[CE_DELAY]);
8092 element = Feld[x][y];
8093 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8097 if (!IS_MOVING(x, y) && (CAN_FALL(element) || CAN_MOVE(element)))
8102 element = Feld[x][y];
8103 graphic = el_act_dir2img(element, GfxAction[x][y], GfxDir[x][y]);
8105 if (element == EL_MOLE)
8106 printf("::: %d, %d, %d [%d]\n",
8107 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y],
8111 if (element == EL_YAMYAM)
8112 printf("::: %d, %d, %d\n",
8113 IS_ANIMATED(graphic), IS_MOVING(x, y), Stop[x][y]);
8117 if (IS_ANIMATED(graphic) &&
8121 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8124 if (element == EL_BUG)
8125 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8129 if (element == EL_MOLE)
8130 printf("::: %d, %d\n", graphic, GfxFrame[x][y]);
8134 if (IS_GEM(element) || element == EL_SP_INFOTRON)
8135 EdelsteinFunkeln(x, y);
8137 else if ((element == EL_ACID ||
8138 element == EL_EXIT_OPEN ||
8139 element == EL_SP_EXIT_OPEN ||
8140 element == EL_SP_TERMINAL ||
8141 element == EL_SP_TERMINAL_ACTIVE ||
8142 element == EL_EXTRA_TIME ||
8143 element == EL_SHIELD_NORMAL ||
8144 element == EL_SHIELD_DEADLY) &&
8145 IS_ANIMATED(graphic))
8146 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8147 else if (IS_MOVING(x, y))
8148 ContinueMoving(x, y);
8149 else if (IS_ACTIVE_BOMB(element))
8150 CheckDynamite(x, y);
8152 else if (element == EL_EXPLOSION && !game.explosions_delayed)
8153 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8155 else if (element == EL_AMOEBA_GROWING)
8156 AmoebeWaechst(x, y);
8157 else if (element == EL_AMOEBA_SHRINKING)
8158 AmoebaDisappearing(x, y);
8160 #if !USE_NEW_AMOEBA_CODE
8161 else if (IS_AMOEBALIVE(element))
8162 AmoebeAbleger(x, y);
8165 else if (element == EL_GAME_OF_LIFE || element == EL_BIOMAZE)
8167 else if (element == EL_EXIT_CLOSED)
8169 else if (element == EL_SP_EXIT_CLOSED)
8171 else if (element == EL_EXPANDABLE_WALL_GROWING)
8173 else if (element == EL_EXPANDABLE_WALL ||
8174 element == EL_EXPANDABLE_WALL_HORIZONTAL ||
8175 element == EL_EXPANDABLE_WALL_VERTICAL ||
8176 element == EL_EXPANDABLE_WALL_ANY)
8178 else if (element == EL_FLAMES)
8179 CheckForDragon(x, y);
8181 else if (IS_AUTO_CHANGING(element))
8182 ChangeElement(x, y);
8184 else if (element == EL_EXPLOSION)
8185 ; /* drawing of correct explosion animation is handled separately */
8186 else if (IS_ANIMATED(graphic) && !IS_CHANGING(x, y))
8187 DrawLevelGraphicAnimationIfNeeded(x, y, graphic);
8190 /* this may take place after moving, so 'element' may have changed */
8191 if (IS_AUTO_CHANGING(Feld[x][y]))
8192 ChangeElement(x, y);
8195 if (IS_BELT_ACTIVE(element))
8196 PlayLevelSoundAction(x, y, ACTION_ACTIVE);
8198 if (game.magic_wall_active)
8200 int jx = local_player->jx, jy = local_player->jy;
8202 /* play the element sound at the position nearest to the player */
8203 if ((element == EL_MAGIC_WALL_FULL ||
8204 element == EL_MAGIC_WALL_ACTIVE ||
8205 element == EL_MAGIC_WALL_EMPTYING ||
8206 element == EL_BD_MAGIC_WALL_FULL ||
8207 element == EL_BD_MAGIC_WALL_ACTIVE ||
8208 element == EL_BD_MAGIC_WALL_EMPTYING) &&
8209 ABS(x-jx) + ABS(y-jy) < ABS(magic_wall_x-jx) + ABS(magic_wall_y-jy))
8217 #if USE_NEW_AMOEBA_CODE
8218 /* new experimental amoeba growth stuff */
8220 if (!(FrameCounter % 8))
8223 static unsigned long random = 1684108901;
8225 for (i = 0; i < level.amoeba_speed * 28 / 8; i++)
8228 x = (random >> 10) % lev_fieldx;
8229 y = (random >> 20) % lev_fieldy;
8231 x = RND(lev_fieldx);
8232 y = RND(lev_fieldy);
8234 element = Feld[x][y];
8236 /* !!! extend EL_SAND to anything diggable (but maybe not SP_BASE) !!! */
8237 if (!IS_PLAYER(x,y) &&
8238 (element == EL_EMPTY ||
8239 element == EL_SAND ||
8240 element == EL_QUICKSAND_EMPTY ||
8241 element == EL_ACID_SPLASH_LEFT ||
8242 element == EL_ACID_SPLASH_RIGHT))
8244 if ((IN_LEV_FIELD(x, y-1) && Feld[x][y-1] == EL_AMOEBA_WET) ||
8245 (IN_LEV_FIELD(x-1, y) && Feld[x-1][y] == EL_AMOEBA_WET) ||
8246 (IN_LEV_FIELD(x+1, y) && Feld[x+1][y] == EL_AMOEBA_WET) ||
8247 (IN_LEV_FIELD(x, y+1) && Feld[x][y+1] == EL_AMOEBA_WET))
8248 Feld[x][y] = EL_AMOEBA_DROP;
8251 random = random * 129 + 1;
8257 if (game.explosions_delayed)
8260 game.explosions_delayed = FALSE;
8262 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8264 element = Feld[x][y];
8266 if (ExplodeField[x][y])
8267 Explode(x, y, EX_PHASE_START, ExplodeField[x][y]);
8268 else if (element == EL_EXPLOSION)
8269 Explode(x, y, ExplodePhase[x][y], EX_TYPE_NORMAL);
8271 ExplodeField[x][y] = EX_TYPE_NONE;
8274 game.explosions_delayed = TRUE;
8277 if (game.magic_wall_active)
8279 if (!(game.magic_wall_time_left % 4))
8281 int element = Feld[magic_wall_x][magic_wall_y];
8283 if (element == EL_BD_MAGIC_WALL_FULL ||
8284 element == EL_BD_MAGIC_WALL_ACTIVE ||
8285 element == EL_BD_MAGIC_WALL_EMPTYING)
8286 PlayLevelSound(magic_wall_x, magic_wall_y, SND_BD_MAGIC_WALL_ACTIVE);
8288 PlayLevelSound(magic_wall_x, magic_wall_y, SND_MAGIC_WALL_ACTIVE);
8291 if (game.magic_wall_time_left > 0)
8293 game.magic_wall_time_left--;
8294 if (!game.magic_wall_time_left)
8296 for (y = 0; y < lev_fieldy; y++) for (x = 0; x < lev_fieldx; x++)
8298 element = Feld[x][y];
8300 if (element == EL_MAGIC_WALL_ACTIVE ||
8301 element == EL_MAGIC_WALL_FULL)
8303 Feld[x][y] = EL_MAGIC_WALL_DEAD;
8304 DrawLevelField(x, y);
8306 else if (element == EL_BD_MAGIC_WALL_ACTIVE ||
8307 element == EL_BD_MAGIC_WALL_FULL)
8309 Feld[x][y] = EL_BD_MAGIC_WALL_DEAD;
8310 DrawLevelField(x, y);
8314 game.magic_wall_active = FALSE;
8319 if (game.light_time_left > 0)
8321 game.light_time_left--;
8323 if (game.light_time_left == 0)
8324 RedrawAllLightSwitchesAndInvisibleElements();
8327 if (game.timegate_time_left > 0)
8329 game.timegate_time_left--;
8331 if (game.timegate_time_left == 0)
8332 CloseAllOpenTimegates();
8335 for (i = 0; i < MAX_PLAYERS; i++)
8337 struct PlayerInfo *player = &stored_player[i];
8339 if (SHIELD_ON(player))
8341 if (player->shield_deadly_time_left)
8342 PlayLevelSound(player->jx, player->jy, SND_SHIELD_DEADLY_ACTIVE);
8343 else if (player->shield_normal_time_left)
8344 PlayLevelSound(player->jx, player->jy, SND_SHIELD_NORMAL_ACTIVE);
8348 if (TimeFrames >= FRAMES_PER_SECOND)
8353 if (!level.use_step_counter)
8357 for (i = 0; i < MAX_PLAYERS; i++)
8359 struct PlayerInfo *player = &stored_player[i];
8361 if (SHIELD_ON(player))
8363 player->shield_normal_time_left--;
8365 if (player->shield_deadly_time_left > 0)
8366 player->shield_deadly_time_left--;
8374 if (TimeLeft <= 10 && setup.time_limit)
8375 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
8377 DrawGameValue_Time(TimeLeft);
8379 if (!TimeLeft && setup.time_limit)
8380 for (i = 0; i < MAX_PLAYERS; i++)
8381 KillHero(&stored_player[i]);
8383 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
8384 DrawGameValue_Time(TimePlayed);
8387 if (tape.recording || tape.playing)
8388 DrawVideoDisplay(VIDEO_STATE_TIME_ON, TapeTime);
8392 PlayAllPlayersSound();
8394 if (options.debug) /* calculate frames per second */
8396 static unsigned long fps_counter = 0;
8397 static int fps_frames = 0;
8398 unsigned long fps_delay_ms = Counter() - fps_counter;
8402 if (fps_delay_ms >= 500) /* calculate fps every 0.5 seconds */
8404 global.frames_per_second = 1000 * (float)fps_frames / fps_delay_ms;
8407 fps_counter = Counter();
8410 redraw_mask |= REDRAW_FPS;
8414 if (stored_player[0].jx != stored_player[0].last_jx ||
8415 stored_player[0].jy != stored_player[0].last_jy)
8416 printf("::: %d, %d, %d, %d, %d\n",
8417 stored_player[0].MovDir,
8418 stored_player[0].MovPos,
8419 stored_player[0].GfxPos,
8420 stored_player[0].Frame,
8421 stored_player[0].StepFrame);
8428 for (i = 0; i < MAX_PLAYERS; i++)
8431 MOVE_DELAY_NORMAL_SPEED / stored_player[i].move_delay_value;
8433 stored_player[i].Frame += move_frames;
8435 if (stored_player[i].MovPos != 0)
8436 stored_player[i].StepFrame += move_frames;
8438 if (stored_player[i].drop_delay > 0)
8439 stored_player[i].drop_delay--;
8444 if (local_player->show_envelope != 0 && local_player->MovPos == 0)
8446 ShowEnvelope(local_player->show_envelope - EL_ENVELOPE_1);
8448 local_player->show_envelope = 0;
8453 static boolean AllPlayersInSight(struct PlayerInfo *player, int x, int y)
8455 int min_x = x, min_y = y, max_x = x, max_y = y;
8458 for (i = 0; i < MAX_PLAYERS; i++)
8460 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8462 if (!stored_player[i].active || &stored_player[i] == player)
8465 min_x = MIN(min_x, jx);
8466 min_y = MIN(min_y, jy);
8467 max_x = MAX(max_x, jx);
8468 max_y = MAX(max_y, jy);
8471 return (max_x - min_x < SCR_FIELDX && max_y - min_y < SCR_FIELDY);
8474 static boolean AllPlayersInVisibleScreen()
8478 for (i = 0; i < MAX_PLAYERS; i++)
8480 int jx = stored_player[i].jx, jy = stored_player[i].jy;
8482 if (!stored_player[i].active)
8485 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8492 void ScrollLevel(int dx, int dy)
8494 int softscroll_offset = (setup.soft_scrolling ? TILEX : 0);
8497 BlitBitmap(drawto_field, drawto_field,
8498 FX + TILEX * (dx == -1) - softscroll_offset,
8499 FY + TILEY * (dy == -1) - softscroll_offset,
8500 SXSIZE - TILEX * (dx!=0) + 2 * softscroll_offset,
8501 SYSIZE - TILEY * (dy!=0) + 2 * softscroll_offset,
8502 FX + TILEX * (dx == 1) - softscroll_offset,
8503 FY + TILEY * (dy == 1) - softscroll_offset);
8507 x = (dx == 1 ? BX1 : BX2);
8508 for (y = BY1; y <= BY2; y++)
8509 DrawScreenField(x, y);
8514 y = (dy == 1 ? BY1 : BY2);
8515 for (x = BX1; x <= BX2; x++)
8516 DrawScreenField(x, y);
8519 redraw_mask |= REDRAW_FIELD;
8522 static boolean canEnterSupaplexPort(int x, int y, int dx, int dy)
8524 int nextx = x + dx, nexty = y + dy;
8525 int element = Feld[x][y];
8528 element != EL_SP_PORT_LEFT &&
8529 element != EL_SP_GRAVITY_PORT_LEFT &&
8530 element != EL_SP_PORT_HORIZONTAL &&
8531 element != EL_SP_PORT_ANY) ||
8533 element != EL_SP_PORT_RIGHT &&
8534 element != EL_SP_GRAVITY_PORT_RIGHT &&
8535 element != EL_SP_PORT_HORIZONTAL &&
8536 element != EL_SP_PORT_ANY) ||
8538 element != EL_SP_PORT_UP &&
8539 element != EL_SP_GRAVITY_PORT_UP &&
8540 element != EL_SP_PORT_VERTICAL &&
8541 element != EL_SP_PORT_ANY) ||
8543 element != EL_SP_PORT_DOWN &&
8544 element != EL_SP_GRAVITY_PORT_DOWN &&
8545 element != EL_SP_PORT_VERTICAL &&
8546 element != EL_SP_PORT_ANY) ||
8547 !IN_LEV_FIELD(nextx, nexty) ||
8548 !IS_FREE(nextx, nexty))
8554 static void CheckGravityMovement(struct PlayerInfo *player)
8556 if (game.gravity && !player->programmed_action)
8559 int move_dir_horizontal = player->effective_action & MV_HORIZONTAL;
8560 int move_dir_vertical = player->effective_action & MV_VERTICAL;
8562 int move_dir_horizontal = player->action & MV_HORIZONTAL;
8563 int move_dir_vertical = player->action & MV_VERTICAL;
8566 (player->last_move_dir & MV_HORIZONTAL ?
8567 (move_dir_vertical ? move_dir_vertical : move_dir_horizontal) :
8568 (move_dir_horizontal ? move_dir_horizontal : move_dir_vertical));
8569 int jx = player->jx, jy = player->jy;
8570 int dx = (move_dir & MV_LEFT ? -1 : move_dir & MV_RIGHT ? +1 : 0);
8571 int dy = (move_dir & MV_UP ? -1 : move_dir & MV_DOWN ? +1 : 0);
8572 int new_jx = jx + dx, new_jy = jy + dy;
8574 boolean player_is_snapping = player->effective_action & JOY_BUTTON_1;
8576 boolean player_is_snapping = player->action & JOY_BUTTON_1;
8579 boolean player_can_fall_down =
8580 (IN_LEV_FIELD(jx, jy + 1) &&
8581 (IS_FREE(jx, jy + 1) ||
8582 (Feld[jx][jy + 1] == EL_ACID && player->can_fall_into_acid)));
8584 boolean player_can_fall_down =
8585 (IN_LEV_FIELD(jx, jy + 1) &&
8586 (IS_FREE(jx, jy + 1)));
8588 boolean player_is_moving_to_valid_field =
8591 !player_is_snapping &&
8593 IN_LEV_FIELD(new_jx, new_jy) &&
8594 (Feld[new_jx][new_jy] == EL_SP_BASE ||
8595 Feld[new_jx][new_jy] == EL_SAND ||
8596 (IS_SP_PORT(Feld[new_jx][new_jy]) &&
8597 canEnterSupaplexPort(new_jx, new_jy, dx, dy))));
8598 /* !!! extend EL_SAND to anything diggable !!! */
8600 boolean player_is_standing_on_valid_field =
8601 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8602 (IS_WALKABLE(Feld[jx][jy]) &&
8603 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8606 printf("::: checking gravity NOW [%d, %d, %d] [%d] [%d / %d] ...\n",
8607 player_can_fall_down,
8608 player_is_standing_on_valid_field,
8609 player_is_moving_to_valid_field,
8610 (player_is_moving_to_valid_field ? Feld[new_jx][new_jy] : -1),
8611 player->effective_action,
8612 player->can_fall_into_acid);
8615 if (player_can_fall_down &&
8616 !player_is_standing_on_valid_field &&
8617 !player_is_moving_to_valid_field)
8620 printf("::: setting programmed_action to MV_DOWN [%d,%d - %d] ...\n",
8621 jx, jy, FrameCounter);
8624 player->programmed_action = MV_DOWN;
8629 static void CheckGravityMovementWhenNotMoving(struct PlayerInfo *player)
8632 return CheckGravityMovement(player);
8635 if (game.gravity && !player->programmed_action)
8637 int jx = player->jx, jy = player->jy;
8638 boolean field_under_player_is_free =
8639 (IN_LEV_FIELD(jx, jy + 1) && IS_FREE(jx, jy + 1));
8640 boolean player_is_standing_on_valid_field =
8641 (IS_WALKABLE_INSIDE(Feld[jx][jy]) ||
8642 (IS_WALKABLE(Feld[jx][jy]) &&
8643 !(element_info[Feld[jx][jy]].access_direction & MV_DOWN)));
8645 if (field_under_player_is_free && !player_is_standing_on_valid_field)
8646 player->programmed_action = MV_DOWN;
8652 -----------------------------------------------------------------------------
8653 dx, dy: direction (non-diagonal) to try to move the player to
8654 real_dx, real_dy: direction as read from input device (can be diagonal)
8657 boolean MovePlayerOneStep(struct PlayerInfo *player,
8658 int dx, int dy, int real_dx, int real_dy)
8661 static int trigger_sides[4][2] =
8663 /* enter side leave side */
8664 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8665 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8666 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8667 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8669 int move_direction = (dx == -1 ? MV_LEFT :
8670 dx == +1 ? MV_RIGHT :
8672 dy == +1 ? MV_DOWN : MV_NO_MOVING);
8673 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8674 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8676 int jx = player->jx, jy = player->jy;
8677 int new_jx = jx + dx, new_jy = jy + dy;
8681 if (!player->active || (!dx && !dy))
8682 return MF_NO_ACTION;
8684 player->MovDir = (dx < 0 ? MV_LEFT :
8687 dy > 0 ? MV_DOWN : MV_NO_MOVING);
8689 if (!IN_LEV_FIELD(new_jx, new_jy))
8690 return MF_NO_ACTION;
8692 if (!options.network && !AllPlayersInSight(player, new_jx, new_jy))
8693 return MF_NO_ACTION;
8696 element = MovingOrBlocked2Element(new_jx, new_jy);
8698 element = MovingOrBlocked2ElementIfNotLeaving(new_jx, new_jy);
8701 if (DONT_RUN_INTO(element))
8703 if (element == EL_ACID && dx == 0 && dy == 1)
8705 SplashAcid(new_jx, new_jy);
8706 Feld[jx][jy] = EL_PLAYER_1;
8707 InitMovingField(jx, jy, MV_DOWN);
8708 Store[jx][jy] = EL_ACID;
8709 ContinueMoving(jx, jy);
8713 TestIfHeroRunsIntoBadThing(jx, jy, player->MovDir);
8718 can_move = DigField(player, jx, jy, new_jx, new_jy, real_dx,real_dy, DF_DIG);
8719 if (can_move != MF_MOVING)
8722 /* check if DigField() has caused relocation of the player */
8723 if (player->jx != jx || player->jy != jy)
8724 return MF_NO_ACTION;
8726 StorePlayer[jx][jy] = 0;
8727 player->last_jx = jx;
8728 player->last_jy = jy;
8729 player->jx = new_jx;
8730 player->jy = new_jy;
8731 StorePlayer[new_jx][new_jy] = player->element_nr;
8734 (dx > 0 || dy > 0 ? -1 : 1) * (TILEX - TILEX / player->move_delay_value);
8736 player->step_counter++;
8738 player->drop_delay = 0;
8740 PlayerVisit[jx][jy] = FrameCounter;
8742 ScrollPlayer(player, SCROLL_INIT);
8745 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8747 CheckTriggeredElementChangeSide(jx, jy, Feld[jx][jy], CE_OTHER_GETS_LEFT,
8749 CheckElementChangeSide(jx, jy, Feld[jx][jy], CE_LEFT_BY_PLAYER,leave_side);
8752 if (IS_CUSTOM_ELEMENT(Feld[new_jx][new_jy]))
8754 CheckTriggeredElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8755 CE_OTHER_GETS_ENTERED, enter_side);
8756 CheckElementChangeSide(new_jx, new_jy, Feld[new_jx][new_jy],
8757 CE_ENTERED_BY_PLAYER, enter_side);
8764 boolean MovePlayer(struct PlayerInfo *player, int dx, int dy)
8766 int jx = player->jx, jy = player->jy;
8767 int old_jx = jx, old_jy = jy;
8768 int moved = MF_NO_ACTION;
8771 if (!player->active)
8776 if (player->MovPos == 0)
8778 player->is_moving = FALSE;
8779 player->is_digging = FALSE;
8780 player->is_collecting = FALSE;
8781 player->is_snapping = FALSE;
8782 player->is_pushing = FALSE;
8788 if (!player->active || (!dx && !dy))
8793 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8799 if (!FrameReached(&player->move_delay, player->move_delay_value))
8802 if (!FrameReached(&player->move_delay, player->move_delay_value) &&
8803 !(tape.playing && tape.file_version < FILE_VERSION_2_0))
8809 /* remove the last programmed player action */
8810 player->programmed_action = 0;
8814 /* should only happen if pre-1.2 tape recordings are played */
8815 /* this is only for backward compatibility */
8817 int original_move_delay_value = player->move_delay_value;
8820 printf("THIS SHOULD ONLY HAPPEN WITH PRE-1.2 LEVEL TAPES. [%ld]\n",
8824 /* scroll remaining steps with finest movement resolution */
8825 player->move_delay_value = MOVE_DELAY_NORMAL_SPEED;
8827 while (player->MovPos)
8829 ScrollPlayer(player, SCROLL_GO_ON);
8830 ScrollScreen(NULL, SCROLL_GO_ON);
8836 player->move_delay_value = original_move_delay_value;
8839 if (player->last_move_dir & MV_HORIZONTAL)
8841 if (!(moved |= MovePlayerOneStep(player, 0, dy, dx, dy)))
8842 moved |= MovePlayerOneStep(player, dx, 0, dx, dy);
8846 if (!(moved |= MovePlayerOneStep(player, dx, 0, dx, dy)))
8847 moved |= MovePlayerOneStep(player, 0, dy, dx, dy);
8853 if (moved & MF_MOVING && !ScreenMovPos &&
8854 (player == local_player || !options.network))
8856 int old_scroll_x = scroll_x, old_scroll_y = scroll_y;
8857 int offset = (setup.scroll_delay ? 3 : 0);
8859 if (!IN_VIS_FIELD(SCREENX(jx), SCREENY(jy)))
8861 /* actual player has left the screen -- scroll in that direction */
8862 if (jx != old_jx) /* player has moved horizontally */
8863 scroll_x += (jx - old_jx);
8864 else /* player has moved vertically */
8865 scroll_y += (jy - old_jy);
8869 if (jx != old_jx) /* player has moved horizontally */
8871 if ((player->MovDir == MV_LEFT && scroll_x > jx - MIDPOSX + offset) ||
8872 (player->MovDir == MV_RIGHT && scroll_x < jx - MIDPOSX - offset))
8873 scroll_x = jx-MIDPOSX + (scroll_x < jx-MIDPOSX ? -offset : +offset);
8875 /* don't scroll over playfield boundaries */
8876 if (scroll_x < SBX_Left || scroll_x > SBX_Right)
8877 scroll_x = (scroll_x < SBX_Left ? SBX_Left : SBX_Right);
8879 /* don't scroll more than one field at a time */
8880 scroll_x = old_scroll_x + SIGN(scroll_x - old_scroll_x);
8882 /* don't scroll against the player's moving direction */
8883 if ((player->MovDir == MV_LEFT && scroll_x > old_scroll_x) ||
8884 (player->MovDir == MV_RIGHT && scroll_x < old_scroll_x))
8885 scroll_x = old_scroll_x;
8887 else /* player has moved vertically */
8889 if ((player->MovDir == MV_UP && scroll_y > jy - MIDPOSY + offset) ||
8890 (player->MovDir == MV_DOWN && scroll_y < jy - MIDPOSY - offset))
8891 scroll_y = jy-MIDPOSY + (scroll_y < jy-MIDPOSY ? -offset : +offset);
8893 /* don't scroll over playfield boundaries */
8894 if (scroll_y < SBY_Upper || scroll_y > SBY_Lower)
8895 scroll_y = (scroll_y < SBY_Upper ? SBY_Upper : SBY_Lower);
8897 /* don't scroll more than one field at a time */
8898 scroll_y = old_scroll_y + SIGN(scroll_y - old_scroll_y);
8900 /* don't scroll against the player's moving direction */
8901 if ((player->MovDir == MV_UP && scroll_y > old_scroll_y) ||
8902 (player->MovDir == MV_DOWN && scroll_y < old_scroll_y))
8903 scroll_y = old_scroll_y;
8907 if (scroll_x != old_scroll_x || scroll_y != old_scroll_y)
8909 if (!options.network && !AllPlayersInVisibleScreen())
8911 scroll_x = old_scroll_x;
8912 scroll_y = old_scroll_y;
8916 ScrollScreen(player, SCROLL_INIT);
8917 ScrollLevel(old_scroll_x - scroll_x, old_scroll_y - scroll_y);
8924 InitPlayerGfxAnimation(player, ACTION_DEFAULT);
8926 if (!(moved & MF_MOVING) && !player->is_pushing)
8931 player->StepFrame = 0;
8933 if (moved & MF_MOVING)
8935 if (old_jx != jx && old_jy == jy)
8936 player->MovDir = (old_jx < jx ? MV_RIGHT : MV_LEFT);
8937 else if (old_jx == jx && old_jy != jy)
8938 player->MovDir = (old_jy < jy ? MV_DOWN : MV_UP);
8940 DrawLevelField(jx, jy); /* for "crumbled sand" */
8942 player->last_move_dir = player->MovDir;
8943 player->is_moving = TRUE;
8945 player->is_snapping = FALSE;
8949 player->is_switching = FALSE;
8952 player->is_dropping = FALSE;
8956 /* !!! ENABLE THIS FOR OLD VERSIONS !!! */
8958 static int trigger_sides[4][2] =
8960 /* enter side leave side */
8961 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
8962 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
8963 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
8964 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
8966 int move_direction = player->MovDir;
8967 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
8968 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
8971 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8973 player->index_bit, leave_side);
8975 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
8976 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
8978 player->index_bit, leave_side);
8980 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
8981 CE_OTHER_GETS_ENTERED,
8982 player->index_bit, enter_side);
8984 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
8985 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
8986 player->index_bit, enter_side);
8996 CheckGravityMovementWhenNotMoving(player);
8999 player->last_move_dir = MV_NO_MOVING;
9001 player->is_moving = FALSE;
9004 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9006 TestIfHeroTouchesBadThing(jx, jy);
9007 TestIfPlayerTouchesCustomElement(jx, jy);
9010 if (!player->active)
9016 void ScrollPlayer(struct PlayerInfo *player, int mode)
9018 int jx = player->jx, jy = player->jy;
9019 int last_jx = player->last_jx, last_jy = player->last_jy;
9020 int move_stepsize = TILEX / player->move_delay_value;
9022 if (!player->active || !player->MovPos)
9025 if (mode == SCROLL_INIT)
9027 player->actual_frame_counter = FrameCounter;
9028 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9030 if (Feld[last_jx][last_jy] == EL_EMPTY)
9031 Feld[last_jx][last_jy] = EL_PLAYER_IS_LEAVING;
9039 else if (!FrameReached(&player->actual_frame_counter, 1))
9042 player->MovPos += (player->MovPos > 0 ? -1 : 1) * move_stepsize;
9043 player->GfxPos = move_stepsize * (player->MovPos / move_stepsize);
9045 if (!player->block_last_field &&
9046 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9047 Feld[last_jx][last_jy] = EL_EMPTY;
9049 /* before DrawPlayer() to draw correct player graphic for this case */
9050 if (player->MovPos == 0)
9051 CheckGravityMovement(player);
9054 DrawPlayer(player); /* needed here only to cleanup last field */
9057 if (player->MovPos == 0) /* player reached destination field */
9060 if (player->move_delay_reset_counter > 0)
9062 player->move_delay_reset_counter--;
9064 if (player->move_delay_reset_counter == 0)
9066 /* continue with normal speed after quickly moving through gate */
9067 HALVE_PLAYER_SPEED(player);
9069 /* be able to make the next move without delay */
9070 player->move_delay = 0;
9074 if (IS_PASSABLE(Feld[last_jx][last_jy]))
9076 /* continue with normal speed after quickly moving through gate */
9077 HALVE_PLAYER_SPEED(player);
9079 /* be able to make the next move without delay */
9080 player->move_delay = 0;
9084 if (player->block_last_field &&
9085 Feld[last_jx][last_jy] == EL_PLAYER_IS_LEAVING)
9086 Feld[last_jx][last_jy] = EL_EMPTY;
9088 player->last_jx = jx;
9089 player->last_jy = jy;
9091 if (Feld[jx][jy] == EL_EXIT_OPEN ||
9092 Feld[jx][jy] == EL_SP_EXIT_OPEN ||
9093 Feld[jx][jy] == EL_SP_EXIT_OPENING) /* <-- special case */
9095 DrawPlayer(player); /* needed here only to cleanup last field */
9098 if (local_player->friends_still_needed == 0 ||
9099 IS_SP_ELEMENT(Feld[jx][jy]))
9100 player->LevelSolved = player->GameOver = TRUE;
9104 /* !!! ENABLE THIS FOR NEW VERSIONS !!! */
9105 /* this breaks one level: "machine", level 000 */
9107 static int trigger_sides[4][2] =
9109 /* enter side leave side */
9110 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* moving left */
9111 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* moving right */
9112 { CH_SIDE_BOTTOM, CH_SIDE_TOP }, /* moving up */
9113 { CH_SIDE_TOP, CH_SIDE_BOTTOM } /* moving down */
9115 int move_direction = player->MovDir;
9116 int enter_side = trigger_sides[MV_DIR_BIT(move_direction)][0];
9117 int leave_side = trigger_sides[MV_DIR_BIT(move_direction)][1];
9118 int old_jx = last_jx;
9119 int old_jy = last_jy;
9122 CheckTriggeredElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
9124 player->index_bit, leave_side);
9126 if (IS_CUSTOM_ELEMENT(Feld[old_jx][old_jy]))
9127 CheckElementChangePlayer(old_jx, old_jy, Feld[old_jx][old_jy],
9129 player->index_bit, leave_side);
9131 CheckTriggeredElementChangePlayer(jx, jy, Feld[jx][jy],
9132 CE_OTHER_GETS_ENTERED,
9133 player->index_bit, enter_side);
9135 if (IS_CUSTOM_ELEMENT(Feld[jx][jy]))
9136 CheckElementChangePlayer(jx, jy, Feld[jx][jy], CE_ENTERED_BY_PLAYER,
9137 player->index_bit, enter_side);
9143 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9145 TestIfHeroTouchesBadThing(jx, jy);
9146 TestIfPlayerTouchesCustomElement(jx, jy);
9148 TestIfElementTouchesCustomElement(jx, jy); /* for empty space */
9151 if (!player->active)
9155 if (level.use_step_counter)
9161 for (i = 0; i < MAX_PLAYERS; i++)
9163 struct PlayerInfo *player = &stored_player[i];
9165 if (SHIELD_ON(player))
9167 player->shield_normal_time_left--;
9169 if (player->shield_deadly_time_left > 0)
9170 player->shield_deadly_time_left--;
9178 if (TimeLeft <= 10 && setup.time_limit)
9179 PlaySoundStereo(SND_GAME_RUNNING_OUT_OF_TIME, SOUND_MIDDLE);
9181 DrawGameValue_Time(TimeLeft);
9183 if (!TimeLeft && setup.time_limit)
9184 for (i = 0; i < MAX_PLAYERS; i++)
9185 KillHero(&stored_player[i]);
9187 else if (level.time == 0 && !AllPlayersGone) /* level w/o time limit */
9188 DrawGameValue_Time(TimePlayed);
9191 if (tape.single_step && tape.recording && !tape.pausing &&
9192 !player->programmed_action)
9193 TapeTogglePause(TAPE_TOGGLE_AUTOMATIC);
9197 void ScrollScreen(struct PlayerInfo *player, int mode)
9199 static unsigned long screen_frame_counter = 0;
9201 if (mode == SCROLL_INIT)
9203 /* set scrolling step size according to actual player's moving speed */
9204 ScrollStepSize = TILEX / player->move_delay_value;
9206 screen_frame_counter = FrameCounter;
9207 ScreenMovDir = player->MovDir;
9208 ScreenMovPos = player->MovPos;
9209 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9212 else if (!FrameReached(&screen_frame_counter, 1))
9217 ScreenMovPos += (ScreenMovPos > 0 ? -1 : 1) * ScrollStepSize;
9218 ScreenGfxPos = ScrollStepSize * (ScreenMovPos / ScrollStepSize);
9219 redraw_mask |= REDRAW_FIELD;
9222 ScreenMovDir = MV_NO_MOVING;
9225 void TestIfPlayerTouchesCustomElement(int x, int y)
9227 static int xy[4][2] =
9234 static int trigger_sides[4][2] =
9236 /* center side border side */
9237 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9238 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9239 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9240 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9242 static int touch_dir[4] =
9249 int center_element = Feld[x][y]; /* should always be non-moving! */
9252 for (i = 0; i < NUM_DIRECTIONS; i++)
9254 int xx = x + xy[i][0];
9255 int yy = y + xy[i][1];
9256 int center_side = trigger_sides[i][0];
9257 int border_side = trigger_sides[i][1];
9260 if (!IN_LEV_FIELD(xx, yy))
9263 if (IS_PLAYER(x, y))
9265 struct PlayerInfo *player = PLAYERINFO(x, y);
9267 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9268 border_element = Feld[xx][yy]; /* may be moving! */
9269 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9270 border_element = Feld[xx][yy];
9271 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9272 border_element = MovingOrBlocked2Element(xx, yy);
9274 continue; /* center and border element do not touch */
9276 CheckTriggeredElementChangePlayer(xx, yy, border_element,
9277 CE_OTHER_GETS_TOUCHED,
9278 player->index_bit, border_side);
9279 CheckElementChangePlayer(xx, yy, border_element, CE_TOUCHED_BY_PLAYER,
9280 player->index_bit, border_side);
9282 else if (IS_PLAYER(xx, yy))
9284 struct PlayerInfo *player = PLAYERINFO(xx, yy);
9286 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9288 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9289 continue; /* center and border element do not touch */
9292 CheckTriggeredElementChangePlayer(x, y, center_element,
9293 CE_OTHER_GETS_TOUCHED,
9294 player->index_bit, center_side);
9295 CheckElementChangePlayer(x, y, center_element, CE_TOUCHED_BY_PLAYER,
9296 player->index_bit, center_side);
9303 void TestIfElementTouchesCustomElement(int x, int y)
9305 static int xy[4][2] =
9312 static int trigger_sides[4][2] =
9314 /* center side border side */
9315 { CH_SIDE_TOP, CH_SIDE_BOTTOM }, /* check top */
9316 { CH_SIDE_LEFT, CH_SIDE_RIGHT }, /* check left */
9317 { CH_SIDE_RIGHT, CH_SIDE_LEFT }, /* check right */
9318 { CH_SIDE_BOTTOM, CH_SIDE_TOP } /* check bottom */
9320 static int touch_dir[4] =
9327 boolean change_center_element = FALSE;
9328 int center_element_change_page = 0;
9329 int center_element = Feld[x][y]; /* should always be non-moving! */
9330 int border_trigger_element;
9333 for (i = 0; i < NUM_DIRECTIONS; i++)
9335 int xx = x + xy[i][0];
9336 int yy = y + xy[i][1];
9337 int center_side = trigger_sides[i][0];
9338 int border_side = trigger_sides[i][1];
9341 if (!IN_LEV_FIELD(xx, yy))
9344 if (game.engine_version < VERSION_IDENT(3,0,7,0))
9345 border_element = Feld[xx][yy]; /* may be moving! */
9346 else if (!IS_MOVING(xx, yy) && !IS_BLOCKED(xx, yy))
9347 border_element = Feld[xx][yy];
9348 else if (MovDir[xx][yy] & touch_dir[i]) /* elements are touching */
9349 border_element = MovingOrBlocked2Element(xx, yy);
9351 continue; /* center and border element do not touch */
9353 /* check for change of center element (but change it only once) */
9354 if (IS_CUSTOM_ELEMENT(center_element) &&
9355 HAS_ANY_CHANGE_EVENT(center_element, CE_OTHER_IS_TOUCHING) &&
9356 !change_center_element)
9358 for (j = 0; j < element_info[center_element].num_change_pages; j++)
9360 struct ElementChangeInfo *change =
9361 &element_info[center_element].change_page[j];
9363 if (change->can_change &&
9364 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9365 change->trigger_side & border_side &&
9367 IS_EQUAL_OR_IN_GROUP(border_element, change->trigger_element)
9369 change->trigger_element == border_element
9373 change_center_element = TRUE;
9374 center_element_change_page = j;
9375 border_trigger_element = border_element;
9382 /* check for change of border element */
9383 if (IS_CUSTOM_ELEMENT(border_element) &&
9384 HAS_ANY_CHANGE_EVENT(border_element, CE_OTHER_IS_TOUCHING))
9386 for (j = 0; j < element_info[border_element].num_change_pages; j++)
9388 struct ElementChangeInfo *change =
9389 &element_info[border_element].change_page[j];
9391 if (change->can_change &&
9392 change->events & CH_EVENT_BIT(CE_OTHER_IS_TOUCHING) &&
9393 change->trigger_side & center_side &&
9395 IS_EQUAL_OR_IN_GROUP(center_element, change->trigger_element)
9397 change->trigger_element == center_element
9402 printf("::: border_element %d, %d\n", x, y);
9405 CheckElementChangePage(xx, yy, border_element, center_element,
9406 CE_OTHER_IS_TOUCHING, j);
9413 if (change_center_element)
9416 printf("::: center_element %d, %d\n", x, y);
9419 CheckElementChangePage(x, y, center_element, border_trigger_element,
9420 CE_OTHER_IS_TOUCHING, center_element_change_page);
9424 void TestIfElementHitsCustomElement(int x, int y, int direction)
9426 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9427 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9428 int hitx = x + dx, hity = y + dy;
9429 int hitting_element = Feld[x][y];
9430 int touched_element;
9432 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9433 !IS_FREE(hitx, hity) &&
9434 (!IS_MOVING(hitx, hity) ||
9435 MovDir[hitx][hity] != direction ||
9436 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9439 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9443 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9447 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9448 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9450 CheckElementChangeSide(x, y, hitting_element, touched_element,
9451 CE_HITTING_SOMETHING, direction);
9453 if (IN_LEV_FIELD(hitx, hity))
9455 int opposite_direction = MV_DIR_OPPOSITE(direction);
9456 int hitting_side = direction;
9457 int touched_side = opposite_direction;
9459 int touched_element = MovingOrBlocked2Element(hitx, hity);
9462 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9463 MovDir[hitx][hity] != direction ||
9464 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9473 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9474 CE_HIT_BY_SOMETHING, opposite_direction);
9476 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9477 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_HITTING))
9479 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9481 struct ElementChangeInfo *change =
9482 &element_info[hitting_element].change_page[i];
9484 if (change->can_change &&
9485 change->events & CH_EVENT_BIT(CE_OTHER_IS_HITTING) &&
9486 change->trigger_side & touched_side &&
9489 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9491 change->trigger_element == touched_element
9495 CheckElementChangePage(x, y, hitting_element, touched_element,
9496 CE_OTHER_IS_HITTING, i);
9502 if (IS_CUSTOM_ELEMENT(touched_element) &&
9503 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_HIT))
9505 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9507 struct ElementChangeInfo *change =
9508 &element_info[touched_element].change_page[i];
9510 if (change->can_change &&
9511 change->events & CH_EVENT_BIT(CE_OTHER_GETS_HIT) &&
9512 change->trigger_side & hitting_side &&
9514 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9516 change->trigger_element == hitting_element
9520 CheckElementChangePage(hitx, hity, touched_element,
9521 hitting_element, CE_OTHER_GETS_HIT, i);
9531 void TestIfElementSmashesCustomElement(int x, int y, int direction)
9533 int dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
9534 int dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
9535 int hitx = x + dx, hity = y + dy;
9536 int hitting_element = Feld[x][y];
9537 int touched_element;
9539 boolean object_hit = (IN_LEV_FIELD(hitx, hity) &&
9540 !IS_FREE(hitx, hity) &&
9541 (!IS_MOVING(hitx, hity) ||
9542 MovDir[hitx][hity] != direction ||
9543 ABS(MovPos[hitx][hity]) <= TILEY / 2));
9546 if (IN_LEV_FIELD(hitx, hity) && IS_FREE(hitx, hity))
9550 if (IN_LEV_FIELD(hitx, hity) && !object_hit)
9554 touched_element = (IN_LEV_FIELD(hitx, hity) ?
9555 MovingOrBlocked2Element(hitx, hity) : EL_STEELWALL);
9557 CheckElementChangeSide(x, y, hitting_element, touched_element,
9558 EP_CAN_SMASH_EVERYTHING, direction);
9560 if (IN_LEV_FIELD(hitx, hity))
9562 int opposite_direction = MV_DIR_OPPOSITE(direction);
9563 int hitting_side = direction;
9564 int touched_side = opposite_direction;
9566 int touched_element = MovingOrBlocked2Element(hitx, hity);
9569 boolean object_hit = (!IS_MOVING(hitx, hity) ||
9570 MovDir[hitx][hity] != direction ||
9571 ABS(MovPos[hitx][hity]) <= TILEY / 2);
9580 CheckElementChangeSide(hitx, hity, touched_element, hitting_element,
9581 CE_SMASHED_BY_SOMETHING, opposite_direction);
9583 if (IS_CUSTOM_ELEMENT(hitting_element) &&
9584 HAS_ANY_CHANGE_EVENT(hitting_element, CE_OTHER_IS_SMASHING))
9586 for (i = 0; i < element_info[hitting_element].num_change_pages; i++)
9588 struct ElementChangeInfo *change =
9589 &element_info[hitting_element].change_page[i];
9591 if (change->can_change &&
9592 change->events & CH_EVENT_BIT(CE_OTHER_IS_SMASHING) &&
9593 change->trigger_side & touched_side &&
9596 IS_EQUAL_OR_IN_GROUP(touched_element, change->trigger_element)
9598 change->trigger_element == touched_element
9602 CheckElementChangePage(x, y, hitting_element, touched_element,
9603 CE_OTHER_IS_SMASHING, i);
9609 if (IS_CUSTOM_ELEMENT(touched_element) &&
9610 HAS_ANY_CHANGE_EVENT(touched_element, CE_OTHER_GETS_SMASHED))
9612 for (i = 0; i < element_info[touched_element].num_change_pages; i++)
9614 struct ElementChangeInfo *change =
9615 &element_info[touched_element].change_page[i];
9617 if (change->can_change &&
9618 change->events & CH_EVENT_BIT(CE_OTHER_GETS_SMASHED) &&
9619 change->trigger_side & hitting_side &&
9621 IS_EQUAL_OR_IN_GROUP(hitting_element, change->trigger_element)
9623 change->trigger_element == hitting_element
9627 CheckElementChangePage(hitx, hity, touched_element,
9628 hitting_element, CE_OTHER_GETS_SMASHED, i);
9638 void TestIfGoodThingHitsBadThing(int good_x, int good_y, int good_move_dir)
9640 int i, kill_x = -1, kill_y = -1;
9641 static int test_xy[4][2] =
9648 static int test_dir[4] =
9656 for (i = 0; i < NUM_DIRECTIONS; i++)
9658 int test_x, test_y, test_move_dir, test_element;
9660 test_x = good_x + test_xy[i][0];
9661 test_y = good_y + test_xy[i][1];
9662 if (!IN_LEV_FIELD(test_x, test_y))
9666 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9669 test_element = Feld[test_x][test_y];
9671 test_element = MovingOrBlocked2ElementIfNotLeaving(test_x, test_y);
9674 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9675 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9677 if ((DONT_RUN_INTO(test_element) && good_move_dir == test_dir[i]) ||
9678 (DONT_TOUCH(test_element) && test_move_dir != test_dir[i]))
9686 if (kill_x != -1 || kill_y != -1)
9688 if (IS_PLAYER(good_x, good_y))
9690 struct PlayerInfo *player = PLAYERINFO(good_x, good_y);
9692 if (player->shield_deadly_time_left > 0)
9693 Bang(kill_x, kill_y);
9694 else if (!PLAYER_ENEMY_PROTECTED(good_x, good_y))
9698 Bang(good_x, good_y);
9702 void TestIfBadThingHitsGoodThing(int bad_x, int bad_y, int bad_move_dir)
9704 int i, kill_x = -1, kill_y = -1;
9705 int bad_element = Feld[bad_x][bad_y];
9706 static int test_xy[4][2] =
9713 static int touch_dir[4] =
9720 static int test_dir[4] =
9728 if (bad_element == EL_EXPLOSION) /* skip just exploding bad things */
9731 for (i = 0; i < NUM_DIRECTIONS; i++)
9733 int test_x, test_y, test_move_dir, test_element;
9735 test_x = bad_x + test_xy[i][0];
9736 test_y = bad_y + test_xy[i][1];
9737 if (!IN_LEV_FIELD(test_x, test_y))
9741 (IS_MOVING(test_x, test_y) ? MovDir[test_x][test_y] : MV_NO_MOVING);
9743 test_element = Feld[test_x][test_y];
9745 /* 1st case: good thing is moving towards DONT_RUN_INTO style bad thing;
9746 2nd case: DONT_TOUCH style bad thing does not move away from good thing
9748 if ((DONT_RUN_INTO(bad_element) && bad_move_dir == test_dir[i]) ||
9749 (DONT_TOUCH(bad_element) && test_move_dir != test_dir[i]))
9751 /* good thing is player or penguin that does not move away */
9752 if (IS_PLAYER(test_x, test_y))
9754 struct PlayerInfo *player = PLAYERINFO(test_x, test_y);
9756 if (bad_element == EL_ROBOT && player->is_moving)
9757 continue; /* robot does not kill player if he is moving */
9759 if (game.engine_version >= VERSION_IDENT(3,0,7,0))
9761 if (player->MovPos != 0 && !(player->MovDir & touch_dir[i]))
9762 continue; /* center and border element do not touch */
9769 else if (test_element == EL_PENGUIN)
9778 if (kill_x != -1 || kill_y != -1)
9780 if (IS_PLAYER(kill_x, kill_y))
9782 struct PlayerInfo *player = PLAYERINFO(kill_x, kill_y);
9784 if (player->shield_deadly_time_left > 0)
9786 else if (!PLAYER_ENEMY_PROTECTED(kill_x, kill_y))
9790 Bang(kill_x, kill_y);
9794 void TestIfHeroTouchesBadThing(int x, int y)
9796 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9799 void TestIfHeroRunsIntoBadThing(int x, int y, int move_dir)
9801 TestIfGoodThingHitsBadThing(x, y, move_dir);
9804 void TestIfBadThingTouchesHero(int x, int y)
9806 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9809 void TestIfBadThingRunsIntoHero(int x, int y, int move_dir)
9811 TestIfBadThingHitsGoodThing(x, y, move_dir);
9814 void TestIfFriendTouchesBadThing(int x, int y)
9816 TestIfGoodThingHitsBadThing(x, y, MV_NO_MOVING);
9819 void TestIfBadThingTouchesFriend(int x, int y)
9821 TestIfBadThingHitsGoodThing(x, y, MV_NO_MOVING);
9824 void TestIfBadThingTouchesOtherBadThing(int bad_x, int bad_y)
9826 int i, kill_x = bad_x, kill_y = bad_y;
9827 static int xy[4][2] =
9835 for (i = 0; i < NUM_DIRECTIONS; i++)
9839 x = bad_x + xy[i][0];
9840 y = bad_y + xy[i][1];
9841 if (!IN_LEV_FIELD(x, y))
9844 element = Feld[x][y];
9845 if (IS_AMOEBOID(element) || element == EL_GAME_OF_LIFE ||
9846 element == EL_AMOEBA_GROWING || element == EL_AMOEBA_DROP)
9854 if (kill_x != bad_x || kill_y != bad_y)
9858 void KillHero(struct PlayerInfo *player)
9860 int jx = player->jx, jy = player->jy;
9862 if (!player->active)
9865 /* remove accessible field at the player's position */
9866 Feld[jx][jy] = EL_EMPTY;
9868 /* deactivate shield (else Bang()/Explode() would not work right) */
9869 player->shield_normal_time_left = 0;
9870 player->shield_deadly_time_left = 0;
9876 static void KillHeroUnlessEnemyProtected(int x, int y)
9878 if (!PLAYER_ENEMY_PROTECTED(x, y))
9879 KillHero(PLAYERINFO(x, y));
9882 static void KillHeroUnlessExplosionProtected(int x, int y)
9884 if (!PLAYER_EXPLOSION_PROTECTED(x, y))
9885 KillHero(PLAYERINFO(x, y));
9888 void BuryHero(struct PlayerInfo *player)
9890 int jx = player->jx, jy = player->jy;
9892 if (!player->active)
9896 PlayLevelSoundElementAction(jx, jy, player->element_nr, ACTION_DYING);
9898 PlayLevelSound(jx, jy, SND_CLASS_PLAYER_DYING);
9900 PlayLevelSound(jx, jy, SND_GAME_LOSING);
9902 player->GameOver = TRUE;
9906 void RemoveHero(struct PlayerInfo *player)
9908 int jx = player->jx, jy = player->jy;
9909 int i, found = FALSE;
9911 player->present = FALSE;
9912 player->active = FALSE;
9914 if (!ExplodeField[jx][jy])
9915 StorePlayer[jx][jy] = 0;
9917 for (i = 0; i < MAX_PLAYERS; i++)
9918 if (stored_player[i].active)
9922 AllPlayersGone = TRUE;
9929 =============================================================================
9930 checkDiagonalPushing()
9931 -----------------------------------------------------------------------------
9932 check if diagonal input device direction results in pushing of object
9933 (by checking if the alternative direction is walkable, diggable, ...)
9934 =============================================================================
9937 static boolean checkDiagonalPushing(struct PlayerInfo *player,
9938 int x, int y, int real_dx, int real_dy)
9940 int jx, jy, dx, dy, xx, yy;
9942 if (real_dx == 0 || real_dy == 0) /* no diagonal direction => push */
9945 /* diagonal direction: check alternative direction */
9950 xx = jx + (dx == 0 ? real_dx : 0);
9951 yy = jy + (dy == 0 ? real_dy : 0);
9953 return (!IN_LEV_FIELD(xx, yy) || IS_SOLID_FOR_PUSHING(Feld[xx][yy]));
9957 =============================================================================
9959 -----------------------------------------------------------------------------
9960 x, y: field next to player (non-diagonal) to try to dig to
9961 real_dx, real_dy: direction as read from input device (can be diagonal)
9962 =============================================================================
9965 int DigField(struct PlayerInfo *player,
9966 int oldx, int oldy, int x, int y,
9967 int real_dx, int real_dy, int mode)
9969 static int trigger_sides[4] =
9971 CH_SIDE_RIGHT, /* moving left */
9972 CH_SIDE_LEFT, /* moving right */
9973 CH_SIDE_BOTTOM, /* moving up */
9974 CH_SIDE_TOP, /* moving down */
9977 boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0,0));
9979 int jx = oldx, jy = oldy;
9980 int dx = x - jx, dy = y - jy;
9981 int nextx = x + dx, nexty = y + dy;
9982 int move_direction = (dx == -1 ? MV_LEFT :
9983 dx == +1 ? MV_RIGHT :
9985 dy == +1 ? MV_DOWN : MV_NO_MOVING);
9986 int opposite_direction = MV_DIR_OPPOSITE(move_direction);
9987 int dig_side = trigger_sides[MV_DIR_BIT(move_direction)];
9988 int old_element = Feld[jx][jy];
9991 if (player->MovPos == 0)
9993 player->is_digging = FALSE;
9994 player->is_collecting = FALSE;
9997 if (player->MovPos == 0) /* last pushing move finished */
9998 player->is_pushing = FALSE;
10000 if (mode == DF_NO_PUSH) /* player just stopped pushing */
10002 player->is_switching = FALSE;
10003 player->push_delay = 0;
10005 return MF_NO_ACTION;
10008 if (IS_MOVING(x, y) || IS_PLAYER(x, y))
10009 return MF_NO_ACTION;
10014 if (IS_TUBE(Feld[jx][jy]) || IS_TUBE(Back[jx][jy]))
10016 if (IS_TUBE(Feld[jx][jy]) ||
10017 (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0)))
10021 int tube_element = (IS_TUBE(Feld[jx][jy]) ? Feld[jx][jy] : Back[jx][jy]);
10022 int tube_leave_directions[][2] =
10024 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10025 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10026 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10027 { EL_TUBE_VERTICAL_LEFT, MV_LEFT | MV_UP | MV_DOWN },
10028 { EL_TUBE_VERTICAL_RIGHT, MV_RIGHT | MV_UP | MV_DOWN },
10029 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_UP },
10030 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_DOWN },
10031 { EL_TUBE_LEFT_UP, MV_LEFT | MV_UP },
10032 { EL_TUBE_LEFT_DOWN, MV_LEFT | MV_DOWN },
10033 { EL_TUBE_RIGHT_UP, MV_RIGHT | MV_UP },
10034 { EL_TUBE_RIGHT_DOWN, MV_RIGHT | MV_DOWN },
10035 { -1, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN }
10038 while (tube_leave_directions[i][0] != tube_element)
10041 if (tube_leave_directions[i][0] == -1) /* should not happen */
10045 if (!(tube_leave_directions[i][1] & move_direction))
10046 return MF_NO_ACTION; /* tube has no opening in this direction */
10051 if (IS_TUBE(Back[jx][jy]) && game.engine_version >= VERSION_IDENT(2,2,0,0))
10052 old_element = Back[jx][jy];
10056 if (IS_WALKABLE(old_element) &&
10057 !(element_info[old_element].access_direction & move_direction))
10058 return MF_NO_ACTION; /* field has no opening in this direction */
10060 element = Feld[x][y];
10062 if (mode == DF_SNAP && !IS_SNAPPABLE(element) &&
10063 game.engine_version >= VERSION_IDENT(2,2,0,0))
10064 return MF_NO_ACTION;
10068 case EL_SP_PORT_LEFT:
10069 case EL_SP_PORT_RIGHT:
10070 case EL_SP_PORT_UP:
10071 case EL_SP_PORT_DOWN:
10072 case EL_SP_PORT_HORIZONTAL:
10073 case EL_SP_PORT_VERTICAL:
10074 case EL_SP_PORT_ANY:
10075 case EL_SP_GRAVITY_PORT_LEFT:
10076 case EL_SP_GRAVITY_PORT_RIGHT:
10077 case EL_SP_GRAVITY_PORT_UP:
10078 case EL_SP_GRAVITY_PORT_DOWN:
10080 if (!canEnterSupaplexPort(x, y, dx, dy))
10081 return MF_NO_ACTION;
10084 element != EL_SP_PORT_LEFT &&
10085 element != EL_SP_GRAVITY_PORT_LEFT &&
10086 element != EL_SP_PORT_HORIZONTAL &&
10087 element != EL_SP_PORT_ANY) ||
10089 element != EL_SP_PORT_RIGHT &&
10090 element != EL_SP_GRAVITY_PORT_RIGHT &&
10091 element != EL_SP_PORT_HORIZONTAL &&
10092 element != EL_SP_PORT_ANY) ||
10094 element != EL_SP_PORT_UP &&
10095 element != EL_SP_GRAVITY_PORT_UP &&
10096 element != EL_SP_PORT_VERTICAL &&
10097 element != EL_SP_PORT_ANY) ||
10099 element != EL_SP_PORT_DOWN &&
10100 element != EL_SP_GRAVITY_PORT_DOWN &&
10101 element != EL_SP_PORT_VERTICAL &&
10102 element != EL_SP_PORT_ANY) ||
10103 !IN_LEV_FIELD(nextx, nexty) ||
10104 !IS_FREE(nextx, nexty))
10105 return MF_NO_ACTION;
10108 if (element == EL_SP_GRAVITY_PORT_LEFT ||
10109 element == EL_SP_GRAVITY_PORT_RIGHT ||
10110 element == EL_SP_GRAVITY_PORT_UP ||
10111 element == EL_SP_GRAVITY_PORT_DOWN)
10112 game.gravity = !game.gravity;
10114 /* automatically move to the next field with double speed */
10115 player->programmed_action = move_direction;
10117 if (player->move_delay_reset_counter == 0)
10119 player->move_delay_reset_counter = 2; /* two double speed steps */
10121 DOUBLE_PLAYER_SPEED(player);
10124 player->move_delay_reset_counter = 2;
10126 DOUBLE_PLAYER_SPEED(player);
10130 printf("::: passing port %d,%d [%d]\n", x, y, FrameCounter);
10133 PlayLevelSound(x, y, SND_CLASS_SP_PORT_PASSING);
10138 case EL_TUBE_VERTICAL:
10139 case EL_TUBE_HORIZONTAL:
10140 case EL_TUBE_VERTICAL_LEFT:
10141 case EL_TUBE_VERTICAL_RIGHT:
10142 case EL_TUBE_HORIZONTAL_UP:
10143 case EL_TUBE_HORIZONTAL_DOWN:
10144 case EL_TUBE_LEFT_UP:
10145 case EL_TUBE_LEFT_DOWN:
10146 case EL_TUBE_RIGHT_UP:
10147 case EL_TUBE_RIGHT_DOWN:
10150 int tube_enter_directions[][2] =
10152 { EL_TUBE_ANY, MV_LEFT | MV_RIGHT | MV_UP | MV_DOWN },
10153 { EL_TUBE_VERTICAL, MV_UP | MV_DOWN },
10154 { EL_TUBE_HORIZONTAL, MV_LEFT | MV_RIGHT },
10155 { EL_TUBE_VERTICAL_LEFT, MV_RIGHT | MV_UP | MV_DOWN },
10156 { EL_TUBE_VERTICAL_RIGHT, MV_LEFT | MV_UP | MV_DOWN },
10157 { EL_TUBE_HORIZONTAL_UP, MV_LEFT | MV_RIGHT | MV_DOWN },
10158 { EL_TUBE_HORIZONTAL_DOWN, MV_LEFT | MV_RIGHT | MV_UP },
10159 { EL_TUBE_LEFT_UP, MV_RIGHT | MV_DOWN },
10160 { EL_TUBE_LEFT_DOWN, MV_RIGHT | MV_UP },
10161 { EL_TUBE_RIGHT_UP, MV_LEFT | MV_DOWN },
10162 { EL_TUBE_RIGHT_DOWN, MV_LEFT | MV_UP },
10163 { -1, MV_NO_MOVING }
10166 while (tube_enter_directions[i][0] != element)
10169 if (tube_enter_directions[i][0] == -1) /* should not happen */
10173 if (!(tube_enter_directions[i][1] & move_direction))
10174 return MF_NO_ACTION; /* tube has no opening in this direction */
10176 PlayLevelSound(x, y, SND_CLASS_TUBE_WALKING);
10183 if (IS_WALKABLE(element))
10185 int sound_action = ACTION_WALKING;
10187 if (!(element_info[element].access_direction & opposite_direction))
10188 return MF_NO_ACTION; /* field not accessible from this direction */
10190 if (element >= EL_GATE_1 && element <= EL_GATE_4)
10192 if (!player->key[element - EL_GATE_1])
10193 return MF_NO_ACTION;
10195 else if (element >= EL_GATE_1_GRAY && element <= EL_GATE_4_GRAY)
10197 if (!player->key[element - EL_GATE_1_GRAY])
10198 return MF_NO_ACTION;
10200 else if (element == EL_EXIT_OPEN ||
10201 element == EL_SP_EXIT_OPEN ||
10202 element == EL_SP_EXIT_OPENING)
10204 sound_action = ACTION_PASSING; /* player is passing exit */
10206 else if (element == EL_EMPTY)
10208 sound_action = ACTION_MOVING; /* nothing to walk on */
10211 /* play sound from background or player, whatever is available */
10212 if (element_info[element].sound[sound_action] != SND_UNDEFINED)
10213 PlayLevelSoundElementAction(x, y, element, sound_action);
10215 PlayLevelSoundElementAction(x, y, player->element_nr, sound_action);
10219 else if (IS_PASSABLE(element))
10221 if (!IN_LEV_FIELD(nextx, nexty) || !IS_FREE(nextx, nexty))
10222 return MF_NO_ACTION;
10224 if (IS_CUSTOM_ELEMENT(element) &&
10225 !(element_info[element].access_direction & opposite_direction))
10226 return MF_NO_ACTION; /* field not accessible from this direction */
10229 if (CAN_MOVE(element)) /* only fixed elements can be passed! */
10230 return MF_NO_ACTION;
10233 if (element >= EL_EM_GATE_1 && element <= EL_EM_GATE_4)
10235 if (!player->key[element - EL_EM_GATE_1])
10236 return MF_NO_ACTION;
10238 else if (element >= EL_EM_GATE_1_GRAY && element <= EL_EM_GATE_4_GRAY)
10240 if (!player->key[element - EL_EM_GATE_1_GRAY])
10241 return MF_NO_ACTION;
10244 /* automatically move to the next field with double speed */
10245 player->programmed_action = move_direction;
10247 if (player->move_delay_reset_counter == 0)
10249 player->move_delay_reset_counter = 2; /* two double speed steps */
10251 DOUBLE_PLAYER_SPEED(player);
10254 player->move_delay_reset_counter = 2;
10256 DOUBLE_PLAYER_SPEED(player);
10259 PlayLevelSoundAction(x, y, ACTION_PASSING);
10263 else if (IS_DIGGABLE(element))
10267 if (mode != DF_SNAP)
10270 GfxElement[x][y] = GFX_ELEMENT(element);
10273 (GFX_CRUMBLED(element) ? EL_SAND : GFX_ELEMENT(element));
10275 player->is_digging = TRUE;
10278 PlayLevelSoundElementAction(x, y, element, ACTION_DIGGING);
10280 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_DIGGED,
10281 player->index_bit, dig_side);
10284 if (mode == DF_SNAP)
10285 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10290 else if (IS_COLLECTIBLE(element))
10294 if (mode != DF_SNAP)
10296 GfxElement[x][y] = element;
10297 player->is_collecting = TRUE;
10300 if (element == EL_SPEED_PILL)
10301 player->move_delay_value = MOVE_DELAY_HIGH_SPEED;
10302 else if (element == EL_EXTRA_TIME && level.time > 0)
10305 DrawGameValue_Time(TimeLeft);
10307 else if (element == EL_SHIELD_NORMAL || element == EL_SHIELD_DEADLY)
10309 player->shield_normal_time_left += 10;
10310 if (element == EL_SHIELD_DEADLY)
10311 player->shield_deadly_time_left += 10;
10313 else if (element == EL_DYNAMITE || element == EL_SP_DISK_RED)
10315 if (player->inventory_size < MAX_INVENTORY_SIZE)
10316 player->inventory_element[player->inventory_size++] = element;
10318 DrawGameValue_Dynamite(local_player->inventory_size);
10320 else if (element == EL_DYNABOMB_INCREASE_NUMBER)
10322 player->dynabomb_count++;
10323 player->dynabombs_left++;
10325 else if (element == EL_DYNABOMB_INCREASE_SIZE)
10327 player->dynabomb_size++;
10329 else if (element == EL_DYNABOMB_INCREASE_POWER)
10331 player->dynabomb_xl = TRUE;
10333 else if ((element >= EL_KEY_1 && element <= EL_KEY_4) ||
10334 (element >= EL_EM_KEY_1 && element <= EL_EM_KEY_4))
10336 int key_nr = (element >= EL_KEY_1 && element <= EL_KEY_4 ?
10337 element - EL_KEY_1 : element - EL_EM_KEY_1);
10339 player->key[key_nr] = TRUE;
10341 DrawGameValue_Keys(player);
10343 redraw_mask |= REDRAW_DOOR_1;
10345 else if (IS_ENVELOPE(element))
10348 player->show_envelope = element;
10350 ShowEnvelope(element - EL_ENVELOPE_1);
10353 else if (IS_DROPPABLE(element)) /* can be collected and dropped */
10357 if (element_info[element].collect_count == 0)
10358 player->inventory_infinite_element = element;
10360 for (i = 0; i < element_info[element].collect_count; i++)
10361 if (player->inventory_size < MAX_INVENTORY_SIZE)
10362 player->inventory_element[player->inventory_size++] = element;
10364 DrawGameValue_Dynamite(local_player->inventory_size);
10366 else if (element_info[element].collect_count > 0)
10368 local_player->gems_still_needed -=
10369 element_info[element].collect_count;
10370 if (local_player->gems_still_needed < 0)
10371 local_player->gems_still_needed = 0;
10373 DrawGameValue_Emeralds(local_player->gems_still_needed);
10376 RaiseScoreElement(element);
10377 PlayLevelSoundElementAction(x, y, element, ACTION_COLLECTING);
10379 CheckTriggeredElementChangePlayer(x, y, element,
10380 CE_OTHER_GETS_COLLECTED,
10381 player->index_bit, dig_side);
10384 if (mode == DF_SNAP)
10385 TestIfElementTouchesCustomElement(x, y); /* for empty space */
10390 else if (IS_PUSHABLE(element))
10392 if (mode == DF_SNAP && element != EL_BD_ROCK)
10393 return MF_NO_ACTION;
10395 if (CAN_FALL(element) && dy)
10396 return MF_NO_ACTION;
10398 if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
10399 !(element == EL_SPRING && level.use_spring_bug))
10400 return MF_NO_ACTION;
10403 if (CAN_MOVE(element) && GET_MAX_MOVE_DELAY(element) == 0 &&
10404 ((move_direction & MV_VERTICAL &&
10405 ((element_info[element].move_pattern & MV_LEFT &&
10406 IN_LEV_FIELD(x - 1, y) && IS_FREE(x - 1, y)) ||
10407 (element_info[element].move_pattern & MV_RIGHT &&
10408 IN_LEV_FIELD(x + 1, y) && IS_FREE(x + 1, y)))) ||
10409 (move_direction & MV_HORIZONTAL &&
10410 ((element_info[element].move_pattern & MV_UP &&
10411 IN_LEV_FIELD(x, y - 1) && IS_FREE(x, y - 1)) ||
10412 (element_info[element].move_pattern & MV_DOWN &&
10413 IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))))))
10414 return MF_NO_ACTION;
10418 /* do not push elements already moving away faster than player */
10419 if (CAN_MOVE(element) && MovDir[x][y] == move_direction &&
10420 ABS(getElementMoveStepsize(x, y)) > MOVE_STEPSIZE_NORMAL)
10421 return MF_NO_ACTION;
10423 if (element == EL_SPRING && MovDir[x][y] != MV_NO_MOVING)
10424 return MF_NO_ACTION;
10428 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10430 if (player->push_delay_value == -1)
10431 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10433 else if (game.engine_version >= VERSION_IDENT(2,2,0,7))
10435 if (!player->is_pushing)
10436 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10440 if (game.engine_version >= VERSION_IDENT(2,2,0,7) &&
10441 (game.engine_version < VERSION_IDENT(3,0,7,1) ||
10442 !player_is_pushing))
10443 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10446 if (!player->is_pushing &&
10447 game.engine_version >= VERSION_IDENT(2,2,0,7))
10448 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10452 printf("::: push delay: %ld [%d, %d] [%d]\n",
10453 player->push_delay_value, FrameCounter, game.engine_version,
10454 player->is_pushing);
10457 player->is_pushing = TRUE;
10459 if (!(IN_LEV_FIELD(nextx, nexty) &&
10460 (IS_FREE(nextx, nexty) ||
10461 (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY &&
10462 IS_SB_ELEMENT(element)))))
10463 return MF_NO_ACTION;
10465 if (!checkDiagonalPushing(player, x, y, real_dx, real_dy))
10466 return MF_NO_ACTION;
10468 if (player->push_delay == 0) /* new pushing; restart delay */
10469 player->push_delay = FrameCounter;
10471 if (!FrameReached(&player->push_delay, player->push_delay_value) &&
10472 !(tape.playing && tape.file_version < FILE_VERSION_2_0) &&
10473 element != EL_SPRING && element != EL_BALLOON)
10475 /* make sure that there is no move delay before next try to push */
10476 if (game.engine_version >= VERSION_IDENT(3,0,7,1))
10477 player->move_delay = INITIAL_MOVE_DELAY_OFF;
10479 return MF_NO_ACTION;
10483 printf("::: NOW PUSHING... [%d]\n", FrameCounter);
10486 if (IS_SB_ELEMENT(element))
10488 if (element == EL_SOKOBAN_FIELD_FULL)
10490 Back[x][y] = EL_SOKOBAN_FIELD_EMPTY;
10491 local_player->sokobanfields_still_needed++;
10494 if (Feld[nextx][nexty] == EL_SOKOBAN_FIELD_EMPTY)
10496 Back[nextx][nexty] = EL_SOKOBAN_FIELD_EMPTY;
10497 local_player->sokobanfields_still_needed--;
10500 Feld[x][y] = EL_SOKOBAN_OBJECT;
10502 if (Back[x][y] == Back[nextx][nexty])
10503 PlayLevelSoundAction(x, y, ACTION_PUSHING);
10504 else if (Back[x][y] != 0)
10505 PlayLevelSoundElementAction(x, y, EL_SOKOBAN_FIELD_FULL,
10508 PlayLevelSoundElementAction(nextx, nexty, EL_SOKOBAN_FIELD_EMPTY,
10511 if (local_player->sokobanfields_still_needed == 0 &&
10512 game.emulation == EMU_SOKOBAN)
10514 player->LevelSolved = player->GameOver = TRUE;
10515 PlayLevelSound(x, y, SND_GAME_SOKOBAN_SOLVING);
10519 PlayLevelSoundElementAction(x, y, element, ACTION_PUSHING);
10521 InitMovingField(x, y, move_direction);
10522 GfxAction[x][y] = ACTION_PUSHING;
10524 if (mode == DF_SNAP)
10525 ContinueMoving(x, y);
10527 MovPos[x][y] = (dx != 0 ? dx : dy);
10529 Pushed[x][y] = TRUE;
10530 Pushed[nextx][nexty] = TRUE;
10532 if (game.engine_version < VERSION_IDENT(2,2,0,7))
10533 player->push_delay_value = GET_NEW_PUSH_DELAY(element);
10535 player->push_delay_value = -1; /* get new value later */
10537 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PUSHED,
10538 player->index_bit, dig_side);
10539 CheckElementChangePlayer(x, y, element, CE_PUSHED_BY_PLAYER,
10540 player->index_bit, dig_side);
10544 else if (IS_SWITCHABLE(element))
10546 if (PLAYER_SWITCHING(player, x, y))
10549 player->is_switching = TRUE;
10550 player->switch_x = x;
10551 player->switch_y = y;
10553 PlayLevelSoundElementAction(x, y, element, ACTION_ACTIVATING);
10555 if (element == EL_ROBOT_WHEEL)
10557 Feld[x][y] = EL_ROBOT_WHEEL_ACTIVE;
10561 DrawLevelField(x, y);
10563 else if (element == EL_SP_TERMINAL)
10567 for (yy = 0; yy < lev_fieldy; yy++) for (xx=0; xx < lev_fieldx; xx++)
10569 if (Feld[xx][yy] == EL_SP_DISK_YELLOW)
10571 else if (Feld[xx][yy] == EL_SP_TERMINAL)
10572 Feld[xx][yy] = EL_SP_TERMINAL_ACTIVE;
10575 else if (IS_BELT_SWITCH(element))
10577 ToggleBeltSwitch(x, y);
10579 else if (element == EL_SWITCHGATE_SWITCH_UP ||
10580 element == EL_SWITCHGATE_SWITCH_DOWN)
10582 ToggleSwitchgateSwitch(x, y);
10584 else if (element == EL_LIGHT_SWITCH ||
10585 element == EL_LIGHT_SWITCH_ACTIVE)
10587 ToggleLightSwitch(x, y);
10590 PlayLevelSound(x, y, element == EL_LIGHT_SWITCH ?
10591 SND_LIGHT_SWITCH_ACTIVATING :
10592 SND_LIGHT_SWITCH_DEACTIVATING);
10595 else if (element == EL_TIMEGATE_SWITCH)
10597 ActivateTimegateSwitch(x, y);
10599 else if (element == EL_BALLOON_SWITCH_LEFT ||
10600 element == EL_BALLOON_SWITCH_RIGHT ||
10601 element == EL_BALLOON_SWITCH_UP ||
10602 element == EL_BALLOON_SWITCH_DOWN ||
10603 element == EL_BALLOON_SWITCH_ANY)
10605 if (element == EL_BALLOON_SWITCH_ANY)
10606 game.balloon_dir = move_direction;
10608 game.balloon_dir = (element == EL_BALLOON_SWITCH_LEFT ? MV_LEFT :
10609 element == EL_BALLOON_SWITCH_RIGHT ? MV_RIGHT :
10610 element == EL_BALLOON_SWITCH_UP ? MV_UP :
10611 element == EL_BALLOON_SWITCH_DOWN ? MV_DOWN :
10614 else if (element == EL_LAMP)
10616 Feld[x][y] = EL_LAMP_ACTIVE;
10617 local_player->lights_still_needed--;
10619 DrawLevelField(x, y);
10621 else if (element == EL_TIME_ORB_FULL)
10623 Feld[x][y] = EL_TIME_ORB_EMPTY;
10625 DrawGameValue_Time(TimeLeft);
10627 DrawLevelField(x, y);
10630 PlaySoundStereo(SND_TIME_ORB_FULL_COLLECTING, SOUND_MIDDLE);
10638 if (!PLAYER_SWITCHING(player, x, y))
10640 player->is_switching = TRUE;
10641 player->switch_x = x;
10642 player->switch_y = y;
10644 CheckTriggeredElementChangePlayer(x, y, element,
10645 CE_OTHER_IS_SWITCHING,
10646 player->index_bit, dig_side);
10647 CheckElementChangePlayer(x, y, element, CE_SWITCHED,
10648 player->index_bit, dig_side);
10651 CheckTriggeredElementChangePlayer(x, y, element, CE_OTHER_GETS_PRESSED,
10652 player->index_bit, dig_side);
10653 CheckElementChangePlayer(x, y, element, CE_PRESSED_BY_PLAYER,
10654 player->index_bit, dig_side);
10657 return MF_NO_ACTION;
10660 player->push_delay = 0;
10662 if (Feld[x][y] != element) /* really digged/collected something */
10663 player->is_collecting = !player->is_digging;
10668 boolean SnapField(struct PlayerInfo *player, int dx, int dy)
10670 int jx = player->jx, jy = player->jy;
10671 int x = jx + dx, y = jy + dy;
10672 int snap_direction = (dx == -1 ? MV_LEFT :
10673 dx == +1 ? MV_RIGHT :
10675 dy == +1 ? MV_DOWN : MV_NO_MOVING);
10678 if (player->MovPos)
10681 if (player->MovPos && game.engine_version >= VERSION_IDENT(2,2,0,0))
10685 if (!player->active || !IN_LEV_FIELD(x, y))
10693 if (player->MovPos == 0)
10694 player->is_pushing = FALSE;
10696 player->is_snapping = FALSE;
10698 if (player->MovPos == 0)
10700 player->is_moving = FALSE;
10701 player->is_digging = FALSE;
10702 player->is_collecting = FALSE;
10708 if (player->is_snapping)
10711 player->MovDir = snap_direction;
10714 if (player->MovPos == 0)
10717 player->is_moving = FALSE;
10718 player->is_digging = FALSE;
10719 player->is_collecting = FALSE;
10722 player->is_dropping = FALSE;
10724 if (DigField(player, jx, jy, x, y, 0, 0, DF_SNAP) == MF_NO_ACTION)
10727 player->is_snapping = TRUE;
10730 if (player->MovPos == 0)
10733 player->is_moving = FALSE;
10734 player->is_digging = FALSE;
10735 player->is_collecting = FALSE;
10738 DrawLevelField(x, y);
10744 boolean DropElement(struct PlayerInfo *player)
10746 static int trigger_sides[4] =
10748 CH_SIDE_LEFT, /* dropping left */
10749 CH_SIDE_RIGHT, /* dropping right */
10750 CH_SIDE_TOP, /* dropping up */
10751 CH_SIDE_BOTTOM, /* dropping down */
10753 int jx = player->jx, jy = player->jy;
10754 int drop_direction = player->MovDir;
10755 int drop_side = trigger_sides[MV_DIR_BIT(drop_direction)];
10756 int old_element = Feld[jx][jy];
10757 int new_element = (player->inventory_size > 0 ?
10758 player->inventory_element[player->inventory_size - 1] :
10759 player->inventory_infinite_element != EL_UNDEFINED ?
10760 player->inventory_infinite_element :
10761 player->dynabombs_left > 0 ?
10762 EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr :
10765 /* check if player is active, not moving and ready to drop */
10766 if (!player->active || player->MovPos || player->drop_delay > 0)
10769 /* check if player has anything that can be dropped */
10771 if (new_element == EL_UNDEFINED)
10774 if (player->inventory_size == 0 &&
10775 player->inventory_infinite_element == EL_UNDEFINED &&
10776 player->dynabombs_left == 0)
10780 /* check if anything can be dropped at the current position */
10781 if (IS_ACTIVE_BOMB(old_element) || old_element == EL_EXPLOSION)
10784 /* collected custom elements can only be dropped on empty fields */
10786 if (IS_CUSTOM_ELEMENT(new_element) && old_element != EL_EMPTY)
10789 if (player->inventory_size > 0 &&
10790 IS_CUSTOM_ELEMENT(player->inventory_element[player->inventory_size - 1])
10791 && old_element != EL_EMPTY)
10795 if (old_element != EL_EMPTY)
10796 Back[jx][jy] = old_element; /* store old element on this field */
10798 ResetGfxAnimation(jx, jy);
10799 ResetRandomAnimationValue(jx, jy);
10801 if (player->inventory_size > 0 ||
10802 player->inventory_infinite_element != EL_UNDEFINED)
10804 if (player->inventory_size > 0)
10806 player->inventory_size--;
10809 new_element = player->inventory_element[player->inventory_size];
10812 DrawGameValue_Dynamite(local_player->inventory_size);
10814 if (new_element == EL_DYNAMITE)
10815 new_element = EL_DYNAMITE_ACTIVE;
10816 else if (new_element == EL_SP_DISK_RED)
10817 new_element = EL_SP_DISK_RED_ACTIVE;
10820 Feld[jx][jy] = new_element;
10822 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10823 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10825 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10828 /* needed if previous element just changed to "empty" in the last frame */
10829 Changed[jx][jy] = 0; /* allow another change */
10832 CheckTriggeredElementChangePlayer(jx, jy, new_element,
10833 CE_OTHER_GETS_DROPPED,
10834 player->index_bit, drop_side);
10835 CheckElementChangePlayer(jx, jy, new_element, CE_DROPPED_BY_PLAYER,
10836 player->index_bit, drop_side);
10838 TestIfElementTouchesCustomElement(jx, jy);
10840 else /* player is dropping a dyna bomb */
10842 player->dynabombs_left--;
10845 new_element = EL_DYNABOMB_PLAYER_1_ACTIVE + player->index_nr;
10848 Feld[jx][jy] = new_element;
10850 if (IN_SCR_FIELD(SCREENX(jx), SCREENY(jy)))
10851 DrawGraphicThruMask(SCREENX(jx), SCREENY(jy), el2img(Feld[jx][jy]), 0);
10853 PlayLevelSoundAction(jx, jy, ACTION_DROPPING);
10860 if (Feld[jx][jy] == new_element) /* uninitialized unless CE change */
10863 InitField_WithBug1(jx, jy, FALSE);
10865 InitField(jx, jy, FALSE);
10866 if (CAN_MOVE(Feld[jx][jy]))
10867 InitMovDir(jx, jy);
10871 new_element = Feld[jx][jy];
10873 if (IS_CUSTOM_ELEMENT(new_element) && CAN_MOVE(new_element) &&
10874 element_info[new_element].move_pattern == MV_WHEN_DROPPED)
10876 int move_stepsize = element_info[new_element].move_stepsize;
10877 int direction, dx, dy, nextx, nexty;
10879 if (element_info[new_element].move_direction_initial == MV_START_AUTOMATIC)
10880 MovDir[jx][jy] = player->MovDir;
10882 direction = MovDir[jx][jy];
10883 dx = (direction == MV_LEFT ? -1 : direction == MV_RIGHT ? +1 : 0);
10884 dy = (direction == MV_UP ? -1 : direction == MV_DOWN ? +1 : 0);
10888 if (IN_LEV_FIELD(nextx, nexty) && IS_FREE(nextx, nexty))
10891 WasJustMoving[jx][jy] = 3;
10893 InitMovingField(jx, jy, direction);
10894 ContinueMoving(jx, jy);
10899 Changed[jx][jy] = 0; /* allow another change */
10902 TestIfElementHitsCustomElement(jx, jy, direction);
10904 CheckElementChangeSide(jx, jy, new_element, touched_element,
10905 CE_HITTING_SOMETHING, direction);
10909 player->drop_delay = 2 * TILEX / move_stepsize + 1;
10913 player->drop_delay = 8 + 8 + 8;
10918 player->is_dropping = TRUE;
10924 /* ------------------------------------------------------------------------- */
10925 /* game sound playing functions */
10926 /* ------------------------------------------------------------------------- */
10928 static int *loop_sound_frame = NULL;
10929 static int *loop_sound_volume = NULL;
10931 void InitPlayLevelSound()
10933 int num_sounds = getSoundListSize();
10935 checked_free(loop_sound_frame);
10936 checked_free(loop_sound_volume);
10938 loop_sound_frame = checked_calloc(num_sounds * sizeof(int));
10939 loop_sound_volume = checked_calloc(num_sounds * sizeof(int));
10942 static void PlayLevelSound(int x, int y, int nr)
10944 int sx = SCREENX(x), sy = SCREENY(y);
10945 int volume, stereo_position;
10946 int max_distance = 8;
10947 int type = (IS_LOOP_SOUND(nr) ? SND_CTRL_PLAY_LOOP : SND_CTRL_PLAY_SOUND);
10949 if ((!setup.sound_simple && !IS_LOOP_SOUND(nr)) ||
10950 (!setup.sound_loops && IS_LOOP_SOUND(nr)))
10953 if (!IN_LEV_FIELD(x, y) ||
10954 sx < -max_distance || sx >= SCR_FIELDX + max_distance ||
10955 sy < -max_distance || sy >= SCR_FIELDY + max_distance)
10958 volume = SOUND_MAX_VOLUME;
10960 if (!IN_SCR_FIELD(sx, sy))
10962 int dx = ABS(sx - SCR_FIELDX / 2) - SCR_FIELDX / 2;
10963 int dy = ABS(sy - SCR_FIELDY / 2) - SCR_FIELDY / 2;
10965 volume -= volume * (dx > dy ? dx : dy) / max_distance;
10968 stereo_position = (SOUND_MAX_LEFT +
10969 (sx + max_distance) * SOUND_MAX_LEFT2RIGHT /
10970 (SCR_FIELDX + 2 * max_distance));
10972 if (IS_LOOP_SOUND(nr))
10974 /* This assures that quieter loop sounds do not overwrite louder ones,
10975 while restarting sound volume comparison with each new game frame. */
10977 if (loop_sound_volume[nr] > volume && loop_sound_frame[nr] == FrameCounter)
10980 loop_sound_volume[nr] = volume;
10981 loop_sound_frame[nr] = FrameCounter;
10984 PlaySoundExt(nr, volume, stereo_position, type);
10987 static void PlayLevelSoundNearest(int x, int y, int sound_action)
10989 PlayLevelSound(x < LEVELX(BX1) ? LEVELX(BX1) :
10990 x > LEVELX(BX2) ? LEVELX(BX2) : x,
10991 y < LEVELY(BY1) ? LEVELY(BY1) :
10992 y > LEVELY(BY2) ? LEVELY(BY2) : y,
10996 static void PlayLevelSoundAction(int x, int y, int action)
10998 PlayLevelSoundElementAction(x, y, Feld[x][y], action);
11001 static void PlayLevelSoundElementAction(int x, int y, int element, int action)
11003 int sound_effect = element_info[element].sound[action];
11005 if (sound_effect != SND_UNDEFINED)
11006 PlayLevelSound(x, y, sound_effect);
11009 static void PlayLevelSoundElementActionIfLoop(int x, int y, int element,
11012 int sound_effect = element_info[element].sound[action];
11014 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11015 PlayLevelSound(x, y, sound_effect);
11018 static void PlayLevelSoundActionIfLoop(int x, int y, int action)
11020 int sound_effect = element_info[Feld[x][y]].sound[action];
11022 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11023 PlayLevelSound(x, y, sound_effect);
11026 static void StopLevelSoundActionIfLoop(int x, int y, int action)
11028 int sound_effect = element_info[Feld[x][y]].sound[action];
11030 if (sound_effect != SND_UNDEFINED && IS_LOOP_SOUND(sound_effect))
11031 StopSound(sound_effect);
11034 static void PlayLevelMusic()
11036 if (levelset.music[level_nr] != MUS_UNDEFINED)
11037 PlayMusic(levelset.music[level_nr]); /* from config file */
11039 PlayMusic(MAP_NOCONF_MUSIC(level_nr)); /* from music dir */
11042 void RaiseScore(int value)
11044 local_player->score += value;
11046 DrawGameValue_Score(local_player->score);
11049 void RaiseScoreElement(int element)
11054 case EL_BD_DIAMOND:
11055 case EL_EMERALD_YELLOW:
11056 case EL_EMERALD_RED:
11057 case EL_EMERALD_PURPLE:
11058 case EL_SP_INFOTRON:
11059 RaiseScore(level.score[SC_EMERALD]);
11062 RaiseScore(level.score[SC_DIAMOND]);
11065 RaiseScore(level.score[SC_CRYSTAL]);
11068 RaiseScore(level.score[SC_PEARL]);
11071 case EL_BD_BUTTERFLY:
11072 case EL_SP_ELECTRON:
11073 RaiseScore(level.score[SC_BUG]);
11076 case EL_BD_FIREFLY:
11077 case EL_SP_SNIKSNAK:
11078 RaiseScore(level.score[SC_SPACESHIP]);
11081 case EL_DARK_YAMYAM:
11082 RaiseScore(level.score[SC_YAMYAM]);
11085 RaiseScore(level.score[SC_ROBOT]);
11088 RaiseScore(level.score[SC_PACMAN]);
11091 RaiseScore(level.score[SC_NUT]);
11094 case EL_SP_DISK_RED:
11095 case EL_DYNABOMB_INCREASE_NUMBER:
11096 case EL_DYNABOMB_INCREASE_SIZE:
11097 case EL_DYNABOMB_INCREASE_POWER:
11098 RaiseScore(level.score[SC_DYNAMITE]);
11100 case EL_SHIELD_NORMAL:
11101 case EL_SHIELD_DEADLY:
11102 RaiseScore(level.score[SC_SHIELD]);
11104 case EL_EXTRA_TIME:
11105 RaiseScore(level.score[SC_TIME_BONUS]);
11111 RaiseScore(level.score[SC_KEY]);
11114 RaiseScore(element_info[element].collect_score);
11119 void RequestQuitGame(boolean ask_if_really_quit)
11121 if (AllPlayersGone ||
11122 !ask_if_really_quit ||
11123 level_editor_test_game ||
11124 Request("Do you really want to quit the game ?",
11125 REQ_ASK | REQ_STAY_CLOSED))
11127 #if defined(PLATFORM_UNIX)
11128 if (options.network)
11129 SendToServer_StopPlaying();
11133 game_status = GAME_MODE_MAIN;
11141 if (tape.playing && tape.index_search)
11143 SetDrawDeactivationMask(REDRAW_NONE);
11144 audio.sound_deactivated = FALSE;
11148 OpenDoor(DOOR_OPEN_1 | DOOR_COPY_BACK);
11151 if (tape.playing && tape.index_search)
11153 SetDrawDeactivationMask(REDRAW_FIELD);
11154 audio.sound_deactivated = TRUE;
11162 /* ---------- new game button stuff ---------------------------------------- */
11164 /* graphic position values for game buttons */
11165 #define GAME_BUTTON_XSIZE 30
11166 #define GAME_BUTTON_YSIZE 30
11167 #define GAME_BUTTON_XPOS 5
11168 #define GAME_BUTTON_YPOS 215
11169 #define SOUND_BUTTON_XPOS 5
11170 #define SOUND_BUTTON_YPOS (GAME_BUTTON_YPOS + GAME_BUTTON_YSIZE)
11172 #define GAME_BUTTON_STOP_XPOS (GAME_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
11173 #define GAME_BUTTON_PAUSE_XPOS (GAME_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
11174 #define GAME_BUTTON_PLAY_XPOS (GAME_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
11175 #define SOUND_BUTTON_MUSIC_XPOS (SOUND_BUTTON_XPOS + 0 * GAME_BUTTON_XSIZE)
11176 #define SOUND_BUTTON_LOOPS_XPOS (SOUND_BUTTON_XPOS + 1 * GAME_BUTTON_XSIZE)
11177 #define SOUND_BUTTON_SIMPLE_XPOS (SOUND_BUTTON_XPOS + 2 * GAME_BUTTON_XSIZE)
11184 } gamebutton_info[NUM_GAME_BUTTONS] =
11187 GAME_BUTTON_STOP_XPOS, GAME_BUTTON_YPOS,
11192 GAME_BUTTON_PAUSE_XPOS, GAME_BUTTON_YPOS,
11193 GAME_CTRL_ID_PAUSE,
11197 GAME_BUTTON_PLAY_XPOS, GAME_BUTTON_YPOS,
11202 SOUND_BUTTON_MUSIC_XPOS, SOUND_BUTTON_YPOS,
11203 SOUND_CTRL_ID_MUSIC,
11204 "background music on/off"
11207 SOUND_BUTTON_LOOPS_XPOS, SOUND_BUTTON_YPOS,
11208 SOUND_CTRL_ID_LOOPS,
11209 "sound loops on/off"
11212 SOUND_BUTTON_SIMPLE_XPOS, SOUND_BUTTON_YPOS,
11213 SOUND_CTRL_ID_SIMPLE,
11214 "normal sounds on/off"
11218 void CreateGameButtons()
11222 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11224 Bitmap *gd_bitmap = graphic_info[IMG_GLOBAL_DOOR].bitmap;
11225 struct GadgetInfo *gi;
11228 unsigned long event_mask;
11229 int gd_xoffset, gd_yoffset;
11230 int gd_x1, gd_x2, gd_y1, gd_y2;
11233 gd_xoffset = gamebutton_info[i].x;
11234 gd_yoffset = gamebutton_info[i].y;
11235 gd_x1 = DOOR_GFX_PAGEX4 + gd_xoffset;
11236 gd_x2 = DOOR_GFX_PAGEX3 + gd_xoffset;
11238 if (id == GAME_CTRL_ID_STOP ||
11239 id == GAME_CTRL_ID_PAUSE ||
11240 id == GAME_CTRL_ID_PLAY)
11242 button_type = GD_TYPE_NORMAL_BUTTON;
11244 event_mask = GD_EVENT_RELEASED;
11245 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11246 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11250 button_type = GD_TYPE_CHECK_BUTTON;
11252 ((id == SOUND_CTRL_ID_MUSIC && setup.sound_music) ||
11253 (id == SOUND_CTRL_ID_LOOPS && setup.sound_loops) ||
11254 (id == SOUND_CTRL_ID_SIMPLE && setup.sound_simple) ? TRUE : FALSE);
11255 event_mask = GD_EVENT_PRESSED;
11256 gd_y1 = DOOR_GFX_PAGEY1 + gd_yoffset;
11257 gd_y2 = DOOR_GFX_PAGEY1 + gd_yoffset - GAME_BUTTON_YSIZE;
11260 gi = CreateGadget(GDI_CUSTOM_ID, id,
11261 GDI_INFO_TEXT, gamebutton_info[i].infotext,
11262 GDI_X, DX + gd_xoffset,
11263 GDI_Y, DY + gd_yoffset,
11264 GDI_WIDTH, GAME_BUTTON_XSIZE,
11265 GDI_HEIGHT, GAME_BUTTON_YSIZE,
11266 GDI_TYPE, button_type,
11267 GDI_STATE, GD_BUTTON_UNPRESSED,
11268 GDI_CHECKED, checked,
11269 GDI_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y1,
11270 GDI_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y1,
11271 GDI_ALT_DESIGN_UNPRESSED, gd_bitmap, gd_x1, gd_y2,
11272 GDI_ALT_DESIGN_PRESSED, gd_bitmap, gd_x2, gd_y2,
11273 GDI_EVENT_MASK, event_mask,
11274 GDI_CALLBACK_ACTION, HandleGameButtons,
11278 Error(ERR_EXIT, "cannot create gadget");
11280 game_gadget[id] = gi;
11284 void FreeGameButtons()
11288 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11289 FreeGadget(game_gadget[i]);
11292 static void MapGameButtons()
11296 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11297 MapGadget(game_gadget[i]);
11300 void UnmapGameButtons()
11304 for (i = 0; i < NUM_GAME_BUTTONS; i++)
11305 UnmapGadget(game_gadget[i]);
11308 static void HandleGameButtons(struct GadgetInfo *gi)
11310 int id = gi->custom_id;
11312 if (game_status != GAME_MODE_PLAYING)
11317 case GAME_CTRL_ID_STOP:
11318 RequestQuitGame(TRUE);
11321 case GAME_CTRL_ID_PAUSE:
11322 if (options.network)
11324 #if defined(PLATFORM_UNIX)
11326 SendToServer_ContinuePlaying();
11328 SendToServer_PausePlaying();
11332 TapeTogglePause(TAPE_TOGGLE_MANUAL);
11335 case GAME_CTRL_ID_PLAY:
11338 #if defined(PLATFORM_UNIX)
11339 if (options.network)
11340 SendToServer_ContinuePlaying();
11344 tape.pausing = FALSE;
11345 DrawVideoDisplay(VIDEO_STATE_PAUSE_OFF,0);
11350 case SOUND_CTRL_ID_MUSIC:
11351 if (setup.sound_music)
11353 setup.sound_music = FALSE;
11356 else if (audio.music_available)
11358 setup.sound = setup.sound_music = TRUE;
11360 SetAudioMode(setup.sound);
11366 case SOUND_CTRL_ID_LOOPS:
11367 if (setup.sound_loops)
11368 setup.sound_loops = FALSE;
11369 else if (audio.loops_available)
11371 setup.sound = setup.sound_loops = TRUE;
11372 SetAudioMode(setup.sound);
11376 case SOUND_CTRL_ID_SIMPLE:
11377 if (setup.sound_simple)
11378 setup.sound_simple = FALSE;
11379 else if (audio.sound_available)
11381 setup.sound = setup.sound_simple = TRUE;
11382 SetAudioMode(setup.sound);